entity porto; vector polyline[16]; float Q3SURFACEFLAG_SLICK = 2; // low friction surface float DPCONTENTS_SOLID = 1; // blocks player movement float DPCONTENTS_BODY = 32; // blocks player movement float DPCONTENTS_CORPSE = 64; // blocks player movement float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement void Porto_Draw() { vector p, dir, ang, q, nextdir; float idx, portal_number, portal1_idx; if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL) return; if(g_balance_porto_secondary) return; if(intermission == 1) return; if(intermission == 2) return; if (getstati(STAT_HEALTH) <= 0) return; dir = view_forward; if(angles_held_status) { makevectors(angles_held); dir = v_forward; } p = view_origin; polyline[0] = p; idx = 1; portal_number = 0; nextdir = dir; for(;;) { dir = nextdir; traceline(p, p + 65536 * dir, TRUE, porto); if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) return; nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal p = trace_endpos; polyline[idx] = p; ++idx; if(idx >= 16) return; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) continue; ++portal_number; ang = vectoangles2(trace_plane_normal, dir); ang_x = -ang_x; makevectors(ang); if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) return; if(portal_number == 1) { portal1_idx = idx; if(portal_number >= 2) break; } } while(idx >= 2) { p = polyline[idx-2]; q = polyline[idx-1]; if(idx == 2) p = p - view_up * 16; if(idx-1 >= portal1_idx) { Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin); } else { Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin); } --idx; } } void Porto_Init() { porto = spawn(); porto.classname = "porto"; porto.draw = Porto_Draw; porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; } float drawtime; float avgspeed; vector GetCurrentFov(float fov) { float zoomsensitivity, zoomspeed, zoomfactor, zoomdir; float velocityzoom, curspeed; vector v; zoomsensitivity = autocvar_cl_zoomsensitivity; zoomfactor = autocvar_cl_zoomfactor; if(zoomfactor < 1 || zoomfactor > 16) zoomfactor = 2.5; zoomspeed = autocvar_cl_zoomspeed; if(zoomspeed >= 0) if(zoomspeed < 0.5 || zoomspeed > 16) zoomspeed = 3.5; zoomdir = button_zoom; if(hud == HUD_NORMAL) if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here zoomdir += button_attack2; if(spectatee_status > 0 || isdemo()) { if(spectatorbutton_zoom) { if(zoomdir) zoomdir = 0; else zoomdir = 1; } // fteqcc failed twice here already, don't optimize this } if(zoomdir) { zoomin_effect = 0; } if(camera_active) { current_viewzoom = min(1, current_viewzoom + drawframetime); } else if(autocvar_cl_spawnzoom && zoomin_effect) { float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16); current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime); current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1); if(current_viewzoom == 1) { zoomin_effect = 0; } } else { if(zoomspeed < 0) // instant zoom { if(zoomdir) current_viewzoom = 1 / zoomfactor; else current_viewzoom = 1; } else { if(zoomdir) current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor); else current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1); } } if(almost_equals(current_viewzoom, 1)) current_zoomfraction = 0; else if(almost_equals(current_viewzoom, 1/zoomfactor)) current_zoomfraction = 1; else current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1); if(zoomsensitivity < 1) setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity)); else setsensitivityscale(1); makevectors(view_angles); if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too { v = pmove_vel; if(csqcplayer) v = csqcplayer.velocity; switch(autocvar_cl_velocityzoom_type) { case 3: curspeed = max(0, v_forward * v); break; case 2: curspeed = (v_forward * v); break; case 1: default: curspeed = vlen(v); break; } velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom; velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1); //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging } else velocityzoom = 1; float frustumx, frustumy, fovx, fovy; frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom; frustumx = frustumy * vid_width / vid_height / vid_pixelheight; fovx = atan2(frustumx, 1) / M_PI * 360.0; fovy = atan2(frustumy, 1) / M_PI * 360.0; return '1 0 0' * fovx + '0 1 0' * fovy; } // this function must match W_SetupShot! float zoomscript_caught; vector wcross_origin; float wcross_scale_prev, wcross_alpha_prev; vector wcross_color_prev; float wcross_scale_goal_prev, wcross_alpha_goal_prev; vector wcross_color_goal_prev; float wcross_changedonetime; string wcross_name_goal_prev, wcross_name_goal_prev_prev; float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev; float wcross_name_changestarttime, wcross_name_changedonetime; float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev; entity trueaim; entity trueaim_rifle; #define SHOTTYPE_HITTEAM 1 #define SHOTTYPE_HITOBSTRUCTION 2 #define SHOTTYPE_HITWORLD 3 #define SHOTTYPE_HITENEMY 4 void TrueAim_Init() { trueaim = spawn(); trueaim.classname = "trueaim"; trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; trueaim_rifle = spawn(); trueaim_rifle.classname = "trueaim_rifle"; trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; } float