]> git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/client/View.qc
Some bugfixes from Xonotic, regarding features I ported in VT
[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         switch(activeweapon)\r
207         {\r
208                 case WEP_GRABBER: // no trueaim\r
209         }\r
210 \r
211         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
212 \r
213         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
214         trueaimpoint = trace_endpos;\r
215 \r
216         if(vecs_x > 0)\r
217                 vecs_y = -vecs_y;\r
218         else\r
219                 vecs = '0 0 0';\r
220 \r
221         dv = view_right * vecs_y + view_up * vecs_z;\r
222         w_shotorg = view_origin + dv;\r
223 \r
224         // now move the vecs forward as much as requested if possible\r
225         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
226         w_shotorg = trace_endpos - view_forward * nudge;\r
227 \r
228         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
229         shottype = EnemyHitCheck();\r
230         if(shottype != SHOTTYPE_HITWORLD)\r
231                 return shottype;\r
232 \r
233 #if 0\r
234         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
235         // or rather, I know why, but see no fix\r
236         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
237                 // 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
238                 return SHOTTYPE_HITOBSTRUCTION;\r
239 #endif\r
240 \r
241         return SHOTTYPE_HITWORLD;\r
242 }\r
243 \r
244 void CSQC_common_hud(void);\r
245 \r
246 void CSQC_kh_hud(void);\r
247 void CSQC_ctf_hud(void);\r
248 void PostInit(void);\r
249 void CSQC_Demo_Camera();\r
250 float Sbar_WouldDrawScoreboard ();\r
251 float view_set;\r
252 float camera_mode;\r
253 float reticle_type;\r
254 float chase_active_old;\r
255 float artwork_fade;\r
256 float pickup_crosshair_time, pickup_crosshair_size;\r
257 float myhealth, myhealth_prev, myhealth_flash;\r
258 float contentavgalpha, liquidalpha_prev;\r
259 float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
260 float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
261 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
262 float volume_modify_changed_1, volume_modify_changed_2;\r
263 vector myhealth_gentlergb;\r
264 vector liquidcolor_prev;\r
265 vector damage_blurpostprocess, content_blurpostprocess;\r
266 string artwork_image;\r
267 string intermission_song;\r
268 string NextFrameCommand;\r
269 void CSQC_UpdateView(float w, float h)\r
270 {\r
271         entity e;\r
272         float fov;\r
273         float f, i, j;\r
274         vector v, vo;\r
275         float a;\r
276 \r
277         vector reticle_pos, reticle_size;\r
278         vector artwork_pos, artwork_size;\r
279 \r
280         WaypointSprite_Load();\r
281 \r
282         if(spectatee_status)\r
283                 myteam = GetPlayerColor(spectatee_status - 1);\r
284         else\r
285                 myteam = GetPlayerColor(player_localentnum - 1);\r
286 \r
287         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
288         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
289 \r
290         warpzone_fixview_origin = pmove_org + vo;\r
291         warpzone_fixview_angles = input_angles;\r
292         WarpZone_FixView();\r
293         pmove_org = warpzone_fixview_origin - vo;\r
294         input_angles = warpzone_fixview_angles;\r
295 \r
296         // Render the Scene\r
297         if(!intermission || !view_set)\r
298         {\r
299                 view_origin = pmove_org + vo;\r
300                 view_angles = input_angles;\r
301                 makevectors(view_angles);\r
302                 view_forward = v_forward;\r
303                 view_right = v_right;\r
304                 view_up = v_up;\r
305                 view_set = 1;\r
306         }\r
307 \r
308         vid_width = w;\r
309         vid_height = h;\r
310 \r
311 #ifdef BLURTEST\r
312         if(time > blurtest_time0 && time < blurtest_time1)\r
313         {\r
314                 float r, t;\r
315 \r
316                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
317                 r = t * blurtest_radius;\r
318                 f = 1 / pow(t, blurtest_power) - 1;\r
319 \r
320                 cvar_set("r_glsl_postprocess", "1");\r
321                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
322         }\r
323         else\r
324         {\r
325                 cvar_set("r_glsl_postprocess", "0");\r
326                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
327         }\r
328 #endif\r
329 \r
330         TargetMusic_Advance();\r
331         Fog_Force();\r
332 \r
333         drawframetime = max(0.000001, time - drawtime);\r
334         drawtime = time;\r
335 \r
336         // watch for gametype changes here...\r
337         // in ParseStuffCMD the cmd isn't executed yet :/\r
338         // might even be better to add the gametype to TE_CSQC_INIT...?\r
339         if(!postinit)\r
340                 PostInit();\r
341 \r
342         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
343                 if(calledhooks & HOOK_START)\r
344                 {\r
345                         localcmd("\ncl_hook_gameend;");\r
346                         if(g_campaign)\r
347                                 localcmd("\ncl_hook_campaign_gameend;");\r
348                         calledhooks |= HOOK_END;\r
349                 }\r
350 \r
351         CheckForGamestartChange();\r
352         serverAnnouncer();\r
353         maptimeAnnouncer();\r
354         carrierAnnouncer();\r
355 \r
356         fov = cvar("fov");\r
357         if(button_zoom || fov <= 59.5)\r
358         {\r
359                 if(!zoomscript_caught)\r
360                 {\r
361                         localcmd("+button4\n");\r
362                         zoomscript_caught = 1;\r
363                         ignore_plus_zoom += 1;\r
364                 }\r
365         }\r
366         else\r
367         {\r
368                 if(zoomscript_caught)\r
369                 {\r
370                         localcmd("-button4\n");\r
371                         zoomscript_caught = 0;\r
372                         ignore_minus_zoom += 1;\r
373                 }\r
374         }\r
375 \r
376         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
377         sbar_hudselector = cvar("sbar_hudselector");\r
378         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
379         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
380         activeweapon = getstati(STAT_SWITCHWEAPON);\r
381         f = cvar("teamplay");\r
382         if(f != teamplay)\r
383         {\r
384                 teamplay = f;\r
385                 Sbar_InitScores();\r
386         }\r
387 \r
388         if(last_weapon != activeweapon) {\r
389                 weapontime = time;\r
390                 last_weapon = activeweapon;\r
391         }\r
392 \r
393         // ALWAYS Clear Current Scene First\r
394         R_ClearScene();\r
395 \r
396         // Assign Standard Viewflags\r
397         // Draw the World (and sky)\r
398         R_SetView(VF_DRAWWORLD, 1);\r
399 \r
