3 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
10 #include "mutators/events.qh"
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/debug.qh>
17 #include <common/mapinfo.qh>
18 #include <common/gamemodes/_mod.qh>
19 #include <common/physics/player.qh>
20 #include <common/stats.qh>
21 #include <common/triggers/target/music.qh>
22 #include <common/teams.qh>
24 #include <common/vehicles/all.qh>
25 #include <common/weapons/_all.qh>
26 #include <common/viewloc.qh>
27 #include <common/minigames/cl_minigames.qh>
28 #include <common/minigames/cl_minigames_hud.qh>
30 #include <lib/csqcmodel/cl_player.qh>
31 #include <lib/csqcmodel/cl_model.qh>
32 #include "csqcmodel_hooks.qh"
34 #include <lib/warpzone/client.qh>
35 #include <lib/warpzone/common.qh>
37 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
39 float autocvar_cl_viewmodel_scale;
41 bool autocvar_cl_bobmodel;
42 float autocvar_cl_bobmodel_speed;
43 float autocvar_cl_bobmodel_side;
44 float autocvar_cl_bobmodel_up;
46 float autocvar_cl_followmodel;
47 float autocvar_cl_followmodel_speed = 0.3;
48 float autocvar_cl_followmodel_limit = 135;
49 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
50 float autocvar_cl_followmodel_highpass = 0.05;
51 float autocvar_cl_followmodel_lowpass = 0.03;
52 bool autocvar_cl_followmodel_velocity_absolute;
54 float autocvar_cl_leanmodel;
55 float autocvar_cl_leanmodel_speed = 0.3;
56 float autocvar_cl_leanmodel_limit = 30;
57 float autocvar_cl_leanmodel_highpass1 = 0.2;
58 float autocvar_cl_leanmodel_highpass = 0.2;
59 float autocvar_cl_leanmodel_lowpass = 0.05;
61 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
62 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
64 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
67 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
69 float __ignore; lowpass(value, frac, ref_store, __ignore); \
70 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
73 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
75 float __f = 0; lowpass(value, frac, ref_store, __f); \
76 ret = (value) - __f; \
79 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
81 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
82 ret = (value) - __f; \
85 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
87 lowpass(value.x, frac, ref_store.x, ref_out.x); \
88 lowpass(value.y, frac, ref_store.y, ref_out.y); \
91 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
93 highpass(value.x, frac, ref_store.x, ref_out.x); \
94 highpass(value.y, frac, ref_store.y, ref_out.y); \
97 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
99 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
100 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
103 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
105 lowpass(value.x, frac, ref_store.x, ref_out.x); \
106 lowpass(value.y, frac, ref_store.y, ref_out.y); \
107 lowpass(value.z, frac, ref_store.z, ref_out.z); \
110 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
112 highpass(value.x, frac, ref_store.x, ref_out.x); \
113 highpass(value.y, frac, ref_store.y, ref_out.y); \
114 highpass(value.z, frac, ref_store.z, ref_out.z); \
117 void calc_followmodel_ofs(entity view)
119 if(cl_followmodel_time == time)
120 return; // cl_followmodel_ofs already calculated for this frame
123 vector gunorg = '0 0 0';
124 static vector vel_average;
125 static vector gunorg_prev = '0 0 0';
126 static vector gunorg_adjustment_highpass;
127 static vector gunorg_adjustment_lowpass;
130 if (autocvar_cl_followmodel_velocity_absolute)
134 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
135 MAKEVECTORS(makevectors, view_angles, forward, right, up);
136 vel.x = view.velocity * forward;
137 vel.y = view.velocity * right * -1;
138 vel.z = view.velocity * up;
141 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
142 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
143 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
145 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
146 lowpass3(vel, frac, vel_average, gunorg);
148 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
150 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
151 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
152 frac = avg_factor(autocvar_cl_followmodel_highpass);
153 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
154 frac = avg_factor(autocvar_cl_followmodel_lowpass);
155 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
157 if (autocvar_cl_followmodel_velocity_absolute)
160 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
161 MAKEVECTORS(makevectors, view_angles, forward, right, up);
162 fixed_gunorg.x = gunorg * forward;
163 fixed_gunorg.y = gunorg * right * -1;
164 fixed_gunorg.z = gunorg * up;
165 gunorg = fixed_gunorg;
168 cl_followmodel_ofs = gunorg;
169 cl_followmodel_time = time;
172 vector leanmodel_ofs(entity view)
175 vector gunangles = '0 0 0';
176 static vector gunangles_prev = '0 0 0';
177 static vector gunangles_highpass = '0 0 0';
178 static vector gunangles_adjustment_highpass;
179 static vector gunangles_adjustment_lowpass;
181 if (view.csqcmodel_teleported)
182 gunangles_prev = view_angles;
184 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
185 gunangles_highpass += gunangles_prev;
186 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
187 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
188 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
189 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
190 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
191 gunangles_prev = view_angles;
192 gunangles_highpass -= gunangles_prev;
194 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
195 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
197 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
198 frac = avg_factor(autocvar_cl_leanmodel_highpass);
199 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
200 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
201 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
203 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
208 vector bobmodel_ofs(entity view)
210 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
211 static bool oldonground;
212 static float hitgroundtime;
215 float f = time; // cl.movecmd[0].time
219 oldonground = clonground;
221 // calculate for swinging gun model
222 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
223 vector gunorg = '0 0 0';
224 static float bobmodel_scale = 0;
225 static float time_ofs = 0; // makes the effect always restart in the same way
228 if (time - hitgroundtime > 0.05)
229 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
232 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
234 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
235 if (bobmodel_scale && xyspeed)
237 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
238 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
239 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
240 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
248 void viewmodel_animate(entity this)
250 if (autocvar_chase_active) return;
251 if (STAT(HEALTH) <= 0) return;
253 entity view = CSQCModel_server2csqc(player_localentnum - 1);
255 if (autocvar_cl_followmodel)
257 calc_followmodel_ofs(view);
258 this.origin += cl_followmodel_ofs;