EnemyHitCheck() { float t, n; wcross_origin = project_3d_to_2d(trace_endpos); wcross_origin_z = 0; if(trace_ent) n = trace_ent.entnum; else n = trace_networkentity; if(n < 1) return SHOTTYPE_HITWORLD; if(n > maxclients) return SHOTTYPE_HITWORLD; t = GetPlayerColor(n - 1); if(teamplay) if(t == myteam) return SHOTTYPE_HITTEAM; if(t == NUM_SPECTATOR) return SHOTTYPE_HITWORLD; return SHOTTYPE_HITENEMY; } float TrueAimCheck() { float nudge = 1; // added to traceline target and subtracted from result vector vecs, trueaimpoint, w_shotorg; vector mi, ma, dv; float shottype; entity ta; float mv; mi = ma = '0 0 0'; ta = trueaim; mv = MOVE_NOMONSTERS; switch(activeweapon) { case WEP_TUBA: // no aim case WEP_PORTO: // shoots from eye case WEP_HOOK: // no trueaim case WEP_GRENADE_LAUNCHER: // toss curve return SHOTTYPE_HITWORLD; case WEP_NEX: case WEP_MINSTANEX: mv = MOVE_NORMAL; break; case WEP_RIFLE: ta = trueaim_rifle; mv = MOVE_NORMAL; if(zoomscript_caught) { tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta); return EnemyHitCheck(); } break; case WEP_ROCKET_LAUNCHER: // projectile has a size! mi = '-3 -3 -3'; ma = '3 3 3'; break; case WEP_FIREBALL: // projectile has a size! mi = '-16 -16 -16'; ma = '16 16 16'; break; case WEP_SEEKER: // projectile has a size! mi = '-2 -2 -2'; ma = '2 2 2'; break; case WEP_ELECTRO: // projectile has a size! mi = '0 0 -3'; ma = '0 0 -3'; break; } vecs = decompressShotOrigin(getstati(STAT_SHOTORG)); traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta); trueaimpoint = trace_endpos; if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange) trueaimpoint = view_origin + view_forward * g_trueaim_minrange; if(vecs_x > 0) vecs_y = -vecs_y; else vecs = '0 0 0'; dv = view_right * vecs_y + view_up * vecs_z; w_shotorg = view_origin + dv; // now move the vecs forward as much as requested if possible 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 w_shotorg = trace_endpos - view_forward * nudge; tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta); shottype = EnemyHitCheck(); if(shottype != SHOTTYPE_HITWORLD) return shottype; #if 0 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER? // or rather, I know why, but see no fix if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1) // 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 return SHOTTYPE_HITOBSTRUCTION; #endif return SHOTTYPE_HITWORLD; } void CSQC_common_hud(void); void PostInit(void); void CSQC_Demo_Camera(); float HUD_WouldDrawScoreboard(); float camera_mode; float CAMERA_FREE = 1; float CAMERA_CHASE = 2; float reticle_type; string NextFrameCommand; void CSQC_SPIDER_HUD(); void CSQC_RAPTOR_HUD(); vector freeze_org, freeze_ang; entity nightvision_noise, nightvision_noise2; #define MAX_TIME_DIFF 5 float pickup_crosshair_time, pickup_crosshair_size; float hit_time, typehit_time; float nextsound_hit_time, nextsound_typehit_time; float hitindication_crosshair_time, hitindication_crosshair_size; float use_nex_chargepool; float myhealth, myhealth_prev; float myhealth_flash; float old_blurradius, old_bluralpha; float old_sharpen_intensity; vector myhealth_gentlergb; float contentavgalpha, liquidalpha_prev; vector liquidcolor_prev; float eventchase_current_distance; vector damage_blurpostprocess, content_blurpostprocess; float checkfail[16]; #define BUTTON_3 4 #define BUTTON_4 8 float cl_notice_run(); void CSQC_UpdateView(float w, float h) { entity e; float fov; float f, i, j; vector v; vector vf_size, vf_min; float a; execute_next_frame(); ++framecount; hud = getstati(STAT_HUD); if(autocvar__hud_showbinds_reload) // menu can set this one { db_close(binddb); binddb = db_create(); cvar_set("_hud_showbinds_reload", "0"); } if(checkextension("DP_CSQC_MINFPS_QUALITY")) view_quality = getproperty(VF_MINFPS_QUALITY); else view_quality = 1; button_attack2 = (input_buttons & BUTTON_3); button_zoom = (input_buttons & BUTTON_4); // FIXME do we need this hack? if(isdemo()) { // in demos, input_buttons do not work button_zoom = (autocvar__togglezoom == "-"); } #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0); CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0); CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0); CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0); CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0); CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0); CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0); vf_size = getpropertyvec(VF_SIZE); vf_min = getpropertyvec(VF_MIN); vid_width = vf_size_x; vid_height = vf_size_y; vector reticle_pos = '0 0 0', reticle_size = '0 0 0'; vector splash_pos = '0 0 0', splash_size = '0 0 0'; WaypointSprite_Load(); CSQCPlayer_SetCamera(); #ifdef COMPAT_XON050_ENGINE if(spectatee_status) myteam = GetPlayerColor(spectatee_status - 1); else #endif myteam = GetPlayerColor(player_localentnum - 1); ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE); // event chase camera if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped { if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission) { // 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.) vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset); // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing). // Ideally, there