5 vector p, dir, ang, q, nextdir;
6 float idx, portal_number, portal1_idx;
8 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
10 if(g_balance_porto_secondary)
16 if (getstati(STAT_HEALTH) <= 0)
21 if(angles_held_status)
23 makevectors(angles_held);
37 traceline(p, p + 65536 * dir, TRUE, porto);
38 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
40 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
49 ang = vectoangles2(trace_plane_normal, dir);
52 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
54 if(portal_number == 1)
57 if(portal_number >= 2)
68 if(idx-1 >= portal1_idx)
70 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
83 porto.classname = "porto";
84 porto.draw = Porto_Draw;
85 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
90 vector GetCurrentFov(float fov)
92 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
93 float velocityzoom, curspeed;
96 zoomsensitivity = autocvar_cl_zoomsensitivity;
97 zoomfactor = autocvar_cl_zoomfactor;
98 if(zoomfactor < 1 || zoomfactor > 16)
100 zoomspeed = autocvar_cl_zoomspeed;
102 if(zoomspeed < 0.5 || zoomspeed > 16)
105 zoomdir = button_zoom;
106 if(hud == HUD_NORMAL)
107 if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
108 zoomdir += button_attack2;
109 if(spectatee_status > 0 || isdemo())
111 if(spectatorbutton_zoom)
118 // fteqcc failed twice here already, don't optimize this
121 if(zoomdir) { zoomin_effect = 0; }
125 current_viewzoom = min(1, current_viewzoom + drawframetime);
127 else if(autocvar_cl_spawnzoom && zoomin_effect)
129 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
131 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
132 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
133 if(current_viewzoom == 1) { zoomin_effect = 0; }
137 if(zoomspeed < 0) // instant zoom
140 current_viewzoom = 1 / zoomfactor;
142 current_viewzoom = 1;
147 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
149 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
153 if(almost_equals(current_viewzoom, 1))
154 current_zoomfraction = 0;
155 else if(almost_equals(current_viewzoom, 1/zoomfactor))
156 current_zoomfraction = 1;
158 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
160 if(zoomsensitivity < 1)
161 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
163 setsensitivityscale(1);
165 makevectors(view_angles);
167 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
169 if(intermission) { curspeed = 0; }
174 v = csqcplayer.velocity;
176 switch(autocvar_cl_velocityzoom_type)
178 case 3: curspeed = max(0, v_forward * v); break;
179 case 2: curspeed = (v_forward * v); break;
180 case 1: default: curspeed = vlen(v); break;
184 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
185 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
186 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
188 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
193 float frustumx, frustumy, fovx, fovy;
194 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
195 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
196 fovx = atan2(frustumx, 1) / M_PI * 360.0;
197 fovy = atan2(frustumy, 1) / M_PI * 360.0;
199 return '1 0 0' * fovx + '0 1 0' * fovy;
202 // this function must match W_SetupShot!
203 float zoomscript_caught;
205 vector wcross_origin;
206 float wcross_scale_prev, wcross_alpha_prev;
207 vector wcross_color_prev;
208 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
209 vector wcross_color_goal_prev;
210 float wcross_changedonetime;
212 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
213 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
214 float wcross_name_changestarttime, wcross_name_changedonetime;
215 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 float wcross_ring_prev;
220 entity trueaim_rifle;
222 #define SHOTTYPE_HITTEAM 1
223 #define SHOTTYPE_HITOBSTRUCTION 2
224 #define SHOTTYPE_HITWORLD 3
225 #define SHOTTYPE_HITENEMY 4
230 trueaim.classname = "trueaim";
231 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
232 trueaim_rifle = spawn();
233 trueaim_rifle.classname = "trueaim_rifle";
234 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
237 float EnemyHitCheck()
240 wcross_origin = project_3d_to_2d(trace_endpos);
243 n = trace_ent.entnum;
245 n = trace_networkentity;
247 return SHOTTYPE_HITWORLD;
249 return SHOTTYPE_HITWORLD;
250 t = GetPlayerColor(n - 1);
253 return SHOTTYPE_HITTEAM;
254 if(t == NUM_SPECTATOR)
255 return SHOTTYPE_HITWORLD;
256 return SHOTTYPE_HITENEMY;
261 float nudge = 1; // added to traceline target and subtracted from result
262 vector vecs, trueaimpoint, w_shotorg;
270 mv = MOVE_NOMONSTERS;
272 switch(activeweapon) // WEAPONTODO
274 case WEP_TUBA: // no aim
275 case WEP_PORTO: // shoots from eye
276 case WEP_HOOK: // no trueaim
277 case WEP_MORTAR: // toss curve
278 return SHOTTYPE_HITWORLD;
286 if(zoomscript_caught)
288 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
289 return EnemyHitCheck();
292 case WEP_DEVASTATOR: // projectile has a size!