261 if (autocvar_cl_leanmodel)
262 this.angles += leanmodel_ofs(view);
264 // vertical view bobbing code
267 // horizontal view bobbing code
271 // causes the view to swing down and back up when touching the ground
274 // gun model bobbing code
275 if (autocvar_cl_bobmodel)
276 this.origin += bobmodel_ofs(view);
279 .vector viewmodel_origin, viewmodel_angles;
280 .float weapon_nextthink;
281 .float weapon_eta_last;
282 .float weapon_switchdelay;
286 void viewmodel_draw(entity this)
288 if(!this.activeweapon || !autocvar_r_drawviewmodel)
290 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
291 float a = this.alpha;
292 static bool wasinvehicle;
293 bool invehicle = player_localentnum > maxclients;
294 if (invehicle) a = -1;
295 else if (wasinvehicle) a = 1;
296 wasinvehicle = invehicle;
297 Weapon wep = this.activeweapon;
298 int c = entcs_GetClientColors(current_player);
299 vector g = weaponentity_glowmod(wep, NULL, c, this);
300 entity me = CSQCModel_server2csqc(player_localentnum - 1);
301 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
303 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
304 for (entity e = this; e; e = e.weaponchild)
308 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
310 e.csqcmodel_effects = fx;
311 CSQCModel_Effects_Apply(e);
314 string name = wep.mdl;
315 bool swap = name != this.name_last;
318 this.name_last = name;
319 CL_WeaponEntity_SetModel(this, name, swap);
320 this.viewmodel_origin = this.origin;
321 this.viewmodel_angles = this.angles;
324 if (!this.animstate_override && !this.animstate_looping)
325 anim_set(this, this.anim_idle, true, false, false);
327 float f = 0; // 0..1; 0: fully active
328 float rate = STAT(WEAPONRATEFACTOR);
329 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
330 if (eta <= 0) f = this.weapon_eta_last;
331 else switch (this.state)
335 f = eta / max(eta, this.weapon_switchdelay);
340 f = 1 - eta / max(eta, this.weapon_switchdelay);
349 this.weapon_eta_last = f;
350 this.origin = this.viewmodel_origin;
351 this.angles = this.viewmodel_angles;
352 this.angles_x = (-90 * f * f);
353 viewmodel_animate(this);
354 setorigin(this, this.origin);
357 entity viewmodels[MAX_WEAPONSLOTS];
358 STATIC_INIT(viewmodel) {
359 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
360 viewmodels[slot] = new(viewmodel);
363 void Porto_Draw(entity this);
366 entity e = new_pure(porto);
368 IL_PUSH(g_drawables, e);
369 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
372 const int polyline_length = 16;
373 .vector polyline[polyline_length];
374 void Porto_Draw(entity this)
376 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
378 entity wepent = viewmodels[slot];
380 if (wepent.activeweapon != WEP_PORTO) continue;
381 if (spectatee_status) continue;
382 if (WEP_CVAR(porto, secondary)) continue;
383 if (intermission == 1) continue;
384 if (intermission == 2) continue;
385 if (STAT(HEALTH) <= 0) continue;
387 vector pos = view_origin;
388 vector dir = view_forward;
389 if (angles_held_status)
391 makevectors(angles_held);
395 wepent.polyline[0] = pos;
397 int portal_number = 0, portal1_idx = 1, portal_max = 2;
398 int n = 1 + 2; // 2 lines == 3 points
399 for (int idx = 0; idx < n && idx < polyline_length - 1; )
401 traceline(pos, pos + 65536 * dir, true, this);
402 dir = reflect(dir, trace_plane_normal);
404 wepent.polyline[++idx] = pos;
405 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
410 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
417 vector ang = vectoangles2(trace_plane_normal, dir);
420 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
427 if (portal_number >= portal_max) break;
428 if (portal_number == 1) portal1_idx = idx;
430 for (int idx = 0; idx < n - 1; ++idx)
432 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
433 if (idx == 0) p -= view_up * 16; // line from player
434 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
435 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
442 vector GetCurrentFov(float fov)
444 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
445 float velocityzoom, curspeed;
448 zoomsensitivity = autocvar_cl_zoomsensitivity;
449 zoomfactor = autocvar_cl_zoomfactor;
450 if(zoomfactor < 1 || zoomfactor > 30)
452 zoomspeed = autocvar_cl_zoomspeed;
454 if(zoomspeed < 0.5 || zoomspeed > 16)
457 zoomdir = button_zoom;
459 if(hud == HUD_NORMAL && !spectatee_status)
461 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
463 entity wepent = viewmodels[slot];
464 if(wepent.switchweapon == wepent.activeweapon)
465 if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
466 zoomdir += button_attack2;
469 if(spectatee_status > 0 || isdemo())
471 if(spectatorbutton_zoom)
478 // fteqcc failed twice here already, don't optimize this
481 if(zoomdir) { zoomin_effect = 0; }
485 current_viewzoom = min(1, current_viewzoom + drawframetime);
487 else if(autocvar_cl_spawnzoom && zoomin_effect)
489 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
491 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
492 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
493 if(current_viewzoom == 1) { zoomin_effect = 0; }
497 if(zoomspeed < 0) // instant zoom
500 current_viewzoom = 1 / zoomfactor;
502 current_viewzoom = 1;
507 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
509 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
513 if(almost_equals(current_viewzoom, 1))
514 current_zoomfraction = 0;
515 else if(almost_equals(current_viewzoom, 1/zoomfactor))
516 current_zoomfraction = 1;
518 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
520 if(zoomsensitivity < 1)
521 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
523 setsensitivityscale(1);
525 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
527 if(intermission) { curspeed = 0; }
531 makevectors(view_angles);
534 v = csqcplayer.velocity;
536 switch(autocvar_cl_velocityzoom_type)
538 case 3: curspeed = max(0, v_forward * v); break;
539 case 2: curspeed = (v_forward * v); break;
540 case 1: default: curspeed = vlen(v); break;
544 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
545 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
546 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
548 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
553 float frustumx, frustumy, fovx, fovy;
554 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
555 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
556 fovx = atan2(frustumx, 1) / M_PI * 360.0;
557 fovy = atan2(frustumy, 1) / M_PI * 360.0;
559 return '1 0 0' * fovx + '0 1 0' * fovy;
562 vector GetViewLocationFOV(float fov)
564 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
565 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
566 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
567 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
568 return '1 0 0' * fovx + '0 1 0' * fovy;
571 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
574 float width = (ov_worldmax.x - ov_worldmin.x);
575 float height = (ov_worldmax.y - ov_worldmin.y);
576 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
577 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
578 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
579 return '1 0 0' * fovx + '0 1 0' * fovy;
582 // this function must match W_SetupShot!
