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1 #define rkt_size 32\r
2 #define rld_size_x 256\r
3 #define rld_size_y 16\r
4 \r
5 entity porto;\r
6 float trace_networkentity;\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement\r
9 float DPCONTENTS_BODY = 32; // blocks player movement\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
12 void Porto_Draw()\r
13 {\r
14         vector dir;\r
15 \r
16         if(spectatee_status)\r
17                 return;\r
18         if(intermission == 1)\r
19                 return;\r
20         if(intermission == 2)\r
21                 return;\r
22         if (getstati(STAT_HEALTH) <= 0)\r
23                 return;\r
24 \r
25         dir = view_forward;\r
26 \r
27         if(angles_held_status)\r
28         {\r
29                 makevectors(angles_held);\r
30                 dir = v_forward;\r
31         }\r
32 }\r
33 \r
34 /**\r
35  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
36  *\r
37  * TODO: Use a better solution where a common shared entitiy is used that contains\r
38  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
39  * and STAT_FRAGLIMIT to be auto-sent)\r
40  */\r
41 void CheckForGamestartChange() {\r
42         float startTime;\r
43         startTime = getstatf(STAT_GAMESTARTTIME);\r
44         if (previous_game_starttime != startTime) {\r
45                 if ((time + 5.0) < startTime) {\r
46                         //if connecting to server while restart was active don't always play prepareforbattle\r
47                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
48                 }\r
49                 if (time < startTime) {\r
50                         restartAnnouncer = spawn();\r
51                         restartAnnouncer.think = restartAnnouncer_Think;\r
52                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
53                 }\r
54         }\r
55         previous_game_starttime = startTime;\r
56 }\r
57 \r
58 void Porto_Init()\r
59 {\r
60         porto = spawn();\r
61         porto.classname = "porto";\r
62         porto.draw = Porto_Draw;\r
63         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
64 }\r
65 \r
66 float drawtime;\r
67 float avgspeed;\r
68 vector GetCurrentFov(float fov)\r
69 {\r
70         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
71 \r
72         zoomsensitivity = cvar("cl_zoomsensitivity");\r
73         zoomfactor = cvar("cl_zoomfactor");\r
74         if(zoomfactor < 1 || zoomfactor > 16)\r
75                 zoomfactor = 2.5;\r
76         zoomspeed = cvar("cl_zoomspeed");\r
77         if(zoomspeed >= 0)\r
78                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
79                         zoomspeed = 3.5;\r
80 \r
81         zoomdir = button_zoom;\r
82         if(spectatee_status > 0 || isdemo())\r
83         {\r
84                 if(spectatorbutton_zoom)\r
85                         zoomdir = 0 + !zoomdir;\r
86                 // do not even THINK about removing this 0\r
87                 // _I_ know what I am doing\r
88                 // fteqcc does not\r
89         }\r
90 \r
91         if(zoomdir)\r
92                 zoomin_effect = 0;\r
93 \r
94         if(zoomin_effect || camera_active)\r
95         {\r
96                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
97         }\r
98         else\r
99         {\r
100                 if(zoomspeed < 0) // instant zoom\r
101                 {\r
102                         if(zoomdir)\r
103                                 current_viewzoom = 1 / zoomfactor;\r
104                         else\r
105                                 current_viewzoom = 1;\r
106                 }\r
107                 else\r
108                 {\r
109                         if(zoomdir)\r
110                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
111                         else\r
112                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
113                 }\r
114         }\r
115 \r
116         if(almost_equals(current_viewzoom, 1))\r
117                 current_zoomfraction = 0;\r
118         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
119                 current_zoomfraction = 1;\r
120         else\r
121                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
122 \r
123         if(zoomsensitivity < 1)\r
124                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
125         else\r
126                 setsensitivityscale(1);\r
127 \r
128         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
129         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
130         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
131 \r
132         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
133 \r
134         float frustumx, frustumy, fovx, fovy;\r
135         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
136         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
137         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
138         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
139 \r
140         return '1 0 0' * fovx + '0 1 0' * fovy;\r
141 }\r
142 \r
143 // this function must match W_SetupShot!\r
144 float zoomscript_caught;\r
145 \r
146 vector wcross_origin;\r
147 float wcross_scale_prev, wcross_alpha_prev;\r
148 vector wcross_color_prev;\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
150 vector wcross_color_goal_prev;\r
151 float wcross_changedonetime;\r
152 \r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
157 entity trueaim;\r
158 entity trueaim_rifle;\r
159 \r
160 #define SHOTTYPE_HITTEAM 1\r
161 #define SHOTTYPE_HITOBSTRUCTION 2\r
162 #define SHOTTYPE_HITWORLD 3\r
163 #define SHOTTYPE_HITENEMY 4\r
164 \r
165 void TrueAim_Init()\r
166 {\r
167         trueaim = spawn();\r
168         trueaim.classname = "trueaim";\r
169         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
170         trueaim_rifle = spawn();\r
171         trueaim_rifle.classname = "trueaim_rifle";\r
172         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
173 }\r
174 \r
175 float EnemyHitCheck()\r
176 {\r
177         float t;\r
178         wcross_origin = project_3d_to_2d(trace_endpos);\r
179         wcross_origin_z = 0;\r
180         if(trace_networkentity < 1)\r
181                 return SHOTTYPE_HITWORLD;\r
182         if(trace_networkentity > maxclients)\r
183                 return SHOTTYPE_HITWORLD;\r
184         t = GetPlayerColor(trace_networkentity - 1);\r
185         if(teamplay)\r
186                 if(t == myteam)\r
187                         return SHOTTYPE_HITTEAM;\r
188         if(t == COLOR_SPECTATOR)\r
189                 return SHOTTYPE_HITWORLD;\r
190         return SHOTTYPE_HITENEMY;\r
191 }\r
192 \r
193 float TrueAimCheck()\r
194 {\r
195         float nudge = 1; // added to traceline target and subtracted from result\r
196         vector vecs, trueaimpoint, w_shotorg;\r
197         vector mi, ma, dv;\r
198         float shottype;\r
199         entity ta;\r
200         float mv;\r
201 \r
202         mi = ma = '0 0 0';\r
203         ta = trueaim;\r
204         mv = MOVE_NOMONSTERS;\r
205 \r
206         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
207 \r
208         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
209         trueaimpoint = trace_endpos;\r
210 \r
211         if(vecs_x > 0)\r
212                 vecs_y = -vecs_y;\r
213         else\r
214                 vecs = '0 0 0';\r
215 \r
216         dv = view_right * vecs_y + view_up * vecs_z;\r
217         w_shotorg = view_origin + dv;\r
218 \r
219         // now move the vecs forward as much as requested if possible\r
220         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\r
221         w_shotorg = trace_endpos - view_forward * nudge;\r
222 \r
223         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
224         shottype = EnemyHitCheck();\r
225         if(shottype != SHOTTYPE_HITWORLD)\r
226                 return shottype;\r
227 \r
228 #if 0\r
229         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
230         // or rather, I know why, but see no fix\r
231         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
232                 // 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\r
233                 return SHOTTYPE_HITOBSTRUCTION;\r
234 #endif\r
235 \r
236         return SHOTTYPE_HITWORLD;\r
237 }\r
238 \r
239 void CSQC_common_hud(void);\r
240 \r
241 void CSQC_kh_hud(void);\r
242 void CSQC_ctf_hud(void);\r
243 void PostInit(void);\r
244 void CSQC_Demo_Camera();\r
245 float Sbar_WouldDrawScoreboard ();\r
246 float last_health, last_spectatee;\r
247 float view_set;\r
248 float camera_mode;\r
249 float reticle_type;\r
250 float chase_active_old;\r
251 float artwork_fade;\r
252 float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
253 float spawnfov_current;\r
254 float myhealth, myhealth_prev, myhealth_flash;\r
255 float contentavgalpha, liquidalpha_prev;\r
256 float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
257 float stomachsplash_alpha;\r
258 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
259 float volume_modify_changed_1, volume_modify_changed_2;\r
260 float eventchase_current_distance;\r
261 float helper_pause, helper_health, helper_armor, helper_ammo, helper_speed, helper_stomachload;\r
262 vector myhealth_gentlergb;\r
263 vector liquidcolor_prev;\r
264 vector damage_blurpostprocess, content_blurpostprocess;\r