296 case WEP_FIREBALL: // projectile has a size!
300 case WEP_SEEKER: // projectile has a size!
304 case WEP_ELECTRO: // projectile has a size!
310 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
312 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
313 trueaimpoint = trace_endpos;
315 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
316 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
323 dv = view_right * vecs_y + view_up * vecs_z;
324 w_shotorg = view_origin + dv;
326 // now move the vecs forward as much as requested if possible
327 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
328 w_shotorg = trace_endpos - view_forward * nudge;
330 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
331 shottype = EnemyHitCheck();
332 if(shottype != SHOTTYPE_HITWORLD)
336 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
337 // or rather, I know why, but see no fix
338 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
339 // 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
340 return SHOTTYPE_HITOBSTRUCTION;
343 return SHOTTYPE_HITWORLD;
346 void CSQC_common_hud(void);
349 void CSQC_Demo_Camera();
350 float HUD_WouldDrawScoreboard();
352 const float CAMERA_FREE = 1;
353 const float CAMERA_CHASE = 2;
355 string reticle_image;
356 string NextFrameCommand;
357 void CSQC_SPIDER_HUD();
358 void CSQC_RAPTOR_HUD();
360 vector freeze_org, freeze_ang;
361 entity nightvision_noise, nightvision_noise2;
363 #define MAX_TIME_DIFF 5
364 float pickup_crosshair_time, pickup_crosshair_size;
365 float hit_time, typehit_time;
366 float nextsound_hit_time, nextsound_typehit_time;
367 float hitindication_crosshair_time, hitindication_crosshair_size;
368 float use_vortex_chargepool;
370 float myhealth, myhealth_prev;
371 float myhealth_flash;
373 float old_blurradius, old_bluralpha;
374 float old_sharpen_intensity;
376 vector myhealth_gentlergb;
378 float contentavgalpha, liquidalpha_prev;
379 vector liquidcolor_prev;
381 float eventchase_current_distance;
383 vector damage_blurpostprocess, content_blurpostprocess;
387 float rainbow_last_flicker;
388 vector rainbow_prev_color;
392 float cl_notice_run();
394 void CSQC_UpdateView(float w, float h)
400 vector vf_size, vf_min;
403 execute_next_frame();
407 hud = getstati(STAT_HUD);
409 if(autocvar__hud_showbinds_reload) // menu can set this one
412 binddb = db_create();
413 cvar_set("_hud_showbinds_reload", "0");
416 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
417 view_quality = getproperty(VF_MINFPS_QUALITY);
421 button_attack2 = (input_buttons & BUTTON_3);
422 button_zoom = (input_buttons & BUTTON_4);
424 #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
425 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
426 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
427 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);
428 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
429 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
430 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
431 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
433 vf_size = getpropertyvec(VF_SIZE);
434 vf_min = getpropertyvec(VF_MIN);
435 vid_width = vf_size_x;
436 vid_height = vf_size_y;
438 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
439 vector splash_pos = '0 0 0', splash_size = '0 0 0';
441 WaypointSprite_Load();
443 CSQCPlayer_SetCamera();
445 #ifdef COMPAT_XON050_ENGINE
447 myteam = GetPlayerColor(spectatee_status - 1);
450 myteam = GetPlayerColor(player_localentnum - 1);
452 if(myteam != prev_myteam)
454 myteamcolors = colormapPaletteColor(myteam, 1);
455 for(i = 0; i < HUD_PANEL_NUM; ++i)
456 hud_panel[i].update_time = time;
457 prev_myteam = myteam;
460 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
462 float is_dead = (getstati(STAT_HEALTH) <= 0);
464 // FIXME do we need this hack?