should be another way to enable third person cameras, such as through setproperty() // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1) if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); } // make the camera smooth back if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance) eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get else if(eventchase_current_distance != autocvar_cl_eventchase_distance) eventchase_current_distance = autocvar_cl_eventchase_distance; makevectors(view_angles); vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance)); WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self); // If the boxtrace fails, revert back to line tracing. if(trace_startsolid) { eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance)); WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self); setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z))); } else { setproperty(VF_ORIGIN, trace_endpos); } setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); } else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code { cvar_set("chase_active", "0"); eventchase_current_distance = 0; // start from 0 next time } } // workaround for camera stuck between player's legs when using chase_active 1 // because the engine stops updating the chase_active camera when the game ends else if(intermission) { cvar_settemp("chase_active", "-1"); eventchase_current_distance = 0; } // do lockview after event chase camera so that it still applies whenever necessary. if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1))) { setproperty(VF_ORIGIN, freeze_org); setproperty(VF_ANGLES, freeze_ang); } else { freeze_org = getpropertyvec(VF_ORIGIN); freeze_ang = getpropertyvec(VF_ANGLES); } WarpZone_FixView(); //WarpZone_FixPMove(); // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); view_angles = getpropertyvec(VF_ANGLES); makevectors(view_angles); view_forward = v_forward; view_right = v_right; view_up = v_up; #ifdef BLURTEST if(time > blurtest_time0 && time < blurtest_time1) { float r, t; t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0); r = t * blurtest_radius; f = 1 / pow(t, blurtest_power) - 1; cvar_set("r_glsl_postprocess", "1"); cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0")); } else { cvar_set("r_glsl_postprocess", "0"); cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); } #endif TargetMusic_Advance(); Fog_Force(); if(drawtime == 0) drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps else drawframetime = bound(0.000001, time - drawtime, 1); drawtime = time; // watch for gametype changes here... // in ParseStuffCMD the cmd isn't executed yet :/ // might even be better to add the gametype to TE_CSQC_INIT...? if(!postinit) PostInit(); if(intermission && !isdemo() && !(calledhooks & HOOK_END)) { if(calledhooks & HOOK_START) { localcmd("\ncl_hook_gameend\n"); calledhooks |= HOOK_END; } } Announcer(); fov = autocvar_fov; if(fov <= 59.5) { if(!zoomscript_caught) { localcmd("+button9\n"); zoomscript_caught = 1; } } else { if(zoomscript_caught) { localcmd("-button9\n"); zoomscript_caught = 0; } } ColorTranslateMode = autocvar_cl_stripcolorcodes; // next WANTED weapon (for HUD) switchweapon = getstati(STAT_SWITCHWEAPON); // currently switching-to weapon (for crosshair) switchingweapon = getstati(STAT_SWITCHINGWEAPON); // actually active weapon (for zoom) activeweapon = getstati(STAT_ACTIVEWEAPON); f = (serverflags & SERVERFLAG_TEAMPLAY); if(f != teamplay) { teamplay = f; HUD_InitScores(); } if(last_switchweapon != switchweapon) { weapontime = time; last_switchweapon = switchweapon; } if(last_activeweapon != activeweapon) { last_activeweapon = activeweapon; e = get_weaponinfo(activeweapon); if(e.netname != "") localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); else localcmd("\ncl_hook_activeweapon none\n"); } // ALWAYS Clear Current Scene First clearscene(); #ifdef WORKAROUND_XON010 if(checkextension("DP_CSQC_ROTATEMOVES")) { #endif setproperty(VF_ORIGIN, view_origin); setproperty(VF_ANGLES, view_angles); #ifdef WORKAROUND_XON010 } #endif // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this setproperty(VF_SIZE, vf_size); setproperty(VF_MIN, vf_min); // Assign Standard Viewflags // Draw the World (and sky) setproperty(VF_DRAWWORLD, 1); // Set the console size vars vid_conwidth = autocvar_vid_conwidth; vid_conheight = autocvar_vid_conheight; vid_pixelheight = autocvar_vid_pixelheight; setproperty(VF_FOV, GetCurrentFov(fov)); // Camera for demo playback if(camera_active) { if(autocvar_camera_enable) CSQC_Demo_Camera(); else { cvar_set("chase_active", ftos(chase_active_backup)); cvar_set("cl_demo_mousegrab", "0"); camera_active = FALSE; } } #ifdef CAMERATEST else if(autocvar_camera_enable) #else else if(autocvar_camera_enable && isdemo()) #endif { // Enable required Darkplaces cvars chase_active_backup = autocvar_chase_active; cvar_set("chase_active", "2"); cvar_set("cl_demo_mousegrab", "1"); camera_active = TRUE; camera_mode = FALSE; } // Draw the Crosshair setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden // Draw the Engine Status Bar (the default Quake HUD) setproperty(VF_DRAWENGINESBAR, 0); // Update the mouse position /* mousepos_x = vid_conwidth; mousepos_y = vid_conheight; mousepos = mousepos*0.5 + getmousepos(); */ e = self; for(self = world; (self = nextent(self)); ) if(self.draw) self.draw(); self = e; addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); renderscene(); // now switch to 2D drawing mode by calling a 2D drawing function // then polygon drawing will draw as 2D stuff, and NOT get queued until the // next R_RenderScene call drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0); if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT) { // apply night vision effect vector tc_00, tc_01, tc_10, tc_11; vector rgb; rgb_x = 0; // fteqcc sucks rgb_y = 0; // fteqcc sucks rgb_z = 0; // fteqcc sucks if(!nightvision_noise) { nightvision_noise = spawn(); nightvision_noise.classname = "nightvision_noise"; } if(!nightvision_noise2) { nightvision_noise2 = spawn(); nightvision_noise2.classname = "nightvision_noise2"; } // color tint in yellow drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE); // draw BG a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15; rgb = '1 1 1'; tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7); tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2); tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7); //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1); tc_11 = tc_01 + tc_10 - tc_00; R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE); R_PolygonVertex('0 0 0', tc_00, rgb, a); R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a); R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a); R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a); R_EndPolygon(); // draw FG a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12; rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime); tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime); tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2); tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3); tc_11 = tc_01 + tc_10 - tc_00; R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE); R_PolygonVertex('0 0 0', tc_00, rgb, a); R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a); R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a); R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a); R_EndPolygon(); } // Draw the aiming reticle for weapons that use it // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use // It must be a persisted float for fading out to work properly (you let go of the zoom button for // the view to go back to normal, so reticle_type would become 0 as we fade out) if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL) reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught)) reticle_type = 2; // nex zoom else if(button_zoom || zoomscript_caught) reticle_type = 1; // normal zoom else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2) reticle_type = 2; // nex zoom if(reticle_type && autocvar_cl_reticle) { if(autocvar_cl_reticle_stretch) { reticle_size_x = vid_conwidth; reticle_size_y = vid_conheight; reticle_pos_x = 0; reticle_pos_y = 0; } else { reticle_size_x = max(vid_conwidth, vid_conheight); reticle_size_y = max(vid_conwidth, vid_conheight); reticle_pos_x = (vid_conwidth - reticle_size_x) / 2; reticle_pos_y = (vid_conheight - reticle_size_y) / 2; } f = current_zoomfraction; if(zoomscript_caught) f = 1; if(autocvar_cl_reticle_item_normal) { if(reticle_type == 1 && f) drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL); } if(autocvar_cl_reticle_item_nex) { if(reticle_type == 2 && f) drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL); } } // improved polyblend if(autocvar_hud_contents) { float contentalpha_temp, incontent, liquidalpha, contentfadetime; vector liquidcolor; switch(pointcontents(view_origin)) { case CONTENT_WATER: liquidalpha = autocvar_hud_contents_water_alpha; liquidcolor = stov(autocvar_hud_contents_water_color); incontent = 1; break; case CONTENT_LAVA: liquidalpha = autocvar_hud_contents_lava_alpha; liquidcolor = stov(autocvar_hud_contents_lava_color); incontent = 1; break; case CONTENT_SLIME: liquidalpha = autocvar_hud_contents_slime_alpha; liquidcolor = stov(autocvar_hud_contents_slime_color); incontent = 1; break; default: liquidalpha = 0; liquidcolor = '0 0 0'; incontent = 0; break; } if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it. { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content contentfadetime = autocvar_hud_contents_fadeintime; liquidalpha_prev = liquidalpha; liquidcolor_prev = liquidcolor; } else contentfadetime = autocvar_hud_contents_fadeouttime; contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1); contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp; if(contentavgalpha) drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); if(autocvar_hud_postprocessing) { if(autocvar_hud_contents_blur && contentavgalpha) { content_blurpostprocess_x = 1; content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur; content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha; } else { content_blurpostprocess_x = 0; content_blurpostprocess_y = 0; content_blurpostprocess_z = 0; } } } if(autocvar_hud_damage) { splash_size_x = max(vid_conwidth, vid_conheight); splash_size_y = max(vid_conwidth, vid_conheight); splash_pos_x = (vid_conwidth - splash_size_x) / 2; splash_pos_y = (vid_conheight - splash_size_y) / 2; float myhealth_flash_temp; myhealth = getstati(STAT_HEALTH); // fade out myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime); // add new damage myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha); float pain_threshold, pain_threshold_lower, pain_threshold_lower_health; pain_threshold = autocvar_hud_damage_pain_threshold; pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower; pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health; if(pain_threshold_lower && myhealth < pain_threshold_lower_health) { 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); } myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1); if(myhealth_prev < 1) { if(myhealth >= 1) { myhealth_flash = 0; // just spawned, clear the flash immediately myhealth_flash_temp = 0; } else { myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead } } if(spectatee_status == -1 || intermission) { myhealth_flash = 0; // observing, or match ended myhealth_flash_temp = 0; } myhealth_prev = myhealth; // IDEA: change damage color/picture based on player model for robot/alien species? // pro: matches model better // contra: it's not red because blood is red, but because red is an alarming color, so red should stay // maybe different reddish pics? if(autocvar_cl_gentle_damage || autocvar_cl_gentle) { if(autocvar_cl_gentle_damage == 2) { if(myhealth_flash < pain_threshold) // only randomize when the flash is gone { myhealth_gentlergb = eX * random() + eY * random() + eZ * random(); } } else myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color); 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); } else drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); 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. { if(autocvar_hud_damage_blur && myhealth_flash_temp) { damage_blurpostprocess_x = 1; damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur; damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha; } else { damage_blurpostprocess_x = 0; damage_blurpostprocess_y = 0; damage_blurpostprocess_z = 0; } } } float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0); float e2 = (autocvar_hud_powerup != 0); if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs. { // enable or disable rendering types if they are used or not if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); } if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); } // blur postprocess handling done first (used by hud_damage and hud_contents) if((damage_blurpostprocess_x || content_blurpostprocess_x)) { float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius); float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha); if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible { cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0")); old_blurradius = blurradius; old_bluralpha = bluralpha; } } else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible { cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); old_blurradius = 0; old_bluralpha = 0; } // edge detection postprocess handling done second (used by hud_powerup) float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED); if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); } if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); } sharpen_intensity = bound(0, ((getstati(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. if(autocvar_hud_powerup && sharpen_intensity > 0) { if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible { cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0")); old_sharpen_intensity = sharpen_intensity; } } else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible { cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0"); old_sharpen_intensity = 0; } if(cvar("r_glsl_postprocess") == 0) cvar_set("r_glsl_postprocess", "2"); } else if(cvar("r_glsl_postprocess") == 2) cvar_set("r_glsl_postprocess", "0"); if(menu_visible) menu_show(); /*if(gametype == MAPINFO_TYPE_CTF) { ctf_view(); } else */ // draw 2D entities e = self; for(self = world; (self = nextent(self)); ) if(self.draw2d) self.draw2d(); self = e; Draw_ShowNames_All(); scoreboard_active = HUD_WouldDrawScoreboard(); hit_time = getstatf(STAT_HIT_TIME); if(hit_time > nextsound_hit_time && autocvar_cl_hitsound) { if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old. sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE); nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time; } typehit_time = getstatf(STAT_TYPEHIT_TIME); if(typehit_time > nextsound_typehit_time) { if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old. sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE); nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time; } //else { if(gametype == MAPINFO_TYPE_FREEZETAG) { if(getstati(STAT_FROZEN)) drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); if(getstatf(STAT_REVIVE_PROGRESS)) { DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); } } if(autocvar_r_letterbox == 