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Require booting of subsystems whenever spawning
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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         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_idlescale;\r
420         if(cvar("cl_vore_vieweffects_idlescale_prey") && frametime)\r
421         {\r
422                 apply_idlescale += getstatf(STAT_VORE_PROGRESS_PREY) * cvar("cl_vore_vieweffects_idlescale_prey");\r
423                 if(cvar("v_idlescale") != apply_idlescale)\r
424                         cvar_clientsettemp("v_idlescale", ftos(apply_idlescale));\r
425         }\r
426         if(cvar("cl_vore_vieweffects_idlescale_predator") && frametime)\r
427         {\r
428                 apply_idlescale += getstatf(STAT_VORE_PROGRESS_PRED) * cvar("cl_vore_vieweffects_idlescale_predator");\r
429                 if(cvar("v_idlescale") != apply_idlescale)\r
430                         cvar_clientsettemp("v_idlescale", ftos(apply_idlescale));\r
431         }\r
432         if(cvar("cl_vore_vieweffects_idlescale_stomach") && frametime)\r
433         {\r
434                 apply_idlescale += getstati(STAT_VORE_EATEN) * cvar("cl_vore_vieweffects_idlescale_stomach");\r
435                 if(cvar("v_idlescale") != apply_idlescale)\r
436                         cvar_clientsettemp("v_idlescale", ftos(apply_idlescale));\r
437         }\r
438 \r
439         // Render the Scene\r
440         if(!intermission || !view_set)\r
441         {\r
442                 view_origin = pmove_org + vo;\r
443                 view_angles = input_angles;\r
444                 makevectors(view_angles);\r
445                 view_forward = v_forward;\r
446                 view_right = v_right;\r
447                 view_up = v_up;\r
448                 view_set = 1;\r
449         }\r
450 \r
451         vid_width = w;\r
452         vid_height = h;\r
453 \r
454 #ifdef BLURTEST\r
455         if(time > blurtest_time0 && time < blurtest_time1)\r
456         {\r
457                 float r, t;\r
458 \r
459                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
460                 r = t * blurtest_radius;\r
461                 f = 1 / pow(t, blurtest_power) - 1;\r
462 \r
463                 cvar_set("r_glsl_postprocess", "1");\r
464                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
465         }\r
466         else\r
467         {\r
468                 cvar_set("r_glsl_postprocess", "0");\r
469                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
470         }\r
471 #endif\r
472 \r
473         TargetMusic_Advance();\r
474         Fog_Force();\r
475 \r
476         drawframetime = max(0.000001, time - drawtime);\r
477         drawtime = time;\r
478 \r
479         // watch for gametype changes here...\r
480         // in ParseStuffCMD the cmd isn't executed yet :/\r
481         // might even be better to add the gametype to TE_CSQC_INIT...?\r
482         if(!postinit)\r
483                 PostInit();\r
484 \r
485         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
486                 if(calledhooks & HOOK_START)\r
487                 {\r
488                         localcmd("\ncl_hook_gameend;");\r
489                         if(g_campaign)\r
490                                 localcmd("\ncl_hook_campaign_gameend;");\r
491                         calledhooks |= HOOK_END;\r
492                 }\r
493 \r
494         CheckForGamestartChange();\r
495         serverAnnouncer();\r
496         maptimeAnnouncer();\r
497         carrierAnnouncer();\r
498 \r
499         fov = cvar("fov");\r
500         if(button_zoom || fov <= 59.5)\r
501         {\r
502                 if(!zoomscript_caught)\r
503                 {\r
504                         localcmd("+button4\n");\r
505                         zoomscript_caught = 1;\r
506                         ignore_plus_zoom += 1;\r
507                 }\r
508         }\r
509         else\r
510         {\r
511                 if(zoomscript_caught)\r
512                 {\r
513                         localcmd("-button4\n");\r
514                         zoomscript_caught = 0;\r
515                         ignore_minus_zoom += 1;\r
516                 }\r
517         }\r
518 \r
519         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
520         sbar_hudselector = cvar("sbar_hudselector");\r
521         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
522         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
523         activeweapon = getstati(STAT_SWITCHWEAPON);\r
524         f = cvar("teamplay");\r
525         if(f != teamplay)\r
526         {\r
527                 teamplay = f;\r
528                 Sbar_InitScores();\r
529         }\r
530 \r
531         if(last_weapon != activeweapon) {\r
532                 weapontime = time;\r
533                 last_weapon = activeweapon;\r
534         }\r
535 \r
536         // ALWAYS Clear Current Scene First\r
537         R_ClearScene();\r
538 \r
539         // Assign Standard Viewflags\r
540         // Draw the World (and sky)\r
541         R_SetView(VF_DRAWWORLD, 1);\r
542 \r
543         // Set the console size vars\r
544         vid_conwidth = cvar("vid_conwidth");\r
545         vid_conheight = cvar("vid_conheight");\r
546         vid_pixelheight = cvar("vid_pixelheight");\r
547 \r
548         // spawn fov effect\r
549         if(cvar("cl_spawnfov"))\r
550         {\r
551                 if(respawned)\r
552                         spawnfov_current = 1 + cvar("cl_spawnfov");\r
553 \r
554                 if(spawnfov_current > 1)\r
555                         spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
556                 else\r
557                         spawnfov_current = 1;\r
558                 fov *= spawnfov_current;\r
559         }\r
560 \r
561         if(respawned)\r
562         {\r
563                 if(g_power_reboot_spawn)\r
564                         power_boot = time + g_power_reboot;\r
565                 else\r
566                         power_boot = time;\r
567         }\r
568 \r
569         R_SetView(VF_FOV, GetCurrentFov(fov));\r
570 \r
571         // Camera for demo playback\r
572         if(camera_active)\r
573         {\r
574                 if(cvar("camera_enable"))\r
575                         CSQC_Demo_Camera();\r
576                 else\r
577                 {\r
578                         cvar_set("chase_active", ftos(chase_active_backup));\r
579                         cvar_set("cl_demo_mousegrab", "0");\r
580                         camera_active = FALSE;\r
581                 }\r
582         }\r
583 #ifdef CAMERATEST\r
584         else if(cvar("camera_enable"))\r
585 #else\r
586         else if(cvar("camera_enable") && isdemo())\r
587 #endif\r
588         {\r
589                 // Enable required Darkplaces cvars\r
590                 chase_active_backup = cvar("chase_active");\r
591                 cvar_set("chase_active", "2");\r
592                 cvar_set("cl_demo_mousegrab", "1");\r
593                 camera_active = TRUE;\r
594                 camera_mode = FALSE;\r
595         }\r
596 \r
597         // Draw the Crosshair\r
598         float scoreboard_active;\r
599         scoreboard_active = Sbar_WouldDrawScoreboard();\r
600         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
601 \r
602         // Draw the Engine Status Bar (the default Quake HUD)\r