467 // in demos, input_buttons do not work
468 button_zoom = (autocvar__togglezoom == "-");
471 && autocvar_cl_unpress_zoom_on_death
472 && (spectatee_status >= 0)
473 && (is_dead || intermission))
475 // no zoom while dead or in intermission please
480 // event chase camera
481 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
483 if((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission)
485 // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
486 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
488 // detect maximum viewoffset and use it
489 if(autocvar_cl_eventchase_viewoffset)
491 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
492 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
493 else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
496 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
497 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
498 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
499 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
501 // make the camera smooth back
502 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
503 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
504 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
505 eventchase_current_distance = autocvar_cl_eventchase_distance;
507 makevectors(view_angles);
509 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
510 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
512 // If the boxtrace fails, revert back to line tracing.
515 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
516 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
517 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
519 else { setproperty(VF_ORIGIN, trace_endpos); }
521 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
523 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
525 cvar_set("chase_active", "0");
526 eventchase_current_distance = 0; // start from 0 next time
529 // workaround for camera stuck between player's legs when using chase_active 1
530 // because the engine stops updating the chase_active camera when the game ends
531 else if(intermission)
533 cvar_settemp("chase_active", "-1");
534 eventchase_current_distance = 0;
537 // do lockview after event chase camera so that it still applies whenever necessary.
538 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
540 setproperty(VF_ORIGIN, freeze_org);
541 setproperty(VF_ANGLES, freeze_ang);
545 freeze_org = getpropertyvec(VF_ORIGIN);
546 freeze_ang = getpropertyvec(VF_ANGLES);
550 //WarpZone_FixPMove();
553 view_origin = getpropertyvec(VF_ORIGIN);
554 view_angles = getpropertyvec(VF_ANGLES);
555 makevectors(view_angles);
556 view_forward = v_forward;
557 view_right = v_right;
561 if(time > blurtest_time0 && time < blurtest_time1)
565 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
566 r = t * blurtest_radius;
567 f = 1 / pow(t, blurtest_power) - 1;
569 cvar_set("r_glsl_postprocess", "1");
570 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
574 cvar_set("r_glsl_postprocess", "0");
575 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
579 TargetMusic_Advance();
583 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
585 drawframetime = bound(0.000001, time - drawtime, 1);
588 // watch for gametype changes here...
589 // in ParseStuffCMD the cmd isn't executed yet :/
590 // might even be better to add the gametype to TE_CSQC_INIT...?
594 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
596 if(calledhooks & HOOK_START)
598 localcmd("\ncl_hook_gameend\n");
599 calledhooks |= HOOK_END;
608 if(!zoomscript_caught)
610 localcmd("+button9\n");
611 zoomscript_caught = 1;
616 if(zoomscript_caught)
618 localcmd("-button9\n");
619 zoomscript_caught = 0;
623 ColorTranslateMode = autocvar_cl_stripcolorcodes;
625 // next WANTED weapon (for HUD)
626 switchweapon = getstati(STAT_SWITCHWEAPON);
628 // currently switching-to weapon (for crosshair)
629 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
631 // actually active weapon (for zoom)
632 activeweapon = getstati(STAT_ACTIVEWEAPON);
634 f = (serverflags & SERVERFLAG_TEAMPLAY);
641 if(last_switchweapon != switchweapon)
644 last_switchweapon = switchweapon;
645 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
650 if(autocvar_cl_unpress_attack_on_weapon_switch)
653 localcmd("-fire2\n");
654 button_attack2 = FALSE;
657 if(last_activeweapon != activeweapon)
659 last_activeweapon = activeweapon;
661 e = get_weaponinfo(activeweapon);
663 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
665 localcmd("\ncl_hook_activeweapon none\n");
668 // ALWAYS Clear Current Scene First
670 #ifdef WORKAROUND_XON010
671 if(checkextension("DP_CSQC_ROTATEMOVES"))
674 setproperty(VF_ORIGIN, view_origin);
675 setproperty(VF_ANGLES, view_angles);
676 #ifdef WORKAROUND_XON010
680 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
681 setproperty(VF_SIZE, vf_size);
682 setproperty(VF_MIN, vf_min);
684 // Assign Standard Viewflags
685 // Draw the World (and sky)
686 setproperty(VF_DRAWWORLD, 1);
688 // Set the console size vars
689 vid_conwidth = autocvar_vid_conwidth;
690 vid_conheight = autocvar_vid_conheight;
691 vid_pixelheight = autocvar_vid_pixelheight;