400         // Set the console size vars\r
401         vid_conwidth = cvar("vid_conwidth");\r
402         vid_conheight = cvar("vid_conheight");\r
403         vid_pixelheight = cvar("vid_pixelheight");\r
404 \r
405         R_SetView(VF_FOV, GetCurrentFov(fov));\r
406 \r
407         // Camera for demo playback\r
408         if(camera_active)\r
409         {\r
410                 if(cvar("camera_enable"))\r
411                         CSQC_Demo_Camera();\r
412                 else\r
413                 {\r
414                         cvar_set("chase_active", ftos(chase_active_backup));\r
415                         cvar_set("cl_demo_mousegrab", "0");\r
416                         camera_active = FALSE;\r
417                 }\r
418         }\r
419 #ifdef CAMERATEST\r
420         else if(cvar("camera_enable"))\r
421 #else\r
422         else if(cvar("camera_enable") && isdemo())\r
423 #endif\r
424         {\r
425                 // Enable required Darkplaces cvars\r
426                 chase_active_backup = cvar("chase_active");\r
427                 cvar_set("chase_active", "2");\r
428                 cvar_set("cl_demo_mousegrab", "1");\r
429                 camera_active = TRUE;\r
430                 camera_mode = FALSE;\r
431         }\r
432 \r
433         // Draw the Crosshair\r
434         float scoreboard_active;\r
435         scoreboard_active = Sbar_WouldDrawScoreboard();\r
436         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
437 \r
438         // Draw the Engine Status Bar (the default Quake HUD)\r
439         R_SetView(VF_DRAWENGINESBAR, 0);\r
440 \r
441         // fetch this one only once per frame\r
442         sbar_showbinds = cvar("sbar_showbinds");\r
443         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
444 \r
445         // Update the mouse position\r
446         /*\r
447            mousepos_x = vid_conwidth;\r
448            mousepos_y = vid_conheight;\r
449            mousepos = mousepos*0.5 + getmousepos();\r
450          */\r
451 \r
452         e = self;\r
453         for(self = world; (self = nextent(self)); )\r
454                 if(self.draw)\r
455                         self.draw();\r
456         self = e;\r
457 \r
458         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
459         R_RenderScene();\r
460 \r
461         // now switch to 2D drawing mode by calling a 2D drawing function\r
462         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
463         // next R_RenderScene call\r
464         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
465 \r
466         // Draw the aiming reticle for weapons that use it\r
467         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
468         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
469         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
470         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
471                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
472         else if(activeweapon && (button_zoom || zoomscript_caught))\r
473                 reticle_type = 2; // weapon zoom\r
474         else if(button_zoom || zoomscript_caught)\r
475                 reticle_type = 1; // normal zoom\r
476 \r
477         if (reticle_type)\r
478         {\r
479                 if(cvar("cl_reticle_stretch"))\r
480                 {\r
481                         reticle_size_x = vid_conwidth;\r
482                         reticle_size_y = vid_conheight;\r
483                         reticle_pos_x = 0;\r
484                         reticle_pos_y = 0;\r
485                 }\r
486                 else\r
487                 {\r
488                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
489                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
490                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
491                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
492                 }\r
493 \r
494                 f = current_zoomfraction;\r
495                 if(zoomscript_caught)\r
496                         f = 1;\r
497                 if(cvar("cl_reticle_item_normal"))\r
498                 {\r
499                         if(reticle_type == 1 && f)\r
500                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
501                 }\r
502                 if(cvar("cl_reticle_item_weapon"))\r
503                 {\r
504                         if(reticle_type == 2 && f)\r
505                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
506                 }\r
507         }\r
508 \r
509         // screen effects\r
510         if(cvar("hud_contents"))\r
511         {\r
512                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
513                 vector liquidcolor;\r
514 \r
515                 if (getstati(STAT_VORE_EATEN))\r
516                 {\r
517                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
518                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
519                         incontent = 1;\r
520                 }\r
521                 else\r
522                 {\r
523                         switch(pointcontents(view_origin))\r
524                         {\r
525                                 case CONTENT_WATER:\r
526                                         liquidalpha = cvar("hud_contents_water_alpha");\r
527                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
528                                         incontent = 1;\r
529                                         break;\r
530                                         \r
531                                 case CONTENT_LAVA:\r
532                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
533                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
534                                         incontent = 1;\r
535                                         break;  \r
536                                                                 \r
537                                 case CONTENT_SLIME:\r
538                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
539                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
540                                         incontent = 1;\r
541                                         break;\r
542                                         \r
543                                 default:\r
544                                         liquidalpha = 0;\r
545                                         liquidcolor = '0 0 0';\r
546                                         incontent = 0;\r
547                                         break;\r
548                         }\r
549                 }\r
550                 \r
551                 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
552                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
553                         contentfadetime = cvar("hud_contents_fadeintime");\r
554                         liquidalpha_prev = liquidalpha;\r
555                         liquidcolor_prev = liquidcolor;\r
556                 }\r
557                 else\r
558                         contentfadetime = cvar("hud_contents_fadeouttime");\r
