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