3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
12 vector p, dir, ang, q, nextdir;
13 float idx, portal_number, portal1_idx;
15 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
61 if(portal_number >= 2)
71 if(idx-1 >= portal1_idx)
73 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
77 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
84 * Checks whether the server initiated a map restart (stat_game_starttime changed)
86 * TODO: Use a better solution where a common shared entitiy is used that contains
87 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88 * and STAT_FRAGLIMIT to be auto-sent)
90 void CheckForGamestartChange() {
92 startTime = getstatf(STAT_GAMESTARTTIME);
93 if (previous_game_starttime != startTime) {
94 if ((time + 5.0) < startTime) {
95 //if connecting to server while restart was active don't always play prepareforbattle
96 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
98 if (time < startTime) {
99 restartAnnouncer = spawn();
100 restartAnnouncer.think = restartAnnouncer_Think;
101 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
104 previous_game_starttime = startTime;
110 porto.classname = "porto";
111 porto.draw = Porto_Draw;
112 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 vector GetCurrentFov(float fov)
119 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
121 zoomsensitivity = autocvar_cl_zoomsensitivity;
122 zoomfactor = autocvar_cl_zoomfactor;
123 if(zoomfactor < 1 || zoomfactor > 16)
125 zoomspeed = autocvar_cl_zoomspeed;
127 if(zoomspeed < 0.5 || zoomspeed > 16)
130 zoomdir = button_zoom;
131 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
132 zoomdir += button_attack2;
133 if(spectatee_status > 0 || isdemo())
135 if(spectatorbutton_zoom)
136 zoomdir = 0 + !zoomdir;
137 // do not even THINK about removing this 0
138 // _I_ know what I am doing
145 if(zoomin_effect || camera_active)
147 current_viewzoom = min(1, current_viewzoom + drawframetime);
151 if(zoomspeed < 0) // instant zoom
154 current_viewzoom = 1 / zoomfactor;
156 current_viewzoom = 1;
161 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
163 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
167 if(almost_equals(current_viewzoom, 1))
168 current_zoomfraction = 0;
169 else if(almost_equals(current_viewzoom, 1/zoomfactor))
170 current_zoomfraction = 1;
172 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
174 if(zoomsensitivity < 1)
175 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
177 setsensitivityscale(1);
179 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
180 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
181 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
183 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", 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);
231 if(trace_networkentity < 1)
232 return SHOTTYPE_HITWORLD;
233 if(trace_networkentity > maxclients)
234 return SHOTTYPE_HITWORLD;
235 t = GetPlayerColor(trace_networkentity - 1);
238 return SHOTTYPE_HITTEAM;
239 if(t == COLOR_SPECTATOR)
240 return SHOTTYPE_HITWORLD;
241 return SHOTTYPE_HITENEMY;
246 float nudge = 1; // added to traceline target and subtracted from result
247 vector vecs, trueaimpoint, w_shotorg;
255 mv = MOVE_NOMONSTERS;
259 case WEP_TUBA: // no aim
260 case WEP_PORTO: // shoots from eye
261 case WEP_HOOK: // no trueaim
262 case WEP_GRENADE_LAUNCHER: // toss curve
263 return SHOTTYPE_HITWORLD;
271 if(zoomscript_caught)
273 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
274 return EnemyHitCheck();
277 case WEP_ROCKET_LAUNCHER: // projectile has a size!
281 case WEP_FIREBALL: // projectile has a size!
285 case WEP_SEEKER: // projectile has a size!
289 case WEP_ELECTRO: // projectile has a size!
