3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
12 vector p, dir, ang, q, nextdir;
13 float idx, portal_number, portal1_idx;
15 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
61 if(portal_number >= 2)
71 if(idx-1 >= portal1_idx)
73 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
77 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
84 * Checks whether the server initiated a map restart (stat_game_starttime changed)
86 * TODO: Use a better solution where a common shared entitiy is used that contains
87 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88 * and STAT_FRAGLIMIT to be auto-sent)
90 void CheckForGamestartChange() {
92 startTime = getstatf(STAT_GAMESTARTTIME);
93 if (previous_game_starttime != startTime) {
94 if ((time + 5.0) < startTime) {
95 //if connecting to server while restart was active don't always play prepareforbattle
96 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
98 if (time < startTime) {
99 restartAnnouncer = spawn();
100 restartAnnouncer.think = restartAnnouncer_Think;
101 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
104 previous_game_starttime = startTime;
110 porto.classname = "porto";
111 porto.draw = Porto_Draw;
112 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 vector GetCurrentFov(float fov)
119 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
121 zoomsensitivity = autocvar_cl_zoomsensitivity;
122 zoomfactor = autocvar_cl_zoomfactor;
123 if(zoomfactor < 1 || zoomfactor > 16)
125 zoomspeed = autocvar_cl_zoomspeed;
127 if(zoomspeed < 0.5 || zoomspeed > 16)
130 zoomdir = button_zoom;
131 if(hud == HUD_NORMAL)
132 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
133 zoomdir += button_attack2;
134 if(spectatee_status > 0 || isdemo())
136 if(spectatorbutton_zoom)
137 zoomdir = 0 + !zoomdir;
138 // do not even THINK about removing this 0
139 // _I_ know what I am doing
146 if(zoomin_effect || camera_active)
148 current_viewzoom = min(1, current_viewzoom + drawframetime);
152 if(zoomspeed < 0) // instant zoom
155 current_viewzoom = 1 / zoomfactor;
157 current_viewzoom = 1;
162 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
164 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
168 if(almost_equals(current_viewzoom, 1))
169 current_zoomfraction = 0;
170 else if(almost_equals(current_viewzoom, 1/zoomfactor))
171 current_zoomfraction = 1;
173 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
175 if(zoomsensitivity < 1)
176 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
178 setsensitivityscale(1);
180 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
181 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
182 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
184 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
186 float frustumx, frustumy, fovx, fovy;
187 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
188 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
189 fovx = atan2(frustumx, 1) / M_PI * 360.0;
190 fovy = atan2(frustumy, 1) / M_PI * 360.0;
192 return '1 0 0' * fovx + '0 1 0' * fovy;
195 // this function must match W_SetupShot!
196 float zoomscript_caught;
198 vector wcross_origin;
199 float wcross_scale_prev, wcross_alpha_prev;
200 vector wcross_color_prev;
201 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
202 vector wcross_color_goal_prev;
203 float wcross_changedonetime;
205 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
206 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
207 float wcross_name_changestarttime, wcross_name_changedonetime;
208 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
210 entity trueaim_rifle;
212 #define SHOTTYPE_HITTEAM 1
213 #define SHOTTYPE_HITOBSTRUCTION 2
214 #define SHOTTYPE_HITWORLD 3
215 #define SHOTTYPE_HITENEMY 4
220 trueaim.classname = "trueaim";
221 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
222 trueaim_rifle = spawn();
223 trueaim_rifle.classname = "trueaim_rifle";
224 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
227 float EnemyHitCheck()
230 wcross_origin = project_3d_to_2d(trace_endpos);
232 if(trace_networkentity < 1)
233 return SHOTTYPE_HITWORLD;
234 if(trace_networkentity > maxclients)
235 return SHOTTYPE_HITWORLD;
236 t = GetPlayerColor(trace_networkentity - 1);
239 return SHOTTYPE_HITTEAM;
240 if(t == COLOR_SPECTATOR)
241 return SHOTTYPE_HITWORLD;
242 return SHOTTYPE_HITENEMY;
247 float nudge = 1; // added to traceline target and subtracted from result
248 vector vecs, trueaimpoint, w_shotorg;
256 mv = MOVE_NOMONSTERS;
260 case WEP_TUBA: // no aim
261 case WEP_PORTO: // shoots from eye
262 case WEP_HOOK: // no trueaim
263 case WEP_GRENADE_LAUNCHER: // toss curve
264 return SHOTTYPE_HITWORLD;
272 if(zoomscript_caught)
274 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
275 return EnemyHitCheck();
278 case WEP_ROCKET_LAUNCHER: // projectile has a size!