0) if(autocvar_viewsize < 120) CSQC_common_hud(); // crosshair goes VERY LAST if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) { if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering return; string wcross_style; float wcross_alpha, wcross_resolution; wcross_style = autocvar_crosshair; if (wcross_style == "0") return; wcross_resolution = autocvar_crosshair_size; if (wcross_resolution == 0) return; wcross_alpha = autocvar_crosshair_alpha; if (wcross_alpha == 0) return; // TrueAim check float shottype; // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight; wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward); wcross_origin_z = 0; if(autocvar_crosshair_hittest) { vector wcross_oldorigin; wcross_oldorigin = wcross_origin; shottype = TrueAimCheck(); if(shottype == SHOTTYPE_HITWORLD) { v = wcross_origin - wcross_oldorigin; v_x /= vid_conwidth; v_y /= vid_conheight; if(vlen(v) > 0.01) shottype = SHOTTYPE_HITOBSTRUCTION; } if(!autocvar_crosshair_hittest_showimpact) wcross_origin = wcross_oldorigin; } else shottype = SHOTTYPE_HITWORLD; vector wcross_color = '0 0 0', wcross_size = '0 0 0'; string wcross_wep = "", wcross_name; float wcross_scale, wcross_blur; if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) { e = get_weaponinfo(switchingweapon); if (e && e.netname != "") { wcross_wep = e.netname; if(autocvar_crosshair_per_weapon) { wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size")); if (wcross_resolution == 0) return; wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha")); if (wcross_alpha == 0) return; wcross_style = cvar_string(strcat("crosshair_", wcross_wep)); if(wcross_style == "" || wcross_style == "0") wcross_style = wcross_wep; } } } if(wcross_wep != "" && autocvar_crosshair_color_per_weapon) wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color"))); else if(autocvar_crosshair_color_by_health) { float x = getstati(STAT_HEALTH); //x = red //y = green //z = blue wcross_color_z = 0; if(x > 200) { wcross_color_x = 0; wcross_color_y = 1; } else if(x > 150) { wcross_color_x = 0.4 - (x-150)*0.02 * 0.4; wcross_color_y = 0.9 + (x-150)*0.02 * 0.1; } else if(x > 100) { wcross_color_x = 1 - (x-100)*0.02 * 0.6; wcross_color_y = 1 - (x-100)*0.02 * 0.1; wcross_color_z = 1 - (x-100)*0.02; } else if(x > 50) { wcross_color_x = 1; wcross_color_y = 1; wcross_color_z = 0.2 + (x-50)*0.02 * 0.8; } else if(x > 20) { wcross_color_x = 1; wcross_color_y = (x-20)*90/27/100; wcross_color_z = (x-20)*90/27/100 * 0.2; } else { wcross_color_x = 1; wcross_color_y = 0; } } else wcross_color = stov(autocvar_crosshair_color); wcross_name = strcat("gfx/crosshair", wcross_style); if(autocvar_crosshair_effect_scalefade) { wcross_scale = wcross_resolution; wcross_resolution = 1; } else { wcross_scale = 1; } if(autocvar_crosshair_pickup) { float stat_pickup_time = getstatf(STAT_LAST_PICKUP); if(pickup_crosshair_time < stat_pickup_time) { if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old pickup_crosshair_size = 1; pickup_crosshair_time = stat_pickup_time; } if(pickup_crosshair_size > 0) pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime; else pickup_crosshair_size = 0; wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup; } if(autocvar_crosshair_hitindication) { vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color)); if(hitindication_crosshair_time < hit_time) { if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old hitindication_crosshair_size = 1; hitindication_crosshair_time = hit_time; } if(hitindication_crosshair_size > 0) hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime; else hitindication_crosshair_size = 0; wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication; wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x; wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y; wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z; } if(shottype == SHOTTYPE_HITENEMY) wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0 if(shottype == SHOTTYPE_HITTEAM) wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0 f = autocvar_crosshair_effect_speed; if(f < 0) f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev) { wcross_changedonetime = time + f; } if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev) { wcross_name_changestarttime = time; wcross_name_changedonetime = time + f; if(wcross_name_goal_prev_prev) strunzone(wcross_name_goal_prev_prev); wcross_name_goal_prev_prev = wcross_name_goal_prev; wcross_name_goal_prev = strzone(wcross_name); wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev; wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev; wcross_resolution_goal_prev = wcross_resolution; } wcross_scale_goal_prev = wcross_scale; wcross_alpha_goal_prev = wcross_alpha; wcross_color_goal_prev = wcross_color; if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active)) { wcross_blur = 1; wcross_alpha *= 0.75; } else wcross_blur = 0; // *_prev is at time-frametime // * is at wcross_changedonetime+f // what do we have at time? if(time < wcross_changedonetime) { f = frametime / (wcross_changedonetime - time + frametime); wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev; wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev; wcross_color = f * wcross_color + (1 - f) * wcross_color_prev; } wcross_scale_prev = wcross_scale; wcross_alpha_prev = wcross_alpha; wcross_color_prev = wcross_color; wcross_scale *= 1 - autocvar__menu_alpha; wcross_alpha *= 1 - autocvar__menu_alpha; wcross_size = draw_getimagesize(wcross_name) * wcross_scale; if(wcross_scale >= 0.001 && wcross_alpha >= 0.001) { // crosshair rings for weapon stats if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload) { // declarations and stats float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0; string ring_image = string_null, ring_inner_image = string_null; vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0'; ring_scale = autocvar_crosshair_ring_size; float weapon_clipload, weapon_clipsize; weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); float nex_charge, nex_chargepool; nex_charge = getstatf(STAT_NEX_CHARGE); nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL); if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game nex_charge_movingavg = nex_charge; // handle the values if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex { if (nex_chargepool || use_nex_chargepool) { use_nex_chargepool = 1; ring_inner_value = nex_chargepool; } else { nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge; ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); } ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha; ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue; ring_inner_image = "gfx/crosshair_ring_inner.tga"; // draw the outer ring to show the current charge of the weapon ring_value = nex_charge; ring_alpha = autocvar_crosshair_ring_nex_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) { ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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. ring_alpha = autocvar_crosshair_ring_minelayer_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar) { ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1); ring_alpha = autocvar_crosshair_ring_hagar_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring { ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); ring_scale = autocvar_crosshair_ring_reload_size; ring_alpha = autocvar_crosshair_ring_reload_alpha; ring_rgb = wcross_color; // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances. // if a new image for another weapon is added, add the code (and its respective file/value) here if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) ring_image = "gfx/crosshair_ring_rifle.tga"; else ring_image = "gfx/crosshair_ring.tga"; } // if in weapon switch animation, fade ring out/in if(g_weaponswitchdelay > 0) { f = (time - wcross_name_changestarttime) / g_weaponswitchdelay; if(f > 0 && f < 2) ring_alpha *= fabs(1 - f); } if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE); if (ring_value) DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE); } #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \ do \ { \ if(wcross_blur > 0) \ { \ for(i = -2; i <= 2; ++i) \ for(j = -2; j <= 2; ++j) \ M(i,j,sz,wcross_name,wcross_alpha*0.04); \ } \ else \ { \ M(0,0,sz,wcross_name,wcross_alpha); \ } \ } \ while(0) #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \ 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) #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \ CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha) if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev) { f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime); wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale; CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev); f = 1 - f; } else { f = 1; } wcross_name_alpha_goal_prev = f; wcross_size = draw_getimagesize(wcross_name) * wcross_scale; CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f); if(autocvar_crosshair_dot) { vector wcross_color_old; wcross_color_old = wcross_color; if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0")) wcross_color = stov(autocvar_crosshair_dot_color); CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha); // FIXME why don't we use wcross_alpha here?cl_notice_run(); wcross_color = wcross_color_old; } } } else { wcross_scale_prev = 0; wcross_alpha_prev = 0; wcross_scale_goal_prev = 0; wcross_alpha_goal_prev = 0; wcross_changedonetime = 0; if(wcross_name_goal_prev) strunzone(wcross_name_goal_prev); wcross_name_goal_prev = string_null; if(wcross_name_goal_prev_prev) strunzone(wcross_name_goal_prev_prev); wcross_name_goal_prev_prev = string_null; wcross_name_changestarttime = 0; wcross_name_changedonetime = 0; wcross_name_alpha_goal_prev = 0; wcross_name_alpha_goal_prev_prev = 0; wcross_resolution_goal_prev = 0; wcross_resolution_goal_prev_prev = 0; } } if(NextFrameCommand) { localcmd("\n", NextFrameCommand, "\n"); NextFrameCommand = string_null; } // we must do this check AFTER a frame was rendered, or it won't work if(cs_project_is_b0rked == 0) { string w0, h0; w0 = ftos(autocvar_vid_conwidth); h0 = ftos(autocvar_vid_conheight); //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0'); //setproperty(VF_FOV, '90 90 0'); setproperty(VF_ORIGIN, '0 0 0'); setproperty(VF_ANGLES, '0 0 0'); setproperty(VF_PERSPECTIVE, 