583 float zoomscript_caught;
585 vector wcross_origin;
586 float wcross_scale_prev, wcross_alpha_prev;
587 vector wcross_color_prev;
588 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
589 vector wcross_color_goal_prev;
590 float wcross_changedonetime;
592 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
593 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
594 float wcross_name_changestarttime, wcross_name_changedonetime;
595 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
597 float wcross_ring_prev;
600 entity trueaim_rifle;
602 const float SHOTTYPE_HITTEAM = 1;
603 const float SHOTTYPE_HITOBSTRUCTION = 2;
604 const float SHOTTYPE_HITWORLD = 3;
605 const float SHOTTYPE_HITENEMY = 4;
609 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
610 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
613 float EnemyHitCheck()
616 wcross_origin = project_3d_to_2d(trace_endpos);
619 n = trace_ent.entnum;
621 n = trace_networkentity;
623 return SHOTTYPE_HITWORLD;
625 return SHOTTYPE_HITWORLD;
626 t = entcs_GetTeam(n - 1);
629 return SHOTTYPE_HITTEAM;
630 if(t == NUM_SPECTATOR)
631 return SHOTTYPE_HITWORLD;
632 return SHOTTYPE_HITENEMY;
635 float TrueAimCheck(entity wepent)
637 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
638 vector vecs, trueaimpoint, w_shotorg;
646 mv = MOVE_NOMONSTERS;
648 switch(wepent.activeweapon) // WEAPONTODO
650 case WEP_TUBA: // no aim
651 case WEP_PORTO: // shoots from eye
652 case WEP_NEXBALL: // shoots from eye
653 case WEP_HOOK: // no trueaim
654 case WEP_MORTAR: // toss curve
655 return SHOTTYPE_HITWORLD;
663 if(zoomscript_caught)
665 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
666 return EnemyHitCheck();
669 case WEP_DEVASTATOR: // projectile has a size!
673 case WEP_FIREBALL: // projectile has a size!
677 case WEP_SEEKER: // projectile has a size!
681 case WEP_ELECTRO: // projectile has a size!
687 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
689 vecs = decompressShotOrigin(STAT(SHOTORG));
691 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
692 trueaimpoint = trace_endpos;
694 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
695 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
702 dv = view_right * vecs.y + view_up * vecs.z;
703 w_shotorg = traceorigin + dv;
705 // now move the vecs forward as much as requested if possible
706 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs.x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
707 w_shotorg = trace_endpos - view_forward * nudge;
709 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
710 shottype = EnemyHitCheck();
711 if(shottype != SHOTTYPE_HITWORLD)
715 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
716 // or rather, I know why, but see no fix
717 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
718 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
719 return SHOTTYPE_HITOBSTRUCTION;
722 return SHOTTYPE_HITWORLD;
726 void CSQC_Demo_Camera();
728 const float CAMERA_FREE = 1;
729 const float CAMERA_CHASE = 2;
731 string NextFrameCommand;
733 vector freeze_org, freeze_ang;
734 entity nightvision_noise, nightvision_noise2;
736 const float MAX_TIME_DIFF = 5;
737 float pickup_crosshair_time, pickup_crosshair_size;
738 float hitindication_crosshair_size;
739 float use_vortex_chargepool;
741 float myhealth, myhealth_prev;
742 float myhealth_flash;
744 float old_blurradius, old_bluralpha;
745 float old_sharpen_intensity;
747 vector myhealth_gentlergb;
749 float contentavgalpha, liquidalpha_prev;
750 vector liquidcolor_prev;
752 float eventchase_current_distance;
753 float eventchase_running;
754 bool WantEventchase(entity this)
756 if(autocvar_cl_orthoview)
762 if(spectatee_status >= 0)
764 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
766 if(MUTATOR_CALLHOOK(WantEventchase, this))
768 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
770 if(autocvar_cl_eventchase_death == 2)
772 // don't stop eventchase once it's started (even if velocity changes afterwards)
773 if(this.velocity == '0 0 0' || eventchase_running)
782 void HUD_Crosshair_Vehicle(entity this)
784 if(hud != HUD_BUMBLEBEE_GUN)
786 Vehicle info = Vehicles_from(hud);
787 info.vr_crosshair(info, this);
791 vector damage_blurpostprocess, content_blurpostprocess;
793 float unaccounted_damage = 0;
796 // accumulate damage with each stat update
797 static float damage_total_prev = 0;
798 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
799 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
800 damage_total_prev = damage_total;
802 static float damage_dealt_time_prev = 0;
803 float damage_dealt_time = STAT(HIT_TIME);
804 if (damage_dealt_time != damage_dealt_time_prev)
806 unaccounted_damage += unaccounted_damage_new;
807 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
809 damage_dealt_time_prev = damage_dealt_time;
811 // prevent hitsound when switching spectatee
812 static float spectatee_status_prev = 0;
813 if (spectatee_status != spectatee_status_prev)
814 unaccounted_damage = 0;
815 spectatee_status_prev = spectatee_status;
820 // varying sound pitch
822 bool have_arc = false;
823 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
825 entity wepent = viewmodels[slot];
827 if(wepent.activeweapon == WEP_ARC)
831 static float hitsound_time_prev = 0;
832 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
833 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
834 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
836 if (autocvar_cl_hitsound && unaccounted_damage)
838 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
839 float a = autocvar_cl_hitsound_max_pitch;
840 float b = autocvar_cl_hitsound_min_pitch;
841 float c = autocvar_cl_hitsound_nom_damage;
842 float x = unaccounted_damage;
843 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
845 // if sound variation is disabled, set pitch_shift to 1
846 if (autocvar_cl_hitsound == 1)
849 // if pitch shift is reversed, mirror in (max-min)/2 + min
850 if (autocvar_cl_hitsound == 3)
852 float mirror_value = (a-b)/2 + b;
853 pitch_shift = mirror_value + (mirror_value - pitch_shift);
