3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 vector p, dir, ang, q, nextdir;
11 float idx, portal_number, portal1_idx;
13 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
15 if(g_balance_porto_secondary)
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);
86 porto.classname = "porto";
87 porto.draw = Porto_Draw;
88 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
93 vector GetCurrentFov(float fov)
95 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
96 float velocityzoom, curspeed;
99 zoomsensitivity = autocvar_cl_zoomsensitivity;
100 zoomfactor = autocvar_cl_zoomfactor;
101 if(zoomfactor < 1 || zoomfactor > 16)
103 zoomspeed = autocvar_cl_zoomspeed;
105 if(zoomspeed < 0.5 || zoomspeed > 16)
108 zoomdir = button_zoom;
109 if(hud == HUD_NORMAL)
110 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
111 zoomdir += button_attack2;
112 if(spectatee_status > 0 || isdemo())
114 if(spectatorbutton_zoom)
121 // fteqcc failed twice here already, don't optimize this
127 if(zoomin_effect || camera_active)
129 current_viewzoom = min(1, current_viewzoom + drawframetime);
133 if(zoomspeed < 0) // instant zoom
136 current_viewzoom = 1 / zoomfactor;
138 current_viewzoom = 1;
143 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
145 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
149 if(almost_equals(current_viewzoom, 1))
150 current_zoomfraction = 0;
151 else if(almost_equals(current_viewzoom, 1/zoomfactor))
152 current_zoomfraction = 1;
154 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
156 if(zoomsensitivity < 1)
157 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
159 setsensitivityscale(1);
161 makevectors(view_angles);
163 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
167 v = csqcplayer.velocity;
169 switch(autocvar_cl_velocityzoom_type)
171 case 3: curspeed = max(0, v_forward * v); break;
172 case 2: curspeed = (v_forward * v); break;
173 case 1: default: curspeed = vlen(v); break;
176 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
177 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
178 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
180 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
185 float frustumx, frustumy, fovx, fovy;
186 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
187 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
188 fovx = atan2(frustumx, 1) / M_PI * 360.0;
189 fovy = atan2(frustumy, 1) / M_PI * 360.0;
191 return '1 0 0' * fovx + '0 1 0' * fovy;
194 // this function must match W_SetupShot!
195 float zoomscript_caught;
197 vector wcross_origin;
198 float wcross_scale_prev, wcross_alpha_prev;
199 vector wcross_color_prev;
200 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
201 vector wcross_color_goal_prev;
202 float wcross_changedonetime;
204 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
205 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
206 float wcross_name_changestarttime, wcross_name_changedonetime;
207 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
209 entity trueaim_rifle;
211 #define SHOTTYPE_HITTEAM 1
212 #define SHOTTYPE_HITOBSTRUCTION 2
213 #define SHOTTYPE_HITWORLD 3
214 #define SHOTTYPE_HITENEMY 4
219 trueaim.classname = "trueaim";
220 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
221 trueaim_rifle = spawn();
222 trueaim_rifle.classname = "trueaim_rifle";
223 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
226 float EnemyHitCheck()
229 wcross_origin = project_3d_to_2d(trace_endpos);
232 n = trace_ent.entnum;
234 n = trace_networkentity;
236 return SHOTTYPE_HITWORLD;
238 return SHOTTYPE_HITWORLD;
239 t = GetPlayerColor(n - 1);
242 return SHOTTYPE_HITTEAM;
243 if(t == COLOR_SPECTATOR)
244 return SHOTTYPE_HITWORLD;
245 return SHOTTYPE_HITENEMY;
250 float nudge = 1; // added to traceline target and subtracted from result
251 vector vecs, trueaimpoint, w_shotorg;
259 mv = MOVE_NOMONSTERS;
263 case WEP_TUBA: // no aim
264 case WEP_PORTO: // shoots from eye
265 case WEP_HOOK: // no trueaim
266 case WEP_GRENADE_LAUNCHER: // toss curve
267 return SHOTTYPE_HITWORLD;
275 if(zoomscript_caught)
277 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
278 return EnemyHitCheck();
281 case WEP_ROCKET_LAUNCHER: // projectile has a size!