693 setproperty(VF_FOV, GetCurrentFov(fov));
695 // Camera for demo playback
698 if(autocvar_camera_enable)
702 cvar_set("chase_active", ftos(chase_active_backup));
703 cvar_set("cl_demo_mousegrab", "0");
704 camera_active = FALSE;
708 else if(autocvar_camera_enable)
710 else if(autocvar_camera_enable && isdemo())
713 // Enable required Darkplaces cvars
714 chase_active_backup = autocvar_chase_active;
715 cvar_set("chase_active", "2");
716 cvar_set("cl_demo_mousegrab", "1");
717 camera_active = TRUE;
721 // Draw the Crosshair
722 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
724 // Draw the Engine Status Bar (the default Quake HUD)
725 setproperty(VF_DRAWENGINESBAR, 0);
727 // Update the mouse position
729 mousepos_x = vid_conwidth;
730 mousepos_y = vid_conheight;
731 mousepos = mousepos*0.5 + getmousepos();
735 for(self = world; (self = nextent(self)); )
740 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
743 // now switch to 2D drawing mode by calling a 2D drawing function
744 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
745 // next R_RenderScene call
746 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
748 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
749 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
751 // apply night vision effect
752 vector tc_00, tc_01, tc_10, tc_11;
754 rgb_x = 0; // fteqcc sucks
755 rgb_y = 0; // fteqcc sucks
756 rgb_z = 0; // fteqcc sucks
758 if(!nightvision_noise)
760 nightvision_noise = spawn();
761 nightvision_noise.classname = "nightvision_noise";
763 if(!nightvision_noise2)
765 nightvision_noise2 = spawn();
766 nightvision_noise2.classname = "nightvision_noise2";
769 // color tint in yellow
770 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
773 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
775 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
776 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
777 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
778 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
779 tc_11 = tc_01 + tc_10 - tc_00;
780 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
781 R_PolygonVertex('0 0 0', tc_00, rgb, a);
782 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
783 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
784 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
788 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
789 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
790 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
791 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
792 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
793 tc_11 = tc_01 + tc_10 - tc_00;
794 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
795 R_PolygonVertex('0 0 0', tc_00, rgb, a);
796 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
797 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
798 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
802 if(autocvar_cl_reticle)
804 // Draw the aiming reticle for weapons that use it
805 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
806 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
807 // the view to go back to normal, so reticle_type would become 0 as we fade out)
808 if(spectatee_status || is_dead || hud != HUD_NORMAL)
810 // no zoom reticle while dead
813 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
815 if(reticle_image != "") { reticle_type = 2; }
816 else { reticle_type = 0; }
818 else if(button_zoom || zoomscript_caught)
826 if(autocvar_cl_reticle_stretch)
828 reticle_size_x = vid_conwidth;
829 reticle_size_y = vid_conheight;
835 reticle_size_x = max(vid_conwidth, vid_conheight);
836 reticle_size_y = max(vid_conwidth, vid_conheight);
837 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
838 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
841 if(zoomscript_caught)
844 f = current_zoomfraction;
850 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
851 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
858 if(reticle_type != 0) { reticle_type = 0; }
862 // improved polyblend
863 if(autocvar_hud_contents)
865 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
868 switch(pointcontents(view_origin))
871 liquidalpha = autocvar_hud_contents_water_alpha;
872 liquidcolor = stov(autocvar_hud_contents_water_color);
877 liquidalpha = autocvar_hud_contents_lava_alpha;
878 liquidcolor = stov(autocvar_hud_contents_lava_color);
883 liquidalpha = autocvar_hud_contents_slime_alpha;
884 liquidcolor = stov(autocvar_hud_contents_slime_color);
890 liquidcolor = '0 0 0';
895 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
896 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
897 contentfadetime = autocvar_hud_contents_fadeintime;
898 liquidalpha_prev = liquidalpha;
899 liquidcolor_prev = liquidcolor;
902 contentfadetime = autocvar_hud_contents_fadeouttime;
904 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
905 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
908 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
910 if(autocvar_hud_postprocessing)
912 if(autocvar_hud_contents_blur && contentavgalpha)
914 content_blurpostprocess_x = 1;
915 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