856 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
858 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
859 // todo: normalize sound pressure levels? seems unnecessary
861 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
863 unaccounted_damage = 0;
864 hitsound_time_prev = time;
867 static float typehit_time_prev = 0;
868 float typehit_time = STAT(TYPEHIT_TIME);
869 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
871 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
872 typehit_time_prev = typehit_time;
876 vector crosshair_getcolor(entity this, float health_stat)
878 static float rainbow_last_flicker;
879 static vector rainbow_prev_color;
880 vector wcross_color = '0 0 0';
881 switch(autocvar_crosshair_color_special)
883 case 1: // crosshair_color_per_weapon
885 if(this != WEP_Null && hud == HUD_NORMAL)
887 wcross_color = this.wpcolor;
890 else { goto normalcolor; }
893 case 2: // crosshair_color_by_health
895 float x = health_stat;
910 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
911 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
915 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
916 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
917 wcross_color.z = 1 - (x-100)*0.02;
923 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
928 wcross_color.y = (x-20)*90/27/100;
929 wcross_color.z = (x-20)*90/27/100 * 0.2;
939 case 3: // crosshair_color_rainbow
941 if(time >= rainbow_last_flicker)
943 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
944 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
946 wcross_color = rainbow_prev_color;
950 default: { wcross_color = stov(autocvar_crosshair_color); break; }
956 void HUD_Crosshair(entity this)
960 if(!scoreboard_active && !camera_active && intermission != 2 &&
961 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
962 !HUD_MinigameMenu_IsOpened() )
964 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
967 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
970 if (hud != HUD_NORMAL)
972 HUD_Crosshair_Vehicle(this);
977 float wcross_alpha, wcross_resolution;
978 wcross_style = autocvar_crosshair;
979 if (wcross_style == "0")
981 wcross_resolution = autocvar_crosshair_size;
982 if (wcross_resolution == 0)
984 wcross_alpha = autocvar_crosshair_alpha;
985 if (wcross_alpha == 0)
991 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
992 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
994 if(autocvar_crosshair_hittest)
996 vector wcross_oldorigin;
997 entity thiswep = viewmodels[0]; // TODO: unhardcode
998 wcross_oldorigin = wcross_origin;
999 shottype = TrueAimCheck(thiswep);
1000 if(shottype == SHOTTYPE_HITWORLD)
1002 v = wcross_origin - wcross_oldorigin;
1003 v.x /= vid_conwidth;
1004 v.y /= vid_conheight;
1005 if(vdist(v, >, 0.01))
1006 shottype = SHOTTYPE_HITOBSTRUCTION;
1008 if(!autocvar_crosshair_hittest_showimpact)
1009 wcross_origin = wcross_oldorigin;
1012 shottype = SHOTTYPE_HITWORLD;
1014 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1015 string wcross_name = "";
1016 float wcross_scale, wcross_blur;
1018 entity e = WEP_Null;
1019 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1021 entity wepent = viewmodels[0]; // TODO: unhardcode
1022 e = wepent.switchingweapon;
1025 if(autocvar_crosshair_per_weapon)
1027 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1028 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1029 //if (wcross_resolution == 0)
1032 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1033 wcross_resolution *= e.w_crosshair_size;
1034 wcross_name = e.w_crosshair;
1039 if(wcross_name == "")
1040 wcross_name = strcat("gfx/crosshair", wcross_style);
1042 // MAIN CROSSHAIR COLOR DECISION
1043 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1045 if(autocvar_crosshair_effect_scalefade)
1047 wcross_scale = wcross_resolution;
1048 wcross_resolution = 1;
1055 if(autocvar_crosshair_pickup)
1057 float stat_pickup_time = STAT(LAST_PICKUP);
1059 if(pickup_crosshair_time < stat_pickup_time)
1061 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1062 pickup_crosshair_size = 1;
1064 pickup_crosshair_time = stat_pickup_time;
1067 if(pickup_crosshair_size > 0)
1068 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1070 pickup_crosshair_size = 0;
1072 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1075 // todo: make crosshair hit indication dependent on damage dealt
1076 if(autocvar_crosshair_hitindication)
1078 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1080 if(unaccounted_damage)
1082 hitindication_crosshair_size = 1;
1085 if(hitindication_crosshair_size > 0)
1086 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1088 hitindication_crosshair_size = 0;
1090 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1091 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1092 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1093 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1096 if(shottype == SHOTTYPE_HITENEMY)
1097 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1098 if(shottype == SHOTTYPE_HITTEAM)
1099 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1101 f = fabs(autocvar_crosshair_effect_time);
1102 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1104 wcross_changedonetime = time + f;
1106 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1108 wcross_name_changestarttime = time;
1109 wcross_name_changedonetime = time + f;
1110 if(wcross_name_goal_prev_prev)
1111 strunzone(wcross_name_goal_prev_prev);
1112 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1113 wcross_name_goal_prev = strzone(wcross_name);
1114 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1115 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1116 wcross_resolution_goal_prev = wcross_resolution;
1119 wcross_scale_goal_prev = wcross_scale;
1120 wcross_alpha_goal_prev = wcross_alpha;
1121 wcross_color_goal_prev = wcross_color;
1123 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1126 wcross_alpha *= 0.75;
1130 // *_prev is at time-frametime
1131 // * is at wcross_changedonetime+f
1132 // what do we have at time?