265 string artwork_image;\r
266 string intermission_song;\r
267 string NextFrameCommand;\r
268 void CSQC_UpdateView(float w, float h)\r
269 {\r
270         entity e;\r
271         float fov;\r
272         float f, i, j;\r
273         vector v, vo;\r
274         float a;\r
275         float respawned;\r
276 \r
277         vector reticle_pos, reticle_size;\r
278         vector splash_pos, splash_size;\r
279         vector artwork_pos, artwork_size;\r
280 \r
281         WaypointSprite_Load();\r
282 \r
283         if(spectatee_status)\r
284                 myteam = GetPlayerColor(spectatee_status - 1);\r
285         else\r
286                 myteam = GetPlayerColor(player_localentnum - 1);\r
287 \r
288         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
289         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
290 \r
291         warpzone_fixview_origin = pmove_org + vo;\r
292         warpzone_fixview_angles = input_angles;\r
293         WarpZone_FixView();\r
294         pmove_org = warpzone_fixview_origin - vo;\r
295         input_angles = warpzone_fixview_angles;\r
296 \r
297         if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
298         if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
299                 respawned = TRUE; // stays true for one frame\r
300 \r
301         // helper system\r
302         if(cvar("cl_helper"))\r
303         if not(getstati(STAT_ARMOR) < g_power)\r
304         {\r
305                 if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN))\r
306                 {\r
307                         // Set these helper messages as having been triggered, so that the player must first reach them before they complain.\r
308                         // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn.\r
309                         helper_health = TRUE;\r
310                         helper_armor = TRUE;\r
311                         helper_ammo = TRUE;\r
312                 }\r
313                 else if(helper_pause <= time)\r
314                 {\r
315                         // health helper\r
316                         if(getstati(STAT_HEALTH) <= cvar("cl_helper_item_health"))\r
317                         {\r
318                                 if(cvar("cl_helper_item_health") && !helper_health)\r
319                                 {\r
320                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health.wav"), VOL_BASEVOICE, ATTN_NONE);\r
321                                         helper_health = TRUE;\r
322                                         helper_pause = time + cvar("cl_helper_pause");\r
323                                         helper_ammo = time + cvar("cl_helper_pause");\r
324                                 }\r
325                         }\r
326                         else if(helper_health)\r
327                                 helper_health = FALSE;\r
328 \r
329                         // armor helper\r
330                         if(getstati(STAT_ARMOR) <= cvar("cl_helper_item_armor"))\r
331                         {\r
332                                 if(cvar("cl_helper_item_armor") && !helper_armor)\r
333                                 {\r
334                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor.wav"), VOL_BASEVOICE, ATTN_NONE);\r
335                                         helper_armor = TRUE;\r
336                                         helper_pause = time + cvar("cl_helper_pause");\r
337                                 }\r
338                         }\r
339                         else if(helper_armor)\r
340                                 helper_armor = FALSE;\r
341 \r
342                         // ammo helper\r
343                         if(getstati(STAT_FUEL) <= cvar("cl_helper_item_ammo_fuel"))\r
344                         {\r
345                                 if(cvar("cl_helper_item_ammo_fuel") && !helper_ammo)\r
346                                 {\r
347                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/ammo.wav"), VOL_BASEVOICE, ATTN_NONE);\r
348                                         helper_ammo = TRUE;\r
349                                         helper_pause = time + cvar("cl_helper_pause");\r
350                                 }\r
351                         }\r
352                         else if(helper_ammo)\r
353                                 helper_ammo = FALSE;\r
354 \r
355                         // speed helper\r
356                         if(vlen(pmove_vel) >= cvar("cl_helper_item_speed"))\r
357                         {\r
358                                 if(cvar("cl_helper_item_speed") && !helper_speed)\r
359                                 {\r
360                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/speed.wav"), VOL_BASEVOICE, ATTN_NONE);\r
361                                         helper_speed = TRUE;\r
362                                         helper_pause = time + cvar("cl_helper_pause");\r
363                                 }\r
364                         }\r
365                         else if(helper_speed)\r
366                                 helper_speed = FALSE;\r
367 \r
368                         // stomach load helper\r
369                         if(getstati(STAT_VORE_LOAD) / getstati(STAT_VORE_MAXLOAD) >= cvar("cl_helper_item_stomachload"))\r
370                         {\r
371                                 if(cvar("cl_helper_item_stomachload") && !helper_stomachload)\r
372                                 {\r
373                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/stomachload.wav"), VOL_BASEVOICE, ATTN_NONE);\r
374                                         helper_stomachload = TRUE;\r
375                                         helper_pause = time + cvar("cl_helper_pause");\r
376                                 }\r
377                         }\r
378                         else if(helper_stomachload)\r
379                                 helper_stomachload = FALSE;\r
380                 }\r
381         }\r
382 \r
383         // event chase camera\r
384         if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
385         {\r
386                 if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
387                 {\r
388                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
389                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
390                         if(!cvar("chase_active"))\r
391                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)\r
392 \r
393                         // make the camera smooth back\r
394                         if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
395                                 eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
396                         else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
397                                 eventchase_current_distance = cvar("cl_eventchase_distance");\r
398 \r
399                         vector eventchase_target_origin;\r
400                         makevectors(view_angles);\r
401                         // pass 1, used to check where the camera would go and obtain the trace_fraction\r
402                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
403 \r
404                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
405                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
406                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
407                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
408 \r
409                         R_SetView(VF_ORIGIN, eventchase_target_origin);\r
410                         R_SetView(VF_ANGLES, view_angles);\r
411                 }\r
412                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
413                 {\r
414                         cvar_set("chase_active", "0");\r
415                         eventchase_current_distance = 0; // start from 0 next time\r
416                 }\r
417         }\r
418 \r
419         // Render the Scene\r
420         if(!intermission || !view_set)\r
421         {\r
422                 view_origin = pmove_org + vo;\r
423                 view_angles = input_angles;\r
424                 makevectors(view_angles);\r
425                 view_forward = v_forward;\r
426                 view_right = v_right;\r
427                 view_up = v_up;\r
428                 view_set = 1;\r
429         }\r
430 \r
431         vid_width = w;\r
432         vid_height = h;\r
433 \r
434 #ifdef BLURTEST\r
435         if(time > blurtest_time0 && time < blurtest_time1)\r
436         {\r
437                 float r, t;\r
438 \r
439                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
440                 r = t * blurtest_radius;\r
441                 f = 1 / pow(t, blurtest_power) - 1;\r
442 \r
443                 cvar_set("r_glsl_postprocess", "1");\r
444                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
445         }\r
446         else\r
447         {\r
448                 cvar_set("r_glsl_postprocess", "0");\r
449                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
450         }\r
451 #endif\r
452 \r
453         TargetMusic_Advance();\r
454         Fog_Force();\r
455 \r
456         drawframetime = max(0.000001, time - drawtime);\r
457         drawtime = time;\r
458 \r
459         // watch for gametype changes here...\r
