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Add a permanent post-processing cartoon effect (previously visible when you had the...
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
1 #define rkt_size 32\r
2 #define rld_size_x 256\r
3 #define rld_size_y 16\r
4 \r
5 entity porto;\r
6 float trace_networkentity;\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement\r
9 float DPCONTENTS_BODY = 32; // blocks player movement\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
12 void Porto_Draw()\r
13 {\r
14         vector dir;\r
15 \r
16         if(spectatee_status)\r
17                 return;\r
18         if(intermission == 1)\r
19                 return;\r
20         if(intermission == 2)\r
21                 return;\r
22         if (getstati(STAT_HEALTH) <= 0)\r
23                 return;\r
24 \r
25         dir = view_forward;\r
26 \r
27         if(angles_held_status)\r
28         {\r
29                 makevectors(angles_held);\r
30                 dir = v_forward;\r
31         }\r
32 }\r
33 \r
34 /**\r
35  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
36  *\r
37  * TODO: Use a better solution where a common shared entitiy is used that contains\r
38  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
39  * and STAT_FRAGLIMIT to be auto-sent)\r
40  */\r
41 void CheckForGamestartChange() {\r
42         float startTime;\r
43         startTime = getstatf(STAT_GAMESTARTTIME);\r
44         if (previous_game_starttime != startTime) {\r
45                 if ((time + 5.0) < startTime) {\r
46                         //if connecting to server while restart was active don't always play prepareforbattle\r
47                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
48                 }\r
49                 if (time < startTime) {\r
50                         restartAnnouncer = spawn();\r
51                         restartAnnouncer.think = restartAnnouncer_Think;\r
52                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
53                 }\r
54         }\r
55         previous_game_starttime = startTime;\r
56 }\r
57 \r
58 void Porto_Init()\r
59 {\r
60         porto = spawn();\r
61         porto.classname = "porto";\r
62         porto.draw = Porto_Draw;\r
63         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
64 }\r
65 \r
66 float drawtime;\r
67 float avgspeed;\r
68 vector GetCurrentFov(float fov)\r
69 {\r
70         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
71 \r
72         zoomsensitivity = cvar("cl_zoomsensitivity");\r
73         zoomfactor = cvar("cl_zoomfactor");\r
74         if(zoomfactor < 1 || zoomfactor > 16)\r
75                 zoomfactor = 2.5;\r
76         zoomspeed = cvar("cl_zoomspeed");\r
77         if(zoomspeed >= 0)\r
78                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
79                         zoomspeed = 3.5;\r
80 \r
81         zoomdir = button_zoom;\r
82         if(spectatee_status > 0 || isdemo())\r
83         {\r
84                 if(spectatorbutton_zoom)\r
85                         zoomdir = 0 + !zoomdir;\r
86                 // do not even THINK about removing this 0\r
87                 // _I_ know what I am doing\r
88                 // fteqcc does not\r
89         }\r
90 \r
91         if(zoomdir)\r
92                 zoomin_effect = 0;\r
93 \r
94         if(zoomin_effect || camera_active)\r
95         {\r
96                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
97         }\r
98         else\r
99         {\r
100                 if(zoomspeed < 0) // instant zoom\r
101                 {\r
102                         if(zoomdir)\r
103                                 current_viewzoom = 1 / zoomfactor;\r
104                         else\r
105                                 current_viewzoom = 1;\r
106                 }\r
107                 else\r
108                 {\r
109                         if(zoomdir)\r
110                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
111                         else\r
112                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
113                 }\r
114         }\r
115 \r
116         if(almost_equals(current_viewzoom, 1))\r
117                 current_zoomfraction = 0;\r
118         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
119                 current_zoomfraction = 1;\r
120         else\r
121                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
122 \r
123         if(zoomsensitivity < 1)\r
124                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
125         else\r
126                 setsensitivityscale(1);\r
127 \r
128         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
129         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
130         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
131 \r
132         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
133 \r
134         float frustumx, frustumy, fovx, fovy;\r
135         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
136         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
137         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
138         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
139 \r
140         return '1 0 0' * fovx + '0 1 0' * fovy;\r
141 }\r
142 \r
143 // this function must match W_SetupShot!\r
144 float zoomscript_caught;\r
145 \r
146 vector wcross_origin;\r
147 float wcross_scale_prev, wcross_alpha_prev;\r
148 vector wcross_color_prev;\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
150 vector wcross_color_goal_prev;\r
151 float wcross_changedonetime;\r
152 \r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
157 entity trueaim;\r
158 entity trueaim_rifle;\r
159 \r
160 #define SHOTTYPE_HITTEAM 1\r
161 #define SHOTTYPE_HITOBSTRUCTION 2\r
162 #define SHOTTYPE_HITWORLD 3\r
163 #define SHOTTYPE_HITENEMY 4\r
164 \r
165 void TrueAim_Init()\r
166 {\r
167         trueaim = spawn();\r
168         trueaim.classname = "trueaim";\r
169         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
170         trueaim_rifle = spawn();\r
171         trueaim_rifle.classname = "trueaim_rifle";\r
172         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
173 }\r
174 \r
175 float EnemyHitCheck()\r
176 {\r
177         float t;\r
178         wcross_origin = project_3d_to_2d(trace_endpos);\r
179         wcross_origin_z = 0;\r
180         if(trace_networkentity < 1)\r
181                 return SHOTTYPE_HITWORLD;\r
182         if(trace_networkentity > maxclients)\r
183                 return SHOTTYPE_HITWORLD;\r
184         t = GetPlayerColor(trace_networkentity - 1);\r
185         if(teamplay)\r
186                 if(t == myteam)\r
187                         return SHOTTYPE_HITTEAM;\r
188         if(t == COLOR_SPECTATOR)\r
189                 return SHOTTYPE_HITWORLD;\r
190         return SHOTTYPE_HITENEMY;\r
191 }\r
192 \r
193 float TrueAimCheck()\r
194 {\r
195         float nudge = 1; // added to traceline target and subtracted from result\r
196         vector vecs, trueaimpoint, w_shotorg;\r
197         vector mi, ma, dv;\r
198         float shottype;\r
199         entity ta;\r
200         float mv;\r
201 \r
202         mi = ma = '0 0 0';\r
203         ta = trueaim;\r
204         mv = MOVE_NOMONSTERS;\r
205 \r
206         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
207 \r
208         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
209         trueaimpoint = trace_endpos;\r
210 \r
211         if(vecs_x > 0)\r
212                 vecs_y = -vecs_y;\r
213         else\r
214                 vecs = '0 0 0';\r
215 \r
216         dv = view_right * vecs_y + view_up * vecs_z;\r
217         w_shotorg = view_origin + dv;\r
218 \r
219         // now move the vecs forward as much as requested if possible\r
220         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc\r
221         w_shotorg = trace_endpos - view_forward * nudge;\r
222 \r
223         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
224         shottype = EnemyHitCheck();\r
225         if(shottype != SHOTTYPE_HITWORLD)\r
226                 return shottype;\r
227 \r
228 #if 0\r
229         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
230         // or rather, I know why, but see no fix\r
231         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
232                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace\r
233                 return SHOTTYPE_HITOBSTRUCTION;\r
234 #endif\r
235 \r
236         return SHOTTYPE_HITWORLD;\r
237 }\r
238 \r
239 void CSQC_common_hud(void);\r
240 \r
241 void CSQC_kh_hud(void);\r
242 void CSQC_ctf_hud(void);\r
243 void PostInit(void);\r
244 void CSQC_Demo_Camera();\r
245 float Sbar_WouldDrawScoreboard ();\r
246 float last_health, last_spectatee;\r
247 float view_set;\r
248 float camera_mode;\r
249 float reticle_type;\r
250 float chase_active_old;\r
251 float artwork_fade;\r
252 float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
253 float spawnfov_current;\r
254 float myhealth, myhealth_prev, myhealth_flash;\r
255 float contentavgalpha, liquidalpha_prev;\r
256 float old_blurradius, old_bluralpha, old_cartoon_intensity;\r
257 float stomachsplash_alpha;\r
258 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
259 float volume_modify_changed_1, volume_modify_changed_2;\r
260 float eventchase_current_distance;\r
261 float helper_pause, helper_health, helper_armor, helper_ammo, helper_speed, helper_stomachload;\r
262 vector myhealth_gentlergb;\r
263 vector liquidcolor_prev;\r
264 vector damage_blurpostprocess, content_blurpostprocess;\r
265 string artwork_image;\r
266 string intermission_song;\r
267 string NextFrameCommand;\r
268 void CSQC_UpdateView(float w, float h)\r
269 {\r
270         entity e;\r
271         float fov;\r