916 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
920 content_blurpostprocess_x = 0;
921 content_blurpostprocess_y = 0;
922 content_blurpostprocess_z = 0;
927 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
929 splash_size_x = max(vid_conwidth, vid_conheight);
930 splash_size_y = max(vid_conwidth, vid_conheight);
931 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
932 splash_pos_y = (vid_conheight - splash_size_y) / 2;
934 float myhealth_flash_temp;
935 myhealth = getstati(STAT_HEALTH);
938 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
940 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
942 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
943 pain_threshold = autocvar_hud_damage_pain_threshold;
944 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
945 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
947 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
949 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);
952 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
954 if(myhealth_prev < 1)
958 myhealth_flash = 0; // just spawned, clear the flash immediately
959 myhealth_flash_temp = 0;
963 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
967 if(spectatee_status == -1 || intermission)
969 myhealth_flash = 0; // observing, or match ended
970 myhealth_flash_temp = 0;
973 myhealth_prev = myhealth;
975 // IDEA: change damage color/picture based on player model for robot/alien species?
976 // pro: matches model better
977 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
978 // maybe different reddish pics?
979 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
981 if(autocvar_cl_gentle_damage == 2)
983 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
985 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
989 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
991 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);
994 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
996 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
998 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1000 damage_blurpostprocess_x = 1;
1001 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1002 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1006 damage_blurpostprocess_x = 0;
1007 damage_blurpostprocess_y = 0;
1008 damage_blurpostprocess_z = 0;
1013 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1014 float e2 = (autocvar_hud_powerup != 0);
1015 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1017 // enable or disable rendering types if they are used or not
1018 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1019 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1021 // blur postprocess handling done first (used by hud_damage and hud_contents)
1022 if((damage_blurpostprocess_x || content_blurpostprocess_x))
1024 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1025 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1026 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1028 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1029 old_blurradius = blurradius;
1030 old_bluralpha = bluralpha;
1033 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1035 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1040 // edge detection postprocess handling done second (used by hud_powerup)
1041 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1042 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1043 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1045 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1047 if(autocvar_hud_powerup && sharpen_intensity > 0)
1049 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1051 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1052 old_sharpen_intensity = sharpen_intensity;
1055 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1057 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1058 old_sharpen_intensity = 0;
1061 if(cvar("r_glsl_postprocess") == 0)
1062 cvar_set("r_glsl_postprocess", "2");
1064 else if(cvar("r_glsl_postprocess") == 2)
1065 cvar_set("r_glsl_postprocess", "0");
1070 /*if(gametype == MAPINFO_TYPE_CTF)
1077 for(self = world; (self = nextent(self)); )
1081 Draw_ShowNames_All();
1083 scoreboard_active = HUD_WouldDrawScoreboard();
1085 hit_time = getstatf(STAT_HIT_TIME);
1086 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1088 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1089 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
1091 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1093 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1094 if(typehit_time > nextsound_typehit_time)
1096 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1097 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE);
1099 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1104 if(gametype == MAPINFO_TYPE_FREEZETAG)
1106 if(getstati(STAT_FROZEN))
1107 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1108 if(getstatf(STAT_REVIVE_PROGRESS))
1110 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);
1111 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1115 if(autocvar_r_letterbox == 0)
1116 if(autocvar_viewsize < 120)
1119 // crosshair goes VERY LAST