282 case WEP_FIREBALL: // projectile has a size!
286 case WEP_SEEKER: // projectile has a size!
290 case WEP_ELECTRO: // projectile has a size!
296 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
298 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
299 trueaimpoint = trace_endpos;
301 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
302 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
309 dv = view_right * vecs_y + view_up * vecs_z;
310 w_shotorg = view_origin + dv;
312 // now move the vecs forward as much as requested if possible
313 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
314 w_shotorg = trace_endpos - view_forward * nudge;
316 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
317 shottype = EnemyHitCheck();
318 if(shottype != SHOTTYPE_HITWORLD)
322 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
323 // or rather, I know why, but see no fix
324 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
325 // 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
326 return SHOTTYPE_HITOBSTRUCTION;
329 return SHOTTYPE_HITWORLD;
332 void CSQC_common_hud(void);
335 void CSQC_Demo_Camera();
336 float HUD_WouldDrawScoreboard();
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
343 vector freeze_org, freeze_ang;
344 entity nightvision_noise, nightvision_noise2;
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
355 float old_blurradius, old_bluralpha;
356 float old_sharpen_intensity;
358 vector myhealth_gentlergb;
360 float contentavgalpha, liquidalpha_prev;
361 vector liquidcolor_prev;
363 float eventchase_current_distance;
365 vector damage_blurpostprocess, content_blurpostprocess;
369 void CSQC_UpdateView(float w, float h)
375 vector vf_size, vf_min;
377 hud = getstati(STAT_HUD);
379 button_attack2 = (input_buttons & BUTTON_3);
380 button_zoom = (input_buttons & BUTTON_4);
382 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
383 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
384 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
385 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
386 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
387 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
388 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
390 vf_size = R_SetView3fv(VF_SIZE);
391 vf_min = R_SetView3fv(VF_MIN);
392 vid_width = vf_size_x;
393 vid_height = vf_size_y;
395 vector reticle_pos, reticle_size;
396 vector splash_pos, splash_size;
398 WaypointSprite_Load();
401 myteam = GetPlayerColor(spectatee_status - 1);
403 myteam = GetPlayerColor(player_localentnum - 1);
405 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
406 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
408 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
410 R_SetView(VF_ORIGIN, freeze_org);
411 R_SetView(VF_ANGLES, freeze_ang);
415 freeze_org = R_SetView3fv(VF_ORIGIN);
416 freeze_ang = R_SetView3fv(VF_ANGLES);
419 // event chase camera
420 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
422 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
424 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
425 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
426 if(!autocvar_chase_active)
427 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)
429 // make the camera smooth back
430 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
431 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
432 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
433 eventchase_current_distance = autocvar_cl_eventchase_distance;
435 vector eventchase_target_origin;
436 makevectors(view_angles);
437 // pass 1, used to check where the camera would go and obtain the trace_fraction
438 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
440 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
441 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
442 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
443 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
444 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
446 R_SetView(VF_ORIGIN, trace_endpos);
447 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
449 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
451 cvar_set("chase_active", "0");
452 eventchase_current_distance = 0; // start from 0 next time
457 //WarpZone_FixPMove();
460 view_origin = R_SetView3fv(VF_ORIGIN);
461 view_angles = R_SetView3fv(VF_ANGLES);
462 makevectors(view_angles);
463 view_forward = v_forward;
464 view_right = v_right;
468 if(time > blurtest_time0 && time < blurtest_time1)
472 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
473 r = t * blurtest_radius;
474 f = 1 / pow(t, blurtest_power) - 1;
476 cvar_set("r_glsl_postprocess", "1");
477 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
481 cvar_set("r_glsl_postprocess", "0");
482 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
486 TargetMusic_Advance();
490 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
492 drawframetime = bound(0.000001, time - drawtime, 1);
495 // watch for gametype changes here...
496 // in ParseStuffCMD the cmd isn't executed yet :/
497 // might even be better to add the gametype to TE_CSQC_INIT...?