603         R_SetView(VF_DRAWENGINESBAR, 0);\r
604 \r
605         // fetch this one only once per frame\r
606         sbar_showbinds = cvar("sbar_showbinds");\r
607         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
608 \r
609         // Update the mouse position\r
610         /*\r
611            mousepos_x = vid_conwidth;\r
612            mousepos_y = vid_conheight;\r
613            mousepos = mousepos*0.5 + getmousepos();\r
614          */\r
615 \r
616         e = self;\r
617         for(self = world; (self = nextent(self)); )\r
618                 if(self.draw)\r
619                         self.draw();\r
620         self = e;\r
621 \r
622         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
623         R_RenderScene();\r
624 \r
625         // now switch to 2D drawing mode by calling a 2D drawing function\r
626         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
627         // next R_RenderScene call\r
628         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
629 \r
630         // Draw the aiming reticle for weapons that use it\r
631         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
632         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
633         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
634         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
635                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
636         else if(activeweapon && (button_zoom || zoomscript_caught))\r
637                 reticle_type = 2; // weapon zoom\r
638         else if(button_zoom || zoomscript_caught)\r
639                 reticle_type = 1; // normal zoom\r
640 \r
641         if (reticle_type)\r
642         {\r
643                 if(cvar("cl_reticle_stretch"))\r
644                 {\r
645                         reticle_size_x = vid_conwidth;\r
646                         reticle_size_y = vid_conheight;\r
647                         reticle_pos_x = 0;\r
648                         reticle_pos_y = 0;\r
649                 }\r
650                 else\r
651                 {\r
652                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
653                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
654                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
655                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
656                 }\r
657 \r
658                 f = current_zoomfraction;\r
659                 if(zoomscript_caught)\r
660                         f = 1;\r
661                 if(cvar("cl_reticle_item_normal"))\r
662                 {\r
663                         if(reticle_type == 1 && f)\r
664                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
665                 }\r
666                 if(cvar("cl_reticle_item_weapon"))\r
667                 {\r
668                         if(reticle_type == 2 && f)\r
669                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
670                 }\r
671         }\r
672 \r
673         // screen effects\r
674         if(cvar("hud_contents"))\r
675         {\r
676                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
677                 vector liquidcolor;\r
678 \r
679                 if (getstati(STAT_VORE_EATEN))\r
680                 {\r
681                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
682                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
683                         incontent = 1;\r
684                 }\r
685                 else\r
686                 {\r
687                         switch(pointcontents(view_origin))\r
688                         {\r
689                                 case CONTENT_WATER:\r
690                                         liquidalpha = cvar("hud_contents_water_alpha");\r
691                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
692                                         incontent = 1;\r
693                                         break;\r
694                                         \r
695                                 case CONTENT_LAVA:\r
696                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
697                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
698                                         incontent = 1;\r
699                                         break;  \r
700                                                                 \r
701                                 case CONTENT_SLIME:\r
702                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
703                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
704                                         incontent = 1;\r
705                                         break;\r
706                                         \r
707                                 default:\r
708                                         liquidalpha = 0;\r
709                                         liquidcolor = '0 0 0';\r
710                                         incontent = 0;\r
711                                         break;\r
712                         }\r
713                 }\r
714                 \r
715                 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
716                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
717                         contentfadetime = cvar("hud_contents_fadeintime");\r
718                         liquidalpha_prev = liquidalpha;\r
719                         liquidcolor_prev = liquidcolor;\r
720                 }\r
721                 else\r
722                         contentfadetime = cvar("hud_contents_fadeouttime");\r
723                         \r
724                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
725                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
726 \r
727                 if(contentavgalpha)\r
728                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
729 \r
730                 if(cvar("hud_postprocessing"))\r
731                 {\r
732                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
733                         {\r
734                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
735                                 content_blurpostprocess_x = 1;\r
736                                 if(getstati(STAT_VORE_EATEN))\r
737                                 {\r
738                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
739                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
740                                 }\r
741                                 else\r
742                                 {\r
743                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
744                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
745                                 }\r
746                         }\r
747                         else\r
748                         {\r
749                                 content_blurpostprocess_x = 0;\r
750                                 content_blurpostprocess_y = 0;\r
751                                 content_blurpostprocess_z = 0;\r
752                         }\r
753                 }\r
754         }\r
755 \r
756         if(cvar("hud_damage"))\r
757         {\r
758                 splash_size_x = max(vid_conwidth, vid_conheight);\r
759                 splash_size_y = max(vid_conwidth, vid_conheight);\r