295 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
297 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
298 trueaimpoint = trace_endpos;
300 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
301 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
308 dv = view_right * vecs_y + view_up * vecs_z;
309 w_shotorg = view_origin + dv;
311 // now move the vecs forward as much as requested if possible
312 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
313 w_shotorg = trace_endpos - view_forward * nudge;
315 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
316 shottype = EnemyHitCheck();
317 if(shottype != SHOTTYPE_HITWORLD)
321 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
322 // or rather, I know why, but see no fix
323 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
324 // 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
325 return SHOTTYPE_HITOBSTRUCTION;
328 return SHOTTYPE_HITWORLD;
331 void CSQC_common_hud(void);
334 void CSQC_Demo_Camera();
335 float HUD_WouldDrawScoreboard();
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
343 vector freeze_pmove_org, freeze_input_angles;
344 entity nightvision_noise, nightvision_noise2;
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
355 vector myhealth_gentlergb;
357 float contentavgalpha, liquidalpha_prev;
358 vector liquidcolor_prev;
360 float eventchase_current_distance;
364 void CSQC_UpdateView(float w, float h)
370 vector vf_size, vf_min;
373 hud = getstati(STAT_HUD);
375 button_attack2 = (input_buttons & BUTTON_3);
376 button_zoom = (input_buttons & BUTTON_4);
378 #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
379 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
380 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
381 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);
382 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
383 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
384 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
386 vf_size = R_SetView3fv(VF_SIZE);
387 vf_min = R_SetView3fv(VF_MIN);
388 vid_width = vf_size_x;
389 vid_height = vf_size_y;
391 vector reticle_pos, reticle_size;
392 vector splash_pos, splash_size;
394 WaypointSprite_Load();
397 myteam = GetPlayerColor(spectatee_status - 1);
399 myteam = GetPlayerColor(player_localentnum - 1);
401 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
402 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
404 warpzone_fixview_origin = pmove_org + vo;
405 warpzone_fixview_cl_viewangles = input_angles;
406 warpzone_fixview_angles = view_angles;
408 pmove_org = warpzone_fixview_origin - vo;
409 input_angles = warpzone_fixview_cl_viewangles;
410 view_angles = warpzone_fixview_angles;
412 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
414 pmove_org = freeze_pmove_org;
415 input_angles = view_angles = freeze_input_angles;
416 R_SetView(VF_ORIGIN, pmove_org + vo);
417 R_SetView(VF_ANGLES, view_angles);
418 //R_SetView(VF_CL_VIEWANGLES, input_angles);
420 freeze_pmove_org = pmove_org;
421 freeze_input_angles = input_angles;
423 // event chase camera
424 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
426 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
428 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
429 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
430 if(!autocvar_chase_active)
431 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)
433 // make the camera smooth back
434 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
435 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
436 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
437 eventchase_current_distance = autocvar_cl_eventchase_distance;
439 vector eventchase_target_origin;
440 makevectors(view_angles);
441 // pass 1, used to check where the camera would go and obtain the trace_fraction
442 eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
444 traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
445 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
446 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
447 eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
449 R_SetView(VF_ORIGIN, eventchase_target_origin);
450 R_SetView(VF_ANGLES, view_angles);
452 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
454 cvar_set("chase_active", "0");
455 eventchase_current_distance = 0; // start from 0 next time
460 if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
465 view_origin = vehicle_hudmodel.origin; //pmove_org + vo + randomvec() * 20;
466 view_angles = input_angles;
467 R_SetView(VF_ORIGIN, view_origin);
468 makevectors(view_angles);
469 view_forward = v_forward;
470 view_right = v_right;
477 view_origin = pmove_org + vo;
478 view_angles = input_angles;
479 makevectors(view_angles);
480 view_forward = v_forward;
481 view_right = v_right;
490 if(time > blurtest_time0 && time < blurtest_time1)
494 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
495 r = t * blurtest_radius;
496 f = 1 / pow(t, blurtest_power) - 1;
498 cvar_set("r_glsl_postprocess", "1");
499 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
503 cvar_set("r_glsl_postprocess", "0");
504 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
508 TargetMusic_Advance();
511 drawframetime = max(0.000001, time - drawtime);
514 // watch for gametype changes here...
515 // in ParseStuffCMD the cmd isn't executed yet :/
516 // might even be better to add the gametype to TE_CSQC_INIT...?