501 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
502 if(calledhooks & HOOK_START)
504 localcmd("\ncl_hook_gameend\n");
505 calledhooks |= HOOK_END;
508 CheckForGamestartChange();
516 if(!zoomscript_caught)
518 localcmd("+button9\n");
519 zoomscript_caught = 1;
524 if(zoomscript_caught)
526 localcmd("-button9\n");
527 zoomscript_caught = 0;
531 ColorTranslateMode = autocvar_cl_stripcolorcodes;
532 activeweapon = getstati(STAT_SWITCHWEAPON);
533 f = (serverflags & SERVERFLAG_TEAMPLAY);
540 if(last_weapon != activeweapon) {
542 last_weapon = activeweapon;
544 e = get_weaponinfo(activeweapon);
546 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
548 localcmd("\ncl_hook_activeweapon none\n");
551 // ALWAYS Clear Current Scene First
553 R_SetView(VF_ORIGIN, view_origin);
554 R_SetView(VF_ANGLES, view_angles);
556 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
557 R_SetView(VF_SIZE, vf_size);
558 R_SetView(VF_MIN, vf_min);
560 // Assign Standard Viewflags
561 // Draw the World (and sky)
562 R_SetView(VF_DRAWWORLD, 1);
564 // Set the console size vars
565 vid_conwidth = autocvar_vid_conwidth;
566 vid_conheight = autocvar_vid_conheight;
567 vid_pixelheight = autocvar_vid_pixelheight;
569 R_SetView(VF_FOV, GetCurrentFov(fov));
571 // Camera for demo playback
574 if(autocvar_camera_enable)
578 cvar_set("chase_active", ftos(chase_active_backup));
579 cvar_set("cl_demo_mousegrab", "0");
580 camera_active = FALSE;
584 else if(autocvar_camera_enable)
586 else if(autocvar_camera_enable && isdemo())
589 // Enable required Darkplaces cvars
590 chase_active_backup = autocvar_chase_active;
591 cvar_set("chase_active", "2");
592 cvar_set("cl_demo_mousegrab", "1");
593 camera_active = TRUE;
597 // Draw the Crosshair
598 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
600 // Draw the Engine Status Bar (the default Quake HUD)
601 R_SetView(VF_DRAWENGINEHUD, 0);
603 // Update the mouse position
605 mousepos_x = vid_conwidth;
606 mousepos_y = vid_conheight;
607 mousepos = mousepos*0.5 + getmousepos();
611 for(self = world; (self = nextent(self)); )
616 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
619 // now switch to 2D drawing mode by calling a 2D drawing function
620 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
621 // next R_RenderScene call
622 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
624 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
625 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
627 // apply night vision effect
628 vector rgb, tc_00, tc_01, tc_10, tc_11;
630 if(!nightvision_noise)
632 nightvision_noise = spawn();
633 nightvision_noise.classname = "nightvision_noise";
635 if(!nightvision_noise2)
637 nightvision_noise2 = spawn();
638 nightvision_noise2.classname = "nightvision_noise2";
641 // color tint in yellow
642 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
645 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
647 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
648 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
649 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
650 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
651 tc_11 = tc_01 + tc_10 - tc_00;
652 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
653 R_PolygonVertex('0 0 0', tc_00, rgb, a);
654 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
655 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
656 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
660 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
661 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
662 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
663 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
664 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
665 tc_11 = tc_01 + tc_10 - tc_00;
666 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
667 R_PolygonVertex('0 0 0', tc_00, rgb, a);
668 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
669 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
670 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
674 // Draw the aiming reticle for weapons that use it
675 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
676 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
677 // the view to go back to normal, so reticle_type would become 0 as we fade out)
678 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
679 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
680 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
681 reticle_type = 2; // nex zoom
682 else if(button_zoom || zoomscript_caught)
683 reticle_type = 1; // normal zoom
684 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
685 reticle_type = 2; // nex zoom
689 if(autocvar_cl_reticle_stretch)
691 reticle_size_x = vid_conwidth;
692 reticle_size_y = vid_conheight;
698 reticle_size_x = max(vid_conwidth, vid_conheight);
699 reticle_size_y = max(vid_conwidth, vid_conheight);
700 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
701 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
704 f = current_zoomfraction;
705 if(zoomscript_caught)
707 if(autocvar_cl_reticle_item_normal)
709 if(reticle_type == 1 && f)
710 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