460         // in ParseStuffCMD the cmd isn't executed yet :/\r
461         // might even be better to add the gametype to TE_CSQC_INIT...?\r
462         if(!postinit)\r
463                 PostInit();\r
464 \r
465         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
466                 if(calledhooks & HOOK_START)\r
467                 {\r
468                         localcmd("\ncl_hook_gameend;");\r
469                         if(g_campaign)\r
470                                 localcmd("\ncl_hook_campaign_gameend;");\r
471                         calledhooks |= HOOK_END;\r
472                 }\r
473 \r
474         CheckForGamestartChange();\r
475         serverAnnouncer();\r
476         maptimeAnnouncer();\r
477         carrierAnnouncer();\r
478 \r
479         fov = cvar("fov");\r
480         if(button_zoom || fov <= 59.5)\r
481         {\r
482                 if(!zoomscript_caught)\r
483                 {\r
484                         localcmd("+button4\n");\r
485                         zoomscript_caught = 1;\r
486                         ignore_plus_zoom += 1;\r
487                 }\r
488         }\r
489         else\r
490         {\r
491                 if(zoomscript_caught)\r
492                 {\r
493                         localcmd("-button4\n");\r
494                         zoomscript_caught = 0;\r
495                         ignore_minus_zoom += 1;\r
496                 }\r
497         }\r
498 \r
499         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
500         sbar_hudselector = cvar("sbar_hudselector");\r
501         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
502         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
503         activeweapon = getstati(STAT_SWITCHWEAPON);\r
504         f = cvar("teamplay");\r
505         if(f != teamplay)\r
506         {\r
507                 teamplay = f;\r
508                 Sbar_InitScores();\r
509         }\r
510 \r
511         if(last_weapon != activeweapon) {\r
512                 weapontime = time;\r
513                 last_weapon = activeweapon;\r
514         }\r
515 \r
516         // ALWAYS Clear Current Scene First\r
517         R_ClearScene();\r
518 \r
519         // Assign Standard Viewflags\r
520         // Draw the World (and sky)\r
521         R_SetView(VF_DRAWWORLD, 1);\r
522 \r
523         // Set the console size vars\r
524         vid_conwidth = cvar("vid_conwidth");\r
525         vid_conheight = cvar("vid_conheight");\r
526         vid_pixelheight = cvar("vid_pixelheight");\r
527 \r
528         // spawn fov effect\r
529         if(cvar("cl_spawnfov"))\r
530         {\r
531                 if(respawned)\r
532                         spawnfov_current = 1 + cvar("cl_spawnfov");\r
533 \r
534                 if(spawnfov_current > 1)\r
535                         spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
536                 else\r
537                         spawnfov_current = 1;\r
538                 fov *= spawnfov_current;\r
539         }\r
540 \r
541         R_SetView(VF_FOV, GetCurrentFov(fov));\r
542 \r
543         // Camera for demo playback\r
544         if(camera_active)\r
545         {\r
546                 if(cvar("camera_enable"))\r
547                         CSQC_Demo_Camera();\r
548                 else\r
549                 {\r
550                         cvar_set("chase_active", ftos(chase_active_backup));\r
551                         cvar_set("cl_demo_mousegrab", "0");\r
552                         camera_active = FALSE;\r
553                 }\r
554         }\r
555 #ifdef CAMERATEST\r
556         else if(cvar("camera_enable"))\r
557 #else\r
558         else if(cvar("camera_enable") && isdemo())\r
559 #endif\r
560         {\r
561                 // Enable required Darkplaces cvars\r
562                 chase_active_backup = cvar("chase_active");\r
563                 cvar_set("chase_active", "2");\r
564                 cvar_set("cl_demo_mousegrab", "1");\r
565                 camera_active = TRUE;\r
566                 camera_mode = FALSE;\r
567         }\r
568 \r
569         // Draw the Crosshair\r
570         float scoreboard_active;\r
571         scoreboard_active = Sbar_WouldDrawScoreboard();\r
572         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
573 \r
574         // Draw the Engine Status Bar (the default Quake HUD)\r
575         R_SetView(VF_DRAWENGINESBAR, 0);\r
576 \r
577         // fetch this one only once per frame\r
578         sbar_showbinds = cvar("sbar_showbinds");\r
579         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
580 \r
581         // Update the mouse position\r
582         /*\r
583            mousepos_x = vid_conwidth;\r
584            mousepos_y = vid_conheight;\r
585            mousepos = mousepos*0.5 + getmousepos();\r
586          */\r
587 \r
588         e = self;\r
589         for(self = world; (self = nextent(self)); )\r
590                 if(self.draw)\r
591                         self.draw();\r
592         self = e;\r
593 \r
594         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
595         R_RenderScene();\r
596 \r
597         // now switch to 2D drawing mode by calling a 2D drawing function\r
598         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
599         // next R_RenderScene call\r
600         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
601 \r
602         // Draw the aiming reticle for weapons that use it\r
603         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
604         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
605         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
606         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
607                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
608         else if(activeweapon && (button_zoom || zoomscript_caught))\r
609                 reticle_type = 2; // weapon zoom\r
610         else if(button_zoom || zoomscript_caught)\r
611                 reticle_type = 1; // normal zoom\r
612 \r
613         if (reticle_type)\r
614         {\r
615                 if(cvar("cl_reticle_stretch"))\r
616                 {\r
617                         reticle_size_x = vid_conwidth;\r
618                         reticle_size_y = vid_conheight;\r
619                         reticle_pos_x = 0;\r
620                         reticle_pos_y = 0;\r
621                 }\r
622                 else\r
623                 {\r
624                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
625                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
626                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
627                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
628                 }\r
629 \r
630                 f = current_zoomfraction;\r
631                 if(zoomscript_caught)\r
632                         f = 1;\r
633                 if(cvar("cl_reticle_item_normal"))\r
634                 {\r
635                         if(reticle_type == 1 && f)\r
636                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
637                 }\r
638                 if(cvar("cl_reticle_item_weapon"))\r
639                 {\r
640                         if(reticle_type == 2 && f)\r
641                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
642                 }\r
643         }\r
644 \r
645         // screen effects\r
646         if(cvar("hud_contents"))\r
647         {\r
648                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
649                 vector liquidcolor;\r
650 \r
651                 if (getstati(STAT_VORE_EATEN))\r
652                 {\r
653                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
654                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
655                         incontent = 1;\r
656                 }\r
657                 else\r
658                 {\r
659                         switch(pointcontents(view_origin))\r
660                         {\r
661                                 case CONTENT_WATER:\r
662                                         liquidalpha = cvar("hud_contents_water_alpha");\r
663                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
664                                         incontent = 1;\r
665                                         break;\r
666                                         \r
667                                 case CONTENT_LAVA:\r
668                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
669                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
670                                         incontent = 1;\r
671                                         break;  \r
672                                                                 \r
673                                 case CONTENT_SLIME:\r
674                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
675                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
676                                         incontent = 1;\r
677                                         break;\r
678                                         \r
679                                 default:\r
680                                         liquidalpha = 0;\r
681                                         liquidcolor = '0 0 0';\r
682                                         incontent = 0;\r
683                                         break;\r