520 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
521 if(calledhooks & HOOK_START)
523 localcmd("\ncl_hook_gameend\n");
524 calledhooks |= HOOK_END;
527 CheckForGamestartChange();
535 if(!zoomscript_caught)
537 localcmd("+button9\n");
538 zoomscript_caught = 1;
543 if(zoomscript_caught)
545 localcmd("-button9\n");
546 zoomscript_caught = 0;
550 ColorTranslateMode = autocvar_cl_stripcolorcodes;
551 activeweapon = getstati(STAT_SWITCHWEAPON);
552 f = (serverflags & SERVERFLAG_TEAMPLAY);
559 if(last_weapon != activeweapon) {
561 last_weapon = activeweapon;
563 e = get_weaponinfo(activeweapon);
565 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
567 localcmd("\ncl_hook_activeweapon none\n");
570 // ALWAYS Clear Current Scene First
573 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
574 R_SetView(VF_SIZE, vf_size);
575 R_SetView(VF_MIN, vf_min);
577 // Assign Standard Viewflags
578 // Draw the World (and sky)
579 R_SetView(VF_DRAWWORLD, 1);
581 // Set the console size vars
582 vid_conwidth = autocvar_vid_conwidth;
583 vid_conheight = autocvar_vid_conheight;
584 vid_pixelheight = autocvar_vid_pixelheight;
586 R_SetView(VF_FOV, GetCurrentFov(fov));
588 // Camera for demo playback
591 if(autocvar_camera_enable)
595 cvar_set("chase_active", ftos(chase_active_backup));
596 cvar_set("cl_demo_mousegrab", "0");
597 camera_active = FALSE;
601 else if(autocvar_camera_enable)
603 else if(autocvar_camera_enable && isdemo())
606 // Enable required Darkplaces cvars
607 chase_active_backup = autocvar_chase_active;
608 cvar_set("chase_active", "2");
609 cvar_set("cl_demo_mousegrab", "1");
610 camera_active = TRUE;
614 // Draw the Crosshair
615 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
617 // Draw the Engine Status Bar (the default Quake HUD)
618 R_SetView(VF_DRAWENGINEHUD, 0);
620 // Update the mouse position
622 mousepos_x = vid_conwidth;
623 mousepos_y = vid_conheight;
624 mousepos = mousepos*0.5 + getmousepos();
628 for(self = world; (self = nextent(self)); )
633 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
636 // now switch to 2D drawing mode by calling a 2D drawing function
637 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
638 // next R_RenderScene call
639 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
641 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
642 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
644 // apply night vision effect
645 vector rgb, tc_00, tc_01, tc_10, tc_11;
647 if(!nightvision_noise)
649 nightvision_noise = spawn();
650 nightvision_noise.classname = "nightvision_noise";
652 if(!nightvision_noise2)
654 nightvision_noise2 = spawn();
655 nightvision_noise2.classname = "nightvision_noise2";
658 // color tint in yellow
659 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
662 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
664 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
665 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
666 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
667 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
668 tc_11 = tc_01 + tc_10 - tc_00;
669 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
670 R_PolygonVertex('0 0 0', tc_00, rgb, a);
671 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
672 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
673 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
677 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
678 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
679 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
680 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
681 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
682 tc_11 = tc_01 + tc_10 - tc_00;
683 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
684 R_PolygonVertex('0 0 0', tc_00, rgb, a);
685 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
686 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
687 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
691 // Draw the aiming reticle for weapons that use it
692 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
693 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
694 // the view to go back to normal, so reticle_type would become 0 as we fade out)
695 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
696 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
697 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
698 reticle_type = 2; // nex zoom
699 else if(button_zoom || zoomscript_caught)
700 reticle_type = 1; // normal zoom
701 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
702 reticle_type = 2; // nex zoom
706 if(autocvar_cl_reticle_stretch)
708 reticle_size_x = vid_conwidth;
709 reticle_size_y = vid_conheight;
715 reticle_size_x = max(vid_conwidth, vid_conheight);
716 reticle_size_y = max(vid_conwidth, vid_conheight);
717 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
718 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
721 f = current_zoomfraction;
722 if(zoomscript_caught)
724 if(autocvar_cl_reticle_item_normal)
726 if(reticle_type == 1 && f)
727 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
729 if(autocvar_cl_reticle_item_nex)
731 if(reticle_type == 2 && f)
732 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
737 // improved polyblend
739 if(autocvar_hud_contents)