760                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
761                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
762 \r
763                 float myhealth_flash_temp;\r
764                 myhealth = getstati(STAT_HEALTH);\r
765 \r
766                 // fade out\r
767                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
768                 // add new damage\r
769                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
770 \r
771                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
772                 pain_threshold = cvar("hud_damage_pain_threshold");\r
773                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
774                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
775 \r
776                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
777                 {\r
778                         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
779                 }\r
780 \r
781                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
782 \r
783                 if(myhealth_prev < 1)\r
784                 {\r
785                         if(myhealth >= 1)\r
786                         {\r
787                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
788                                 myhealth_flash_temp = 0;\r
789                         }\r
790                         else\r
791                         {\r
792                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
793                         }\r
794                 }\r
795 \r
796                 if(spectatee_status == -1 || intermission)\r
797                 {\r
798                         myhealth_flash = 0; // observing, or match ended\r
799                         myhealth_flash_temp = 0;\r
800                 }\r
801 \r
802                 myhealth_prev = myhealth;\r
803 \r
804                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
805                 {\r
806                         if(cvar("cl_gentle_damage") == 2)\r
807                         {\r
808                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
809                                 {\r
810                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
811                                 }\r
812                         }\r
813                         else\r
814                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
815 \r
816                         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
817                 }\r
818                 else\r
819                         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
820 \r
821                 if(cvar("hud_postprocessing"))\r
822                 {\r
823                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
824                         {\r
825                                 damage_blurpostprocess_x = 1;\r
826                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
827                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
828                         }\r
829                         else\r
830                         {\r
831                                 damage_blurpostprocess_x = 0;\r
832                                 damage_blurpostprocess_y = 0;\r
833                                 damage_blurpostprocess_z = 0;\r
834                         }\r
835                 }\r
836         }\r
837 \r
838         if(cvar("hud_stomach"))\r
839         {\r
840                 if(getstati(STAT_VORE_EATEN))\r
841                 {\r
842                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
843                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
844                         else\r
845                                 stomachsplash_alpha = cvar("hud_stomach");\r
846                 }\r
847                 else if(getstati(STAT_HEALTH) > 0)\r
848                 {\r
849                         if(stomachsplash_alpha > 0)\r
850                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
851                         else\r
852                                 stomachsplash_alpha = 0;\r
853                 }\r
854 \r
855                 if(respawned)\r
856                         stomachsplash_alpha = 0; // we respawned, remove the effect\r
857                 if(spectatee_status == -1)\r
858                         stomachsplash_alpha = 0;\r
859 \r
860                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
861                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
862         }\r
863 \r
864         if(cvar("hud_postprocessing"))\r
865         {\r
866                 // all of this should be done in the engine eventually\r
867 \r
868                 // disable damage blur when dead, but keep content blur\r
869                 if(getstati(STAT_HEALTH) <= 0)\r
870                         damage_blurpostprocess = '0 0 0';\r
871 \r
872                 // enable or disable rendering types if they are used or not\r
873                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
874                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
875                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
876                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
877 \r
878                 // lets apply the postprocess effects from the previous two functions if needed\r
879                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
880                 {\r
881                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
882                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
883                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
884                         {\r
885                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
886                                 old_blurradius = blurradius;\r
887                                 old_bluralpha = bluralpha;\r
888                         }\r
889                 }\r
890                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
891                 {\r
892                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
893                         old_blurradius = 0;\r
894                         old_bluralpha = 0;\r
895                 }\r
896 \r
897                 float sharpen_intensity;\r
898                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
899                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
900                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
901                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
902 \r
903                 if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
904                 {\r
905                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
906 \r
907                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
908                         {\r
909                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
910                                 old_sharpen_intensity = sharpen_intensity;\r
911                         }\r
912                 }\r
913                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
914                 {\r
915                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
916                         old_sharpen_intensity = 0;\r
917                 }\r
918         }\r
919 \r