684                         }\r
685                 }\r
686                 \r
687                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.\r
688                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
689                         contentfadetime = cvar("hud_contents_fadeintime");\r
690                         liquidalpha_prev = liquidalpha;\r
691                         liquidcolor_prev = liquidcolor;\r
692                 }\r
693                 else\r
694                         contentfadetime = cvar("hud_contents_fadeouttime");\r
695                         \r
696                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
697                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
698 \r
699                 if(contentavgalpha)\r
700                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
701 \r
702                 if(cvar("hud_postprocessing"))\r
703                 {\r
704                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
705                         {\r
706                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
707                                 content_blurpostprocess_x = 1;\r
708                                 if(getstati(STAT_VORE_EATEN))\r
709                                 {\r
710                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
711                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
712                                 }\r
713                                 else\r
714                                 {\r
715                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
716                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
717                                 }\r
718                         }\r
719                         else\r
720                         {\r
721                                 content_blurpostprocess_x = 0;\r
722                                 content_blurpostprocess_y = 0;\r
723                                 content_blurpostprocess_z = 0;\r
724                         }\r
725                 }\r
726         }\r
727 \r
728         if(cvar("hud_damage"))\r
729         {\r
730                 splash_size_x = max(vid_conwidth, vid_conheight);\r
731                 splash_size_y = max(vid_conwidth, vid_conheight);\r
732                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
733                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
734 \r
735                 float myhealth_flash_temp;\r
736                 myhealth = getstati(STAT_HEALTH);\r
737 \r
738                 // fade out\r
739                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
740                 // add new damage\r
741                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
742 \r
743                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
744                 pain_threshold = cvar("hud_damage_pain_threshold");\r
745                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
746                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
747 \r
748                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
749                 {\r
750                         pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);\r
751                 }\r
752 \r
753                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
754 \r
755                 if(myhealth_prev < 1)\r
756                 {\r
757                         if(myhealth >= 1)\r
758                         {\r
759                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
760                                 myhealth_flash_temp = 0;\r
761                         }\r
762                         else\r
763                         {\r
764                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
765                         }\r
766                 }\r
767 \r
768                 if(spectatee_status == -1 || intermission)\r
769                 {\r
770                         myhealth_flash = 0; // observing, or match ended\r
771                         myhealth_flash_temp = 0;\r
772                 }\r
773 \r
774                 myhealth_prev = myhealth;\r
775 \r
776                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
777                 {\r
778                         if(cvar("cl_gentle_damage") == 2)\r
779                         {\r
780                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
781                                 {\r
782                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
783                                 }\r
784                         }\r
785                         else\r
786                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
787 \r
788                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
789                 }\r
790                 else\r
791                         drawpic(splash_pos, "gfx/blood", splash_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
792 \r
793                 if(cvar("hud_postprocessing"))\r
794                 {\r
795                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
796                         {\r
797                                 damage_blurpostprocess_x = 1;\r
798                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
799                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
800                         }\r
801                         else\r
802                         {\r
803                                 damage_blurpostprocess_x = 0;\r
804                                 damage_blurpostprocess_y = 0;\r
805                                 damage_blurpostprocess_z = 0;\r
806                         }\r
807                 }\r
808         }\r
809 \r
810         if(cvar("hud_stomach"))\r
811         {\r
812                 if(getstati(STAT_VORE_EATEN))\r
813                 {\r
814                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
815                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
816                         else\r
817                                 stomachsplash_alpha = cvar("hud_stomach");\r
818                 }\r
819                 else if(getstati(STAT_HEALTH) > 0)\r
820                 {\r
821                         if(stomachsplash_alpha > 0)\r
822                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
823                         else\r
824                                 stomachsplash_alpha = 0;\r
825                 }\r
826 \r
827                 if(respawned)\r
828                         stomachsplash_alpha = 0; // we respawned, remove the effect\r
829                 if(spectatee_status == -1)\r
830                         stomachsplash_alpha = 0;\r
831 \r
832                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
833                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
834         }\r
835 \r
836         if(cvar("hud_postprocessing"))\r
837         {\r
838                 // all of this should be done in the engine eventually\r
839 \r
840                 // disable damage blur when dead, but keep content blur\r
841                 if(getstati(STAT_HEALTH) <= 0)\r
842                         damage_blurpostprocess = '0 0 0';\r
843 \r
844                 // enable or disable rendering types if they are used or not\r
845                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
846                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
847                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
848                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
849 \r
850                 // lets apply the postprocess effects from the previous two functions if needed\r
851                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
852                 {\r
853                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
854                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
855                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
856                         {\r
857                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
858                                 old_blurradius = blurradius;\r
859                                 old_bluralpha = bluralpha;\r
860                         }\r
861                 }\r
862                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
863                 {\r
864                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
865                         old_blurradius = 0;\r
866                         old_bluralpha = 0;\r
867                 }\r
868 \r
869                 float sharpen_intensity;\r
870                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
871                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
872                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
873                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
874 \r
875                 if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
876                 {\r
877                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
878 \r
879                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
880                         {\r
881                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