1133 if(time < wcross_changedonetime)
1135 f = frametime / (wcross_changedonetime - time + frametime);
1136 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1137 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1138 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1141 wcross_scale_prev = wcross_scale;
1142 wcross_alpha_prev = wcross_alpha;
1143 wcross_color_prev = wcross_color;
1145 MUTATOR_CALLHOOK(UpdateCrosshair);
1147 wcross_scale *= 1 - autocvar__menu_alpha;
1148 wcross_alpha *= 1 - autocvar__menu_alpha;
1149 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1151 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1153 // crosshair rings for weapon stats
1154 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1156 // declarations and stats
1157 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1158 string ring_image = string_null, ring_inner_image = string_null;
1159 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1161 ring_scale = autocvar_crosshair_ring_size;
1163 float weapon_clipload, weapon_clipsize;
1164 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1165 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1167 float vortex_charge, vortex_chargepool;
1168 vortex_charge = STAT(VORTEX_CHARGE);
1169 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1171 float arc_heat = STAT(ARC_HEAT);
1173 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1174 vortex_charge_movingavg = vortex_charge;
1176 entity wepent = viewmodels[0]; // TODO: unhardcode
1178 // handle the values
1179 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1181 if (vortex_chargepool || use_vortex_chargepool) {
1182 use_vortex_chargepool = 1;
1183 ring_inner_value = vortex_chargepool;
1185 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1186 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1189 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1190 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1191 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1193 // draw the outer ring to show the current charge of the weapon
1194 ring_value = vortex_charge;
1195 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1196 ring_rgb = wcross_color;
1197 ring_image = "gfx/crosshair_ring_nexgun.tga";
1199 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1201 ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1202 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1203 ring_rgb = wcross_color;
1204 ring_image = "gfx/crosshair_ring.tga";
1206 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1208 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1209 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1210 ring_rgb = wcross_color;
1211 ring_image = "gfx/crosshair_ring.tga";
1213 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1215 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1216 ring_scale = autocvar_crosshair_ring_reload_size;
1217 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1218 ring_rgb = wcross_color;
1220 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1221 // if a new image for another weapon is added, add the code (and its respective file/value) here
1222 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1223 ring_image = "gfx/crosshair_ring_rifle.tga";
1225 ring_image = "gfx/crosshair_ring.tga";
1227 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1229 ring_value = arc_heat;
1230 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1231 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1232 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1233 ring_image = "gfx/crosshair_ring.tga";
1236 // if in weapon switch animation, fade ring out/in
1237 if(autocvar_crosshair_effect_time > 0)
1239 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1242 wcross_ring_prev = ((ring_image) ? true : false);
1245 if(wcross_ring_prev)
1248 ring_alpha *= fabs(1 - bound(0, f, 1));
1253 ring_alpha *= bound(0, f, 1);
1257 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1258 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1261 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1264 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1266 if(wcross_blur > 0) \
1268 for(i = -2; i <= 2; ++i) \
1269 for(j = -2; j <= 2; ++j) \
1270 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1274 M(0,0,sz,wcross_name,wcross_alpha); \
1278 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1279 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size.x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size.y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1281 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1282 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1284 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1286 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1287 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1288 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1295 wcross_name_alpha_goal_prev = f;
1297 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1298 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1300 if(autocvar_crosshair_dot)
1302 vector wcross_color_old;
1303 wcross_color_old = wcross_color;
1305 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1306 wcross_color = stov(autocvar_crosshair_dot_color);
1308 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1309 // FIXME why don't we use wcross_alpha here?
1310 wcross_color = wcross_color_old;
1316 wcross_scale_prev = 0;
1317 wcross_alpha_prev = 0;
1318 wcross_scale_goal_prev = 0;
1319 wcross_alpha_goal_prev = 0;
1320 wcross_changedonetime = 0;
1321 if(wcross_name_goal_prev)
1322 strunzone(wcross_name_goal_prev);
1323 wcross_name_goal_prev = string_null;
1324 if(wcross_name_goal_prev_prev)
1325 strunzone(wcross_name_goal_prev_prev);
1326 wcross_name_goal_prev_prev = string_null;
1327 wcross_name_changestarttime = 0;
1328 wcross_name_changedonetime = 0;
1329 wcross_name_alpha_goal_prev = 0;
1330 wcross_name_alpha_goal_prev_prev = 0;
1331 wcross_resolution_goal_prev = 0;
1332 wcross_resolution_goal_prev_prev = 0;
1336 void HUD_Draw(entity this)
1338 // if we don't know gametype and scores yet avoid drawing the scoreboard
1339 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1340 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1341 // cl_deathscoreboard would show the scoreboard and so on
1346 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1348 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1350 else if(STAT(FROZEN))
1352 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1355 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1357 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1358 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1360 else if(STAT(CAPTURE_PROGRESS))
1362 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1363 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1365 else if(STAT(REVIVE_PROGRESS))
1367 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1368 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1371 if(autocvar_r_letterbox == 0)
1372 if(autocvar_viewsize < 120)
1374 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1375 Accuracy_LoadLevels();
1378 HUD_Scale_Disable();
1381 // crosshair goes VERY LAST
1383 HUD_Crosshair(this);
1388 float oldr_nearclip;
1389 float oldr_farclip_base;
1390 float oldr_farclip_world;
1392 float oldr_useportalculling;
1393 float oldr_useinfinitefarclip;
1395 void cl_notice_run();
1399 float vh_notice_time;
1400 void WaypointSprite_Load();
1401 void CSQC_UpdateView(entity this, float w, float h)
1403 TC(int, w); TC(int, h);
1407 vector vf_size, vf_min;
1410 execute_next_frame();
1417 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1418 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1422 HUD_Scale_Disable();
1424 if(autocvar__hud_showbinds_reload) // menu can set this one
1427 binddb = db_create();
1428 cvar_set("_hud_showbinds_reload", "0");
1431 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1432 view_quality = getproperty(VF_MINFPS_QUALITY);
1436 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1437 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1439 vf_size = getpropertyvec(VF_SIZE);
1440 vf_min = getpropertyvec(VF_MIN);
1441 vid_width = vf_size.x;
1442 vid_height = vf_size.y;
1444 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1445 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1447 WaypointSprite_Load();
1449 CSQCPlayer_SetCamera();
1451 if(player_localentnum <= maxclients) // is it a client?
1452 current_player = player_localentnum - 1;
1453 else // then player_localentnum is the vehicle I'm driving
1454 current_player = player_localnum;
1455 myteam = entcs_GetTeam(current_player);
1457 if(myteam != prev_myteam)
1459 myteamcolors = colormapPaletteColor(myteam, 1);
1460 FOREACH(hud_panels, true, it.update_time = time);
1461 prev_myteam = myteam;
1464 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1466 float is_dead = (STAT(HEALTH) <= 0);
1468 // FIXME do we need this hack?