920         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
921         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
922         {\r
923                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
924                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
925                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
926         }\r
927         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
928         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
929         {\r
930                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
931                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
932                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
933         }\r
934 \r
935         if(cvar("hud_postprocessing"))\r
936         {\r
937                 // change saturation based on the amount of armor we have\r
938                 // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
939 \r
940                 if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
941                 {\r
942                         float saturation;\r
943                         saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
944                         saturation = bound(0, saturation, 1);\r
945 \r
946                         if(cvar("r_glsl_saturation") != saturation)\r
947                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
948                 }\r
949                 else if(cvar("r_glsl_saturation") != 1)\r
950                         cvar_set("r_glsl_saturation", "1");\r
951         }\r
952 \r
953         // volume cutting\r
954         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
955         {\r
956                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
957 \r
958                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
959                 {\r
960                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
961                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
962                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
963 \r
964                         volume_modify_default_1 = cvar("menu_volume");\r
965                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
966 \r
967                         volume_modify_changed_1 = cvar("menu_volume");\r
968                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
969                 }\r
970                 else\r
971                 {\r
972                         if(spectatee_status == -1 || intermission)\r
973                         {\r
974                                 volume_modify_1_target = volume_modify_default_1;\r
975                                 volume_modify_2_target = volume_modify_default_2;\r
976                         }\r
977                         else if(getstati(STAT_VORE_EATEN))\r
978                         {\r
979                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
980                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
981                         }\r
982                         else\r
983                         {\r
984                                 volume_modify_1_target = volume_modify_default_1;\r
985                                 volume_modify_2_target = volume_modify_default_2;\r
986                         }\r
987                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
988 \r
989                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
990                         {\r
991                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
992                                         volume_modify_1 -= volume_modify_fade;\r
993                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
994                                         volume_modify_1 += volume_modify_fade;\r
995                                 else\r
996                                         volume_modify_1 = volume_modify_1_target;\r
997 \r
998                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
999                                         volume_modify_2 -= volume_modify_fade;\r
1000                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
1001                                         volume_modify_2 += volume_modify_fade;\r
1002                                 else\r
1003                                         volume_modify_2 = volume_modify_2_target;\r
1004 \r
1005                                 cvar_set("volume", ftos(volume_modify_1));\r
1006                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
1007                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
1008                         }\r
1009                 }\r
1010         }\r
1011 \r
1012         // Draw the mouse cursor\r
1013         // NOTE: drawpic must happen after R_RenderScene for some reason\r
1014         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
1015         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
1016         //self = edict_num(player_localnum);\r
1017         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
1018         //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
1019         // as long as the ctf part isn't in, this is useless\r
1020         if(menu_visible)\r
1021                 menu_show();\r
1022 \r
1023         /*if(gametype == GAME_CTF)\r
1024           {\r
1025           ctf_view();\r
1026           } else */\r
1027 \r
1028         // draw 2D entities\r
1029         e = self;\r
1030         for(self = world; (self = nextent(self)); )\r
1031                 if(self.draw2d)\r
1032                         self.draw2d();\r
1033         self = e;\r
1034         Draw_ShowNames_All();\r
1035 \r
1036         // draw radar\r
1037         if(\r
1038                         ons_showmap\r
1039                         ||\r
1040                         (\r
1041                          !scoreboard_active\r
1042                          &&\r
1043                          cvar_string("cl_teamradar") != "0"\r
1044                          &&\r
1045                          (\r
1046                           cvar("cl_teamradar") == 2\r
1047                           ||\r
1048                           teamplay\r
1049                          )\r
1050                         )\r
1051           )\r
1052                 teamradar_view();\r
1053 \r
1054         // Draw artwork and play intermission music\r
1055         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
1056         {\r
1057                 if(cvar("cl_artwork"))\r
1058                 {\r
1059                         if(artwork_image == "")\r
1060                         {\r
1061                                 if(getstati(STAT_WINNING)) // we are the winner\r
1062                                 {\r
1063                                         if(cvar("cl_artwork_win"))\r
1064                                         {\r
1065                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
1066                                                 artwork_image = strzone(artwork_image);\r
1067                                         }\r
1068                                 }\r
1069                                 else // we have lost\r
1070                                 {\r
1071                                         if(cvar("cl_artwork_lose"))\r
1072                                         {\r