272         float f, i, j;\r
273         vector v, vo;\r
274         float a;\r
275         float respawned;\r
276 \r
277         vector reticle_pos, reticle_size;\r
278         vector splash_pos, splash_size;\r
279         vector artwork_pos, artwork_size;\r
280 \r
281         WaypointSprite_Load();\r
282 \r
283         if(spectatee_status)\r
284                 myteam = GetPlayerColor(spectatee_status - 1);\r
285         else\r
286                 myteam = GetPlayerColor(player_localentnum - 1);\r
287 \r
288         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
289         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
290 \r
291         warpzone_fixview_origin = pmove_org + vo;\r
292         warpzone_fixview_angles = input_angles;\r
293         WarpZone_FixView();\r
294         pmove_org = warpzone_fixview_origin - vo;\r
295         input_angles = warpzone_fixview_angles;\r
296 \r
297         if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
298         if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
299                 respawned = TRUE; // stays true for one frame\r
300 \r
301         // helper system\r
302         if(cvar("cl_helper"))\r
303         if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
304         {\r
305                 if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN))\r
306                 {\r
307                         // Set these helper messages as having been triggered, so that the player must first reach them before they complain.\r
308                         // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn.\r
309                         helper_health = TRUE;\r
310                         helper_armor = TRUE;\r
311                         helper_ammo = TRUE;\r
312                 }\r
313                 else if(helper_pause <= time)\r
314                 {\r
315                         // health helper\r
316                         if(getstati(STAT_HEALTH) <= cvar("cl_helper_item_health"))\r
317                         {\r
318                                 if(cvar("cl_helper_item_health") && !helper_health)\r
319                                 {\r
320                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health.wav"), VOL_BASEVOICE, ATTN_NONE);\r
321                                         helper_health = TRUE;\r
322                                         helper_pause = time + cvar("cl_helper_pause");\r
323                                         helper_ammo = time + cvar("cl_helper_pause");\r
324                                 }\r
325                         }\r
326                         else if(helper_health)\r
327                                 helper_health = FALSE;\r
328 \r
329                         // armor helper\r
330                         if(getstati(STAT_ARMOR) <= cvar("cl_helper_item_armor"))\r
331                         {\r
332                                 if(cvar("cl_helper_item_armor") && !helper_armor)\r
333                                 {\r
334                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor.wav"), VOL_BASEVOICE, ATTN_NONE);\r
335                                         helper_armor = TRUE;\r
336                                         helper_pause = time + cvar("cl_helper_pause");\r
337                                 }\r
338                         }\r
339                         else if(helper_armor)\r
340                                 helper_armor = FALSE;\r
341 \r
342                         // ammo helper\r
343                         if(getstati(STAT_FUEL) <= cvar("cl_helper_item_ammo_fuel"))\r
344                         {\r
345                                 if(cvar("cl_helper_item_ammo_fuel") && !helper_ammo)\r
346                                 {\r
347                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/ammo.wav"), VOL_BASEVOICE, ATTN_NONE);\r
348                                         helper_ammo = TRUE;\r
349                                         helper_pause = time + cvar("cl_helper_pause");\r
350                                 }\r
351                         }\r
352                         else if(helper_ammo)\r
353                                 helper_ammo = FALSE;\r
354 \r
355                         // speed helper\r
356                         if(vlen(pmove_vel) >= cvar("cl_helper_item_speed"))\r
357                         {\r
358                                 if(cvar("cl_helper_item_speed") && !helper_speed)\r
359                                 {\r
360                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/speed.wav"), VOL_BASEVOICE, ATTN_NONE);\r
361                                         helper_speed = TRUE;\r
362                                         helper_pause = time + cvar("cl_helper_pause");\r
363                                 }\r
364                         }\r
365                         else if(helper_speed)\r
366                                 helper_speed = FALSE;\r
367 \r
368                         // stomach load helper\r
369                         if(getstati(STAT_VORE_LOAD) / getstati(STAT_VORE_MAXLOAD) >= cvar("cl_helper_item_stomachload"))\r
370                         {\r
371                                 if(cvar("cl_helper_item_stomachload") && !helper_stomachload)\r
372                                 {\r
373                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/stomachload.wav"), VOL_BASEVOICE, ATTN_NONE);\r
374                                         helper_stomachload = TRUE;\r
375                                         helper_pause = time + cvar("cl_helper_pause");\r
376                                 }\r
377                         }\r
378                         else if(helper_stomachload)\r
379                                 helper_stomachload = FALSE;\r
380                 }\r
381         }\r
382 \r
383         // event chase camera\r
384         if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
385         {\r
386                 if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
387                 {\r
388                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
389                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
390                         if(!cvar("chase_active"))\r
391                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)\r
392 \r
393                         // make the camera smooth back\r
394                         if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
395                                 eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
396                         else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
397                                 eventchase_current_distance = cvar("cl_eventchase_distance");\r
398 \r
399                         vector eventchase_target_origin;\r
400                         makevectors(view_angles);\r
401                         // pass 1, used to check where the camera would go and obtain the trace_fraction\r
402                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
403 \r
404                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
405                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
406                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
407                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
408 \r
409                         R_SetView(VF_ORIGIN, eventchase_target_origin);\r
410                         R_SetView(VF_ANGLES, view_angles);\r
411                 }\r
412                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
413                 {\r
414                         cvar_set("chase_active", "0");\r
415                         eventchase_current_distance = 0; // start from 0 next time\r
416                 }\r
417         }\r
418 \r
419         float apply_fov;\r
420         if(cvar("cl_healthsize_fov") && frametime)\r
421         {\r
422                 apply_fov = cvar("menu_fov");\r
423                 if(g_healthsize_center && spectatee_status >= 0)\r
424                         apply_fov += (g_healthsize_center - bound(g_healthsize_min, getstati(STAT_HEALTH), g_healthsize_max)) * cvar("cl_healthsize_fov");\r
425                 if(cvar("gov") != apply_fov)\r
426                         cvar_set("fov", ftos(apply_fov));\r
427         }\r
428 \r
429         float apply_idlescale;\r
430         if(cvar("cl_vore_vieweffects_idlescale_prey") && frametime)\r
431         {\r
432                 apply_idlescale += getstatf(STAT_VORE_PROGRESS_PREY) * cvar("cl_vore_vieweffects_idlescale_prey");\r
433                 if(cvar("v_idlescale") != apply_idlescale)\r
434                         cvar_set("v_idlescale", ftos(apply_idlescale));\r
435         }\r
436         if(cvar("cl_vore_vieweffects_idlescale_predator") && frametime)\r
437         {\r
438                 apply_idlescale += getstatf(STAT_VORE_PROGRESS_PRED) * cvar("cl_vore_vieweffects_idlescale_predator");\r
439                 if(cvar("v_idlescale") != apply_idlescale)\r
440                         cvar_set("v_idlescale", ftos(apply_idlescale));\r
441         }\r
442         if(cvar("cl_vore_vieweffects_idlescale_stomach") && frametime)\r
443         {\r
444                 apply_idlescale += getstati(STAT_VORE_EATEN) * cvar("cl_vore_vieweffects_idlescale_stomach");\r
445                 if(cvar("v_idlescale") != apply_idlescale)\r
446                         cvar_set("v_idlescale", ftos(apply_idlescale));\r
447         }\r
448 \r
449         // Render the Scene\r
450         if(!intermission || !view_set)\r
451         {\r
452                 view_origin = pmove_org + vo;\r
453                 view_angles = input_angles;\r