1471 // in demos, input_buttons do not work
1472 button_zoom = (autocvar__togglezoom == "-");
1475 && autocvar_cl_unpress_zoom_on_death
1476 && (spectatee_status >= 0)
1477 && (is_dead || intermission))
1479 // no zoom while dead or in intermission please
1480 localcmd("-zoom\n");
1481 button_zoom = false;
1484 // event chase camera
1485 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1487 if(STAT(CAMERA_SPECTATOR))
1489 if(spectatee_status > 0)
1491 if(!autocvar_chase_active)
1493 cvar_set("chase_active", "-2");
1494 goto skip_eventchase_death;
1497 else if(autocvar_chase_active == -2)
1498 cvar_set("chase_active", "0");
1500 if(autocvar_chase_active == -2)
1501 goto skip_eventchase_death;
1503 else if(autocvar_chase_active == -2)
1504 cvar_set("chase_active", "0");
1506 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1508 float vehicle_viewdist = 0;
1509 vector vehicle_viewofs = '0 0 0';
1513 if(hud != HUD_BUMBLEBEE_GUN)
1515 Vehicle info = Vehicles_from(hud);
1516 vehicle_viewdist = info.height;
1517 vehicle_viewofs = info.view_ofs;
1521 if(WantEventchase(this))
1523 vector current_view_origin_override = '0 0 0';
1524 vector view_offset_override = '0 0 0';
1525 float chase_distance_override = 0;
1526 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1527 if(custom_eventchase)
1529 current_view_origin_override = M_ARGV(0, vector);
1530 view_offset_override = M_ARGV(1, vector);
1531 chase_distance_override = M_ARGV(0, float);
1533 eventchase_running = true;
1535 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1537 local_player = this; // fall back!
1539 // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
1540 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1541 if (custom_eventchase)
1542 current_view_origin = current_view_origin_override;
1544 // detect maximum viewoffset and use it
1545 vector view_offset = autocvar_cl_eventchase_viewoffset;
1549 view_offset = vehicle_viewofs;
1551 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1553 if (custom_eventchase)
1554 view_offset = view_offset_override;
1558 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1559 if(trace_fraction == 1) { current_view_origin += view_offset; }
1560 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1563 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1564 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1565 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1566 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1568 // make the camera smooth back
1569 float chase_distance = autocvar_cl_eventchase_distance;
1573 chase_distance = vehicle_viewdist;
1575 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1577 if (custom_eventchase)
1578 chase_distance = chase_distance_override;
1580 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1581 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1582 else if(eventchase_current_distance != chase_distance)
1583 eventchase_current_distance = chase_distance;
1585 makevectors(view_angles);
1587 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1588 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1590 // If the boxtrace fails, revert back to line tracing.
1591 if(!local_player.viewloc)
1592 if(trace_startsolid)
1594 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1595 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1596 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1598 else { setproperty(VF_ORIGIN, trace_endpos); }
1600 if(!local_player.viewloc)
1601 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1603 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1605 eventchase_running = false;
1606 cvar_set("chase_active", "0");
1607 eventchase_current_distance = 0; // start from 0 next time
1610 // workaround for camera stuck between player's legs when using chase_active 1
1611 // because the engine stops updating the chase_active camera when the game ends
1612 else if(intermission)
1614 cvar_settemp("chase_active", "-1");
1615 eventchase_current_distance = 0;
1618 LABEL(skip_eventchase_death);
1620 // do lockview after event chase camera so that it still applies whenever necessary.
1621 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1623 setproperty(VF_ORIGIN, freeze_org);
1624 setproperty(VF_ANGLES, freeze_ang);
1628 freeze_org = getpropertyvec(VF_ORIGIN);
1629 freeze_ang = getpropertyvec(VF_ANGLES);
1633 //WarpZone_FixPMove();
1635 vector ov_org = '0 0 0';
1636 vector ov_mid = '0 0 0';
1637 vector ov_worldmin = '0 0 0';
1638 vector ov_worldmax = '0 0 0';
1639 if(autocvar_cl_orthoview)
1641 ov_worldmin = mi_picmin;
1642 ov_worldmax = mi_picmax;
1644 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1645 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1646 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1648 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1649 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1651 float ov_nearest = vlen(ov_org - vec3(
1652 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1653 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1654 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1657 float ov_furthest = 0;
1660 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1661 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1662 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1663 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1664 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1665 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1666 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1667 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1671 oldr_nearclip = cvar("r_nearclip");
1672 oldr_farclip_base = cvar("r_farclip_base");
1673 oldr_farclip_world = cvar("r_farclip_world");
1674 oldr_novis = cvar("r_novis");
1675 oldr_useportalculling = cvar("r_useportalculling");
1676 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1679 cvar_settemp("r_nearclip", ftos(ov_nearest));
1680 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1681 cvar_settemp("r_farclip_world", "0");
1682 cvar_settemp("r_novis", "1");
1683 cvar_settemp("r_useportalculling", "0");
1684 cvar_settemp("r_useinfinitefarclip", "0");
1686 setproperty(VF_ORIGIN, ov_org);
1687 setproperty(VF_ANGLES, '90 0 0');
1692 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1694 vtos(getpropertyvec(VF_ANGLES)),
1704 cvar_set("r_nearclip", ftos(oldr_nearclip));
1705 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1706 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1707 cvar_set("r_novis", ftos(oldr_novis));
1708 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1709 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1714 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1715 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1716 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1717 viewmodel_draw(viewmodels[slot]);
1720 view_origin = getpropertyvec(VF_ORIGIN);
1721 view_angles = getpropertyvec(VF_ANGLES);
1722 makevectors(view_angles);
1723 view_forward = v_forward;
1724 view_right = v_right;
1728 if(time > blurtest_time0 && time < blurtest_time1)
1732 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1733 r = t * blurtest_radius;
1734 f = 1 / pow(t, blurtest_power) - 1;
1736 cvar_set("r_glsl_postprocess", "1");
1737 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1741 cvar_set("r_glsl_postprocess", "0");
1742 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1746 TargetMusic_Advance();
1750 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1752 drawframetime = bound(0.000001, time - drawtime, 1);
1755 // watch for gametype changes here...
1756 // in ParseStuffCMD the cmd isn't executed yet :/
1757 // might even be better to add the gametype to TE_CSQC_INIT...?