559                         \r
560                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
561                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
562                 \r
563                 if(contentavgalpha)\r
564                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
565 \r
566                 if(cvar("hud_postprocessing"))\r
567                 {\r
568                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
569                         {\r
570                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
571                                 content_blurpostprocess_x = 1;\r
572                                 if(getstati(STAT_VORE_EATEN))\r
573                                 {\r
574                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
575                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
576                                 }\r
577                                 else\r
578                                 {\r
579                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
580                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
581                                 }\r
582                         }\r
583                         else\r
584                         {\r
585                                 content_blurpostprocess_x = 0;\r
586                                 content_blurpostprocess_y = 0;\r
587                                 content_blurpostprocess_z = 0;\r
588                         }\r
589                 }\r
590         }\r
591 \r
592         if(cvar("hud_damage"))\r
593         {\r
594                 float myhealth_flash_temp;\r
595                 myhealth = getstati(STAT_HEALTH);\r
596 \r
597                 // fade out\r
598                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
599                 // add new damage\r
600                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
601 \r
602                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
603                 pain_threshold = cvar("hud_damage_pain_threshold");\r
604                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
605                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
606 \r
607                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
608                 {\r
609                         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
610                 }\r
611 \r
612                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
613 \r
614                 if(myhealth_prev < 1)\r
615                 {\r
616                         if(myhealth >= 1)\r
617                         {\r
618                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
619                                 myhealth_flash_temp = 0;\r
620                         }\r
621                         else\r
622                         {\r
623                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
624                         }\r
625                 }\r
626 \r
627                 if(spectatee_status == -1 || intermission)\r
628                 {\r
629                         myhealth_flash = 0; // observing, or match ended\r
630                         myhealth_flash_temp = 0;\r
631                 }\r
632 \r
633                 myhealth_prev = myhealth;\r
634 \r
635                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
636                 {\r
637                         if(cvar("cl_gentle_damage") == 2)\r
638                         {\r
639                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
640                                 {\r
641                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
642                                 }\r
643                         }\r
644                         else\r
645                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
646 \r
647                         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
648                 }\r
649                 else\r
650                         drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
651 \r
652                 if(cvar("hud_postprocessing"))\r
653                 {\r
654                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
655                         {\r
656                                 damage_blurpostprocess_x = 1;\r
657                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
658                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
659                         }\r
660                         else\r
661                         {\r
662                                 damage_blurpostprocess_x = 0;\r
663                                 damage_blurpostprocess_y = 0;\r
664                                 damage_blurpostprocess_z = 0;\r
665                         }\r
666                 }\r
667         }\r
668 \r
669         if(cvar("hud_stomach"))\r
670         {\r
671                 if(getstati(STAT_VORE_EATEN))\r
672                 {\r
673                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
674                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
675                         else\r
676                                 stomachsplash_alpha = cvar("hud_stomach");\r
677                 }\r
678                 else if(getstati(STAT_HEALTH) > 0)\r
679                 {\r
680                         if(stomachsplash_alpha > 0)\r
681                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
682                         else\r
683                                 stomachsplash_alpha = 0;\r
684                 }\r
685                 if(getstati(STAT_HEALTH) <= 0)\r
686                         stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
687 \r
688                 if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
689                         stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
690                 if(spectatee_status == -1)\r
691                         stomachsplash_alpha = 0;\r
692 \r
693                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
694                 drawpic('0 0 0', "gfx/food", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
695         }\r
696 \r
697         if(cvar("hud_postprocessing"))\r
698         {\r
699                 // all of this should be done in the engine eventually\r
700 \r
701                 // enable or disable rendering types if they are used or not\r
702                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
703                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
704                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
705                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
706 \r
707                 // lets apply the postprocess effects from the previous two functions if needed\r
708                 if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
709                 {\r
710                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
711                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