712 if(autocvar_cl_reticle_item_nex)
714 if(reticle_type == 2 && f)
715 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
720 // improved polyblend
722 if(autocvar_hud_contents)
724 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
727 switch(pointcontents(view_origin))
730 liquidalpha = autocvar_hud_contents_water_alpha;
731 liquidcolor = stov(autocvar_hud_contents_water_color);
736 liquidalpha = autocvar_hud_contents_lava_alpha;
737 liquidcolor = stov(autocvar_hud_contents_lava_color);
742 liquidalpha = autocvar_hud_contents_slime_alpha;
743 liquidcolor = stov(autocvar_hud_contents_slime_color);
749 liquidcolor = '0 0 0';
754 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
755 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
756 contentfadetime = autocvar_hud_contents_fadeintime;
757 liquidalpha_prev = liquidalpha;
758 liquidcolor_prev = liquidcolor;
761 contentfadetime = autocvar_hud_contents_fadeouttime;
763 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
764 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
767 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
769 if(autocvar_hud_postprocessing)
771 if(autocvar_hud_contents_blur && contentavgalpha)
773 content_blurpostprocess_x = 1;
774 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
775 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
779 content_blurpostprocess_x = 0;
780 content_blurpostprocess_y = 0;
781 content_blurpostprocess_z = 0;
786 if(autocvar_hud_damage && !autocvar_chase_active)
789 splash_size_x = max(vid_conwidth, vid_conheight);
790 splash_size_y = max(vid_conwidth, vid_conheight);
791 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
792 splash_pos_y = (vid_conheight - splash_size_y) / 2;
794 float myhealth_flash_temp;
795 myhealth = getstati(STAT_HEALTH);
798 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
800 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
802 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
803 pain_threshold = autocvar_hud_damage_pain_threshold;
804 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
805 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
807 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
809 pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
812 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
814 if(myhealth_prev < 1)
818 myhealth_flash = 0; // just spawned, clear the flash immediately
819 myhealth_flash_temp = 0;
823 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
827 if(spectatee_status == -1 || intermission)
829 myhealth_flash = 0; // observing, or match ended
830 myhealth_flash_temp = 0;
833 myhealth_prev = myhealth;
835 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
837 if(autocvar_cl_gentle_damage == 2)
839 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
841 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
845 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
847 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
850 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
852 if(autocvar_hud_postprocessing)
854 if(autocvar_hud_damage_blur && myhealth_flash_temp)
856 damage_blurpostprocess_x = 1;
857 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
858 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
862 damage_blurpostprocess_x = 0;
863 damage_blurpostprocess_y = 0;
864 damage_blurpostprocess_z = 0;
869 if(autocvar_hud_postprocessing)
871 // all of this should be done in the engine eventually
873 // enable or disable rendering types if they are used or not
874 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
875 cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
876 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
877 cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
879 // lets apply the postprocess effects from the previous two functions if needed
880 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
882 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
883 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
884 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
886 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
887 old_blurradius = blurradius;
888 old_bluralpha = bluralpha;
891 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
893 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
898 float sharpen_intensity;
899 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
900 sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
901 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
902 sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
904 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
906 sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
908 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
910 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
911 old_sharpen_intensity = sharpen_intensity;
914 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
916 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
917 old_sharpen_intensity = 0;
924 /*if(gametype == GAME_CTF)
931 for(self = world; (self = nextent(self)); )
935 Draw_ShowNames_All();
937 scoreboard_active = HUD_WouldDrawScoreboard();
939 hit_time = getstatf(STAT_HIT_TIME);