1761 if(intermission && !gameover_time)
1762 gameover_time = time;
1764 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1766 if(calledhooks & HOOK_START)
1768 localcmd("\ncl_hook_gameend\n");
1769 calledhooks |= HOOK_END;
1778 if(!zoomscript_caught)
1780 localcmd("+button9\n");
1781 zoomscript_caught = 1;
1786 if(zoomscript_caught)
1788 localcmd("-button9\n");
1789 zoomscript_caught = 0;
1793 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1795 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1797 entity wepent = viewmodels[slot];
1799 if(wepent.last_switchweapon != wepent.switchweapon)
1802 wepent.last_switchweapon = wepent.switchweapon;
1803 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1805 localcmd("-zoom\n");
1806 button_zoom = false;
1808 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1810 localcmd("-fire\n");
1811 localcmd("-fire2\n");
1812 button_attack2 = false;
1815 if(wepent.last_activeweapon != wepent.activeweapon)
1817 wepent.last_activeweapon = wepent.activeweapon;
1819 e = wepent.activeweapon;
1821 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1823 localcmd("\ncl_hook_activeweapon none\n");
1827 // ALWAYS Clear Current Scene First
1830 setproperty(VF_ORIGIN, view_origin);
1831 setproperty(VF_ANGLES, view_angles);
1833 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1834 setproperty(VF_SIZE, vf_size);
1835 setproperty(VF_MIN, vf_min);
1837 // Assign Standard Viewflags
1838 // Draw the World (and sky)
1839 setproperty(VF_DRAWWORLD, 1);
1841 // Set the console size vars
1842 vid_conwidth = autocvar_vid_conwidth;
1843 vid_conheight = autocvar_vid_conheight;
1844 vid_pixelheight = autocvar_vid_pixelheight;
1846 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1847 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1848 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1850 if(camera_active) // Camera for demo playback
1852 if(autocvar_camera_enable)
1856 cvar_set("chase_active", ftos(chase_active_backup));
1857 cvar_set("cl_demo_mousegrab", "0");
1858 camera_active = false;
1864 if(autocvar_camera_enable)
1866 if(autocvar_camera_enable && isdemo())
1869 // Enable required Darkplaces cvars
1870 chase_active_backup = autocvar_chase_active;
1871 cvar_set("chase_active", "2");
1872 cvar_set("cl_demo_mousegrab", "1");
1873 camera_active = true;
1874 camera_mode = false;
1878 // Draw the Crosshair
1879 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1881 // Draw the Engine Status Bar (the default Quake HUD)
1882 setproperty(VF_DRAWENGINESBAR, 0);
1884 // Update the mouse position
1886 mousepos_x = vid_conwidth;
1887 mousepos_y = vid_conheight;
1888 mousepos = mousepos*0.5 + getmousepos();
1891 IL_EACH(g_drawables, it.draw, it.draw(it));
1893 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1896 // now switch to 2D drawing mode by calling a 2D drawing function
1897 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1898 // next R_RenderScene call
1899 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1901 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1902 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1904 // apply night vision effect
1905 vector tc_00, tc_01, tc_10, tc_11;
1906 vector rgb = '0 0 0';
1908 if(!nightvision_noise)
1910 nightvision_noise = new(nightvision_noise);
1912 if(!nightvision_noise2)
1914 nightvision_noise2 = new(nightvision_noise2);
1917 // color tint in yellow
1918 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1921 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1923 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1924 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1925 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1926 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1927 tc_11 = tc_01 + tc_10 - tc_00;
1928 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1929 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1930 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1931 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1932 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1936 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1937 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1938 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1939 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1940 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1941 tc_11 = tc_01 + tc_10 - tc_00;
1942 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1943 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1944 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1945 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1946 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1950 if(autocvar_cl_reticle)
1952 string reticle_image = "";
1953 bool wep_zoomed = false;
1954 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1956 entity wepe = viewmodels[slot];
1957 Weapon wep = wepe.activeweapon;
1958 if(wep != WEP_Null && wep.wr_zoom)
1960 bool do_zoom = wep.wr_zoom(wep, NULL);
1961 if(wep.w_reticle && wep.w_reticle != "")
1962 reticle_image = wep.w_reticle;
1963 wep_zoomed += do_zoom;
1966 // Draw the aiming reticle for weapons that use it
1967 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1968 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1969 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1970 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1972 // no zoom reticle while dead
1975 else if(wep_zoomed && autocvar_cl_reticle_weapon)
1977 if(reticle_image && reticle_image != "") { reticle_type = 2; }
1978 else { reticle_type = 0; }
1980 else if(button_zoom || zoomscript_caught)
1988 if(autocvar_cl_reticle_stretch)
1990 reticle_size.x = vid_conwidth;
1991 reticle_size.y = vid_conheight;
1997 reticle_size.x = max(vid_conwidth, vid_conheight);
1998 reticle_size.y = max(vid_conwidth, vid_conheight);
1999 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2000 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2003 if(zoomscript_caught)
2006 f = current_zoomfraction;
2010 switch(reticle_type)
2012 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2013 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2020 if(reticle_type != 0) { reticle_type = 0; }
2024 // improved polyblend
2025 if(autocvar_hud_contents)
2027 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2030 switch(pointcontents(view_origin))
2033 liquidalpha = autocvar_hud_contents_water_alpha;
2034 liquidcolor = stov(autocvar_hud_contents_water_color);
2039 liquidalpha = autocvar_hud_contents_lava_alpha;
2040 liquidcolor = stov(autocvar_hud_contents_lava_color);
2045 liquidalpha = autocvar_hud_contents_slime_alpha;
2046 liquidcolor = stov(autocvar_hud_contents_slime_color);
2052 liquidcolor = '0 0 0';
2057 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2058 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2059 contentfadetime = autocvar_hud_contents_fadeintime;
2060 liquidalpha_prev = liquidalpha;
2061 liquidcolor_prev = liquidcolor;
2064 contentfadetime = autocvar_hud_contents_fadeouttime;
2066 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2067 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2070 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2072 if(autocvar_hud_postprocessing)
2074 if(autocvar_hud_contents_blur && contentavgalpha)
2076 content_blurpostprocess.x = 1;
2077 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2078 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2082 content_blurpostprocess.x = 0;
2083 content_blurpostprocess.y = 0;
2084 content_blurpostprocess.z = 0;
2089 if(autocvar_hud_damage && !STAT(FROZEN))
2091 splash_size.x = max(vid_conwidth, vid_conheight);
2092 splash_size.y = max(vid_conwidth, vid_conheight);
2093 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2094 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2096 float myhealth_flash_temp;
2097 myhealth = STAT(HEALTH);
2100 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2102 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2104 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2105 pain_threshold = autocvar_hud_damage_pain_threshold;
2106 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2107 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2109 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2111 pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
2114 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2116 if(myhealth_prev < 1)
2120 myhealth_flash = 0; // just spawned, clear the flash immediately
2121 myhealth_flash_temp = 0;
2125 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2129 if(spectatee_status == -1 || intermission)
2131 myhealth_flash = 0; // observing, or match ended
2132 myhealth_flash_temp = 0;
2135 myhealth_prev = myhealth;
2137 // IDEA: change damage color/picture based on player model for robot/alien species?