741 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
744 switch(pointcontents(view_origin))
747 liquidalpha = autocvar_hud_contents_water_alpha;
748 liquidcolor = stov(autocvar_hud_contents_water_color);
753 liquidalpha = autocvar_hud_contents_lava_alpha;
754 liquidcolor = stov(autocvar_hud_contents_lava_color);
759 liquidalpha = autocvar_hud_contents_slime_alpha;
760 liquidcolor = stov(autocvar_hud_contents_slime_color);
766 liquidcolor = '0 0 0';
771 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
772 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
773 contentfadetime = autocvar_hud_contents_fadeintime;
774 liquidalpha_prev = liquidalpha;
775 liquidcolor_prev = liquidcolor;
778 contentfadetime = autocvar_hud_contents_fadeouttime;
780 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
781 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
784 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
787 if(autocvar_hud_damage)
789 splash_size_x = max(vid_conwidth, vid_conheight);
790 splash_size_y = max(vid_conwidth, vid_conheight);
791 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
792 splash_pos_y = (vid_conheight - splash_size_y) / 2;
794 float myhealth_flash_temp;
795 myhealth = getstati(STAT_HEALTH);
798 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
800 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
802 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
803 pain_threshold = autocvar_hud_damage_pain_threshold;
804 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
805 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
807 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
809 pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
812 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
814 if(myhealth_prev < 1)
818 myhealth_flash = 0; // just spawned, clear the flash immediately
819 myhealth_flash_temp = 0;
823 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
827 if(spectatee_status == -1 || intermission)
829 myhealth_flash = 0; // observing, or match ended
830 myhealth_flash_temp = 0;
833 myhealth_prev = myhealth;
835 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
837 if(autocvar_cl_gentle_damage == 2)
839 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
841 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
845 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
847 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
850 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
853 // Draw the mouse cursor
854 // NOTE: drawpic must happen after R_RenderScene for some reason
855 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
856 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
857 //self = edict_num(player_localnum);
858 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
859 //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
860 // as long as the ctf part isn't in, this is useless
864 /*if(gametype == GAME_CTF)
871 for(self = world; (self = nextent(self)); )
875 Draw_ShowNames_All();
877 scoreboard_active = HUD_WouldDrawScoreboard();
879 hit_time = getstatf(STAT_HIT_TIME);
880 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
882 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
883 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
885 typehit_time = getstatf(STAT_TYPEHIT_TIME);
886 if(typehit_time > nextsound_typehit_time)
888 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
889 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
892 if(hud == HUD_SPIDERBOT)
894 else if(hud == HUD_WAKIZASHI)
895 CSQC_WAKIZASHI_HUD();
896 else if(hud == HUD_RAPTOR)
898 else if(hud == HUD_BUMBLEBEE)
902 if(gametype == GAME_FREEZETAG)
904 if(getstati(STAT_FROZEN))
905 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
906 if(getstatf(STAT_REVIVE_PROGRESS))
908 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);
909 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
913 if(autocvar_r_letterbox == 0)
914 if(autocvar_viewsize < 120)
917 // crosshair goes VERY LAST
918 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
920 float wcross_alpha, wcross_resolution;
921 wcross_style = autocvar_crosshair;
922 if (wcross_style == "0")
924 wcross_resolution = autocvar_crosshair_size;
925 if (wcross_resolution == 0)
927 wcross_alpha = autocvar_crosshair_alpha;
928 if (wcross_alpha == 0)
934 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
935 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
937 if(autocvar_crosshair_hittest)
939 vector wcross_oldorigin;
940 wcross_oldorigin = wcross_origin;
941 shottype = TrueAimCheck();
942 if(shottype == SHOTTYPE_HITWORLD)
944 v = wcross_origin - wcross_oldorigin;
946 v_y /= vid_conheight;
948 shottype = SHOTTYPE_HITOBSTRUCTION;
950 if(!autocvar_crosshair_hittest_showimpact)
951 wcross_origin = wcross_oldorigin;
954 shottype = SHOTTYPE_HITWORLD;
956 vector wcross_color, wcross_size;
957 string wcross_wep, wcross_name;
958 float wcross_scale, wcross_blur;
960 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
961 e = get_weaponinfo(activeweapon);
962 if (e && e.netname != "")
964 wcross_wep = e.netname;
965 if(autocvar_crosshair_per_weapon)
967 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
968 if (wcross_resolution == 0)
970 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