285 case WEP_FIREBALL: // projectile has a size!
289 case WEP_SEEKER: // projectile has a size!
293 case WEP_ELECTRO: // projectile has a size!
299 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
301 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
302 trueaimpoint = trace_endpos;
304 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
305 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
312 dv = view_right * vecs_y + view_up * vecs_z;
313 w_shotorg = view_origin + dv;
315 // now move the vecs forward as much as requested if possible
316 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
317 w_shotorg = trace_endpos - view_forward * nudge;
319 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
320 shottype = EnemyHitCheck();
321 if(shottype != SHOTTYPE_HITWORLD)
325 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
326 // or rather, I know why, but see no fix
327 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
328 // 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
329 return SHOTTYPE_HITOBSTRUCTION;
332 return SHOTTYPE_HITWORLD;
335 void CSQC_common_hud(void);
338 void CSQC_Demo_Camera();
339 float HUD_WouldDrawScoreboard();
341 float CAMERA_FREE = 1;
342 float CAMERA_CHASE = 2;
344 string NextFrameCommand;
345 void CSQC_SPIDER_HUD();
346 void CSQC_RAPTOR_HUD();
348 vector freeze_org, freeze_ang;
349 entity nightvision_noise, nightvision_noise2;
351 #define MAX_TIME_DIFF 5
352 float pickup_crosshair_time, pickup_crosshair_size;
353 float hit_time, typehit_time;
354 float nextsound_hit_time, nextsound_typehit_time;
355 float hitindication_crosshair_time, hitindication_crosshair_size;
356 float use_nex_chargepool;
358 float myhealth, myhealth_prev;
359 float myhealth_flash;
361 float old_blurradius, old_bluralpha;
362 float old_sharpen_intensity;
364 vector myhealth_gentlergb;
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
369 float eventchase_current_distance;
371 vector damage_blurpostprocess, content_blurpostprocess;
377 float cl_notice_run();
378 void CSQC_UpdateView(float w, float h)
384 vector vf_size, vf_min;
387 execute_next_frame();
391 hud = getstati(STAT_HUD);
393 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
394 view_quality = getproperty(VF_MINFPS_QUALITY);
398 button_attack2 = (input_buttons & BUTTON_3);
399 button_zoom = (input_buttons & BUTTON_4);
401 // FIXME do we need this hack?
404 // in demos, input_buttons do not work
405 button_zoom = (autocvar__togglezoom == "-");
408 #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
409 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
410 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
411 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);
412 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
413 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
414 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
415 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
417 vf_size = getpropertyvec(VF_SIZE);
418 vf_min = getpropertyvec(VF_MIN);
419 vid_width = vf_size_x;
420 vid_height = vf_size_y;
422 vector reticle_pos, reticle_size;
423 vector splash_pos, splash_size;
425 WaypointSprite_Load();
427 CSQCPlayer_SetCamera();
429 #ifdef COMPAT_XON050_ENGINE
431 myteam = GetPlayerColor(spectatee_status - 1);
434 myteam = GetPlayerColor(player_localentnum - 1);
436 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
438 // event chase camera
439 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
441 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
443 // 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.)
444 vector current_view_origin = getpropertyvec(VF_ORIGIN);
446 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
447 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
448 if(!autocvar_chase_active)
449 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)
451 // make the camera smooth back
452 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
453 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
454 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
455 eventchase_current_distance = autocvar_cl_eventchase_distance;
457 vector eventchase_target_origin;
458 makevectors(view_angles);
459 // pass 1, used to check where the camera would go and obtain the trace_fraction
460 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
461 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
462 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
463 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
464 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
465 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
467 setproperty(VF_ORIGIN, trace_endpos);
468 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
470 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
472 cvar_set("chase_active", "0");
473 eventchase_current_distance = 0; // start from 0 next time
477 // do lockview after event chase camera so that it still applies whenever necessary.