2138 // pro: matches model better
2139 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2140 // maybe different reddish pics?
2141 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2143 if(autocvar_cl_gentle_damage == 2)
2145 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2146 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2149 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2151 if(myhealth_flash_temp > 0)
2152 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2154 else if(myhealth_flash_temp > 0)
2155 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2157 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
2159 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2161 damage_blurpostprocess.x = 1;
2162 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2163 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2167 damage_blurpostprocess.x = 0;
2168 damage_blurpostprocess.y = 0;
2169 damage_blurpostprocess.z = 0;
2174 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2175 float e2 = (autocvar_hud_powerup != 0);
2176 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2178 // enable or disable rendering types if they are used or not
2179 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2180 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2182 // blur postprocess handling done first (used by hud_damage and hud_contents)
2183 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2185 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2186 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2187 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2189 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2190 old_blurradius = blurradius;
2191 old_bluralpha = bluralpha;
2194 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2196 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2201 // edge detection postprocess handling done second (used by hud_powerup)
2202 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2203 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2204 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2206 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
2208 if(autocvar_hud_powerup && sharpen_intensity > 0)
2210 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2212 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2213 old_sharpen_intensity = sharpen_intensity;
2216 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2218 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2219 old_sharpen_intensity = 0;
2222 if(cvar("r_glsl_postprocess") == 0)
2223 cvar_set("r_glsl_postprocess", "2");
2225 else if(cvar("r_glsl_postprocess") == 2)
2226 cvar_set("r_glsl_postprocess", "0");
2228 /*if(gametype == MAPINFO_TYPE_CTF)
2234 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2235 Draw_ShowNames_All();
2238 scoreboard_active = Scoreboard_WouldDraw();
2240 HUD_Draw(this); // this parameter for deep vehicle function
2242 if(NextFrameCommand)
2244 localcmd("\n", NextFrameCommand, "\n");
2245 NextFrameCommand = string_null;
2248 // we must do this check AFTER a frame was rendered, or it won't work
2249 if(cs_project_is_b0rked == 0)
2252 w0 = ftos(autocvar_vid_conwidth);
2253 h0 = ftos(autocvar_vid_conheight);
2254 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2255 //setproperty(VF_FOV, '90 90 0');
2256 setproperty(VF_ORIGIN, '0 0 0');
2257 setproperty(VF_ANGLES, '0 0 0');
2258 setproperty(VF_PERSPECTIVE, 1);
2259 makevectors('0 0 0');
2261 cvar_set("vid_conwidth", "800");
2262 cvar_set("vid_conheight", "600");
2263 v1 = cs_project(v_forward);
2264 cvar_set("vid_conwidth", "640");
2265 cvar_set("vid_conheight", "480");
2266 v2 = cs_project(v_forward);
2268 cs_project_is_b0rked = 1;
2270 cs_project_is_b0rked = -1;
2271 cvar_set("vid_conwidth", w0);
2272 cvar_set("vid_conheight", h0);
2275 if(autocvar__hud_configure)
2277 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2278 HUD_Minigame_Mouse();
2279 else if(QuickMenu_IsOpened())
2288 // let's reset the view back to normal for the end
2289 setproperty(VF_MIN, '0 0 0');
2290 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2296 // following vectors must be global to allow seamless switching between camera modes
2297 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2298 void CSQC_Demo_Camera()
2300 float speed, attenuation, dimensions;
2303 if( autocvar_camera_reset || !camera_mode )
2305 camera_offset = '0 0 0';
2306 current_angles = '0 0 0';
2307 camera_direction = '0 0 0';
2308 camera_offset.z += 30;
2309 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2310 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2311 current_origin = view_origin;
2312 current_camera_offset = camera_offset;
2313 cvar_set("camera_reset", "0");
2314 camera_mode = CAMERA_CHASE;
2319 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2321 if(autocvar_camera_look_player)
2326 dir = normalize(view_origin - current_position);
2328 mouse_angles = vectoangles(dir);
2329 mouse_angles.x = mouse_angles.x * -1;
2334 tmp = getmousepos() * 0.1;
2335 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2337 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2338 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2342 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2343 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2344 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2345 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2347 // Fix difference when angles don't have the same sign
2349 if(mouse_angles.y < -60 && current_angles.y > 60)
2351 if(mouse_angles.y > 60 && current_angles.y < -60)
2354 if(autocvar_camera_look_player)
2355 attenuation = autocvar_camera_look_attenuation;
2357 attenuation = autocvar_camera_speed_attenuation;
2359 attenuation = 1 / max(1, attenuation);
2360 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2362 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2363 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2364 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2365 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2371 if( camera_direction.x )
2373 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2374 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2375 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2376 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2380 if( camera_direction.y )
2382 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2383 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2384 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2388 if( camera_direction.z )
2390 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2394 if(autocvar_camera_free)
2395 speed = autocvar_camera_speed_free;
2397 speed = autocvar_camera_speed_chase;
2401 speed = speed * sqrt(1 / dimensions);
2402 camera_offset += tmp * speed;
2405 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2408 if( autocvar_camera_free )
2410 if ( camera_mode == CAMERA_CHASE )
2412 current_camera_offset = current_origin + current_camera_offset;
2413 camera_offset = current_origin + camera_offset;
2416 camera_mode = CAMERA_FREE;
2417 current_position = current_camera_offset;
2421 if ( camera_mode == CAMERA_FREE )
2423 current_origin = view_origin;
2424 camera_offset = camera_offset - current_origin;
2425 current_camera_offset = current_camera_offset - current_origin;
2428 camera_mode = CAMERA_CHASE;
2430 if(autocvar_camera_chase_smoothly)
2431 current_origin += (view_origin - current_origin) * attenuation;
2433 current_origin = view_origin;
2435 current_position = current_origin + current_camera_offset;
2438 setproperty(VF_ANGLES, current_angles);
2439 setproperty(VF_ORIGIN, current_position);