971 if (wcross_alpha == 0)
974 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
975 if(wcross_style == "" || wcross_style == "0")
976 wcross_style = wcross_wep;
980 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
981 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
982 else if(autocvar_crosshair_color_by_health)
984 local float x = getstati(STAT_HEALTH);
999 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1000 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1004 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1005 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1006 wcross_color_z = 1 - (x-100)*0.02;
1012 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1017 wcross_color_y = (x-20)*90/27/100;
1018 wcross_color_z = (x-20)*90/27/100 * 0.2;
1027 wcross_color = stov(autocvar_crosshair_color);
1029 wcross_name = strcat("gfx/crosshair", wcross_style);
1031 if(autocvar_crosshair_effect_scalefade)
1033 wcross_scale = wcross_resolution;
1034 wcross_resolution = 1;
1041 if(autocvar_crosshair_pickup)
1043 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1045 pickup_crosshair_size = 1;
1046 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1049 if(pickup_crosshair_size > 0)
1050 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1052 pickup_crosshair_size = 0;
1054 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1057 vector hitindication_color;
1058 if(autocvar_crosshair_hitindication)
1060 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1061 if(hitindication_crosshair_time < hit_time)
1063 hitindication_crosshair_size = 1;
1064 hitindication_crosshair_time = hit_time;
1067 if(hitindication_crosshair_size > 0)
1068 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1070 hitindication_crosshair_size = 0;
1072 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1073 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1074 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1075 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1078 if(shottype == SHOTTYPE_HITENEMY)
1079 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1080 if(shottype == SHOTTYPE_HITTEAM)
1081 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1083 f = autocvar_crosshair_effect_speed;
1085 f *= -2 * g_weaponswitchdelay;
1086 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1088 wcross_changedonetime = time + f;
1090 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1092 wcross_name_changestarttime = time;
1093 wcross_name_changedonetime = time + f;
1094 if(wcross_name_goal_prev_prev)
1095 strunzone(wcross_name_goal_prev_prev);
1096 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1097 wcross_name_goal_prev = strzone(wcross_name);
1098 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1099 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1100 wcross_resolution_goal_prev = wcross_resolution;
1103 wcross_scale_goal_prev = wcross_scale;
1104 wcross_alpha_goal_prev = wcross_alpha;
1105 wcross_color_goal_prev = wcross_color;
1107 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1110 wcross_alpha *= 0.75;
1114 // *_prev is at time-frametime
1115 // * is at wcross_changedonetime+f
1116 // what do we have at time?
1117 if(time < wcross_changedonetime)
1119 f = frametime / (wcross_changedonetime - time + frametime);
1120 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1121 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1122 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1125 wcross_scale_prev = wcross_scale;
1126 wcross_alpha_prev = wcross_alpha;
1127 wcross_color_prev = wcross_color;
1129 wcross_scale *= 1 - autocvar__menu_alpha;
1130 wcross_alpha *= 1 - autocvar__menu_alpha;
1131 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1133 // crosshair rings for weapon stats
1134 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1136 // declarations and stats
1137 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1138 string ring_image, ring_inner_image;
1139 vector ring_rgb, ring_inner_rgb;
1141 ring_scale = autocvar_crosshair_ring_size;
1143 float weapon_clipload, weapon_clipsize;
1144 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1145 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1147 float nex_charge, nex_chargepool;
1148 nex_charge = getstatf(STAT_NEX_CHARGE);
1149 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1151 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1152 nex_charge_movingavg = nex_charge;
1155 // handle the values
1156 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1158 if (nex_chargepool || use_nex_chargepool) {
1159 use_nex_chargepool = 1;
1160 ring_inner_value = nex_chargepool;
1162 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1163 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1166 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1167 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;
1168 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1170 // draw the outer ring to show the current charge of the weapon
1171 ring_value = nex_charge;
1172 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1173 ring_rgb = wcross_color;
1174 ring_image = "gfx/crosshair_ring_nexgun.tga";
1176 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1178 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.