1073                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
1074                                                 artwork_image = strzone(artwork_image);\r
1075                                         }\r
1076                                 }\r
1077                         }\r
1078 \r
1079                         if(cvar("cl_artwork_stretch"))\r
1080                         {\r
1081                                 artwork_size_x = vid_conwidth;\r
1082                                 artwork_size_y = vid_conheight;\r
1083                                 artwork_pos_x = 0;\r
1084                                 artwork_pos_y = 0;\r
1085                         }\r
1086                         else\r
1087                         {\r
1088                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
1089                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
1090                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
1091                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
1092                         }\r
1093 \r
1094                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
1095                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
1096                         else\r
1097                                 artwork_fade = cvar("cl_artwork_alpha");\r
1098 \r
1099                         if(artwork_image != "")\r
1100                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
1101                 }\r
1102 \r
1103                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
1104                 {\r
1105                         if(getstati(STAT_WINNING))\r
1106                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
1107                         else\r
1108                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
1109                         if(intermission_song != "")\r
1110                         {\r
1111                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
1112                                 intermission_song = strzone(intermission_song);\r
1113                         }\r
1114                 }\r
1115         }\r
1116         else\r
1117         {\r
1118                 artwork_fade = 0;\r
1119                 if(artwork_image != "")\r
1120                 {\r
1121                         strunzone(artwork_image);\r
1122                         artwork_image = "";\r
1123                 }\r
1124 \r
1125                 if(intermission_song != "")\r
1126                 {\r
1127                         strunzone(intermission_song);\r
1128                         intermission_song = "";\r
1129                 }\r
1130         }\r
1131 \r
1132         // draw sbar\r
1133         if(cvar("r_letterbox") == 0) {\r
1134                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1135                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1136                                 Sbar_DrawPressedKeys();\r
1137                 }\r
1138 \r
1139                 if (cvar("cl_showspeed"))\r
1140                         Sbar_ShowSpeed();\r
1141                 if (cvar("cl_showacceleration"))\r
1142                         Sbar_ShowAcceleration();\r
1143 \r
1144                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1145         }\r
1146 \r
1147         float weapon_clipload, weapon_clipsize, ring_scale;\r
1148 \r
1149         float swallow_indicator;\r
1150         if(cvar("crosshair_swallowindicator"))\r
1151                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1152 \r
1153         float hud;\r
1154         hud = getstati(STAT_HUD);\r
1155 \r
1156         if(cvar("r_letterbox") == 0)\r
1157                 if(cvar("viewsize") < 120)\r
1158                         CSQC_common_hud();\r
1159 \r
1160         if(cvar("cl_flash_pickup"))\r
1161         if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1162         {\r
1163                 localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1164                 pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1165         }\r
1166         if(cvar("cl_flash_vore"))\r
1167         {\r
1168                 float vore_flash_state;\r
1169                 if(getstati(STAT_VORE_EATEN))\r
1170                         vore_flash_state = -1;\r
1171                 else\r
1172                         vore_flash_state = getstati(STAT_VORE_LOAD);\r
1173 \r
1174                 if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
1175                 {\r
1176                         if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
1177                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1178                         if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
1179                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1180                 }\r
1181 \r
1182                 // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
1183                 vore_flash_laststate = vore_flash_state;\r
1184         }\r
1185         if(cvar("cl_flash_respawn"))\r
1186         if(respawned)\r
1187                 localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
1188 \r
1189         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1190         if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
1191         {\r
1192                 // crosshair goes VERY LAST\r
1193                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1194                         // TrueAim check\r
1195                         float shottype;\r
1196                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1197                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1198                         wcross_origin_z = 0;\r
1199                         if(cvar("crosshair_hittest"))\r
1200                         if(!swallow_indicator)\r
1201                         {\r
1202                                 vector wcross_oldorigin;\r
1203                                 wcross_oldorigin = wcross_origin;\r
1204                                 shottype = TrueAimCheck();\r
1205                                 if(shottype == SHOTTYPE_HITWORLD)\r
1206                                 {\r
1207                                         v = wcross_origin - wcross_oldorigin;\r
1208                                         v_x /= vid_conwidth;\r
1209                                         v_y /= vid_conheight;\r
1210                                         if(vlen(v) > 0.01)\r
1211                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1212                                 }\r
1213                                 if(!cvar("crosshair_hittest_showimpact"))\r
1214                                         wcross_origin = wcross_oldorigin;\r
1215                         }\r
1216                         else\r
1217                                 shottype = SHOTTYPE_HITWORLD;\r
1218 \r
1219                         string wcross_style;\r
1220 \r
1221                         if(swallow_indicator  > 1)\r
1222                                 wcross_style = "_canswallow_team.tga";\r
1223                         else if(swallow_indicator > 0)\r
1224                                 wcross_style = "_canswallow.tga";\r
1225                         else if(swallow_indicator < 0)\r
1226                                 wcross_style = "_canswallow_no.tga";\r
1227                         else\r