1120 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1122 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
1125 string wcross_style;
1126 float wcross_alpha, wcross_resolution;
1127 wcross_style = autocvar_crosshair;
1128 if (wcross_style == "0")
1130 wcross_resolution = autocvar_crosshair_size;
1131 if (wcross_resolution == 0)
1133 wcross_alpha = autocvar_crosshair_alpha;
1134 if (wcross_alpha == 0)
1140 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1141 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1142 wcross_origin_z = 0;
1143 if(autocvar_crosshair_hittest)
1145 vector wcross_oldorigin;
1146 wcross_oldorigin = wcross_origin;
1147 shottype = TrueAimCheck();
1148 if(shottype == SHOTTYPE_HITWORLD)
1150 v = wcross_origin - wcross_oldorigin;
1151 v_x /= vid_conwidth;
1152 v_y /= vid_conheight;
1154 shottype = SHOTTYPE_HITOBSTRUCTION;
1156 if(!autocvar_crosshair_hittest_showimpact)
1157 wcross_origin = wcross_oldorigin;
1160 shottype = SHOTTYPE_HITWORLD;
1162 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1163 string wcross_wep = "", wcross_name;
1164 float wcross_scale, wcross_blur;
1166 if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1168 e = get_weaponinfo(switchingweapon);
1169 if (e && e.netname != "")
1171 wcross_wep = e.netname;
1172 if(autocvar_crosshair_per_weapon)
1174 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1175 if (wcross_resolution == 0)
1177 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1178 if (wcross_alpha == 0)
1181 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1182 if(wcross_style == "" || wcross_style == "0")
1183 wcross_style = wcross_wep;
1188 //print(sprintf("crosshair style: %s\n", wcross_style));
1189 wcross_name = strcat("gfx/crosshair", wcross_style);
1191 // MAIN CROSSHAIR COLOR DECISION
1192 switch(autocvar_crosshair_color_special)
1194 case 1: // crosshair_color_per_weapon
1196 if(wcross_wep != "")
1198 wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
1201 else { goto normalcolor; }
1204 case 2: // crosshair_color_by_health
1206 float x = getstati(STAT_HEALTH);
1221 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1222 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1226 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1227 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1228 wcross_color_z = 1 - (x-100)*0.02;
1234 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1239 wcross_color_y = (x-20)*90/27/100;
1240 wcross_color_z = (x-20)*90/27/100 * 0.2;
1250 case 3: // crosshair_color_rainbow
1252 if(time >= rainbow_last_flicker)
1254 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1255 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1257 wcross_color = rainbow_prev_color;
1261 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1264 if(autocvar_crosshair_effect_scalefade)
1266 wcross_scale = wcross_resolution;
1267 wcross_resolution = 1;
1274 if(autocvar_crosshair_pickup)
1276 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1278 if(pickup_crosshair_time < stat_pickup_time)
1280 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1281 pickup_crosshair_size = 1;
1283 pickup_crosshair_time = stat_pickup_time;
1286 if(pickup_crosshair_size > 0)
1287 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1289 pickup_crosshair_size = 0;
1291 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1294 if(autocvar_crosshair_hitindication)
1296 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1298 if(hitindication_crosshair_time < hit_time)
1300 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1301 hitindication_crosshair_size = 1;
1303 hitindication_crosshair_time = hit_time;
1306 if(hitindication_crosshair_size > 0)
1307 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1309 hitindication_crosshair_size = 0;
1311 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1312 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1313 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1314 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1317 if(shottype == SHOTTYPE_HITENEMY)
1318 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1319 if(shottype == SHOTTYPE_HITTEAM)
1320 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1322 f = fabs(autocvar_crosshair_effect_time);
1323 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1325 wcross_changedonetime = time + f;
1327 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1329 wcross_name_changestarttime = time;
1330 wcross_name_changedonetime = time + f;
1331 if(wcross_name_goal_prev_prev)
1332 strunzone(wcross_name_goal_prev_prev);
1333 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1334 wcross_name_goal_prev = strzone(wcross_name);
1335 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1336 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1337 wcross_resolution_goal_prev = wcross_resolution;
1340 wcross_scale_goal_prev = wcross_scale;
1341 wcross_alpha_goal_prev = wcross_alpha;
1342 wcross_color_goal_prev = wcross_color;
1344 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1347 wcross_alpha *= 0.75;
1351 // *_prev is at time-frametime
1352 // * is at wcross_changedonetime+f
1353 // what do we have at time?