712                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
713                         {\r
714                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
715                                 old_blurradius = blurradius;\r
716                                 old_bluralpha = bluralpha;\r
717                         }\r
718                 }\r
719                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
720                 {\r
721                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
722                         old_blurradius = 0;\r
723                         old_bluralpha = 0;\r
724                 }\r
725 \r
726                 float sharpen_intensity;\r
727                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
728                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
729                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
730                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
731 \r
732                 if(cvar("hud_powerup") && sharpen_intensity > 0)\r
733                 {\r
734                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
735 \r
736                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
737                         {\r
738                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
739                                 old_sharpen_intensity = sharpen_intensity;\r
740                         }\r
741                 }\r
742                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
743                 {\r
744                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
745                         old_sharpen_intensity = 0;\r
746                 }\r
747         }\r
748 \r
749         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
750         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
751         {\r
752                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
753                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
754                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
755         }\r
756         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
757         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
758         {\r
759                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
760                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
761                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
762         }\r
763 \r
764         // volume cutting\r
765         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
766         {\r
767                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
768 \r
769                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
770                 {\r
771                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
772                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
773                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
774 \r
775                         volume_modify_default_1 = cvar("menu_volume");\r
776                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
777 \r
778                         volume_modify_changed_1 = cvar("menu_volume");\r
779                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
780                 }\r
781                 else\r
782                 {\r
783                         if(spectatee_status == -1 || intermission)\r
784                         {\r
785                                 volume_modify_1_target = volume_modify_default_1;\r
786                                 volume_modify_2_target = volume_modify_default_2;\r
787                         }\r
788                         else if(getstati(STAT_VORE_EATEN))\r
789                         {\r
790                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
791                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
792                         }\r
793                         else\r
794                         {\r
795                                 volume_modify_1_target = volume_modify_default_1;\r
796                                 volume_modify_2_target = volume_modify_default_2;\r
797                         }\r
798                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
799 \r
800                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
801                         {\r
802                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
803                                         volume_modify_1 -= volume_modify_fade;\r
804                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
805                                         volume_modify_1 += volume_modify_fade;\r
806                                 else\r
807                                         volume_modify_1 = volume_modify_1_target;\r
808 \r
809                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
810                                         volume_modify_2 -= volume_modify_fade;\r
811                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
812                                         volume_modify_2 += volume_modify_fade;\r
813                                 else\r
814                                         volume_modify_2 = volume_modify_2_target;\r
815 \r
816                                 cvar_set("volume", ftos(volume_modify_1));\r
817                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
818                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
819                         }\r
820                 }\r
821         }\r
822 \r
823         // Draw the mouse cursor\r
824         // NOTE: drawpic must happen after R_RenderScene for some reason\r
825         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
826         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
827         //self = edict_num(player_localnum);\r
828         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
829         //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
830         // as long as the ctf part isn't in, this is useless\r
831         if(menu_visible)\r
832                 menu_show();\r
833 \r
834         /*if(gametype == GAME_CTF)\r
835           {\r
836           ctf_view();\r
837           } else */\r
838 \r
839         // draw 2D entities\r
840         e = self;\r
841         for(self = world; (self = nextent(self)); )\r
842                 if(self.draw2d)\r
843                         self.draw2d();\r
844         self = e;\r
845 \r
846         // draw radar\r
847         if(\r
848                         ons_showmap\r
849                         ||\r
850                         (\r
851                          !scoreboard_active\r
852                          &&\r
853                          cvar_string("cl_teamradar") != "0"\r
854                          &&\r
855                          (\r
856                           cvar("cl_teamradar") == 2\r
857                           ||\r
858                           teamplay\r
859                          )\r
860                         )\r