1228                         {\r
1229                                 // normal crosshair, based on what weapon we have and what firing type we can use\r
1230                                 if(!activeweapon)\r
1231                                         wcross_style = cvar_string("crosshair");\r
1232                                 else if(getstati(STAT_CROSSHAIR_STYLE))\r
1233                                         wcross_style = cvar_string("crosshair_secondary");\r
1234                                 else\r
1235                                         wcross_style = cvar_string("crosshair_primary");\r
1236                         }\r
1237 \r
1238                         if (wcross_style != "0") {\r
1239                                 vector wcross_color, wcross_size;\r
1240                                 string wcross_name;\r
1241                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1242 \r
1243                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1244                                 {\r
1245                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1246                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1247                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1248                                 }\r
1249                                 else if(cvar("crosshair_color_by_health"))\r
1250                                 {\r
1251                                         local float x = getstati(STAT_HEALTH);\r
1252                                         \r
1253                                         //x = red\r
1254                                         //y = green\r
1255                                         //z = blue\r
1256                                         \r
1257                                         wcross_color_z = 0;\r
1258                                         \r
1259                                         if(x > 200)\r
1260                                         {\r
1261                                                 wcross_color_x = 0;\r
1262                                                 wcross_color_y = 1;\r
1263                                         }\r
1264                                         else if(x > 150)\r
1265                                         {\r
1266                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1267                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1268                                         }\r
1269                                         else if(x > 100)\r
1270                                         {\r
1271                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1272                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1273                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1274                                         }\r
1275                                         else if(x > 50)\r
1276                                         {\r
1277                                                 wcross_color_x = 1;\r
1278                                                 wcross_color_y = 1;\r
1279                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1280                                         }\r
1281                                         else if(x > 20)\r
1282                                         {\r
1283                                                 wcross_color_x = 1;\r
1284                                                 wcross_color_y = (x-20)*90/27/100;\r
1285                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1286                                         }\r
1287                                         else\r
1288                                         {\r
1289                                                 wcross_color_x = 1;\r
1290                                                 wcross_color_y = 0;\r
1291                                         }\r
1292                                 }\r
1293                                 else\r
1294                                         wcross_color = stov(cvar_string("crosshair_color"));\r
1295                                 wcross_alpha = cvar("crosshair_alpha");\r
1296                                 wcross_resolution = cvar("crosshair_size");\r
1297 \r
1298                                 if(!activeweapon)\r
1299                                 if(!swallow_indicator)\r
1300                                 {\r
1301                                         if(cvar("crosshair_unarmed_dim_color"))\r
1302                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1303                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1304                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1305                                 }\r
1306 \r
1307                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1308 \r
1309                                 if(cvar("crosshair_effect_scalefade"))\r
1310                                 {\r
1311                                         wcross_scale = wcross_resolution;\r
1312                                         wcross_resolution = 1;\r
1313                                 }\r
1314                                 else\r
1315                                 {\r
1316                                         wcross_scale = 1;\r
1317                                 }\r
1318                                 if(swallow_indicator)\r
1319                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1320 \r
1321                                 if(cvar("crosshair_pickup"))\r
1322                                 {\r
1323                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1324                                         {\r
1325                                                 pickup_crosshair_size = 1;\r
1326                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1327                                         }\r
1328 \r
1329                                         if(pickup_crosshair_size > 0)\r
1330                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1331                                         else\r
1332                                                 pickup_crosshair_size = 0;\r
1333 \r
1334                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1335                                 }\r
1336 \r
1337                                 if(shottype == SHOTTYPE_HITENEMY)\r
1338                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1339                                 if(shottype == SHOTTYPE_HITTEAM)\r
1340                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1341 \r
1342                                 f = cvar("crosshair_effect_speed");\r
1343                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1344                                 {\r
1345                                         wcross_changedonetime = time + f;\r
1346                                 }\r
1347                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1348                                 {\r
1349                                         wcross_name_changestarttime = time;\r
1350                                         wcross_name_changedonetime = time + f;\r
1351                                         if(wcross_name_goal_prev_prev)\r
1352                                                 strunzone(wcross_name_goal_prev_prev);\r