478 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
480 setproperty(VF_ORIGIN, freeze_org);
481 setproperty(VF_ANGLES, freeze_ang);
485 freeze_org = getpropertyvec(VF_ORIGIN);
486 freeze_ang = getpropertyvec(VF_ANGLES);
490 //WarpZone_FixPMove();
493 view_origin = getpropertyvec(VF_ORIGIN);
494 view_angles = getpropertyvec(VF_ANGLES);
495 makevectors(view_angles);
496 view_forward = v_forward;
497 view_right = v_right;
501 if(time > blurtest_time0 && time < blurtest_time1)
505 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
506 r = t * blurtest_radius;
507 f = 1 / pow(t, blurtest_power) - 1;
509 cvar_set("r_glsl_postprocess", "1");
510 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
514 cvar_set("r_glsl_postprocess", "0");
515 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
519 TargetMusic_Advance();
523 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
525 drawframetime = bound(0.000001, time - drawtime, 1);
528 // watch for gametype changes here...
529 // in ParseStuffCMD the cmd isn't executed yet :/
530 // might even be better to add the gametype to TE_CSQC_INIT...?
534 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
536 if(calledhooks & HOOK_START)
538 localcmd("\ncl_hook_gameend\n");
539 calledhooks |= HOOK_END;
548 if(!zoomscript_caught)
550 localcmd("+button9\n");
551 zoomscript_caught = 1;
556 if(zoomscript_caught)
558 localcmd("-button9\n");
559 zoomscript_caught = 0;
563 ColorTranslateMode = autocvar_cl_stripcolorcodes;
565 // next WANTED weapon (for HUD)
566 switchweapon = getstati(STAT_SWITCHWEAPON);
568 // currently switching-to weapon (for crosshair)
569 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
571 // actually active weapon (for zoom)
572 activeweapon = getstati(STAT_ACTIVEWEAPON);
574 f = (serverflags & SERVERFLAG_TEAMPLAY);
581 if(last_switchweapon != switchweapon) {
583 last_switchweapon = switchweapon;
585 if(last_activeweapon != activeweapon) {
586 last_activeweapon = activeweapon;
588 e = get_weaponinfo(activeweapon);
590 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
592 localcmd("\ncl_hook_activeweapon none\n");
595 // ALWAYS Clear Current Scene First
597 #ifdef WORKAROUND_XON010
598 if(checkextension("DP_CSQC_ROTATEMOVES"))
601 setproperty(VF_ORIGIN, view_origin);
602 setproperty(VF_ANGLES, view_angles);
603 #ifdef WORKAROUND_XON010
607 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
608 setproperty(VF_SIZE, vf_size);
609 setproperty(VF_MIN, vf_min);
611 // Assign Standard Viewflags
612 // Draw the World (and sky)
613 setproperty(VF_DRAWWORLD, 1);
615 // Set the console size vars
616 vid_conwidth = autocvar_vid_conwidth;
617 vid_conheight = autocvar_vid_conheight;
618 vid_pixelheight = autocvar_vid_pixelheight;
620 setproperty(VF_FOV, GetCurrentFov(fov));
622 // Camera for demo playback
625 if(autocvar_camera_enable)
629 cvar_set("chase_active", ftos(chase_active_backup));
630 cvar_set("cl_demo_mousegrab", "0");
631 camera_active = FALSE;
635 else if(autocvar_camera_enable)
637 else if(autocvar_camera_enable && isdemo())
640 // Enable required Darkplaces cvars
641 chase_active_backup = autocvar_chase_active;
642 cvar_set("chase_active", "2");
643 cvar_set("cl_demo_mousegrab", "1");
644 camera_active = TRUE;
648 // Draw the Crosshair
649 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
651 // Draw the Engine Status Bar (the default Quake HUD)
652 setproperty(VF_DRAWENGINESBAR, 0);
654 // Update the mouse position
656 mousepos_x = vid_conwidth;
657 mousepos_y = vid_conheight;
658 mousepos = mousepos*0.5 + getmousepos();
662 for(self = world; (self = nextent(self)); )
667 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
670 // now switch to 2D drawing mode by calling a 2D drawing function
671 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
672 // next R_RenderScene call
673 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
675 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
676 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
678 // apply night vision effect
679 vector tc_00, tc_01, tc_10, tc_11;
681 rgb_x = 0; // fteqcc sucks
682 rgb_y = 0; // fteqcc sucks
683 rgb_z = 0; // fteqcc sucks
685 if(!nightvision_noise)
687 nightvision_noise = spawn();
688 nightvision_noise.classname = "nightvision_noise";
690 if(!nightvision_noise2)
692 nightvision_noise2 = spawn();
693 nightvision_noise2.classname = "nightvision_noise2";
696 // color tint in yellow
697 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
700 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
702 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
703 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
704 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
705 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
706 tc_11 = tc_01 + tc_10 - tc_00;