940 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
942 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
943 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
945 typehit_time = getstatf(STAT_TYPEHIT_TIME);
946 if(typehit_time > nextsound_typehit_time)
948 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
949 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
954 if(gametype == GAME_FREEZETAG)
956 if(getstati(STAT_FROZEN))
957 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
958 if(getstatf(STAT_REVIVE_PROGRESS))
960 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
961 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
965 if(autocvar_r_letterbox == 0)
966 if(autocvar_viewsize < 120)
969 // crosshair goes VERY LAST
970 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
972 float wcross_alpha, wcross_resolution;
973 wcross_style = autocvar_crosshair;
974 if (wcross_style == "0")
976 wcross_resolution = autocvar_crosshair_size;
977 if (wcross_resolution == 0)
979 wcross_alpha = autocvar_crosshair_alpha;
980 if (wcross_alpha == 0)
986 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
987 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
989 if(autocvar_crosshair_hittest)
991 vector wcross_oldorigin;
992 wcross_oldorigin = wcross_origin;
993 shottype = TrueAimCheck();
994 if(shottype == SHOTTYPE_HITWORLD)
996 v = wcross_origin - wcross_oldorigin;
998 v_y /= vid_conheight;
1000 shottype = SHOTTYPE_HITOBSTRUCTION;
1002 if(!autocvar_crosshair_hittest_showimpact)
1003 wcross_origin = wcross_oldorigin;
1006 shottype = SHOTTYPE_HITWORLD;
1008 vector wcross_color, wcross_size;
1009 string wcross_wep, wcross_name;
1010 float wcross_scale, wcross_blur;
1012 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1013 e = get_weaponinfo(activeweapon);
1014 if (e && e.netname != "")
1016 wcross_wep = e.netname;
1017 if(autocvar_crosshair_per_weapon)
1019 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1020 if (wcross_resolution == 0)
1022 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1023 if (wcross_alpha == 0)
1026 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1027 if(wcross_style == "" || wcross_style == "0")
1028 wcross_style = wcross_wep;
1032 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1033 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1034 else if(autocvar_crosshair_color_by_health)
1036 local float x = getstati(STAT_HEALTH);
1051 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1052 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1056 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1057 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1058 wcross_color_z = 1 - (x-100)*0.02;
1064 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1069 wcross_color_y = (x-20)*90/27/100;
1070 wcross_color_z = (x-20)*90/27/100 * 0.2;
1079 wcross_color = stov(autocvar_crosshair_color);
1081 wcross_name = strcat("gfx/crosshair", wcross_style);
1083 if(autocvar_crosshair_effect_scalefade)
1085 wcross_scale = wcross_resolution;
1086 wcross_resolution = 1;
1093 if(autocvar_crosshair_pickup)
1095 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1097 pickup_crosshair_size = 1;
1098 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1101 if(pickup_crosshair_size > 0)
1102 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1104 pickup_crosshair_size = 0;
1106 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1109 vector hitindication_color;
1110 if(autocvar_crosshair_hitindication)
1112 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1113 if(hitindication_crosshair_time < hit_time)
1115 hitindication_crosshair_size = 1;
1116 hitindication_crosshair_time = hit_time;
1119 if(hitindication_crosshair_size > 0)
1120 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1122 hitindication_crosshair_size = 0;
1124 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1125 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1126 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1127 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1130 if(shottype == SHOTTYPE_HITENEMY)
1131 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1132 if(shottype == SHOTTYPE_HITTEAM)
1133 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1135 f = autocvar_crosshair_effect_speed;
1137 f *= -2 * g_weaponswitchdelay;
1138 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1140 wcross_changedonetime = time + f;
1142 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1144 wcross_name_changestarttime = time;
1145 wcross_name_changedonetime = time + f;
1146 if(wcross_name_goal_prev_prev)
1147 strunzone(wcross_name_goal_prev_prev);
1148 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1149 wcross_name_goal_prev = strzone(wcross_name);
1150 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1151 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1152 wcross_resolution_goal_prev = wcross_resolution;
1155 wcross_scale_goal_prev = wcross_scale;
1156 wcross_alpha_goal_prev = wcross_alpha;
1157 wcross_color_goal_prev = wcross_color;
1159 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1162 wcross_alpha *= 0.75;
1166 // *_prev is at time-frametime
1167 // * is at wcross_changedonetime+f
1168 // what do we have at time?