1353                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1354                                         wcross_name_goal_prev = strzone(wcross_name);\r
1355                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1356                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1357                                         wcross_resolution_goal_prev = wcross_resolution;\r
1358                                 }\r
1359 \r
1360                                 wcross_scale_goal_prev = wcross_scale;\r
1361                                 wcross_alpha_goal_prev = wcross_alpha;\r
1362                                 wcross_color_goal_prev = wcross_color;\r
1363 \r
1364                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1365                                 {\r
1366                                         wcross_blur = 1;\r
1367                                         wcross_alpha *= 0.75;\r
1368                                 }\r
1369                                 else\r
1370                                         wcross_blur = 0;\r
1371                                 // *_prev is at time-frametime\r
1372                                 // * is at wcross_changedonetime+f\r
1373                                 // what do we have at time?\r
1374                                 if(time < wcross_changedonetime)\r
1375                                 {\r
1376                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1377                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1378                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1379                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1380                                 }\r
1381 \r
1382                                 wcross_scale_prev = wcross_scale;\r
1383                                 wcross_alpha_prev = wcross_alpha;\r
1384                                 wcross_color_prev = wcross_color;\r
1385 \r
1386                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1387                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1388 \r
1389 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1390                                 do \\r
1391                                 { \\r
1392                                         if(wcross_blur > 0) \\r
1393                                         { \\r
1394                                                 for(i = -2; i <= 2; ++i) \\r
1395                                                         for(j = -2; j <= 2; ++j) \\r
1396                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1397                                         } \\r
1398                                         else \\r
1399                                         { \\r
1400                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1401                                         } \\r
1402                                 } \\r
1403                                 while(0)\r
1404 \r
1405 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1406                                 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
1407 \r
1408 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1409                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1410 \r
1411                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1412                                 {\r
1413                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1414                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1415                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1416                                         f = 1 - f;\r
1417                                 }\r
1418                                 else\r
1419                                 {\r
1420                                         f = 1;\r
1421                                 }\r
1422 \r
1423                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1424                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1425                                 wcross_name_alpha_goal_prev = f;\r
1426 \r
1427                                 // ring around crosshair representing ammo left in weapon clip\r
1428                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1429                                 a = cvar("crosshair_ring_alpha");\r
1430                                 if (weapon_clipload && a)\r
1431                                 if (!swallow_indicator)\r
1432                                 {\r
1433                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1434                                         ring_scale = cvar("crosshair_ring_size");\r
1435                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1436                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1437                                 }\r
1438                         }\r
1439                 }\r
1440                 else\r
1441                 {\r
1442                         wcross_scale_prev = 0;\r
1443                         wcross_alpha_prev = 0;\r
1444                         wcross_scale_goal_prev = 0;\r
1445                         wcross_alpha_goal_prev = 0;\r
1446                         wcross_changedonetime = 0;\r
1447                         if(wcross_name_goal_prev)\r
1448                                 strunzone(wcross_name_goal_prev);\r
1449                         wcross_name_goal_prev = string_null;\r
1450                         if(wcross_name_goal_prev_prev)\r
1451                                 strunzone(wcross_name_goal_prev_prev);\r
1452                         wcross_name_goal_prev_prev = string_null;\r
1453                         wcross_name_changestarttime = 0;\r
1454                         wcross_name_changedonetime = 0;\r
1455                         wcross_name_alpha_goal_prev = 0;\r
1456                         wcross_name_alpha_goal_prev_prev = 0;\r
1457                         wcross_resolution_goal_prev = 0;\r
1458                         wcross_resolution_goal_prev_prev = 0;\r
1459                 }\r
1460         }\r
1461 \r
1462         if(NextFrameCommand)\r
1463         {\r
1464                 localcmd("\n", NextFrameCommand, "\n");\r
1465                 NextFrameCommand = string_null;\r
1466         }\r
1467 \r
1468         // we must do this check AFTER a frame was rendered, or it won't work\r
1469         if(cs_project_is_b0rked == 0)\r
1470         {\r
1471                 string w0, h0;\r
1472                 w0 = cvar_string("vid_conwidth");\r
1473                 h0 = cvar_string("vid_conheight");\r
1474                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1475                 //R_SetView(VF_FOV, '90 90 0');\r
1476                 R_SetView(VF_ORIGIN, '0 0 0');\r
1477                 R_SetView(VF_ANGLES, '0 0 0');\r
1478                 R_SetView(VF_PERSPECTIVE, 1);\r
1479                 makevectors('0 0 0');\r
1480                 vector v1, v2;\r
1481                 cvar_set("vid_conwidth", "800");\r
1482                 cvar_set("vid_conheight", "600");\r
1483                 v1 = cs_project(v_forward);\r
1484                 cvar_set("vid_conwidth", "640");\r
1485                 cvar_set("vid_conheight", "480");\r
1486                 v2 = cs_project(v_forward);\r
1487                 if(v1 == v2)\r
1488                         cs_project_is_b0rked = 1;\r