454                 makevectors(view_angles);\r
455                 view_forward = v_forward;\r
456                 view_right = v_right;\r
457                 view_up = v_up;\r
458                 view_set = 1;\r
459         }\r
460 \r
461         vid_width = w;\r
462         vid_height = h;\r
463 \r
464 #ifdef BLURTEST\r
465         if(time > blurtest_time0 && time < blurtest_time1)\r
466         {\r
467                 float r, t;\r
468 \r
469                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
470                 r = t * blurtest_radius;\r
471                 f = 1 / pow(t, blurtest_power) - 1;\r
472 \r
473                 cvar_set("r_glsl_postprocess", "1");\r
474                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
475         }\r
476         else\r
477         {\r
478                 cvar_set("r_glsl_postprocess", "0");\r
479                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
480         }\r
481 #endif\r
482 \r
483         TargetMusic_Advance();\r
484         Fog_Force();\r
485 \r
486         drawframetime = max(0.000001, time - drawtime);\r
487         drawtime = time;\r
488 \r
489         // watch for gametype changes here...\r
490         // in ParseStuffCMD the cmd isn't executed yet :/\r
491         // might even be better to add the gametype to TE_CSQC_INIT...?\r
492         if(!postinit)\r
493                 PostInit();\r
494 \r
495         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
496                 if(calledhooks & HOOK_START)\r
497                 {\r
498                         localcmd("\ncl_hook_gameend;");\r
499                         if(g_campaign)\r
500                                 localcmd("\ncl_hook_campaign_gameend;");\r
501                         calledhooks |= HOOK_END;\r
502                 }\r
503 \r
504         CheckForGamestartChange();\r
505         serverAnnouncer();\r
506         maptimeAnnouncer();\r
507         carrierAnnouncer();\r
508 \r
509         fov = cvar("fov");\r
510         if(button_zoom || fov <= 59.5)\r
511         {\r
512                 if(!zoomscript_caught)\r
513                 {\r
514                         localcmd("+button4\n");\r
515                         zoomscript_caught = 1;\r
516                         ignore_plus_zoom += 1;\r
517                 }\r
518         }\r
519         else\r
520         {\r
521                 if(zoomscript_caught)\r
522                 {\r
523                         localcmd("-button4\n");\r
524                         zoomscript_caught = 0;\r
525                         ignore_minus_zoom += 1;\r
526                 }\r
527         }\r
528 \r
529         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
530         sbar_hudselector = cvar("sbar_hudselector");\r
531         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
532         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
533         activeweapon = getstati(STAT_SWITCHWEAPON);\r
534         f = cvar("teamplay");\r
535         if(f != teamplay)\r
536         {\r
537                 teamplay = f;\r
538                 Sbar_InitScores();\r
539         }\r
540 \r
541         if(last_weapon != activeweapon) {\r
542                 weapontime = time;\r
543                 last_weapon = activeweapon;\r
544         }\r
545 \r
546         // ALWAYS Clear Current Scene First\r
547         R_ClearScene();\r
548 \r
549         // Assign Standard Viewflags\r
550         // Draw the World (and sky)\r
551         R_SetView(VF_DRAWWORLD, 1);\r
552 \r
553         // Set the console size vars\r
554         vid_conwidth = cvar("vid_conwidth");\r
555         vid_conheight = cvar("vid_conheight");\r
556         vid_pixelheight = cvar("vid_pixelheight");\r
557 \r
558         // spawn fov effect\r
559         if(cvar("cl_spawnfov"))\r
560         {\r
561                 if(respawned)\r
562                         spawnfov_current = 1 + cvar("cl_spawnfov");\r
563 \r
564                 if(spawnfov_current > 1)\r
565                         spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
566                 else\r
567                         spawnfov_current = 1;\r
568                 fov *= spawnfov_current;\r
569         }\r
570 \r
571         if(respawned)\r
572         {\r
573                 if(g_power_reboot_spawn)\r
574                         power_boot = time + g_power_reboot;\r
575                 else\r
576                         power_boot = time;\r
577         }\r
578 \r
579         R_SetView(VF_FOV, GetCurrentFov(fov));\r
580 \r
581         // Camera for demo playback\r
582         if(camera_active)\r
583         {\r
584                 if(cvar("camera_enable"))\r
585                         CSQC_Demo_Camera();\r
586                 else\r
587                 {\r
588                         cvar_set("chase_active", ftos(chase_active_backup));\r
589                         cvar_set("cl_demo_mousegrab", "0");\r
590                         camera_active = FALSE;\r
591                 }\r
592         }\r
593 #ifdef CAMERATEST\r
594         else if(cvar("camera_enable"))\r
595 #else\r
596         else if(cvar("camera_enable") && isdemo())\r
597 #endif\r
598         {\r
599                 // Enable required Darkplaces cvars\r
600                 chase_active_backup = cvar("chase_active");\r
601                 cvar_set("chase_active", "2");\r
602                 cvar_set("cl_demo_mousegrab", "1");\r
603                 camera_active = TRUE;\r
604                 camera_mode = FALSE;\r
605         }\r
606 \r
607         // Draw the Crosshair\r
608         float scoreboard_active;\r
609         scoreboard_active = Sbar_WouldDrawScoreboard();\r
610         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
611 \r
612         // Draw the Engine Status Bar (the default Quake HUD)\r
613         R_SetView(VF_DRAWENGINESBAR, 0);\r
614 \r
615         // fetch this one only once per frame\r
616         sbar_showbinds = cvar("sbar_showbinds");\r
617         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
618 \r
619         // Update the mouse position\r
620         /*\r
621            mousepos_x = vid_conwidth;\r
622            mousepos_y = vid_conheight;\r
623            mousepos = mousepos*0.5 + getmousepos();\r
624          */\r
625 \r
626         e = self;\r
627         for(self = world; (self = nextent(self)); )\r
628                 if(self.draw)\r
629                         self.draw();\r
630         self = e;\r
631 \r
632         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
633         R_RenderScene();\r
634 \r
635         // now switch to 2D drawing mode by calling a 2D drawing function\r
636         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
637         // next R_RenderScene call\r
638         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
639 \r
640         // Draw the aiming reticle for weapons that use it\r
641         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
642         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
643         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
644         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
645                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
646         else if(activeweapon && (button_zoom || zoomscript_caught))\r
647                 reticle_type = 2; // weapon zoom\r
648         else if(button_zoom || zoomscript_caught)\r
649                 reticle_type = 1; // normal zoom\r
650 \r
651         if (reticle_type)\r
652         {\r
653                 if(cvar("cl_reticle_stretch"))\r
654                 {\r
655                         reticle_size_x = vid_conwidth;\r
656                         reticle_size_y = vid_conheight;\r
657                         reticle_pos_x = 0;\r
658                         reticle_pos_y = 0;\r
659                 }\r
660                 else\r
661                 {\r
662                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
663                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
664                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
665                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
666                 }\r
667 \r
668                 f = current_zoomfraction;\r
669                 if(zoomscript_caught)\r
670                         f = 1;\r
671                 if(cvar("cl_reticle_item_normal"))\r
672                 {\r
673                         if(reticle_type == 1 && f)\r
674                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
675                 }\r
676                 if(cvar("cl_reticle_item_weapon"))\r
677                 {\r
678                         if(reticle_type == 2 && f)\r
679                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
680                 }\r
681         }\r
682 \r
683         // screen effects\r
684         if(cvar("hud_contents"))\r
685         {\r
686                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
687                 vector liquidcolor;\r
688 \r
689                 if (getstati(STAT_VORE_EATEN))\r
690                 {\r
691                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
692                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
693                         incontent = 1;\r
694                 }\r
695                 else\r
696                 {\r
697                         switch(pointcontents(view_origin))\r
698                         {\r
699                                 case CONTENT_WATER:\r
700                                         liquidalpha = cvar("hud_contents_water_alpha");\r
701                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
702                                         incontent = 1;\r