1169 if(time < wcross_changedonetime)
1171 f = frametime / (wcross_changedonetime - time + frametime);
1172 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1173 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1174 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1177 wcross_scale_prev = wcross_scale;
1178 wcross_alpha_prev = wcross_alpha;
1179 wcross_color_prev = wcross_color;
1181 wcross_scale *= 1 - autocvar__menu_alpha;
1182 wcross_alpha *= 1 - autocvar__menu_alpha;
1183 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1185 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1187 // crosshair rings for weapon stats
1188 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1190 // declarations and stats
1191 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1192 string ring_image, ring_inner_image;
1193 vector ring_rgb, ring_inner_rgb;
1195 ring_scale = autocvar_crosshair_ring_size;
1197 float weapon_clipload, weapon_clipsize;
1198 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1199 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1201 float nex_charge, nex_chargepool;
1202 nex_charge = getstatf(STAT_NEX_CHARGE);
1203 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1205 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1206 nex_charge_movingavg = nex_charge;
1209 // handle the values
1210 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1212 if (nex_chargepool || use_nex_chargepool) {
1213 use_nex_chargepool = 1;
1214 ring_inner_value = nex_chargepool;
1216 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1217 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1220 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1221 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1222 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1224 // draw the outer ring to show the current charge of the weapon
1225 ring_value = nex_charge;
1226 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1227 ring_rgb = wcross_color;
1228 ring_image = "gfx/crosshair_ring_nexgun.tga";
1230 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1232 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1233 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1234 ring_rgb = wcross_color;
1235 ring_image = "gfx/crosshair_ring.tga";
1237 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1239 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1240 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1241 ring_rgb = wcross_color;
1242 ring_image = "gfx/crosshair_ring.tga";
1245 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1247 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1248 ring_scale = autocvar_crosshair_ring_reload_size;
1249 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1250 ring_rgb = wcross_color;
1252 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1253 // if a new image for another weapon is added, add the code (and its respective file/value) here
1254 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1255 ring_image = "gfx/crosshair_ring_rifle.tga";
1257 ring_image = "gfx/crosshair_ring.tga";
1260 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1261 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1264 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1267 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1270 if(wcross_blur > 0) \
1272 for(i = -2; i <= 2; ++i) \
1273 for(j = -2; j <= 2; ++j) \
1274 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1278 M(0,0,sz,wcross_name,wcross_alpha); \
1283 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1284 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)
1286 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1287 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1289 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1291 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1292 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1293 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1300 wcross_name_alpha_goal_prev = f;
1302 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1303 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1305 if(autocvar_crosshair_dot)
1307 vector wcross_color_old;
1308 wcross_color_old = wcross_color;
1309 if(autocvar_crosshair_dot_color != "0")
1310 wcross_color = stov(autocvar_crosshair_dot_color);
1311 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1312 // FIXME why don't we use wcross_alpha here?
1313 wcross_color = wcross_color_old;
1319 wcross_scale_prev = 0;
1320 wcross_alpha_prev = 0;
1321 wcross_scale_goal_prev = 0;
1322 wcross_alpha_goal_prev = 0;
1323 wcross_changedonetime = 0;
1324 if(wcross_name_goal_prev)
1325 strunzone(wcross_name_goal_prev);
1326 wcross_name_goal_prev = string_null;
1327 if(wcross_name_goal_prev_prev)
1328 strunzone(wcross_name_goal_prev_prev);
1329 wcross_name_goal_prev_prev = string_null;
1330 wcross_name_changestarttime = 0;
1331 wcross_name_changedonetime = 0;
1332 wcross_name_alpha_goal_prev = 0;
1333 wcross_name_alpha_goal_prev_prev = 0;
1334 wcross_resolution_goal_prev = 0;
1335 wcross_resolution_goal_prev_prev = 0;
1339 if(NextFrameCommand)
1341 localcmd("\n", NextFrameCommand, "\n");
1342 NextFrameCommand = string_null;
1345 // we must do this check AFTER a frame was rendered, or it won't work
1346 if(cs_project_is_b0rked == 0)
1349 w0 = ftos(autocvar_vid_conwidth);
1350 h0 = ftos(autocvar_vid_conheight);
1351 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1352 //R_SetView(VF_FOV, '90 90 0');