1354 if(time < wcross_changedonetime)
1356 f = frametime / (wcross_changedonetime - time + frametime);
1357 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1358 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1359 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1362 wcross_scale_prev = wcross_scale;
1363 wcross_alpha_prev = wcross_alpha;
1364 wcross_color_prev = wcross_color;
1366 wcross_scale *= 1 - autocvar__menu_alpha;
1367 wcross_alpha *= 1 - autocvar__menu_alpha;
1368 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1370 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1372 // crosshair rings for weapon stats
1373 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1375 // declarations and stats
1376 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1377 string ring_image = string_null, ring_inner_image = string_null;
1378 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1380 ring_scale = autocvar_crosshair_ring_size;
1382 float weapon_clipload, weapon_clipsize;
1383 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1384 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1386 float vortex_charge, vortex_chargepool;
1387 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
1388 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
1390 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1391 vortex_charge_movingavg = vortex_charge;
1394 // handle the values
1395 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1397 if (vortex_chargepool || use_vortex_chargepool) {
1398 use_vortex_chargepool = 1;
1399 ring_inner_value = vortex_chargepool;
1401 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1402 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1405 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1406 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1407 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1409 // draw the outer ring to show the current charge of the weapon
1410 ring_value = vortex_charge;
1411 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1412 ring_rgb = wcross_color;
1413 ring_image = "gfx/crosshair_ring_nexgun.tga";
1415 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1417 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.
1418 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1419 ring_rgb = wcross_color;
1420 ring_image = "gfx/crosshair_ring.tga";
1422 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1424 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1425 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1426 ring_rgb = wcross_color;
1427 ring_image = "gfx/crosshair_ring.tga";
1430 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1432 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1433 ring_scale = autocvar_crosshair_ring_reload_size;
1434 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1435 ring_rgb = wcross_color;
1437 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1438 // if a new image for another weapon is added, add the code (and its respective file/value) here
1439 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1440 ring_image = "gfx/crosshair_ring_rifle.tga";
1442 ring_image = "gfx/crosshair_ring.tga";
1445 // if in weapon switch animation, fade ring out/in
1446 if(autocvar_crosshair_effect_time > 0)
1448 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1451 wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
1454 if(wcross_ring_prev)
1457 ring_alpha *= fabs(1 - bound(0, f, 1));
1462 ring_alpha *= bound(0, f, 1);
1466 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1467 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1470 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1473 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1476 if(wcross_blur > 0) \
1478 for(i = -2; i <= 2; ++i) \
1479 for(j = -2; j <= 2; ++j) \
1480 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1484 M(0,0,sz,wcross_name,wcross_alpha); \
1489 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1490 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)
1492 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1493 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1495 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1497 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1498 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1499 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1506 wcross_name_alpha_goal_prev = f;
1508 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1509 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1511 if(autocvar_crosshair_dot)
1513 vector wcross_color_old;
1514 wcross_color_old = wcross_color;
1516 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1517 wcross_color = stov(autocvar_crosshair_dot_color);
1519 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1520 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1521 wcross_color = wcross_color_old;
1527 wcross_scale_prev = 0;
1528 wcross_alpha_prev = 0;
1529 wcross_scale_goal_prev = 0;
1530 wcross_alpha_goal_prev = 0;
1531 wcross_changedonetime = 0;
1532 if(wcross_name_goal_prev)
1533 strunzone(wcross_name_goal_prev);
1534 wcross_name_goal_prev = string_null;
1535 if(wcross_name_goal_prev_prev)
1536 strunzone(wcross_name_goal_prev_prev);
1537 wcross_name_goal_prev_prev = string_null;
1538 wcross_name_changestarttime = 0;
1539 wcross_name_changedonetime = 0;