703                                         break;\r
704                                         \r
705                                 case CONTENT_LAVA:\r
706                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
707                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
708                                         incontent = 1;\r
709                                         break;  \r
710                                                                 \r
711                                 case CONTENT_SLIME:\r
712                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
713                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
714                                         incontent = 1;\r
715                                         break;\r
716                                         \r
717                                 default:\r
718                                         liquidalpha = 0;\r
719                                         liquidcolor = '0 0 0';\r
720                                         incontent = 0;\r
721                                         break;\r
722                         }\r
723                 }\r
724                 \r
725                 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
726                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
727                         contentfadetime = cvar("hud_contents_fadeintime");\r
728                         liquidalpha_prev = liquidalpha;\r
729                         liquidcolor_prev = liquidcolor;\r
730                 }\r
731                 else\r
732                         contentfadetime = cvar("hud_contents_fadeouttime");\r
733                         \r
734                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
735                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
736 \r
737                 if(contentavgalpha)\r
738                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
739 \r
740                 if(cvar("hud_postprocessing"))\r
741                 {\r
742                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
743                         {\r
744                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
745                                 content_blurpostprocess_x = 1;\r
746                                 if(getstati(STAT_VORE_EATEN))\r
747                                 {\r
748                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
749                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
750                                 }\r
751                                 else\r
752                                 {\r
753                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
754                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
755                                 }\r
756                         }\r
757                         else\r
758                         {\r
759                                 content_blurpostprocess_x = 0;\r
760                                 content_blurpostprocess_y = 0;\r
761                                 content_blurpostprocess_z = 0;\r
762                         }\r
763                 }\r
764         }\r
765 \r
766         if(cvar("hud_damage"))\r
767         {\r
768                 splash_size_x = max(vid_conwidth, vid_conheight);\r
769                 splash_size_y = max(vid_conwidth, vid_conheight);\r
770                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
771                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
772 \r
773                 float myhealth_flash_temp;\r
774                 myhealth = getstati(STAT_HEALTH);\r
775 \r
776                 // fade out\r
777                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
778                 // add new damage\r
779                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
780 \r
781                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
782                 pain_threshold = cvar("hud_damage_pain_threshold");\r
783                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
784                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
785 \r
786                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
787                 {\r
788                         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
789                 }\r
790 \r
791                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
792 \r
793                 if(myhealth_prev < 1)\r
794                 {\r
795                         if(myhealth >= 1)\r
796                         {\r
797                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
798                                 myhealth_flash_temp = 0;\r
799                         }\r
800                         else\r
801                         {\r
802                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
803                         }\r
804                 }\r
805 \r
806                 if(spectatee_status == -1 || intermission)\r
807                 {\r
808                         myhealth_flash = 0; // observing, or match ended\r
809                         myhealth_flash_temp = 0;\r
810                 }\r
811 \r
812                 myhealth_prev = myhealth;\r
813 \r
814                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
815                 {\r
816                         if(cvar("cl_gentle_damage") == 2)\r
817                         {\r
818                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
819                                 {\r
820                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
821                                 }\r
822                         }\r
823                         else\r
824                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
825 \r
826                         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
827                 }\r
828                 else\r
829                         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
830 \r
831                 if(cvar("hud_postprocessing"))\r
832                 {\r
833                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
834                         {\r
835                                 damage_blurpostprocess_x = 1;\r
836                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
837                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
838                         }\r
839                         else\r
840                         {\r
841                                 damage_blurpostprocess_x = 0;\r
842                                 damage_blurpostprocess_y = 0;\r
843                                 damage_blurpostprocess_z = 0;\r
844                         }\r
845                 }\r
846         }\r
847 \r
848         if(cvar("hud_stomach"))\r
849         {\r
850                 if(getstati(STAT_VORE_EATEN))\r
851                 {\r
852                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
853                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
854                         else\r
855                                 stomachsplash_alpha = cvar("hud_stomach");\r
856                 }\r
857                 else if(getstati(STAT_HEALTH) > 0)\r
858                 {\r
859                         if(stomachsplash_alpha > 0)\r
860                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
861                         else\r
862                                 stomachsplash_alpha = 0;\r
863                 }\r
864 \r
865                 if(respawned)\r
866                         stomachsplash_alpha = 0; // we respawned, remove the effect\r
867                 if(spectatee_status == -1)\r
868                         stomachsplash_alpha = 0;\r
869 \r
870                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
871                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
872         }\r
873 \r
874         if(cvar("hud_postprocessing"))\r
875         {\r
876                 // all of this should be done in the engine eventually\r
877 \r
878                 // disable damage blur when dead, but keep content blur\r
879                 if(getstati(STAT_HEALTH) <= 0)\r
880                         damage_blurpostprocess = '0 0 0';\r
881 \r
882                 // enable or disable rendering types if they are used or not\r
883                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
884                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
885                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_cartoon") != 0))\r
886                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_cartoon") != 0));\r
887 \r
888                 // lets apply the postprocess effects from the previous two functions if needed\r
889                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
890                 {\r
891                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
892                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
893                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
894                         {\r
895                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
896                                 old_blurradius = blurradius;\r
897                                 old_bluralpha = bluralpha;\r
898                         }\r
899                 }\r
900                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
901                 {\r
902                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
903                         old_blurradius = 0;\r