882                                 old_sharpen_intensity = sharpen_intensity;\r
883                         }\r
884                 }\r
885                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
886                 {\r
887                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
888                         old_sharpen_intensity = 0;\r
889                 }\r
890         }\r
891 \r
892         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
893         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
894         {\r
895                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
896                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
897                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
898         }\r
899         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
900         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
901         {\r
902                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
903                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
904                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
905         }\r
906 \r
907         if(cvar("hud_postprocessing"))\r
908         {\r
909                 // change saturation based on the amount of armor we have\r
910                 // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
911 \r
912                 if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
913                 {\r
914                         float saturation;\r
915                         saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
916                         saturation = bound(0, saturation, 1);\r
917 \r
918                         if(cvar("r_glsl_saturation") != saturation)\r
919                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
920                 }\r
921                 else if(cvar("r_glsl_saturation") != 1)\r
922                         cvar_set("r_glsl_saturation", "1");\r
923         }\r
924 \r
925         // volume cutting\r
926         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
927         {\r
928                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
929 \r
930                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
931                 {\r
932                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
933                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
934                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
935 \r
936                         volume_modify_default_1 = cvar("menu_volume");\r
937                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
938 \r
939                         volume_modify_changed_1 = cvar("menu_volume");\r
940                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
941                 }\r
942                 else\r
943                 {\r
944                         if(spectatee_status == -1 || intermission)\r
945                         {\r
946                                 volume_modify_1_target = volume_modify_default_1;\r
947                                 volume_modify_2_target = volume_modify_default_2;\r
948                         }\r
949                         else if(getstati(STAT_VORE_EATEN))\r
950                         {\r
951                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
952                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
953                         }\r
954                         else\r
955                         {\r
956                                 volume_modify_1_target = volume_modify_default_1;\r
957                                 volume_modify_2_target = volume_modify_default_2;\r
958                         }\r
959                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
960 \r
961                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
962                         {\r
963                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
964                                         volume_modify_1 -= volume_modify_fade;\r
965                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
966                                         volume_modify_1 += volume_modify_fade;\r
967                                 else\r
968                                         volume_modify_1 = volume_modify_1_target;\r
969 \r
970                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
971                                         volume_modify_2 -= volume_modify_fade;\r
972                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
973                                         volume_modify_2 += volume_modify_fade;\r
974                                 else\r
975                                         volume_modify_2 = volume_modify_2_target;\r
976 \r
977                                 cvar_set("volume", ftos(volume_modify_1));\r
978                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
979                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
980                         }\r
981                 }\r
982         }\r
983 \r
984         // Draw the mouse cursor\r
985         // NOTE: drawpic must happen after R_RenderScene for some reason\r
986         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
987         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
988         //self = edict_num(player_localnum);\r
989         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
990         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);\r
991         // as long as the ctf part isn't in, this is useless\r
992         if(menu_visible)\r
993                 menu_show();\r
994 \r
995         /*if(gametype == GAME_CTF)\r
996           {\r
997           ctf_view();\r
998           } else */\r
999 \r
1000         // draw 2D entities\r
1001         e = self;\r
1002         for(self = world; (self = nextent(self)); )\r
1003                 if(self.draw2d)\r
1004                         self.draw2d();\r
1005         self = e;\r
1006         Draw_ShowNames_All();\r
1007 \r
1008         // draw radar\r
1009         if(\r
1010                         ons_showmap\r
1011                         ||\r
1012                         (\r
1013                          !scoreboard_active\r
1014                          &&\r
1015                          cvar_string("cl_teamradar") != "0"\r
1016                          &&\r
1017                          (\r
1018                           cvar("cl_teamradar") == 2\r
1019                           ||\r
1020                           teamplay\r
1021                          )\r
1022                         )\r
1023           )\r
1024                 teamradar_view();\r
1025 \r
1026         // Draw artwork and play intermission music\r
1027         if(intermission && !isdemo() && gametype != GAME_RPG && !spectatee_status) // the match has ended. Don't do this for RPG because no one wins or loses there\r
1028         {\r
1029                 if(cvar("cl_artwork"))\r
1030                 {\r
1031                         if(artwork_image == "")\r
1032                         {\r
1033                                 if(getstati(STAT_WINNING)) // we are the winner\r
1034                                 {\r
1035                                         if(cvar("cl_artwork_win"))\r
1036                                         {\r
1037                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
1038                                                 artwork_image = strzone(artwork_image);\r
1039                                         }\r
1040                                 }\r
1041                                 else // we have lost\r
1042                                 {\r
1043                                         if(cvar("cl_artwork_lose"))\r
1044                                         {\r
1045                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
1046                                                 artwork_image = strzone(artwork_image);\r
1047                                         }\r
1048                                 }\r
1049                         }\r
1050 \r
1051                         if(cvar("cl_artwork_stretch"))\r
1052                         {\r
1053                                 artwork_size_x = vid_conwidth;\r
1054                                 artwork_size_y = vid_conheight;\r
1055                                 artwork_pos_x = 0;\r
1056                                 artwork_pos_y = 0;\r
1057                         }\r
1058                         else\r
1059                         {\r
1060                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
1061                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
1062                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
1063                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
1064                         }\r
1065 \r
1066                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
1067                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
1068                         else\r
1069                                 artwork_fade = cvar("cl_artwork_alpha");\r
1070 \r
1071                         if(artwork_image != "")\r
1072                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