1489                 else\r
1490                         cs_project_is_b0rked = -1;\r
1491                 cvar_set("vid_conwidth", w0);\r
1492                 cvar_set("vid_conheight", h0);\r
1493         }\r
1494 \r
1495         // be safe against triggerbots until everyone has the fixed engine\r
1496         // this call is meant to overwrite the trace globals by something\r
1497         // unsuspicious\r
1498         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1499 \r
1500         // this cvar must be constantly updated on the server\r
1501         if(chase_active_old != cvar("chase_active"))\r
1502         {\r
1503                 localcmd("sendcvar chase_active\n");\r
1504                 chase_active_old = cvar("chase_active");\r
1505         }\r
1506 \r
1507         // update some stats to be detected next frame\r
1508         last_health = getstati(STAT_HEALTH);\r
1509         last_spectatee = spectatee_status;\r
1510 }\r
1511 \r
1512 void Sbar_Draw();\r
1513 \r
1514 void CSQC_common_hud(void)\r
1515 {\r
1516         // Sbar_SortFrags(); done in Sbar_Draw\r
1517         float hud;\r
1518         hud = getstati(STAT_HUD);\r
1519 \r
1520         //hud = 10;\r
1521         switch(hud)\r
1522         {\r
1523                 case HUD_NORMAL:\r
1524                         Sbar_Draw();\r
1525                         break;\r
1526         }\r
1527 }\r
1528 \r
1529 \r
1530 // following vectors must be global to allow seamless switching between camera modes\r
1531 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1532 void CSQC_Demo_Camera()\r
1533 {\r
1534         float speed, attenuation, dimensions;\r
1535         vector tmp, delta;\r
1536 \r
1537         if( cvar("camera_reset") || !camera_mode )\r
1538         {\r
1539                 camera_offset = '0 0 0';\r
1540                 current_angles = '0 0 0';\r
1541                 camera_direction = '0 0 0';\r
1542                 camera_offset_z += 30;\r
1543                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1544                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1545                 current_origin = view_origin;\r
1546                 current_camera_offset  = camera_offset;\r
1547                 cvar_set("camera_reset", "0");\r
1548                 camera_mode = CAMERA_CHASE;\r
1549         }\r
1550 \r
1551         // Camera angles\r
1552         if( camera_roll )\r
1553                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1554 \r
1555         if(cvar("camera_look_player"))\r
1556         {\r
1557                 local vector dir;\r
1558                 local float n;\r
1559 \r
1560                 dir = normalize(view_origin - current_position);\r
1561                 n = mouse_angles_z;\r
1562                 mouse_angles = vectoangles(dir);\r
1563                 mouse_angles_x = mouse_angles_x * -1;\r
1564                 mouse_angles_z = n;\r
1565         }\r
1566         else\r
1567         {\r
1568                 tmp = getmousepos() * 0.1;\r
1569                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1570                 {\r
1571                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1572                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1573                 }\r
1574         }\r
1575 \r
1576         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1577         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1578         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1579         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1580 \r
1581         // Fix difference when angles don't have the same sign\r
1582         delta = '0 0 0';\r
1583         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1584                 delta = '0 360 0';\r
1585         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1586                 delta = '0 -360 0';\r
1587 \r
1588         if(cvar("camera_look_player"))\r
1589                 attenuation = cvar("camera_look_attenuation");\r
1590         else\r
1591                 attenuation = cvar("camera_speed_attenuation");\r
1592 \r
1593         attenuation = 1 / max(1, attenuation);\r
1594         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1595 \r
1596         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1597         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1598         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1599         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1600 \r
1601         // Camera position\r
1602         tmp = '0 0 0';\r
1603         dimensions = 0;\r
1604 \r
1605         if( camera_direction_x )\r
1606         {\r
1607                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1608                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1609                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1610                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1611                 ++dimensions;\r
1612         }\r
1613 \r
1614         if( camera_direction_y )\r
1615         {\r
1616                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1617                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1618                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1619                 ++dimensions;\r
1620         }\r
1621 \r
1622         if( camera_direction_z )\r
1623         {\r
1624                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1625                 ++dimensions;\r
1626         }\r
1627 \r
1628         if(cvar("camera_free"))\r
1629                 speed = cvar("camera_speed_free");\r
1630         else\r
1631                 speed = cvar("camera_speed_chase");\r
1632 \r
1633         if(dimensions)\r
1634         {\r
1635                 speed = speed * sqrt(1 / dimensions);\r
1636                 camera_offset += tmp * speed;\r
1637         }\r
1638 \r
1639         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1640 \r
1641         // Camera modes\r
1642         if( cvar("camera_free") )\r
1643         {\r
1644                 if ( camera_mode == CAMERA_CHASE )\r
1645                 {\r
1646                         current_camera_offset = current_origin + current_camera_offset;\r
1647                         camera_offset = current_origin + camera_offset;\r
1648                 }\r
1649 \r
1650                 camera_mode = CAMERA_FREE;\r
1651                 current_position = current_camera_offset;\r
1652         }\r
1653         else\r
1654         {\r
1655                 if ( camera_mode == CAMERA_FREE )\r
1656                 {\r
1657                         current_origin = view_origin;\r
1658                         camera_offset = camera_offset - current_origin;\r
1659                         current_camera_offset = current_camera_offset - current_origin;\r
1660                 }\r
1661 \r
1662                 camera_mode = CAMERA_CHASE;\r
1663 \r
1664                 if(cvar("camera_chase_smoothly"))\r
1665                         current_origin += (view_origin - current_origin) * attenuation;\r
1666                 else\r
1667                         current_origin = view_origin;\r
1668 \r
1669                 current_position = current_origin + current_camera_offset;\r
1670         }\r
1671 \r
1672         R_SetView(VF_ANGLES, current_angles);\r
1673         R_SetView(VF_ORIGIN, current_position);\r
1674 }\r