904                         old_bluralpha = 0;\r
905                 }\r
906 \r
907                 if(cvar("hud_cartoon"))\r
908                 {\r
909                         // When having the strength or invincible powerups, cartoon lines will be white instead of black.\r
910                         // As powerup time goes under 5 seconds (warning time), lines will fade from white to nothing then from nothing back to black.\r
911                         float cartoon_intensity, cartoon_powerup;\r
912                         cartoon_intensity = -cvar("hud_cartoon");\r
913                         cartoon_powerup = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 5) + bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 5);\r
914                         cartoon_powerup = bound(0, cartoon_powerup, 5);\r
915                         if (cartoon_powerup && cvar("chase_active") >= 0) // not while the event chase camera is active\r
916                                 cartoon_intensity *= 1 - cartoon_powerup / 2.5; // cycle between -1 and 1\r
917 \r
918                         if(cartoon_intensity != old_cartoon_intensity) // reduce cvar_set spam as much as possible\r
919                         {\r
920                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(cartoon_intensity), " ", cvar_string("hud_cartoon_tolerance"), " 0"));\r
921                                 old_cartoon_intensity = cartoon_intensity;\r
922                         }\r
923                 }\r
924                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
925                 {\r
926                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
927                         old_cartoon_intensity = 0;\r
928                 }\r
929         }\r
930 \r
931         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
932         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
933         {\r
934                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
935                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
936                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
937         }\r
938         if(cvar("hud_postprocessing") && !cvar("hud_cartoon"))\r
939         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
940         {\r
941                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
942                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
943                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
944         }\r
945 \r
946         if(cvar("hud_postprocessing"))\r
947         {\r
948                 // change saturation based on the amount of armor we have\r
949                 // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
950 \r
951                 if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
952                 {\r
953                         float saturation;\r
954                         saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
955                         saturation = bound(0, saturation, 1);\r
956 \r
957                         if(cvar("r_glsl_saturation") != saturation)\r
958                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
959                 }\r
960                 else if(cvar("r_glsl_saturation") != 1)\r
961                         cvar_set("r_glsl_saturation", "1");\r
962         }\r
963 \r
964         // volume cutting\r
965         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1 && frametime)\r
966         {\r
967                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
968 \r
969                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
970                 {\r
971                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
972                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
973                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
974 \r
975                         volume_modify_default_1 = cvar("menu_volume");\r
976                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
977 \r
978                         volume_modify_changed_1 = cvar("menu_volume");\r
979                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
980                 }\r
981                 else\r
982                 {\r
983                         if(spectatee_status == -1 || intermission)\r
984                         {\r
985                                 volume_modify_1_target = volume_modify_default_1;\r
986                                 volume_modify_2_target = volume_modify_default_2;\r
987                         }\r
988                         else if(getstati(STAT_VORE_EATEN))\r
989                         {\r
990                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
991                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
992                         }\r
993                         else\r
994                         {\r
995                                 volume_modify_1_target = volume_modify_default_1;\r
996                                 volume_modify_2_target = volume_modify_default_2;\r
997                         }\r
998                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
999 \r
1000                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
1001                         {\r
1002                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
1003                                         volume_modify_1 -= volume_modify_fade;\r
1004                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
1005                                         volume_modify_1 += volume_modify_fade;\r
1006                                 else\r
1007                                         volume_modify_1 = volume_modify_1_target;\r
1008 \r
1009                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
1010                                         volume_modify_2 -= volume_modify_fade;\r
1011                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
1012                                         volume_modify_2 += volume_modify_fade;\r
1013                                 else\r
1014                                         volume_modify_2 = volume_modify_2_target;\r
1015 \r
1016                                 cvar_set("volume", ftos(volume_modify_1));\r
1017                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
1018                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
1019                         }\r
1020                 }\r
1021         }\r
1022 \r
1023         // Draw the mouse cursor\r
1024         // NOTE: drawpic must happen after R_RenderScene for some reason\r
1025         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
1026         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
1027         //self = edict_num(player_localnum);\r
1028         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
1029         //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
1030         // as long as the ctf part isn't in, this is useless\r
1031         if(menu_visible)\r
1032                 menu_show();\r
1033 \r
1034         /*if(gametype == GAME_CTF)\r
1035           {\r
1036           ctf_view();\r
1037           } else */\r
1038 \r
1039         // draw 2D entities\r
1040         e = self;\r
1041         for(self = world; (self = nextent(self)); )\r
1042                 if(self.draw2d)\r
1043                         self.draw2d();\r
1044         self = e;\r
1045         Draw_ShowNames_All();\r
1046 \r
1047         // draw radar\r
1048         if(\r
1049                         ons_showmap\r
1050                         ||\r
1051                         (\r
1052                          !scoreboard_active\r
1053                          &&\r
1054                          cvar_string("cl_teamradar") != "0"\r
1055                          &&\r
1056                          (\r
1057                           cvar("cl_teamradar") == 2\r
1058                           ||\r
1059                           teamplay\r
1060                          )\r
1061                         )\r
1062           )\r
1063                 teamradar_view();\r
1064 \r
1065         // Draw artwork and play intermission music\r
1066         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
1067         {\r
1068                 if(cvar("cl_artwork"))\r
1069                 {\r
1070                         if(artwork_image == "")\r
1071                         {\r
1072                                 if(getstati(STAT_WINNING)) // we are the winner\r
1073                                 {\r
1074                                         if(cvar("cl_artwork_win"))\r
1075                                         {\r
1076                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
1077                                                 artwork_image = strzone(artwork_image);\r
1078                                         }\r
1079                                 }\r
1080                                 else // we have lost\r
1081                                 {\r
1082                                         if(cvar("cl_artwork_lose"))\r
1083                                         {\r
1084                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
1085                                                 artwork_image = strzone(artwork_image);\r
1086                                         }\r
1087                                 }\r
1088                         }\r
1089 \r
1090                         if(cvar("cl_artwork_stretch"))\r
1091                         {\r
1092                                 artwork_size_x = vid_conwidth;\r
1093                                 artwork_size_y = vid_conheight;\r