1); makevectors('0 0 0'); vector v1, v2; cvar_set("vid_conwidth", "800"); cvar_set("vid_conheight", "600"); v1 = cs_project(v_forward); cvar_set("vid_conwidth", "640"); cvar_set("vid_conheight", "480"); v2 = cs_project(v_forward); if(v1 == v2) cs_project_is_b0rked = 1; else cs_project_is_b0rked = -1; cvar_set("vid_conwidth", w0); cvar_set("vid_conheight", h0); } if(autocvar__hud_configure) HUD_Panel_Mouse(); if(hud && !intermission) { if(hud == HUD_SPIDERBOT) CSQC_SPIDER_HUD(); else if(hud == HUD_WAKIZASHI) CSQC_WAKIZASHI_HUD(); else if(hud == HUD_RAPTOR) CSQC_RAPTOR_HUD(); else if(hud == HUD_BUMBLEBEE) CSQC_BUMBLE_HUD(); else if(hud == HUD_BUMBLEBEE_GUN) CSQC_BUMBLE_GUN_HUD(); } cl_notice_run(); // let's reset the view back to normal for the end setproperty(VF_MIN, '0 0 0'); setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h); } void CSQC_common_hud(void) { if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) Accuracy_LoadLevels(); HUD_Main(); // always run these functions for alpha checks HUD_DrawScoreboard(); if (scoreboard_active) // scoreboard/accuracy HUD_Reset(); else if (intermission == 2) // map voting screen { HUD_FinaleOverlay(); HUD_Reset(); } /* switch(hud) { case HUD_SPIDERBOT: CSQC_SPIDER_HUD(); break; case HUD_WAKIZASHI: CSQC_WAKIZASHI_HUD(); break; case HUD_BUMBLEBEE: CSQC_BUMBLE_HUD(); break; } */ } // following vectors must be global to allow seamless switching between camera modes vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position; void CSQC_Demo_Camera() { float speed, attenuation, dimensions; vector tmp, delta; if( autocvar_camera_reset || !camera_mode ) { camera_offset = '0 0 0'; current_angles = '0 0 0'; camera_direction = '0 0 0'; camera_offset_z += 30; camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD); camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD); current_origin = view_origin; current_camera_offset = camera_offset; cvar_set("camera_reset", "0"); camera_mode = CAMERA_CHASE; } // Camera angles if( camera_roll ) mouse_angles_z += camera_roll * autocvar_camera_speed_roll; if(autocvar_camera_look_player) { vector dir; float n; dir = normalize(view_origin - current_position); n = mouse_angles_z; mouse_angles = vectoangles(dir); mouse_angles_x = mouse_angles_x * -1; mouse_angles_z = n; } else { tmp = getmousepos() * 0.1; if(vlen(tmp)>autocvar_camera_mouse_threshold) { mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD)); mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD)); } } while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360; while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360; while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360; while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360; // Fix difference when angles don't have the same sign delta = '0 0 0'; if(mouse_angles_y < -60 && current_angles_y > 60) delta = '0 360 0'; if(mouse_angles_y > 60 && current_angles_y < -60) delta = '0 -360 0'; if(autocvar_camera_look_player) attenuation = autocvar_camera_look_attenuation; else attenuation = autocvar_camera_speed_attenuation; attenuation = 1 / max(1, attenuation); current_angles += (mouse_angles - current_angles + delta) * attenuation; while (current_angles_x < -180) current_angles_x = current_angles_x + 360; while (current_angles_x > 180) current_angles_x = current_angles_x - 360; while (current_angles_y < -180) current_angles_y = current_angles_y + 360; while (current_angles_y > 180) current_angles_y = current_angles_y - 360; // Camera position tmp = '0 0 0'; dimensions = 0; if( camera_direction_x ) { tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD); tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD); if( autocvar_camera_forward_follows && !autocvar_camera_look_player ) tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD); ++dimensions; } if( camera_direction_y ) { tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD); tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD); tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD); ++dimensions; } if( camera_direction_z ) { tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD); ++dimensions; } if(autocvar_camera_free) speed = autocvar_camera_speed_free; else speed = autocvar_camera_speed_chase; if(dimensions) { speed = speed * sqrt(1 / dimensions); camera_offset += tmp * speed; } current_camera_offset += (camera_offset - current_camera_offset) * attenuation; // Camera modes if( autocvar_camera_free ) { if ( camera_mode == CAMERA_CHASE ) { current_camera_offset = current_origin + current_camera_offset; camera_offset = current_origin + camera_offset; } camera_mode = CAMERA_FREE; current_position = current_camera_offset; } else { if ( camera_mode == CAMERA_FREE ) { current_origin = view_origin; camera_offset = camera_offset - current_origin; current_camera_offset = current_camera_offset - current_origin; } camera_mode = CAMERA_CHASE; if(autocvar_camera_chase_smoothly) current_origin += (view_origin - current_origin) * attenuation; else current_origin = view_origin; current_position = current_origin + current_camera_offset; } setproperty(VF_ANGLES, current_angles); setproperty(VF_ORIGIN, current_position); }