1179 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1180 ring_rgb = wcross_color;
1181 ring_image = "gfx/crosshair_ring.tga";
1183 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1185 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1186 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1187 ring_rgb = wcross_color;
1188 ring_image = "gfx/crosshair_ring.tga";
1191 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1193 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1194 ring_scale = autocvar_crosshair_ring_reload_size;
1195 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1196 ring_rgb = wcross_color;
1198 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1199 // if a new image for another weapon is added, add the code (and its respective file/value) here
1200 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1201 ring_image = "gfx/crosshair_ring_rifle.tga";
1203 ring_image = "gfx/crosshair_ring.tga";
1206 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1207 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1210 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1213 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1216 if(wcross_blur > 0) \
1218 for(i = -2; i <= 2; ++i) \
1219 for(j = -2; j <= 2; ++j) \
1220 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1224 M(0,0,sz,wcross_name,wcross_alpha); \
1229 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1230 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)
1232 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1233 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1235 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1237 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1238 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1239 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1247 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1248 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1250 if(autocvar_crosshair_dot)
1252 vector wcross_color_old;
1253 wcross_color_old = wcross_color;
1254 if(autocvar_crosshair_dot_color != "0")
1255 wcross_color = stov(autocvar_crosshair_dot_color);
1256 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1257 wcross_color = wcross_color_old;
1260 wcross_name_alpha_goal_prev = f;
1264 wcross_scale_prev = 0;
1265 wcross_alpha_prev = 0;
1266 wcross_scale_goal_prev = 0;
1267 wcross_alpha_goal_prev = 0;
1268 wcross_changedonetime = 0;
1269 if(wcross_name_goal_prev)
1270 strunzone(wcross_name_goal_prev);
1271 wcross_name_goal_prev = string_null;
1272 if(wcross_name_goal_prev_prev)
1273 strunzone(wcross_name_goal_prev_prev);
1274 wcross_name_goal_prev_prev = string_null;
1275 wcross_name_changestarttime = 0;
1276 wcross_name_changedonetime = 0;
1277 wcross_name_alpha_goal_prev = 0;
1278 wcross_name_alpha_goal_prev_prev = 0;
1279 wcross_resolution_goal_prev = 0;
1280 wcross_resolution_goal_prev_prev = 0;
1284 if(NextFrameCommand)
1286 localcmd("\n", NextFrameCommand, "\n");
1287 NextFrameCommand = string_null;
1290 // we must do this check AFTER a frame was rendered, or it won't work
1291 if(cs_project_is_b0rked == 0)
1294 w0 = ftos(autocvar_vid_conwidth);
1295 h0 = ftos(autocvar_vid_conheight);
1296 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1297 //R_SetView(VF_FOV, '90 90 0');
1298 R_SetView(VF_ORIGIN, '0 0 0');
1299 R_SetView(VF_ANGLES, '0 0 0');
1300 R_SetView(VF_PERSPECTIVE, 1);
1301 makevectors('0 0 0');
1303 cvar_set("vid_conwidth", "800");
1304 cvar_set("vid_conheight", "600");
1305 v1 = cs_project(v_forward);
1306 cvar_set("vid_conwidth", "640");
1307 cvar_set("vid_conheight", "480");
1308 v2 = cs_project(v_forward);
1310 cs_project_is_b0rked = 1;
1312 cs_project_is_b0rked = -1;
1313 cvar_set("vid_conwidth", w0);
1314 cvar_set("vid_conheight", h0);
1317 if(autocvar__hud_configure)
1320 // let's reset the view back to normal for the end
1321 R_SetView(VF_MIN, '0 0 0');
1322 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1326 void CSQC_common_hud(void)
1328 // HUD_SortFrags(); done in HUD_Draw
1330 hud = getstati(STAT_HUD);
1336 // do some accuracy var caching
1338 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1340 if(autocvar_accuracy_color_levels != acc_color_levels)
1342 if(acc_color_levels)
1343 strunzone(acc_color_levels);