1073                 }\r
1074 \r
1075                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
1076                 {\r
1077                         if(getstati(STAT_WINNING))\r
1078                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
1079                         else\r
1080                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
1081                         if(intermission_song != "")\r
1082                         {\r
1083                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
1084                                 intermission_song = strzone(intermission_song);\r
1085                         }\r
1086                 }\r
1087         }\r
1088         else\r
1089         {\r
1090                 artwork_fade = 0;\r
1091                 if(artwork_image != "")\r
1092                 {\r
1093                         strunzone(artwork_image);\r
1094                         artwork_image = "";\r
1095                 }\r
1096 \r
1097                 if(intermission_song != "")\r
1098                 {\r
1099                         strunzone(intermission_song);\r
1100                         intermission_song = "";\r
1101                 }\r
1102         }\r
1103 \r
1104         // draw sbar\r
1105         if(cvar("r_letterbox") == 0) {\r
1106                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1107                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1108                                 Sbar_DrawPressedKeys();\r
1109                 }\r
1110 \r
1111                 if (cvar("cl_showspeed"))\r
1112                         Sbar_ShowSpeed();\r
1113                 if (cvar("cl_showacceleration"))\r
1114                         Sbar_ShowAcceleration();\r
1115 \r
1116                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1117         }\r
1118 \r
1119         float weapon_clipload, weapon_clipsize, ring_scale;\r
1120 \r
1121         float swallow_indicator;\r
1122         if(cvar("crosshair_swallowindicator"))\r
1123                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1124 \r
1125         float hud;\r
1126         hud = getstati(STAT_HUD);\r
1127 \r
1128         if(cvar("r_letterbox") == 0)\r
1129                 if(cvar("viewsize") < 120)\r
1130                         CSQC_common_hud();\r
1131 \r
1132         if(cvar("cl_flash_pickup"))\r
1133         if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1134         {\r
1135                 localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1136                 pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1137         }\r
1138         if(cvar("cl_flash_vore"))\r
1139         {\r
1140                 float vore_flash_state;\r
1141                 if(getstati(STAT_VORE_EATEN))\r
1142                         vore_flash_state = -1;\r
1143                 else\r
1144                         vore_flash_state = getstati(STAT_VORE_LOAD);\r
1145 \r
1146                 if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
1147                 {\r
1148                         if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
1149                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1150                         if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
1151                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1152                 }\r
1153 \r
1154                 // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
1155                 vore_flash_laststate = vore_flash_state;\r
1156         }\r
1157         if(cvar("cl_flash_respawn"))\r
1158         if(respawned)\r
1159                 localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
1160 \r
1161         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1162         if not(getstati(STAT_ARMOR) < g_power)\r
1163         {\r
1164                 // crosshair goes VERY LAST\r
1165                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1166                         // TrueAim check\r
1167                         float shottype;\r
1168                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1169                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1170                         wcross_origin_z = 0;\r
1171                         if(cvar("crosshair_hittest"))\r
1172                         if(!swallow_indicator)\r
1173                         {\r
1174                                 vector wcross_oldorigin;\r
1175                                 wcross_oldorigin = wcross_origin;\r
1176                                 shottype = TrueAimCheck();\r
1177                                 if(shottype == SHOTTYPE_HITWORLD)\r
1178                                 {\r
1179                                         v = wcross_origin - wcross_oldorigin;\r
1180                                         v_x /= vid_conwidth;\r
1181                                         v_y /= vid_conheight;\r
1182                                         if(vlen(v) > 0.01)\r
1183                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1184                                 }\r
1185                                 if(!cvar("crosshair_hittest_showimpact"))\r
1186                                         wcross_origin = wcross_oldorigin;\r
1187                         }\r
1188                         else\r
1189                                 shottype = SHOTTYPE_HITWORLD;\r
1190 \r
1191                         string wcross_style;\r
1192 \r
1193                         if(swallow_indicator  > 1)\r
1194                                 wcross_style = "_canswallow_team.tga";\r
1195                         else if(swallow_indicator > 0)\r
1196                                 wcross_style = "_canswallow.tga";\r
1197                         else if(swallow_indicator < 0)\r
1198                                 wcross_style = "_canswallow_no.tga";\r
1199                         else\r
1200                         {\r
1201                                 // normal crosshair, based on what weapon we have and what firing type we can use\r
1202                                 if(!activeweapon)\r
1203                                         wcross_style = cvar_string("crosshair");\r
1204                                 else if(getstati(STAT_CROSSHAIR_STYLE))\r
1205                                         wcross_style = cvar_string("crosshair_secondary");\r
1206                                 else\r
1207                                         wcross_style = cvar_string("crosshair_primary");\r
1208                         }\r
1209 \r
1210                         if (wcross_style != "0") {\r
1211                                 vector wcross_color, wcross_size;\r
1212                                 string wcross_name;\r
1213                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1214 \r
1215                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1216                                 {\r
1217                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1218                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1219                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1220                                 }\r
1221                                 else if(cvar("crosshair_color_by_health"))\r
1222                                 {\r
1223                                         local float x = getstati(STAT_HEALTH);\r
1224                                         \r
1225                                         //x = red\r
1226                                         //y = green\r
1227                                         //z = blue\r
1228                                         \r
1229                                         wcross_color_z = 0;\r
1230                                         \r
1231                                         if(x > 200)\r
1232                                         {\r
1233                                                 wcross_color_x = 0;\r
1234                                                 wcross_color_y = 1;\r
1235                                         }\r
1236                                         else if(x > 150)\r
1237                                         {\r
1238                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1239                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1240                                         }\r
1241                                         else if(x > 100)\r
1242                                         {\r
1243                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1244                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1245                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1246                                         }\r
1247                                         else if(x > 50)\r
1248                                         {\r
1249                                                 wcross_color_x = 1;\r
1250                                                 wcross_color_y = 1;\r
1251                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1252                                         }\r
1253                                         else if(x > 20)\r
1254                                         {\r
1255                                                 wcross_color_x = 1;\r