861           )\r
862                 teamradar_view();\r
863 \r
864         // Draw artwork and play intermission music\r
865         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
866         {\r
867                 if(cvar("cl_artwork"))\r
868                 {\r
869                         if(artwork_image == "")\r
870                         {\r
871                                 if(getstati(STAT_WINNING)) // we are the winner\r
872                                 {\r
873                                         if(cvar("cl_artwork_win"))\r
874                                         {\r
875                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
876                                                 artwork_image = strzone(artwork_image);\r
877                                         }\r
878                                 }\r
879                                 else // we have lost\r
880                                 {\r
881                                         if(cvar("cl_artwork_lose"))\r
882                                         {\r
883                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
884                                                 artwork_image = strzone(artwork_image);\r
885                                         }\r
886                                 }\r
887                         }\r
888 \r
889                         if(cvar("cl_artwork_stretch"))\r
890                         {\r
891                                 artwork_size_x = vid_conwidth;\r
892                                 artwork_size_y = vid_conheight;\r
893                                 artwork_pos_x = 0;\r
894                                 artwork_pos_y = 0;\r
895                         }\r
896                         else\r
897                         {\r
898                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
899                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
900                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
901                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
902                         }\r
903 \r
904                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
905                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
906                         else\r
907                                 artwork_fade = cvar("cl_artwork_alpha");\r
908 \r
909                         if(artwork_image != "")\r
910                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
911                 }\r
912 \r
913                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
914                 {\r
915                         if(getstati(STAT_WINNING))\r
916                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
917                         else\r
918                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
919                         if(intermission_song != "")\r
920                         {\r
921                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
922                                 intermission_song = strzone(intermission_song);\r
923                         }\r
924                 }\r
925         }\r
926         else\r
927         {\r
928                 artwork_fade = 0;\r
929                 if(artwork_image != "")\r
930                 {\r
931                         strunzone(artwork_image);\r
932                         artwork_image = "";\r
933                 }\r
934 \r
935                 if(intermission_song != "")\r
936                 {\r
937                         strunzone(intermission_song);\r
938                         intermission_song = "";\r
939                 }\r
940         }\r
941 \r
942         // draw sbar\r
943         if(cvar("r_letterbox") == 0) {\r
944                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
945                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
946                                 Sbar_DrawPressedKeys();\r
947                 }\r
948 \r
949                 if (cvar("cl_showspeed"))\r
950                         Sbar_ShowSpeed();\r
951                 if (cvar("cl_showacceleration"))\r
952                         Sbar_ShowAcceleration();\r
953 \r
954                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
955         }\r
956 \r
957         float weapon_clipload, weapon_clipsize, ring_scale;\r
958 \r
959         float swallow_indicator;\r
960         if(cvar("crosshair_swallowindicator"))\r
961                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
962 \r
963         float hud;\r
964         hud = getstati(STAT_HUD);\r
965 \r
966         if(cvar("r_letterbox") == 0)\r
967                 if(cvar("viewsize") < 120)\r
968                         CSQC_common_hud();\r
969 \r
970         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
971         {\r
972                 // crosshair goes VERY LAST\r
973                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
974                         // TrueAim check\r
975                         float shottype;\r
976                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
977                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
978                         wcross_origin_z = 0;\r
979                         if(cvar("crosshair_hittest"))\r
980                         if(!swallow_indicator)\r
981                         {\r
982                                 vector wcross_oldorigin;\r
983                                 wcross_oldorigin = wcross_origin;\r
984                                 shottype = TrueAimCheck();\r
985                                 if(shottype == SHOTTYPE_HITWORLD)\r
986                                 {\r
987                                         v = wcross_origin - wcross_oldorigin;\r
988                                         v_x /= vid_conwidth;\r
989                                         v_y /= vid_conheight;\r
990                                         if(vlen(v) > 0.01)\r
991                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
992                                 }\r
993                                 if(!cvar("crosshair_hittest_showimpact"))\r
994                                         wcross_origin = wcross_oldorigin;\r
995                         }\r
996                         else\r
997                                 shottype = SHOTTYPE_HITWORLD;\r
998 \r
999                         string wcross_style;\r
1000 \r
1001                         if(swallow_indicator  > 1)\r
1002                                 wcross_style = "_canswallow_team.tga";\r
1003                         else if(swallow_indicator > 0)\r
1004                                 wcross_style = "_canswallow.tga";\r
1005                         else\r
1006                                 wcross_style = cvar_string("crosshair");\r
1007 \r
1008                         if (wcross_style != "0") {\r
1009                                 vector wcross_color, wcross_size;\r
1010                                 string wcross_name;\r
1011                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1012 \r