707 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
708 R_PolygonVertex('0 0 0', tc_00, rgb, a);
709 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
710 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
711 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
715 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
716 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
717 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
718 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
719 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
720 tc_11 = tc_01 + tc_10 - tc_00;
721 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
722 R_PolygonVertex('0 0 0', tc_00, rgb, a);
723 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
724 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
725 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
729 // Draw the aiming reticle for weapons that use it
730 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
731 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
732 // the view to go back to normal, so reticle_type would become 0 as we fade out)
733 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
734 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
735 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
736 reticle_type = 2; // nex zoom
737 else if(button_zoom || zoomscript_caught)
738 reticle_type = 1; // normal zoom
739 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
740 reticle_type = 2; // nex zoom
742 if(reticle_type && autocvar_cl_reticle)
744 if(autocvar_cl_reticle_stretch)
746 reticle_size_x = vid_conwidth;
747 reticle_size_y = vid_conheight;
753 reticle_size_x = max(vid_conwidth, vid_conheight);
754 reticle_size_y = max(vid_conwidth, vid_conheight);
755 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
756 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
759 f = current_zoomfraction;
760 if(zoomscript_caught)
762 if(autocvar_cl_reticle_item_normal)
764 if(reticle_type == 1 && f)
765 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
767 if(autocvar_cl_reticle_item_nex)
769 if(reticle_type == 2 && f)
770 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
775 // improved polyblend
777 if(autocvar_hud_contents)
779 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
782 switch(pointcontents(view_origin))
785 liquidalpha = autocvar_hud_contents_water_alpha;
786 liquidcolor = stov(autocvar_hud_contents_water_color);
791 liquidalpha = autocvar_hud_contents_lava_alpha;
792 liquidcolor = stov(autocvar_hud_contents_lava_color);
797 liquidalpha = autocvar_hud_contents_slime_alpha;
798 liquidcolor = stov(autocvar_hud_contents_slime_color);
804 liquidcolor = '0 0 0';
809 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
810 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
811 contentfadetime = autocvar_hud_contents_fadeintime;
812 liquidalpha_prev = liquidalpha;
813 liquidcolor_prev = liquidcolor;
816 contentfadetime = autocvar_hud_contents_fadeouttime;
818 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
819 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
822 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
824 if(autocvar_hud_postprocessing)
826 if(autocvar_hud_contents_blur && contentavgalpha)
828 content_blurpostprocess_x = 1;
829 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
830 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
834 content_blurpostprocess_x = 0;
835 content_blurpostprocess_y = 0;
836 content_blurpostprocess_z = 0;
841 if(autocvar_hud_damage)
843 splash_size_x = max(vid_conwidth, vid_conheight);
844 splash_size_y = max(vid_conwidth, vid_conheight);
845 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
846 splash_pos_y = (vid_conheight - splash_size_y) / 2;
848 float myhealth_flash_temp;
849 myhealth = getstati(STAT_HEALTH);
852 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
854 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
856 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
857 pain_threshold = autocvar_hud_damage_pain_threshold;
858 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
859 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
861 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
863 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);
866 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
868 if(myhealth_prev < 1)
872 myhealth_flash = 0; // just spawned, clear the flash immediately
873 myhealth_flash_temp = 0;
877 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
881 if(spectatee_status == -1 || intermission)
883 myhealth_flash = 0; // observing, or match ended
884 myhealth_flash_temp = 0;
887 myhealth_prev = myhealth;
889 // IDEA: change damage color/picture based on player model for robot/alien species?