1256                                                 wcross_color_y = (x-20)*90/27/100;\r
1257                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1258                                         }\r
1259                                         else\r
1260                                         {\r
1261                                                 wcross_color_x = 1;\r
1262                                                 wcross_color_y = 0;\r
1263                                         }\r
1264                                 }\r
1265                                 else\r
1266                                         wcross_color = stov(cvar_string("crosshair_color"));\r
1267                                 wcross_alpha = cvar("crosshair_alpha");\r
1268                                 wcross_resolution = cvar("crosshair_size");\r
1269 \r
1270                                 if(!activeweapon)\r
1271                                 if(!swallow_indicator)\r
1272                                 {\r
1273                                         if(cvar("crosshair_unarmed_dim_color"))\r
1274                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1275                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1276                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1277                                 }\r
1278 \r
1279                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1280 \r
1281                                 if(cvar("crosshair_effect_scalefade"))\r
1282                                 {\r
1283                                         wcross_scale = wcross_resolution;\r
1284                                         wcross_resolution = 1;\r
1285                                 }\r
1286                                 else\r
1287                                 {\r
1288                                         wcross_scale = 1;\r
1289                                 }\r
1290                                 if(swallow_indicator)\r
1291                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1292 \r
1293                                 if(cvar("crosshair_pickup"))\r
1294                                 {\r
1295                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1296                                         {\r
1297                                                 pickup_crosshair_size = 1;\r
1298                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1299                                         }\r
1300 \r
1301                                         if(pickup_crosshair_size > 0)\r
1302                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1303                                         else\r
1304                                                 pickup_crosshair_size = 0;\r
1305 \r
1306                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1307                                 }\r
1308 \r
1309                                 if(shottype == SHOTTYPE_HITENEMY)\r
1310                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1311                                 if(shottype == SHOTTYPE_HITTEAM)\r
1312                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1313 \r
1314                                 f = cvar("crosshair_effect_speed");\r
1315                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1316                                 {\r
1317                                         wcross_changedonetime = time + f;\r
1318                                 }\r
1319                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1320                                 {\r
1321                                         wcross_name_changestarttime = time;\r
1322                                         wcross_name_changedonetime = time + f;\r
1323                                         if(wcross_name_goal_prev_prev)\r
1324                                                 strunzone(wcross_name_goal_prev_prev);\r
1325                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1326                                         wcross_name_goal_prev = strzone(wcross_name);\r
1327                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1328                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1329                                         wcross_resolution_goal_prev = wcross_resolution;\r
1330                                 }\r
1331 \r
1332                                 wcross_scale_goal_prev = wcross_scale;\r
1333                                 wcross_alpha_goal_prev = wcross_alpha;\r
1334                                 wcross_color_goal_prev = wcross_color;\r
1335 \r
1336                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1337                                 {\r
1338                                         wcross_blur = 1;\r
1339                                         wcross_alpha *= 0.75;\r
1340                                 }\r
1341                                 else\r
1342                                         wcross_blur = 0;\r
1343                                 // *_prev is at time-frametime\r
1344                                 // * is at wcross_changedonetime+f\r
1345                                 // what do we have at time?\r
1346                                 if(time < wcross_changedonetime)\r
1347                                 {\r
1348                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1349                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1350                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1351                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1352                                 }\r
1353 \r
1354                                 wcross_scale_prev = wcross_scale;\r
1355                                 wcross_alpha_prev = wcross_alpha;\r
1356                                 wcross_color_prev = wcross_color;\r
1357 \r
1358                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1359                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1360 \r
1361 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1362                                 do \\r
1363                                 { \\r
1364                                         if(wcross_blur > 0) \\r
1365                                         { \\r
1366                                                 for(i = -2; i <= 2; ++i) \\r
1367                                                         for(j = -2; j <= 2; ++j) \\r
1368                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1369                                         } \\r
1370                                         else \\r
1371                                         { \\r
1372                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1373                                         } \\r
1374                                 } \\r
1375                                 while(0)\r
1376 \r
1377 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1378                                 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)\r
1379 \r
1380 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1381                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1382 \r
1383                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1384                                 {\r
1385                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1386                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1387                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1388                                         f = 1 - f;\r
1389                                 }\r
1390                                 else\r
1391                                 {\r
1392                                         f = 1;\r
1393                                 }\r
1394 \r
1395                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1396                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1397                                 wcross_name_alpha_goal_prev = f;\r
1398 \r
1399                                 // ring around crosshair representing ammo left in weapon clip\r
1400                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1401                                 a = cvar("crosshair_ring_alpha");\r
1402                                 if (weapon_clipload && a)\r
1403                                 if (!swallow_indicator)\r
1404                                 {\r
1405                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1406                                         ring_scale = cvar("crosshair_ring_size");\r
1407                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1408                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1409                                 }\r
1410                         }\r
1411                 }\r
1412                 else\r
1413                 {\r
1414                         wcross_scale_prev = 0;\r
1415                         wcross_alpha_prev = 0;\r
1416                         wcross_scale_goal_prev = 0;\r
1417                         wcross_alpha_goal_prev = 0;\r
1418                         wcross_changedonetime = 0;\r
1419                         if(wcross_name_goal_prev)\r
1420                                 strunzone(wcross_name_goal_prev);\r
