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