1013                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1014                                 {\r
1015                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1016                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1017                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1018                                 }\r
1019                                 else if(cvar("crosshair_color_by_health"))\r
1020                                 {\r
1021                                         local float x = getstati(STAT_HEALTH);\r
1022                                         \r
1023                                         //x = red\r
1024                                         //y = green\r
1025                                         //z = blue\r
1026                                         \r
1027                                         wcross_color_z = 0;\r
1028                                         \r
1029                                         if(x > 200)\r
1030                                         {\r
1031                                                 wcross_color_x = 0;\r
1032                                                 wcross_color_y = 1;\r
1033                                         }\r
1034                                         else if(x > 150)\r
1035                                         {\r
1036                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1037                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1038                                         }\r
1039                                         else if(x > 100)\r
1040                                         {\r
1041                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1042                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1043                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1044                                         }\r
1045                                         else if(x > 50)\r
1046                                         {\r
1047                                                 wcross_color_x = 1;\r
1048                                                 wcross_color_y = 1;\r
1049                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1050                                         }\r
1051                                         else if(x > 20)\r
1052                                         {\r
1053                                                 wcross_color_x = 1;\r
1054                                                 wcross_color_y = (x-20)*90/27/100;\r
1055                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1056                                         }\r
1057                                         else\r
1058                                         {\r
1059                                                 wcross_color_x = 1;\r
1060                                                 wcross_color_y = 0;\r
1061                                         }\r
1062                                 }\r
1063                                 else\r
1064                                 {\r
1065                                         wcross_color_x = cvar("crosshair_color_red");\r
1066                                         wcross_color_y = cvar("crosshair_color_green");\r
1067                                         wcross_color_z = cvar("crosshair_color_blue");\r
1068                                 }\r
1069                                 wcross_alpha = cvar("crosshair_color_alpha");\r
1070                                 wcross_resolution = cvar("crosshair_size");\r
1071 \r
1072                                 if(!activeweapon)\r
1073                                 if(!swallow_indicator)\r
1074                                 {\r
1075                                         if(cvar("crosshair_unarmed_dim_color"))\r
1076                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1077                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1078                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1079                                 }\r
1080 \r
1081                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1082 \r
1083                                 if(cvar("crosshair_effect_scalefade"))\r
1084                                 {\r
1085                                         wcross_scale = wcross_resolution;\r
1086                                         wcross_resolution = 1;\r
1087                                 }\r
1088                                 else\r
1089                                 {\r
1090                                         wcross_scale = 1;\r
1091                                 }\r
1092                                 if(swallow_indicator)\r
1093                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1094 \r
1095                                 if(cvar("crosshair_pickup"))\r
1096                                 {\r
1097                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1098                                         {\r
1099                                                 pickup_crosshair_size = 1;\r
1100                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1101                                         }\r
1102 \r
1103                                         if(pickup_crosshair_size > 0)\r
1104                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1105                                         else\r
1106                                                 pickup_crosshair_size = 0;\r
1107 \r
1108                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1109                                 }\r
1110 \r
1111                                 if(shottype == SHOTTYPE_HITENEMY)\r
1112                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1113                                 if(shottype == SHOTTYPE_HITTEAM)\r
1114                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1115 \r
1116                                 f = cvar("crosshair_effect_speed");\r
1117                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1118                                 {\r
1119                                         wcross_changedonetime = time + f;\r
1120                                 }\r
1121                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1122                                 {\r
1123                                         wcross_name_changestarttime = time;\r
1124                                         wcross_name_changedonetime = time + f;\r
1125                                         if(wcross_name_goal_prev_prev)\r
1126                                                 strunzone(wcross_name_goal_prev_prev);\r
1127                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1128                                         wcross_name_goal_prev = strzone(wcross_name);\r
1129                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1130                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1131                                         wcross_resolution_goal_prev = wcross_resolution;\r