890 // pro: matches model better
891 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
892 // maybe different reddish pics?
893 if(autocvar_chase_active >= 0) // not while the event chase camera is active
895 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
897 if(autocvar_cl_gentle_damage == 2)
899 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
901 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
905 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
907 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);
910 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
913 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.
915 if(autocvar_hud_damage_blur && myhealth_flash_temp)
917 damage_blurpostprocess_x = 1;
918 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
919 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
923 damage_blurpostprocess_x = 0;
924 damage_blurpostprocess_y = 0;
925 damage_blurpostprocess_z = 0;
930 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
931 float e2 = (autocvar_hud_powerup != 0);
932 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
934 // enable or disable rendering types if they are used or not
935 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
936 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
938 // blur postprocess handling done first (used by hud_damage and hud_contents)
939 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
941 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
942 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
943 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
945 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
946 old_blurradius = blurradius;
947 old_bluralpha = bluralpha;
950 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
952 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
957 // edge detection postprocess handling done second (used by hud_powerup)
958 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
959 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
960 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
962 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.
964 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
966 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
968 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
969 old_sharpen_intensity = sharpen_intensity;
972 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
974 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
975 old_sharpen_intensity = 0;
978 if(cvar("r_glsl_postprocess") == 0)
979 cvar_set("r_glsl_postprocess", "2");
981 else if(cvar("r_glsl_postprocess") == 2)
982 cvar_set("r_glsl_postprocess", "0");
987 /*if(gametype == MAPINFO_TYPE_CTF)
994 for(self = world; (self = nextent(self)); )
998 Draw_ShowNames_All();
1000 scoreboard_active = HUD_WouldDrawScoreboard();
1002 hit_time = getstatf(STAT_HIT_TIME);
1003 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1005 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1006 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1008 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1010 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1011 if(typehit_time > nextsound_typehit_time)
1013 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1014 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1016 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1021 if(gametype == MAPINFO_TYPE_FREEZETAG)
1023 if(getstati(STAT_FROZEN))
1024 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1025 if(getstatf(STAT_REVIVE_PROGRESS))
1027 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);
1028 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1032 if(autocvar_r_letterbox == 0)
1033 if(autocvar_viewsize < 120)
1036 // crosshair goes VERY LAST
1037 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1039 if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1042 string wcross_style;
1043 float wcross_alpha, wcross_resolution;
1044 wcross_style = autocvar_crosshair;
1045 if (wcross_style == "0")
1047 wcross_resolution = autocvar_crosshair_size;
1048 if (wcross_resolution == 0)
1050 wcross_alpha = autocvar_crosshair_alpha;
1051 if (wcross_alpha == 0)
1057 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1058 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1059 wcross_origin_z = 0;
1060 if(autocvar_crosshair_hittest)
1062 vector wcross_oldorigin;
1063 wcross_oldorigin = wcross_origin;
1064 shottype = TrueAimCheck();
1065 if(shottype == SHOTTYPE_HITWORLD)
1067 v = wcross_origin - wcross_oldorigin;
1068 v_x /= vid_conwidth;
1069 v_y /= vid_conheight;
1071 shottype = SHOTTYPE_HITOBSTRUCTION;
1073 if(!autocvar_crosshair_hittest_showimpact)
1074 wcross_origin = wcross_oldorigin;
1077 shottype = SHOTTYPE_HITWORLD;
1079 vector wcross_color, wcross_size;
1080 string wcross_wep, wcross_name;
1081 float wcross_scale, wcross_blur;
1083 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1084 e = get_weaponinfo(switchingweapon);
1085 if (e && e.netname != "")
1087 wcross_wep = e.netname;
1088 if(autocvar_crosshair_per_weapon)
1090 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1091 if (wcross_resolution == 0)
1093 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1094 if (wcross_alpha == 0)
1097 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1098 if(wcross_style == "" || wcross_style == "0")