1094                                 artwork_pos_x = 0;\r
1095                                 artwork_pos_y = 0;\r
1096                         }\r
1097                         else\r
1098                         {\r
1099                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
1100                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
1101                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
1102                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
1103                         }\r
1104 \r
1105                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
1106                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
1107                         else\r
1108                                 artwork_fade = cvar("cl_artwork_alpha");\r
1109 \r
1110                         if(artwork_image != "")\r
1111                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
1112                 }\r
1113 \r
1114                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
1115                 {\r
1116                         if(getstati(STAT_WINNING))\r
1117                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
1118                         else\r
1119                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
1120                         if(intermission_song != "")\r
1121                         {\r
1122                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
1123                                 intermission_song = strzone(intermission_song);\r
1124                         }\r
1125                 }\r
1126         }\r
1127         else\r
1128         {\r
1129                 artwork_fade = 0;\r
1130                 if(artwork_image != "")\r
1131                 {\r
1132                         strunzone(artwork_image);\r
1133                         artwork_image = "";\r
1134                 }\r
1135 \r
1136                 if(intermission_song != "")\r
1137                 {\r
1138                         strunzone(intermission_song);\r
1139                         intermission_song = "";\r
1140                 }\r
1141         }\r
1142 \r
1143         // draw sbar\r
1144         if(cvar("r_letterbox") == 0) {\r
1145                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1146                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1147                                 Sbar_DrawPressedKeys();\r
1148                 }\r
1149 \r
1150                 if (cvar("cl_showspeed"))\r
1151                         Sbar_ShowSpeed();\r
1152                 if (cvar("cl_showacceleration"))\r
1153                         Sbar_ShowAcceleration();\r
1154 \r
1155                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1156         }\r
1157 \r
1158         float weapon_clipload, weapon_clipsize, ring_scale;\r
1159 \r
1160         float swallow_indicator;\r
1161         if(cvar("crosshair_swallowindicator"))\r
1162                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1163 \r
1164         float hud;\r
1165         hud = getstati(STAT_HUD);\r
1166 \r
1167         if(cvar("r_letterbox") == 0)\r
1168                 if(cvar("viewsize") < 120)\r
1169                         CSQC_common_hud();\r
1170 \r
1171         if(cvar("cl_flash_pickup"))\r
1172         if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1173         {\r
1174                 localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1175                 pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1176         }\r
1177         if(cvar("cl_flash_vore"))\r
1178         {\r
1179                 float vore_flash_state;\r
1180                 if(getstati(STAT_VORE_EATEN))\r
1181                         vore_flash_state = -1;\r
1182                 else\r
1183                         vore_flash_state = getstati(STAT_VORE_LOAD);\r
1184 \r
1185                 if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
1186                 {\r
1187                         if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
1188                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1189                         if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
1190                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1191                 }\r
1192 \r
1193                 // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
1194                 vore_flash_laststate = vore_flash_state;\r
1195         }\r
1196         if(cvar("cl_flash_respawn"))\r
1197         if(respawned)\r
1198                 localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
1199 \r
1200         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1201         if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
1202         {\r
1203                 // crosshair goes VERY LAST\r
1204                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1205                         // TrueAim check\r
1206                         float shottype;\r
1207                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1208                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1209                         wcross_origin_z = 0;\r
1210                         if(cvar("crosshair_hittest"))\r
1211                         if(!swallow_indicator)\r
1212                         {\r
1213                                 vector wcross_oldorigin;\r
1214                                 wcross_oldorigin = wcross_origin;\r
1215                                 shottype = TrueAimCheck();\r
1216                                 if(shottype == SHOTTYPE_HITWORLD)\r
1217                                 {\r
1218                                         v = wcross_origin - wcross_oldorigin;\r
1219                                         v_x /= vid_conwidth;\r
1220                                         v_y /= vid_conheight;\r
1221                                         if(vlen(v) > 0.01)\r
1222                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1223                                 }\r
1224                                 if(!cvar("crosshair_hittest_showimpact"))\r
1225                                         wcross_origin = wcross_oldorigin;\r
1226                         }\r
1227                         else\r
1228                                 shottype = SHOTTYPE_HITWORLD;\r
1229 \r
1230                         string wcross_style;\r
1231 \r
1232                         if(swallow_indicator  > 1)\r
1233                                 wcross_style = "_canswallow_team.tga";\r
1234                         else if(swallow_indicator > 0)\r
1235                                 wcross_style = "_canswallow.tga";\r
1236                         else if(swallow_indicator < 0)\r
1237                                 wcross_style = "_canswallow_no.tga";\r
1238                         else\r
1239                         {\r
1240                                 // normal crosshair, based on what weapon we have and what firing type we can use\r
1241                                 if(!activeweapon)\r
1242                                         wcross_style = cvar_string("crosshair");\r
1243                                 else if(getstati(STAT_CROSSHAIR_STYLE))\r
1244                                         wcross_style = cvar_string("crosshair_secondary");\r
1245                                 else\r
1246                                         wcross_style = cvar_string("crosshair_primary");\r
1247                         }\r
1248 \r
1249                         if (wcross_style != "0") {\r
1250                                 vector wcross_color, wcross_size;\r
1251                                 string wcross_name;\r
1252                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1253 \r
1254                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1255                                 {\r
1256                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1257                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1258                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1259                                 }\r
1260                                 else if(cvar("crosshair_color_by_health"))\r
1261                                 {\r
1262                                         local float x = getstati(STAT_HEALTH);\r
1263                                         \r
1264                                         //x = red\r
1265                                         //y = green\r
1266                                         //z = blue\r
1267                                         \r
1268                                         wcross_color_z = 0;\r
1269                                         \r
1270                                         if(x > 200)\r
1271                                         {\r
1272                                                 wcross_color_x = 0;\r
1273                                                 wcross_color_y = 1;\r
1274                                         }\r
1275                                         else if(x > 150)\r
1276                                         {\r
1277                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1278                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1279                                         }\r
1280                                         else if(x > 100)\r
1281                                         {\r
1282                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1283                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1284                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1285                                         }\r