1344 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1345 acc_levels = tokenize(acc_color_levels);
1346 if (acc_levels > MAX_ACCURACY_LEVELS)
1347 acc_levels = MAX_ACCURACY_LEVELS;
1349 for (i = 0; i < acc_levels; ++i)
1350 acc_lev[i] = stof(argv(i)) / 100.0;
1352 // let know that acc_col[] needs to be loaded
1356 HUD_Main(); // always run these functions for alpha checks
1357 HUD_DrawScoreboard();
1359 if (scoreboard_active) // scoreboard/accuracy
1362 // HUD_DrawScoreboard takes care of centerprint_start
1364 else if (intermission == 2) // map voting screen
1366 HUD_FinaleOverlay();
1369 centerprint_start_x = 0;
1370 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1374 centerprint_start_x = 0;
1375 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1378 HUD_DrawCenterPrint();
1386 CSQC_WAKIZASHI_HUD();
1397 // following vectors must be global to allow seamless switching between camera modes
1398 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1399 void CSQC_Demo_Camera()
1401 float speed, attenuation, dimensions;
1404 if( autocvar_camera_reset || !camera_mode )
1406 camera_offset = '0 0 0';
1407 current_angles = '0 0 0';
1408 camera_direction = '0 0 0';
1409 camera_offset_z += 30;
1410 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1411 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1412 current_origin = view_origin;
1413 current_camera_offset = camera_offset;
1414 cvar_set("camera_reset", "0");
1415 camera_mode = CAMERA_CHASE;
1420 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1422 if(autocvar_camera_look_player)
1427 dir = normalize(view_origin - current_position);
1429 mouse_angles = vectoangles(dir);
1430 mouse_angles_x = mouse_angles_x * -1;
1435 tmp = getmousepos() * 0.1;
1436 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1438 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1439 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1443 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1444 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1445 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1446 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1448 // Fix difference when angles don't have the same sign
1450 if(mouse_angles_y < -60 && current_angles_y > 60)
1452 if(mouse_angles_y > 60 && current_angles_y < -60)
1455 if(autocvar_camera_look_player)
1456 attenuation = autocvar_camera_look_attenuation;
1458 attenuation = autocvar_camera_speed_attenuation;
1460 attenuation = 1 / max(1, attenuation);
1461 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1463 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1464 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1465 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1466 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1472 if( camera_direction_x )
1474 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1475 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1476 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1477 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1481 if( camera_direction_y )
1483 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1484 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1485 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1489 if( camera_direction_z )
1491 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1495 if(autocvar_camera_free)
1496 speed = autocvar_camera_speed_free;
1498 speed = autocvar_camera_speed_chase;
1502 speed = speed * sqrt(1 / dimensions);
1503 camera_offset += tmp * speed;
1506 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1509 if( autocvar_camera_free )
1511 if ( camera_mode == CAMERA_CHASE )
1513 current_camera_offset = current_origin + current_camera_offset;
1514 camera_offset = current_origin + camera_offset;
1517 camera_mode = CAMERA_FREE;
1518 current_position = current_camera_offset;
1522 if ( camera_mode == CAMERA_FREE )
1524 current_origin = view_origin;
1525 camera_offset = camera_offset - current_origin;
1526 current_camera_offset = current_camera_offset - current_origin;
1529 camera_mode = CAMERA_CHASE;
1531 if(autocvar_camera_chase_smoothly)
1532 current_origin += (view_origin - current_origin) * attenuation;
1534 current_origin = view_origin;
1536 current_position = current_origin + current_camera_offset;
1539 R_SetView(VF_ANGLES, current_angles);
1540 R_SetView(VF_ORIGIN, current_position);