1132                                 }\r
1133 \r
1134                                 wcross_scale_goal_prev = wcross_scale;\r
1135                                 wcross_alpha_goal_prev = wcross_alpha;\r
1136                                 wcross_color_goal_prev = wcross_color;\r
1137 \r
1138                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1139                                 {\r
1140                                         wcross_blur = 1;\r
1141                                         wcross_alpha *= 0.75;\r
1142                                 }\r
1143                                 else\r
1144                                         wcross_blur = 0;\r
1145                                 // *_prev is at time-frametime\r
1146                                 // * is at wcross_changedonetime+f\r
1147                                 // what do we have at time?\r
1148                                 if(time < wcross_changedonetime)\r
1149                                 {\r
1150                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1151                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1152                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1153                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1154                                 }\r
1155 \r
1156                                 wcross_scale_prev = wcross_scale;\r
1157                                 wcross_alpha_prev = wcross_alpha;\r
1158                                 wcross_color_prev = wcross_color;\r
1159 \r
1160                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1161                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1162 \r
1163 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1164                                 do \\r
1165                                 { \\r
1166                                         if(wcross_blur > 0) \\r
1167                                         { \\r
1168                                                 for(i = -2; i <= 2; ++i) \\r
1169                                                         for(j = -2; j <= 2; ++j) \\r
1170                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1171                                         } \\r
1172                                         else \\r
1173                                         { \\r
1174                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1175                                         } \\r
1176                                 } \\r
1177                                 while(0)\r
1178 \r
1179 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1180                                 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
1181 \r
1182 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1183                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1184 \r
1185                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1186                                 {\r
1187                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1188                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1189                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1190                                         f = 1 - f;\r
1191                                 }\r
1192                                 else\r
1193                                 {\r
1194                                         f = 1;\r
1195                                 }\r
1196 \r
1197                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1198                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1199                                 wcross_name_alpha_goal_prev = f;\r
1200 \r
1201                                 // ring around crosshair representing ammo left in weapon clip\r
1202                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1203                                 a = cvar("crosshair_ring_alpha");\r
1204                                 if (weapon_clipload && a)\r
1205                                 if (!swallow_indicator)\r
1206                                 {\r
1207                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1208                                         ring_scale = cvar("crosshair_ring_size");\r
1209                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1210                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1211                                 }\r
1212                         }\r
1213                 }\r
1214                 else\r
1215                 {\r
1216                         wcross_scale_prev = 0;\r
1217                         wcross_alpha_prev = 0;\r
1218                         wcross_scale_goal_prev = 0;\r
1219                         wcross_alpha_goal_prev = 0;\r
1220                         wcross_changedonetime = 0;\r
1221                         if(wcross_name_goal_prev)\r
1222                                 strunzone(wcross_name_goal_prev);\r
1223                         wcross_name_goal_prev = string_null;\r
1224                         if(wcross_name_goal_prev_prev)\r
1225                                 strunzone(wcross_name_goal_prev_prev);\r
1226                         wcross_name_goal_prev_prev = string_null;\r
1227                         wcross_name_changestarttime = 0;\r
1228                         wcross_name_changedonetime = 0;\r
1229                         wcross_name_alpha_goal_prev = 0;\r
1230                         wcross_name_alpha_goal_prev_prev = 0;\r
1231                         wcross_resolution_goal_prev = 0;\r
1232                         wcross_resolution_goal_prev_prev = 0;\r
1233                 }\r
1234         }\r
1235 \r
1236         if(NextFrameCommand)\r
1237         {\r
1238                 localcmd("\n", NextFrameCommand, "\n");\r
1239                 NextFrameCommand = string_null;\r
1240         }\r
1241 \r
1242         // we must do this check AFTER a frame was rendered, or it won't work\r
1243         if(cs_project_is_b0rked == 0)\r
1244         {\r
1245                 string w0, h0;\r
1246                 w0 = cvar_string("vid_conwidth");\r
1247                 h0 = cvar_string("vid_conheight");\r
1248                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1249                 //R_SetView(VF_FOV, '90 90 0');\r
1250                 R_SetView(VF_ORIGIN, '0 0 0');\r
1251                 R_SetView(VF_ANGLES, '0 0 0');\r
1252                 R_SetView(VF_PERSPECTIVE, 1);\r
1253                 makevectors('0 0 0');\r
1254                 vector v1, v2;\r
1255                 cvar_set("vid_conwidth", "800");\r
1256                 cvar_set("vid_conheight", "600");\r
1257                 v1 = cs_project(v_forward);\r
1258                 cvar_set("vid_conwidth", "640");\r
1259                 cvar_set("vid_conheight", "480");\r
1260                 v2 = cs_project(v_forward);\r
1261                 if(v1 == v2)\r
1262                         cs_project_is_b0rked = 1;\r
1263                 else\r
1264                         cs_project_is_b0rked = -1;\r
