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