1099 wcross_style = wcross_wep;
1103 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1104 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1105 else if(autocvar_crosshair_color_by_health)
1107 float x = getstati(STAT_HEALTH);
1122 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1123 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1127 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1128 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1129 wcross_color_z = 1 - (x-100)*0.02;
1135 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1140 wcross_color_y = (x-20)*90/27/100;
1141 wcross_color_z = (x-20)*90/27/100 * 0.2;
1150 wcross_color = stov(autocvar_crosshair_color);
1152 wcross_name = strcat("gfx/crosshair", wcross_style);
1154 if(autocvar_crosshair_effect_scalefade)
1156 wcross_scale = wcross_resolution;
1157 wcross_resolution = 1;
1164 if(autocvar_crosshair_pickup)
1166 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1168 if(pickup_crosshair_time < stat_pickup_time)
1170 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1171 pickup_crosshair_size = 1;
1173 pickup_crosshair_time = stat_pickup_time;
1176 if(pickup_crosshair_size > 0)
1177 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1179 pickup_crosshair_size = 0;
1181 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1184 if(autocvar_crosshair_hitindication)
1186 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1187 if(hitindication_crosshair_time < hit_time)
1189 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1190 hitindication_crosshair_size = 1;
1192 hitindication_crosshair_time = hit_time;
1195 if(hitindication_crosshair_size > 0)
1196 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1198 hitindication_crosshair_size = 0;
1200 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1201 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1202 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1203 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1206 if(shottype == SHOTTYPE_HITENEMY)
1207 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1208 if(shottype == SHOTTYPE_HITTEAM)
1209 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1211 f = autocvar_crosshair_effect_speed;
1213 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1214 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1216 wcross_changedonetime = time + f;
1218 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1220 wcross_name_changestarttime = time;
1221 wcross_name_changedonetime = time + f;
1222 if(wcross_name_goal_prev_prev)
1223 strunzone(wcross_name_goal_prev_prev);
1224 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1225 wcross_name_goal_prev = strzone(wcross_name);
1226 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1227 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1228 wcross_resolution_goal_prev = wcross_resolution;
1231 wcross_scale_goal_prev = wcross_scale;
1232 wcross_alpha_goal_prev = wcross_alpha;
1233 wcross_color_goal_prev = wcross_color;
1235 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1238 wcross_alpha *= 0.75;
1242 // *_prev is at time-frametime
1243 // * is at wcross_changedonetime+f
1244 // what do we have at time?
1245 if(time < wcross_changedonetime)
1247 f = frametime / (wcross_changedonetime - time + frametime);
1248 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1249 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1250 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1253 wcross_scale_prev = wcross_scale;
1254 wcross_alpha_prev = wcross_alpha;
1255 wcross_color_prev = wcross_color;
1257 wcross_scale *= 1 - autocvar__menu_alpha;
1258 wcross_alpha *= 1 - autocvar__menu_alpha;
1259 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1261 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1263 // crosshair rings for weapon stats
1264 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1266 // declarations and stats
1267 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1268 string ring_image, ring_inner_image;
1269 vector ring_rgb, ring_inner_rgb;
1271 ring_scale = autocvar_crosshair_ring_size;
1273 float weapon_clipload, weapon_clipsize;
1274 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1275 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1277 float nex_charge, nex_chargepool;
1278 nex_charge = getstatf(STAT_NEX_CHARGE);
1279 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1281 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1282 nex_charge_movingavg = nex_charge;
1285 // handle the values
1286 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1288 if (nex_chargepool || use_nex_chargepool) {
1289 use_nex_chargepool = 1;
1290 ring_inner_value = nex_chargepool;
1292 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1293 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1296 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1297 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;
1298 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1300 // draw the outer ring to show the current charge of the weapon
1301 ring_value = nex_charge;
1302 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1303 ring_rgb = wcross_color;
1304 ring_image = "gfx/crosshair_ring_nexgun.tga";
1306 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1308 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.