1353 R_SetView(VF_ORIGIN, '0 0 0');
1354 R_SetView(VF_ANGLES, '0 0 0');
1355 R_SetView(VF_PERSPECTIVE, 1);
1356 makevectors('0 0 0');
1358 cvar_set("vid_conwidth", "800");
1359 cvar_set("vid_conheight", "600");
1360 v1 = cs_project(v_forward);
1361 cvar_set("vid_conwidth", "640");
1362 cvar_set("vid_conheight", "480");
1363 v2 = cs_project(v_forward);
1365 cs_project_is_b0rked = 1;
1367 cs_project_is_b0rked = -1;
1368 cvar_set("vid_conwidth", w0);
1369 cvar_set("vid_conheight", h0);
1372 if(autocvar__hud_configure)
1375 if(hud && !intermission)
1377 if(hud == HUD_SPIDERBOT)
1379 else if(hud == HUD_WAKIZASHI)
1380 CSQC_WAKIZASHI_HUD();
1381 else if(hud == HUD_RAPTOR)
1383 else if(hud == HUD_BUMBLEBEE)
1386 // let's reset the view back to normal for the end
1387 R_SetView(VF_MIN, '0 0 0');
1388 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1392 void CSQC_common_hud(void)
1394 // do some accuracy var caching
1396 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1398 if(autocvar_accuracy_color_levels != acc_color_levels)
1400 if(acc_color_levels)
1401 strunzone(acc_color_levels);
1402 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1403 acc_levels = tokenize(acc_color_levels);
1404 if (acc_levels > MAX_ACCURACY_LEVELS)
1405 acc_levels = MAX_ACCURACY_LEVELS;
1407 for (i = 0; i < acc_levels; ++i)
1408 acc_lev[i] = stof(argv(i)) / 100.0;
1410 // let know that acc_col[] needs to be loaded
1414 HUD_Main(); // always run these functions for alpha checks
1415 HUD_DrawScoreboard();
1417 if (scoreboard_active) // scoreboard/accuracy
1420 // HUD_DrawScoreboard takes care of centerprint_start
1422 else if (intermission == 2) // map voting screen
1424 HUD_FinaleOverlay();
1427 centerprint_start_x = 0;
1428 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1432 centerprint_start_x = 0;
1433 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1444 CSQC_WAKIZASHI_HUD();
1453 HUD_DrawCenterPrint();
1458 // following vectors must be global to allow seamless switching between camera modes
1459 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1460 void CSQC_Demo_Camera()
1462 float speed, attenuation, dimensions;
1465 if( autocvar_camera_reset || !camera_mode )
1467 camera_offset = '0 0 0';
1468 current_angles = '0 0 0';
1469 camera_direction = '0 0 0';
1470 camera_offset_z += 30;
1471 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1472 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1473 current_origin = view_origin;
1474 current_camera_offset = camera_offset;
1475 cvar_set("camera_reset", "0");
1476 camera_mode = CAMERA_CHASE;
1481 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1483 if(autocvar_camera_look_player)
1488 dir = normalize(view_origin - current_position);
1490 mouse_angles = vectoangles(dir);
1491 mouse_angles_x = mouse_angles_x * -1;
1496 tmp = getmousepos() * 0.1;
1497 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1499 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1500 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1504 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1505 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1506 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1507 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1509 // Fix difference when angles don't have the same sign
1511 if(mouse_angles_y < -60 && current_angles_y > 60)
1513 if(mouse_angles_y > 60 && current_angles_y < -60)
1516 if(autocvar_camera_look_player)
1517 attenuation = autocvar_camera_look_attenuation;
1519 attenuation = autocvar_camera_speed_attenuation;
1521 attenuation = 1 / max(1, attenuation);
1522 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1524 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1525 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1526 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1527 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1533 if( camera_direction_x )
1535 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1536 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1537 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1538 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1542 if( camera_direction_y )
1544 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1545 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1546 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1550 if( camera_direction_z )
1552 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1556 if(autocvar_camera_free)
1557 speed = autocvar_camera_speed_free;
1559 speed = autocvar_camera_speed_chase;
1563 speed = speed * sqrt(1 / dimensions);
1564 camera_offset += tmp * speed;
1567 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1570 if( autocvar_camera_free )
1572 if ( camera_mode == CAMERA_CHASE )
1574 current_camera_offset = current_origin + current_camera_offset;
1575 camera_offset = current_origin + camera_offset;
1578 camera_mode = CAMERA_FREE;
1579 current_position = current_camera_offset;
1583 if ( camera_mode == CAMERA_FREE )
1585 current_origin = view_origin;
1586 camera_offset = camera_offset - current_origin;
1587 current_camera_offset = current_camera_offset - current_origin;
1590 camera_mode = CAMERA_CHASE;
1592 if(autocvar_camera_chase_smoothly)
1593 current_origin += (view_origin - current_origin) * attenuation;
1595 current_origin = view_origin;
1597 current_position = current_origin + current_camera_offset;
1600 R_SetView(VF_ANGLES, current_angles);
1601 R_SetView(VF_ORIGIN, current_position);