1540 wcross_name_alpha_goal_prev = 0;
1541 wcross_name_alpha_goal_prev_prev = 0;
1542 wcross_resolution_goal_prev = 0;
1543 wcross_resolution_goal_prev_prev = 0;
1547 if(NextFrameCommand)
1549 localcmd("\n", NextFrameCommand, "\n");
1550 NextFrameCommand = string_null;
1553 // we must do this check AFTER a frame was rendered, or it won't work
1554 if(cs_project_is_b0rked == 0)
1557 w0 = ftos(autocvar_vid_conwidth);
1558 h0 = ftos(autocvar_vid_conheight);
1559 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1560 //setproperty(VF_FOV, '90 90 0');
1561 setproperty(VF_ORIGIN, '0 0 0');
1562 setproperty(VF_ANGLES, '0 0 0');
1563 setproperty(VF_PERSPECTIVE, 1);
1564 makevectors('0 0 0');
1566 cvar_set("vid_conwidth", "800");
1567 cvar_set("vid_conheight", "600");
1568 v1 = cs_project(v_forward);
1569 cvar_set("vid_conwidth", "640");
1570 cvar_set("vid_conheight", "480");
1571 v2 = cs_project(v_forward);
1573 cs_project_is_b0rked = 1;
1575 cs_project_is_b0rked = -1;
1576 cvar_set("vid_conwidth", w0);
1577 cvar_set("vid_conheight", h0);
1580 if(autocvar__hud_configure)
1583 if(hud && !intermission)
1585 if(hud == HUD_SPIDERBOT)
1587 else if(hud == HUD_WAKIZASHI)
1588 CSQC_WAKIZASHI_HUD();
1589 else if(hud == HUD_RAPTOR)
1591 else if(hud == HUD_BUMBLEBEE)
1593 else if(hud == HUD_BUMBLEBEE_GUN)
1594 CSQC_BUMBLE_GUN_HUD();
1599 // let's reset the view back to normal for the end
1600 setproperty(VF_MIN, '0 0 0');
1601 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1605 void CSQC_common_hud(void)
1607 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1608 Accuracy_LoadLevels();
1610 HUD_Main(); // always run these functions for alpha checks
1611 HUD_DrawScoreboard();
1613 if (scoreboard_active) // scoreboard/accuracy
1615 else if (intermission == 2) // map voting screen
1617 HUD_FinaleOverlay();
1628 CSQC_WAKIZASHI_HUD();
1639 // following vectors must be global to allow seamless switching between camera modes
1640 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1641 void CSQC_Demo_Camera()
1643 float speed, attenuation, dimensions;
1646 if( autocvar_camera_reset || !camera_mode )
1648 camera_offset = '0 0 0';
1649 current_angles = '0 0 0';
1650 camera_direction = '0 0 0';
1651 camera_offset_z += 30;
1652 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1653 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1654 current_origin = view_origin;
1655 current_camera_offset = camera_offset;
1656 cvar_set("camera_reset", "0");
1657 camera_mode = CAMERA_CHASE;
1662 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1664 if(autocvar_camera_look_player)
1669 dir = normalize(view_origin - current_position);
1671 mouse_angles = vectoangles(dir);
1672 mouse_angles_x = mouse_angles_x * -1;
1677 tmp = getmousepos() * 0.1;
1678 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1680 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1681 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1685 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1686 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1687 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1688 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1690 // Fix difference when angles don't have the same sign
1692 if(mouse_angles_y < -60 && current_angles_y > 60)
1694 if(mouse_angles_y > 60 && current_angles_y < -60)
1697 if(autocvar_camera_look_player)
1698 attenuation = autocvar_camera_look_attenuation;
1700 attenuation = autocvar_camera_speed_attenuation;
1702 attenuation = 1 / max(1, attenuation);
1703 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1705 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1706 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1707 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1708 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1714 if( camera_direction_x )
1716 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1717 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1718 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1719 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1723 if( camera_direction_y )
1725 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1726 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1727 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1731 if( camera_direction_z )
1733 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1737 if(autocvar_camera_free)
1738 speed = autocvar_camera_speed_free;
1740 speed = autocvar_camera_speed_chase;
1744 speed = speed * sqrt(1 / dimensions);
1745 camera_offset += tmp * speed;
1748 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1751 if( autocvar_camera_free )
1753 if ( camera_mode == CAMERA_CHASE )
1755 current_camera_offset = current_origin + current_camera_offset;
1756 camera_offset = current_origin + camera_offset;
1759 camera_mode = CAMERA_FREE;
1760 current_position = current_camera_offset;
1764 if ( camera_mode == CAMERA_FREE )
1766 current_origin = view_origin;
1767 camera_offset = camera_offset - current_origin;
1768 current_camera_offset = current_camera_offset - current_origin;
1771 camera_mode = CAMERA_CHASE;
1773 if(autocvar_camera_chase_smoothly)
1774 current_origin += (view_origin - current_origin) * attenuation;
1776 current_origin = view_origin;
1778 current_position = current_origin + current_camera_offset;
1781 setproperty(VF_ANGLES, current_angles);
1782 setproperty(VF_ORIGIN, current_position);