1309 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1310 ring_rgb = wcross_color;
1311 ring_image = "gfx/crosshair_ring.tga";
1313 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1315 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1316 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1317 ring_rgb = wcross_color;
1318 ring_image = "gfx/crosshair_ring.tga";
1321 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1323 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1324 ring_scale = autocvar_crosshair_ring_reload_size;
1325 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1326 ring_rgb = wcross_color;
1328 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1329 // if a new image for another weapon is added, add the code (and its respective file/value) here
1330 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1331 ring_image = "gfx/crosshair_ring_rifle.tga";
1333 ring_image = "gfx/crosshair_ring.tga";
1336 // if in weapon switch animation, fade ring out/in
1337 if(g_weaponswitchdelay > 0)
1339 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1341 ring_alpha *= fabs(1 - f);
1344 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1345 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1348 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1351 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1354 if(wcross_blur > 0) \
1356 for(i = -2; i <= 2; ++i) \
1357 for(j = -2; j <= 2; ++j) \
1358 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1362 M(0,0,sz,wcross_name,wcross_alpha); \
1367 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1368 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)
1370 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1371 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1373 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1375 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1376 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1377 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1384 wcross_name_alpha_goal_prev = f;
1386 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1387 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1389 if(autocvar_crosshair_dot)
1391 vector wcross_color_old;
1392 wcross_color_old = wcross_color;
1394 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1395 wcross_color = stov(autocvar_crosshair_dot_color);
1397 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1398 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1399 wcross_color = wcross_color_old;
1405 wcross_scale_prev = 0;
1406 wcross_alpha_prev = 0;
1407 wcross_scale_goal_prev = 0;
1408 wcross_alpha_goal_prev = 0;
1409 wcross_changedonetime = 0;
1410 if(wcross_name_goal_prev)
1411 strunzone(wcross_name_goal_prev);
1412 wcross_name_goal_prev = string_null;
1413 if(wcross_name_goal_prev_prev)
1414 strunzone(wcross_name_goal_prev_prev);
1415 wcross_name_goal_prev_prev = string_null;
1416 wcross_name_changestarttime = 0;
1417 wcross_name_changedonetime = 0;
1418 wcross_name_alpha_goal_prev = 0;
1419 wcross_name_alpha_goal_prev_prev = 0;
1420 wcross_resolution_goal_prev = 0;
1421 wcross_resolution_goal_prev_prev = 0;
1425 if(NextFrameCommand)
1427 localcmd("\n", NextFrameCommand, "\n");
1428 NextFrameCommand = string_null;
1431 // we must do this check AFTER a frame was rendered, or it won't work
1432 if(cs_project_is_b0rked == 0)
1435 w0 = ftos(autocvar_vid_conwidth);
1436 h0 = ftos(autocvar_vid_conheight);
1437 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1438 //setproperty(VF_FOV, '90 90 0');
1439 setproperty(VF_ORIGIN, '0 0 0');
1440 setproperty(VF_ANGLES, '0 0 0');
1441 setproperty(VF_PERSPECTIVE, 1);
1442 makevectors('0 0 0');
1444 cvar_set("vid_conwidth", "800");
1445 cvar_set("vid_conheight", "600");
1446 v1 = cs_project(v_forward);
1447 cvar_set("vid_conwidth", "640");
1448 cvar_set("vid_conheight", "480");
1449 v2 = cs_project(v_forward);
1451 cs_project_is_b0rked = 1;
1453 cs_project_is_b0rked = -1;
1454 cvar_set("vid_conwidth", w0);
1455 cvar_set("vid_conheight", h0);
1458 if(autocvar__hud_configure)
1461 if(hud && !intermission)
1463 if(hud == HUD_SPIDERBOT)
1465 else if(hud == HUD_WAKIZASHI)
1466 CSQC_WAKIZASHI_HUD();
1467 else if(hud == HUD_RAPTOR)
1469 else if(hud == HUD_BUMBLEBEE)
1475 // let's reset the view back to normal for the end
1476 setproperty(VF_MIN, '0 0 0');
1477 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1481 void CSQC_common_hud(void)