1421                         wcross_name_goal_prev = string_null;\r
1422                         if(wcross_name_goal_prev_prev)\r
1423                                 strunzone(wcross_name_goal_prev_prev);\r
1424                         wcross_name_goal_prev_prev = string_null;\r
1425                         wcross_name_changestarttime = 0;\r
1426                         wcross_name_changedonetime = 0;\r
1427                         wcross_name_alpha_goal_prev = 0;\r
1428                         wcross_name_alpha_goal_prev_prev = 0;\r
1429                         wcross_resolution_goal_prev = 0;\r
1430                         wcross_resolution_goal_prev_prev = 0;\r
1431                 }\r
1432         }\r
1433 \r
1434         if(NextFrameCommand)\r
1435         {\r
1436                 localcmd("\n", NextFrameCommand, "\n");\r
1437                 NextFrameCommand = string_null;\r
1438         }\r
1439 \r
1440         // we must do this check AFTER a frame was rendered, or it won't work\r
1441         if(cs_project_is_b0rked == 0)\r
1442         {\r
1443                 string w0, h0;\r
1444                 w0 = cvar_string("vid_conwidth");\r
1445                 h0 = cvar_string("vid_conheight");\r
1446                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1447                 //R_SetView(VF_FOV, '90 90 0');\r
1448                 R_SetView(VF_ORIGIN, '0 0 0');\r
1449                 R_SetView(VF_ANGLES, '0 0 0');\r
1450                 R_SetView(VF_PERSPECTIVE, 1);\r
1451                 makevectors('0 0 0');\r
1452                 vector v1, v2;\r
1453                 cvar_set("vid_conwidth", "800");\r
1454                 cvar_set("vid_conheight", "600");\r
1455                 v1 = cs_project(v_forward);\r
1456                 cvar_set("vid_conwidth", "640");\r
1457                 cvar_set("vid_conheight", "480");\r
1458                 v2 = cs_project(v_forward);\r
1459                 if(v1 == v2)\r
1460                         cs_project_is_b0rked = 1;\r
1461                 else\r
1462                         cs_project_is_b0rked = -1;\r
1463                 cvar_set("vid_conwidth", w0);\r
1464                 cvar_set("vid_conheight", h0);\r
1465         }\r
1466 \r
1467         // be safe against triggerbots until everyone has the fixed engine\r
1468         // this call is meant to overwrite the trace globals by something\r
1469         // unsuspicious\r
1470         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1471 \r
1472         // this cvar must be constantly updated on the server\r
1473         if(chase_active_old != cvar("chase_active"))\r
1474         {\r
1475                 localcmd("sendcvar chase_active\n");\r
1476                 chase_active_old = cvar("chase_active");\r
1477         }\r
1478 \r
1479         // update some stats to be detected next frame\r
1480         last_health = getstati(STAT_HEALTH);\r
1481         last_spectatee = spectatee_status;\r
1482 }\r
1483 \r
1484 void Sbar_Draw();\r
1485 \r
1486 void CSQC_common_hud(void)\r
1487 {\r
1488         // Sbar_SortFrags(); done in Sbar_Draw\r
1489         float hud;\r
1490         hud = getstati(STAT_HUD);\r
1491 \r
1492         //hud = 10;\r
1493         switch(hud)\r
1494         {\r
1495                 case HUD_NORMAL:\r
1496                         Sbar_Draw();\r
1497                         break;\r
1498         }\r
1499 }\r
1500 \r
1501 \r
1502 // following vectors must be global to allow seamless switching between camera modes\r
1503 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1504 void CSQC_Demo_Camera()\r
1505 {\r
1506         float speed, attenuation, dimensions;\r
1507         vector tmp, delta;\r
1508 \r
1509         if( cvar("camera_reset") || !camera_mode )\r
1510         {\r
1511                 camera_offset = '0 0 0';\r
1512                 current_angles = '0 0 0';\r
1513                 camera_direction = '0 0 0';\r
1514                 camera_offset_z += 30;\r
1515                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1516                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1517                 current_origin = view_origin;\r
1518                 current_camera_offset  = camera_offset;\r
1519                 cvar_set("camera_reset", "0");\r
1520                 camera_mode = CAMERA_CHASE;\r
1521         }\r
1522 \r
1523         // Camera angles\r
1524         if( camera_roll )\r
1525                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1526 \r
1527         if(cvar("camera_look_player"))\r
1528         {\r
1529                 local vector dir;\r
1530                 local float n;\r
1531 \r
1532                 dir = normalize(view_origin - current_position);\r
1533                 n = mouse_angles_z;\r
1534                 mouse_angles = vectoangles(dir);\r
1535                 mouse_angles_x = mouse_angles_x * -1;\r
1536                 mouse_angles_z = n;\r
1537         }\r
1538         else\r
1539         {\r
1540                 tmp = getmousepos() * 0.1;\r
1541                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1542                 {\r
1543                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1544                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1545                 }\r
1546         }\r
1547 \r
1548         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1549         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1550         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1551         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1552 \r
1553         // Fix difference when angles don't have the same sign\r
1554         delta = '0 0 0';\r
1555         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1556                 delta = '0 360 0';\r
1557         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1558                 delta = '0 -360 0';\r
1559 \r
1560         if(cvar("camera_look_player"))\r
1561                 attenuation = cvar("camera_look_attenuation");\r
1562         else\r
1563                 attenuation = cvar("camera_speed_attenuation");\r
1564 \r
1565         attenuation = 1 / max(1, attenuation);\r
1566         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1567 \r
1568         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1569         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1570         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1571         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1572 \r
1573         // Camera position\r
1574         tmp = '0 0 0';\r
1575         dimensions = 0;\r
1576 \r
1577         if( camera_direction_x )\r
1578         {\r
1579                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1580                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1581                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1582                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1583                 ++dimensions;\r
1584         }\r
1585 \r
1586         if( camera_direction_y )\r
1587         {\r
1588                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1589                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1590                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1591                 ++dimensions;\r
1592         }\r
1593 \r
1594         if( camera_direction_z )\r
1595         {\r
1596                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1597                 ++dimensions;\r
1598         }\r
1599 \r
1600         if(cvar("camera_free"))\r
1601                 speed = cvar("camera_speed_free");\r
1602         else\r
1603                 speed = cvar("camera_speed_chase");\r
1604 \r
1605         if(dimensions)\r
1606         {\r
1607                 speed = speed * sqrt(1 / dimensions);\r
1608                 camera_offset += tmp * speed;\r
1609         }\r
1610 \r
1611         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1612 \r
1613         // Camera modes\r
1614         if( cvar("camera_free") )\r
1615         {\r
1616                 if ( camera_mode == CAMERA_CHASE )\r
1617                 {\r
1618                         current_camera_offset = current_origin + current_camera_offset;\r
1619                         camera_offset = current_origin + camera_offset;\r
1620                 }\r
1621 \r
1622                 camera_mode = CAMERA_FREE;\r
1623                 current_position = current_camera_offset;\r
1624         }\r
1625         else\r
1626         {\r
1627                 if ( camera_mode == CAMERA_FREE )\r
1628                 {\r
1629                         current_origin = view_origin;\r
1630                         camera_offset = camera_offset - current_origin;\r
1631                         current_camera_offset = current_camera_offset - current_origin;\r
1632                 }\r
1633 \r
1634                 camera_mode = CAMERA_CHASE;\r
1635 \r
1636                 if(cvar("camera_chase_smoothly"))\r
1637                         current_origin += (view_origin - current_origin) * attenuation;\r
1638                 else\r
1639                         current_origin = view_origin;\r
1640 \r
1641                 current_position = current_origin + current_camera_offset;\r
1642         }\r
1643 \r
1644         R_SetView(VF_ANGLES, current_angles);\r
1645         R_SetView(VF_ORIGIN, current_position);\r
1646 }\r