1265                 cvar_set("vid_conwidth", w0);\r
1266                 cvar_set("vid_conheight", h0);\r
1267         }\r
1268 \r
1269         // be safe against triggerbots until everyone has the fixed engine\r
1270         // this call is meant to overwrite the trace globals by something\r
1271         // unsuspicious\r
1272         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1273 \r
1274         // this cvar must be constantly updated on the server\r
1275         if(chase_active_old != cvar("chase_active"))\r
1276         {\r
1277                 localcmd("sendcvar chase_active\n");\r
1278                 chase_active_old = cvar("chase_active");\r
1279         }\r
1280 }\r
1281 \r
1282 void Sbar_Draw();\r
1283 \r
1284 void CSQC_common_hud(void)\r
1285 {\r
1286         // Sbar_SortFrags(); done in Sbar_Draw\r
1287         float hud;\r
1288         hud = getstati(STAT_HUD);\r
1289 \r
1290         //hud = 10;\r
1291         switch(hud)\r
1292         {\r
1293                 case HUD_NORMAL:\r
1294                         Sbar_Draw();\r
1295                         break;\r
1296         }\r
1297 }\r
1298 \r
1299 \r
1300 // following vectors must be global to allow seamless switching between camera modes\r
1301 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1302 void CSQC_Demo_Camera()\r
1303 {\r
1304         float speed, attenuation, dimensions;\r
1305         vector tmp, delta;\r
1306 \r
1307         if( cvar("camera_reset") || !camera_mode )\r
1308         {\r
1309                 camera_offset = '0 0 0';\r
1310                 current_angles = '0 0 0';\r
1311                 camera_direction = '0 0 0';\r
1312                 camera_offset_z += 30;\r
1313                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1314                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1315                 current_origin = view_origin;\r
1316                 current_camera_offset  = camera_offset;\r
1317                 cvar_set("camera_reset", "0");\r
1318                 camera_mode = CAMERA_CHASE;\r
1319         }\r
1320 \r
1321         // Camera angles\r
1322         if( camera_roll )\r
1323                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1324 \r
1325         if(cvar("camera_look_player"))\r
1326         {\r
1327                 local vector dir;\r
1328                 local float n;\r
1329 \r
1330                 dir = normalize(view_origin - current_position);\r
1331                 n = mouse_angles_z;\r
1332                 mouse_angles = vectoangles(dir);\r
1333                 mouse_angles_x = mouse_angles_x * -1;\r
1334                 mouse_angles_z = n;\r
1335         }\r
1336         else\r
1337         {\r
1338                 tmp = getmousepos() * 0.1;\r
1339                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1340                 {\r
1341                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1342                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1343                 }\r
1344         }\r
1345 \r
1346         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1347         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1348         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1349         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1350 \r
1351         // Fix difference when angles don't have the same sign\r
1352         delta = '0 0 0';\r
1353         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1354                 delta = '0 360 0';\r
1355         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1356                 delta = '0 -360 0';\r
1357 \r
1358         if(cvar("camera_look_player"))\r
1359                 attenuation = cvar("camera_look_attenuation");\r
1360         else\r
1361                 attenuation = cvar("camera_speed_attenuation");\r
1362 \r
1363         attenuation = 1 / max(1, attenuation);\r
1364         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1365 \r
1366         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1367         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1368         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1369         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1370 \r
1371         // Camera position\r
1372         tmp = '0 0 0';\r
1373         dimensions = 0;\r
1374 \r
1375         if( camera_direction_x )\r
1376         {\r
1377                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1378                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1379                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1380                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1381                 ++dimensions;\r
1382         }\r
1383 \r
1384         if( camera_direction_y )\r
1385         {\r
1386                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1387                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1388                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1389                 ++dimensions;\r
1390         }\r
1391 \r
1392         if( camera_direction_z )\r
1393         {\r
1394                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1395                 ++dimensions;\r
1396         }\r
1397 \r
1398         if(cvar("camera_free"))\r
1399                 speed = cvar("camera_speed_free");\r
1400         else\r
1401                 speed = cvar("camera_speed_chase");\r
1402 \r
1403         if(dimensions)\r
1404         {\r
1405                 speed = speed * sqrt(1 / dimensions);\r
1406                 camera_offset += tmp * speed;\r
1407         }\r
1408 \r
1409         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1410 \r
1411         // Camera modes\r
1412         if( cvar("camera_free") )\r
1413         {\r
1414                 if ( camera_mode == CAMERA_CHASE )\r
1415                 {\r
1416                         current_camera_offset = current_origin + current_camera_offset;\r
1417                         camera_offset = current_origin + camera_offset;\r
1418                 }\r
1419 \r
1420                 camera_mode = CAMERA_FREE;\r
1421                 current_position = current_camera_offset;\r
1422         }\r
1423         else\r
1424         {\r
1425                 if ( camera_mode == CAMERA_FREE )\r
1426                 {\r
1427                         current_origin = view_origin;\r
1428                         camera_offset = camera_offset - current_origin;\r
1429                         current_camera_offset = current_camera_offset - current_origin;\r
1430                 }\r
1431 \r
1432                 camera_mode = CAMERA_CHASE;\r
1433 \r
1434                 if(cvar("camera_chase_smoothly"))\r
1435                         current_origin += (view_origin - current_origin) * attenuation;\r
1436                 else\r
1437                         current_origin = view_origin;\r
1438 \r
1439                 current_position = current_origin + current_camera_offset;\r
1440         }\r
1441 \r
1442         R_SetView(VF_ANGLES, current_angles);\r
1443         R_SetView(VF_ORIGIN, current_position);\r
1444 }\r