1286                                         else if(x > 50)\r
1287                                         {\r
1288                                                 wcross_color_x = 1;\r
1289                                                 wcross_color_y = 1;\r
1290                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1291                                         }\r
1292                                         else if(x > 20)\r
1293                                         {\r
1294                                                 wcross_color_x = 1;\r
1295                                                 wcross_color_y = (x-20)*90/27/100;\r
1296                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1297                                         }\r
1298                                         else\r
1299                                         {\r
1300                                                 wcross_color_x = 1;\r
1301                                                 wcross_color_y = 0;\r
1302                                         }\r
1303                                 }\r
1304                                 else\r
1305                                         wcross_color = stov(cvar_string("crosshair_color"));\r
1306                                 wcross_alpha = cvar("crosshair_alpha");\r
1307                                 wcross_resolution = cvar("crosshair_size");\r
1308 \r
1309                                 if(!activeweapon)\r
1310                                 if(!swallow_indicator)\r
1311                                 {\r
1312                                         if(cvar("crosshair_unarmed_dim_color"))\r
1313                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1314                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1315                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1316                                 }\r
1317 \r
1318                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1319 \r
1320                                 if(cvar("crosshair_effect_scalefade"))\r
1321                                 {\r
1322                                         wcross_scale = wcross_resolution;\r
1323                                         wcross_resolution = 1;\r
1324                                 }\r
1325                                 else\r
1326                                 {\r
1327                                         wcross_scale = 1;\r
1328                                 }\r
1329                                 if(swallow_indicator)\r
1330                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1331 \r
1332                                 if(cvar("crosshair_pickup"))\r
1333                                 {\r
1334                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1335                                         {\r
1336                                                 pickup_crosshair_size = 1;\r
1337                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1338                                         }\r
1339 \r
1340                                         if(pickup_crosshair_size > 0)\r
1341                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1342                                         else\r
1343                                                 pickup_crosshair_size = 0;\r
1344 \r
1345                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1346                                 }\r
1347 \r
1348                                 if(shottype == SHOTTYPE_HITENEMY)\r
1349                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1350                                 if(shottype == SHOTTYPE_HITTEAM)\r
1351                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1352 \r
1353                                 f = cvar("crosshair_effect_speed");\r
1354                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1355                                 {\r
1356                                         wcross_changedonetime = time + f;\r
1357                                 }\r
1358                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1359                                 {\r
1360                                         wcross_name_changestarttime = time;\r
1361                                         wcross_name_changedonetime = time + f;\r
1362                                         if(wcross_name_goal_prev_prev)\r
1363                                                 strunzone(wcross_name_goal_prev_prev);\r
1364                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1365                                         wcross_name_goal_prev = strzone(wcross_name);\r
1366                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1367                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1368                                         wcross_resolution_goal_prev = wcross_resolution;\r
1369                                 }\r
1370 \r
1371                                 wcross_scale_goal_prev = wcross_scale;\r
1372                                 wcross_alpha_goal_prev = wcross_alpha;\r
1373                                 wcross_color_goal_prev = wcross_color;\r
1374 \r
1375                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1376                                 {\r
1377                                         wcross_blur = 1;\r
1378                                         wcross_alpha *= 0.75;\r
1379                                 }\r
1380                                 else\r
1381                                         wcross_blur = 0;\r
1382                                 // *_prev is at time-frametime\r
1383                                 // * is at wcross_changedonetime+f\r
1384                                 // what do we have at time?\r
1385                                 if(time < wcross_changedonetime)\r
1386                                 {\r
1387                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1388                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1389                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1390                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1391                                 }\r
1392 \r
1393                                 wcross_scale_prev = wcross_scale;\r
1394                                 wcross_alpha_prev = wcross_alpha;\r
1395                                 wcross_color_prev = wcross_color;\r
1396 \r
1397                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1398                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1399 \r
1400 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1401                                 do \\r
1402                                 { \\r
1403                                         if(wcross_blur > 0) \\r
1404                                         { \\r
1405                                                 for(i = -2; i <= 2; ++i) \\r
1406                                                         for(j = -2; j <= 2; ++j) \\r
1407                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1408                                         } \\r
1409                                         else \\r
1410                                         { \\r
1411                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1412                                         } \\r
1413                                 } \\r
1414                                 while(0)\r
1415 \r
1416 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1417                                 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
1418 \r
1419 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1420                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1421 \r
1422                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1423                                 {\r
1424                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1425                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1426                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1427                                         f = 1 - f;\r
1428                                 }\r
1429                                 else\r
1430                                 {\r
1431                                         f = 1;\r
1432                                 }\r
1433 \r
1434                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1435                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1436                                 wcross_name_alpha_goal_prev = f;\r
1437 \r
1438                                 // ring around crosshair representing ammo left in weapon clip\r
1439                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1440                                 a = cvar("crosshair_ring_alpha");\r
1441                                 if (weapon_clipload && a)\r
1442                                 if (!swallow_indicator)\r
1443                                 {\r
1444                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1445                                         ring_scale = cvar("crosshair_ring_size");\r
1446                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1447                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1448                                 }\r
1449                         }\r
1450                 }\r
1451                 else\r
1452                 {\r
1453                         wcross_scale_prev = 0;\r
