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