1483 // do some accuracy var caching
1485 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1487 if(autocvar_accuracy_color_levels != acc_color_levels)
1489 if(acc_color_levels)
1490 strunzone(acc_color_levels);
1491 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1492 acc_levels = tokenize_console(acc_color_levels);
1493 if (acc_levels > MAX_ACCURACY_LEVELS)
1494 acc_levels = MAX_ACCURACY_LEVELS;
1496 for (i = 0; i < acc_levels; ++i)
1497 acc_lev[i] = stof(argv(i)) / 100.0;
1499 // let know that acc_col[] needs to be loaded
1500 acc_col[0] = '-1 0 0';
1503 HUD_Main(); // always run these functions for alpha checks
1504 HUD_DrawScoreboard();
1506 if (scoreboard_active) // scoreboard/accuracy
1508 else if (intermission == 2) // map voting screen
1510 HUD_FinaleOverlay();
1521 CSQC_WAKIZASHI_HUD();
1532 // following vectors must be global to allow seamless switching between camera modes
1533 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1534 void CSQC_Demo_Camera()
1536 float speed, attenuation, dimensions;
1539 if( autocvar_camera_reset || !camera_mode )
1541 camera_offset = '0 0 0';
1542 current_angles = '0 0 0';
1543 camera_direction = '0 0 0';
1544 camera_offset_z += 30;
1545 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1546 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1547 current_origin = view_origin;
1548 current_camera_offset = camera_offset;
1549 cvar_set("camera_reset", "0");
1550 camera_mode = CAMERA_CHASE;
1555 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1557 if(autocvar_camera_look_player)
1562 dir = normalize(view_origin - current_position);
1564 mouse_angles = vectoangles(dir);
1565 mouse_angles_x = mouse_angles_x * -1;
1570 tmp = getmousepos() * 0.1;
1571 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1573 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1574 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1578 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1579 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1580 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1581 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1583 // Fix difference when angles don't have the same sign
1585 if(mouse_angles_y < -60 && current_angles_y > 60)
1587 if(mouse_angles_y > 60 && current_angles_y < -60)
1590 if(autocvar_camera_look_player)
1591 attenuation = autocvar_camera_look_attenuation;
1593 attenuation = autocvar_camera_speed_attenuation;
1595 attenuation = 1 / max(1, attenuation);
1596 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1598 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1599 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1600 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1601 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1607 if( camera_direction_x )
1609 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1610 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1611 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1612 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1616 if( camera_direction_y )
1618 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1619 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1620 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1624 if( camera_direction_z )
1626 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1630 if(autocvar_camera_free)
1631 speed = autocvar_camera_speed_free;
1633 speed = autocvar_camera_speed_chase;
1637 speed = speed * sqrt(1 / dimensions);
1638 camera_offset += tmp * speed;
1641 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1644 if( autocvar_camera_free )
1646 if ( camera_mode == CAMERA_CHASE )
1648 current_camera_offset = current_origin + current_camera_offset;
1649 camera_offset = current_origin + camera_offset;
1652 camera_mode = CAMERA_FREE;
1653 current_position = current_camera_offset;
1657 if ( camera_mode == CAMERA_FREE )
1659 current_origin = view_origin;
1660 camera_offset = camera_offset - current_origin;
1661 current_camera_offset = current_camera_offset - current_origin;
1664 camera_mode = CAMERA_CHASE;
1666 if(autocvar_camera_chase_smoothly)
1667 current_origin += (view_origin - current_origin) * attenuation;
1669 current_origin = view_origin;
1671 current_position = current_origin + current_camera_offset;
1674 setproperty(VF_ANGLES, current_angles);
1675 setproperty(VF_ORIGIN, current_position);