1454                         wcross_alpha_prev = 0;\r
1455                         wcross_scale_goal_prev = 0;\r
1456                         wcross_alpha_goal_prev = 0;\r
1457                         wcross_changedonetime = 0;\r
1458                         if(wcross_name_goal_prev)\r
1459                                 strunzone(wcross_name_goal_prev);\r
1460                         wcross_name_goal_prev = string_null;\r
1461                         if(wcross_name_goal_prev_prev)\r
1462                                 strunzone(wcross_name_goal_prev_prev);\r
1463                         wcross_name_goal_prev_prev = string_null;\r
1464                         wcross_name_changestarttime = 0;\r
1465                         wcross_name_changedonetime = 0;\r
1466                         wcross_name_alpha_goal_prev = 0;\r
1467                         wcross_name_alpha_goal_prev_prev = 0;\r
1468                         wcross_resolution_goal_prev = 0;\r
1469                         wcross_resolution_goal_prev_prev = 0;\r
1470                 }\r
1471         }\r
1472 \r
1473         if(NextFrameCommand)\r
1474         {\r
1475                 localcmd("\n", NextFrameCommand, "\n");\r
1476                 NextFrameCommand = string_null;\r
1477         }\r
1478 \r
1479         // we must do this check AFTER a frame was rendered, or it won't work\r
1480         if(cs_project_is_b0rked == 0)\r
1481         {\r
1482                 string w0, h0;\r
1483                 w0 = cvar_string("vid_conwidth");\r
1484                 h0 = cvar_string("vid_conheight");\r
1485                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1486                 //R_SetView(VF_FOV, '90 90 0');\r
1487                 R_SetView(VF_ORIGIN, '0 0 0');\r
1488                 R_SetView(VF_ANGLES, '0 0 0');\r
1489                 R_SetView(VF_PERSPECTIVE, 1);\r
1490                 makevectors('0 0 0');\r
1491                 vector v1, v2;\r
1492                 cvar_set("vid_conwidth", "800");\r
1493                 cvar_set("vid_conheight", "600");\r
1494                 v1 = cs_project(v_forward);\r
1495                 cvar_set("vid_conwidth", "640");\r
1496                 cvar_set("vid_conheight", "480");\r
1497                 v2 = cs_project(v_forward);\r
1498                 if(v1 == v2)\r
1499                         cs_project_is_b0rked = 1;\r
1500                 else\r
1501                         cs_project_is_b0rked = -1;\r
1502                 cvar_set("vid_conwidth", w0);\r
1503                 cvar_set("vid_conheight", h0);\r
1504         }\r
1505 \r
1506         // be safe against triggerbots until everyone has the fixed engine\r
1507         // this call is meant to overwrite the trace globals by something\r
1508         // unsuspicious\r
1509         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1510 \r
1511         // this cvar must be constantly updated on the server\r
1512         if(chase_active_old != cvar("chase_active"))\r
1513         {\r
1514                 localcmd("sendcvar chase_active\n");\r
1515                 chase_active_old = cvar("chase_active");\r
1516         }\r
1517 \r
1518         // update some stats to be detected next frame\r
1519         last_health = getstati(STAT_HEALTH);\r
1520         last_spectatee = spectatee_status;\r
1521 }\r
1522 \r
1523 void Sbar_Draw();\r
1524 \r
1525 void CSQC_common_hud(void)\r
1526 {\r
1527         // Sbar_SortFrags(); done in Sbar_Draw\r
1528         float hud;\r
1529         hud = getstati(STAT_HUD);\r
1530 \r
1531         //hud = 10;\r
1532         switch(hud)\r
1533         {\r
1534                 case HUD_NORMAL:\r
1535                         Sbar_Draw();\r
1536                         break;\r
1537         }\r
1538 }\r
1539 \r
1540 \r
1541 // following vectors must be global to allow seamless switching between camera modes\r
1542 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1543 void CSQC_Demo_Camera()\r
1544 {\r
1545         float speed, attenuation, dimensions;\r
1546         vector tmp, delta;\r
1547 \r
1548         if( cvar("camera_reset") || !camera_mode )\r
1549         {\r
1550                 camera_offset = '0 0 0';\r
1551                 current_angles = '0 0 0';\r
1552                 camera_direction = '0 0 0';\r
1553                 camera_offset_z += 30;\r
1554                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1555                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1556                 current_origin = view_origin;\r
1557                 current_camera_offset  = camera_offset;\r
1558                 cvar_set("camera_reset", "0");\r
1559                 camera_mode = CAMERA_CHASE;\r
1560         }\r
1561 \r
1562         // Camera angles\r
1563         if( camera_roll )\r
1564                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1565 \r
1566         if(cvar("camera_look_player"))\r
1567         {\r
1568                 local vector dir;\r
1569                 local float n;\r
1570 \r
1571                 dir = normalize(view_origin - current_position);\r
1572                 n = mouse_angles_z;\r
1573                 mouse_angles = vectoangles(dir);\r
1574                 mouse_angles_x = mouse_angles_x * -1;\r
1575                 mouse_angles_z = n;\r
1576         }\r
1577         else\r
1578         {\r
1579                 tmp = getmousepos() * 0.1;\r
1580                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1581                 {\r
1582                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1583                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1584                 }\r
1585         }\r
1586 \r
1587         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1588         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1589         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1590         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1591 \r
1592         // Fix difference when angles don't have the same sign\r
1593         delta = '0 0 0';\r
1594         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1595                 delta = '0 360 0';\r
1596         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1597                 delta = '0 -360 0';\r
1598 \r
1599         if(cvar("camera_look_player"))\r
1600                 attenuation = cvar("camera_look_attenuation");\r
1601         else\r
1602                 attenuation = cvar("camera_speed_attenuation");\r
1603 \r
1604         attenuation = 1 / max(1, attenuation);\r
1605         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1606 \r
1607         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1608         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1609         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1610         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1611 \r
1612         // Camera position\r
1613         tmp = '0 0 0';\r
1614         dimensions = 0;\r
1615 \r
1616         if( camera_direction_x )\r
1617         {\r
1618                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1619                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1620                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1621                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1622                 ++dimensions;\r
1623         }\r
1624 \r
1625         if( camera_direction_y )\r
1626         {\r
1627                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1628                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1629                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1630                 ++dimensions;\r
1631         }\r
1632 \r
1633         if( camera_direction_z )\r
1634         {\r
1635                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1636                 ++dimensions;\r
1637         }\r
1638 \r
1639         if(cvar("camera_free"))\r
1640                 speed = cvar("camera_speed_free");\r
1641         else\r
1642                 speed = cvar("camera_speed_chase");\r
1643 \r
1644         if(dimensions)\r
1645         {\r
1646                 speed = speed * sqrt(1 / dimensions);\r
1647                 camera_offset += tmp * speed;\r
1648         }\r
1649 \r
1650         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1651 \r
1652         // Camera modes\r
1653         if( cvar("camera_free") )\r
1654         {\r
1655                 if ( camera_mode == CAMERA_CHASE )\r
1656                 {\r
1657                         current_camera_offset = current_origin + current_camera_offset;\r
1658                         camera_offset = current_origin + camera_offset;\r
1659                 }\r
1660 \r
1661                 camera_mode = CAMERA_FREE;\r
1662                 current_position = current_camera_offset;\r
1663         }\r
1664         else\r
1665         {\r
1666                 if ( camera_mode == CAMERA_FREE )\r
1667                 {\r
1668                         current_origin = view_origin;\r
1669                         camera_offset = camera_offset - current_origin;\r
1670                         current_camera_offset = current_camera_offset - current_origin;\r
1671                 }\r
1672 \r
1673                 camera_mode = CAMERA_CHASE;\r
1674 \r
1675                 if(cvar("camera_chase_smoothly"))\r
1676                         current_origin += (view_origin - current_origin) * attenuation;\r
1677                 else\r
1678                         current_origin = view_origin;\r
1679 \r
1680                 current_position = current_origin + current_camera_offset;\r
1681         }\r
1682 \r
1683         R_SetView(VF_ANGLES, current_angles);\r
1684         R_SetView(VF_ORIGIN, current_position);\r
1685 }\r