1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
8 void CSQC_WAKIZASHI_HUD();
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
21 vector p, dir, ang, q, nextdir;
22 float idx, portal_number, portal1_idx;
24 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
30 if (getstati(STAT_HEALTH) <= 0)
35 if(angles_held_status)
37 makevectors(angles_held);
51 traceline(p, p + 65536 * dir, TRUE, porto);
52 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
54 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
60 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
63 ang = vectoangles2(trace_plane_normal, dir);
66 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
68 if(portal_number == 1)
70 if(portal_number >= 2)
80 if(idx-1 >= portal1_idx)
82 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
86 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
93 * Checks whether the server initiated a map restart (stat_game_starttime changed)
95 * TODO: Use a better solution where a common shared entitiy is used that contains
96 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97 * and STAT_FRAGLIMIT to be auto-sent)
99 void CheckForGamestartChange() {
101 startTime = getstatf(STAT_GAMESTARTTIME);
102 if (previous_game_starttime != startTime) {
103 if ((time + 5.0) < startTime) {
104 //if connecting to server while restart was active don't always play prepareforbattle
105 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
107 if (time < startTime) {
108 restartAnnouncer = spawn();
109 restartAnnouncer.think = restartAnnouncer_Think;
110 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
113 previous_game_starttime = startTime;
119 porto.classname = "porto";
120 porto.draw = Porto_Draw;
121 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
126 vector GetCurrentFov(float fov)
128 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
130 zoomsensitivity = autocvar_cl_zoomsensitivity;
131 zoomfactor = autocvar_cl_zoomfactor;
132 if(zoomfactor < 1 || zoomfactor > 16)
134 zoomspeed = autocvar_cl_zoomspeed;
136 if(zoomspeed < 0.5 || zoomspeed > 16)
139 zoomdir = button_zoom;
140 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
141 zoomdir += button_attack2;
142 if(spectatee_status > 0 || isdemo())
144 if(spectatorbutton_zoom)
145 zoomdir = 0 + !zoomdir;
146 // do not even THINK about removing this 0
147 // _I_ know what I am doing
154 if(zoomin_effect || camera_active)
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
160 if(zoomspeed < 0) // instant zoom
163 current_viewzoom = 1 / zoomfactor;
165 current_viewzoom = 1;
170 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
172 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
176 if(almost_equals(current_viewzoom, 1))
177 current_zoomfraction = 0;
178 else if(almost_equals(current_viewzoom, 1/zoomfactor))
179 current_zoomfraction = 1;
181 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
183 if(zoomsensitivity < 1)
184 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
186 setsensitivityscale(1);
188 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
192 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
194 float frustumx, frustumy, fovx, fovy;
195 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197 fovx = atan2(frustumx, 1) / M_PI * 360.0;
198 fovy = atan2(frustumy, 1) / M_PI * 360.0;
200 return '1 0 0' * fovx + '0 1 0' * fovy;
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
240 if(trace_networkentity < 1)
241 return SHOTTYPE_HITWORLD;
242 if(trace_networkentity > maxclients)
243 return SHOTTYPE_HITWORLD;
244 t = GetPlayerColor(trace_networkentity - 1);
247 return SHOTTYPE_HITTEAM;
248 if(t == COLOR_SPECTATOR)
249 return SHOTTYPE_HITWORLD;
250 return SHOTTYPE_HITENEMY;
255 float nudge = 1; // added to traceline target and subtracted from result
256 vector vecs, trueaimpoint, w_shotorg;
264 mv = MOVE_NOMONSTERS;
268 case WEP_TUBA: // no aim
269 case WEP_PORTO: // shoots from eye
270 case WEP_HOOK: // no trueaim
271 case WEP_GRENADE_LAUNCHER: // toss curve
272 return SHOTTYPE_HITWORLD;
280 if(zoomscript_caught)
282 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283 return EnemyHitCheck();
286 case WEP_ROCKET_LAUNCHER: // projectile has a size!
290 case WEP_FIREBALL: // projectile has a size!
294 case WEP_SEEKER: // projectile has a size!
298 case WEP_ELECTRO: // projectile has a size!
304 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
306 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307 trueaimpoint = trace_endpos;
309 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
317 dv = view_right * vecs_y + view_up * vecs_z;
318 w_shotorg = view_origin + dv;
320 // now move the vecs forward as much as requested if possible
321 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
322 w_shotorg = trace_endpos - view_forward * nudge;
324 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325 shottype = EnemyHitCheck();
326 if(shottype != SHOTTYPE_HITWORLD)
330 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331 // or rather, I know why, but see no fix
332 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333 // 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
334 return SHOTTYPE_HITOBSTRUCTION;
337 return SHOTTYPE_HITWORLD;
340 void CSQC_common_hud(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
347 string NextFrameCommand;
348 void CSQC_SPIDER_HUD();
349 void CSQC_RAPTOR_HUD();
351 vector freeze_org, freeze_ang;
352 entity nightvision_noise, nightvision_noise2;
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
363 float old_blurradius, old_bluralpha;
364 float old_sharpen_intensity;
366 vector myhealth_gentlergb;
368 float contentavgalpha, liquidalpha_prev;
369 vector liquidcolor_prev;
371 float eventchase_current_distance;
373 vector damage_blurpostprocess, content_blurpostprocess;
377 void CSQC_UpdateView(float w, float h)
383 vector vf_size, vf_min;
386 button_attack2 = (input_buttons & BUTTON_3);
387 button_zoom = (input_buttons & BUTTON_4);
389 #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
390 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
391 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
392 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);
393 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
394 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
395 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
397 vf_size = R_SetView3fv(VF_SIZE);
398 vf_min = R_SetView3fv(VF_MIN);
399 vid_width = vf_size_x;
400 vid_height = vf_size_y;
402 vector reticle_pos, reticle_size;
403 vector splash_pos, splash_size;
405 WaypointSprite_Load();
408 myteam = GetPlayerColor(spectatee_status - 1);
410 myteam = GetPlayerColor(player_localentnum - 1);
412 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
413 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
415 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
417 R_SetView(VF_ORIGIN, freeze_org);
418 R_SetView(VF_ANGLES, freeze_ang);
422 freeze_org = R_SetView3fv(VF_ORIGIN);
423 freeze_ang = R_SetView3fv(VF_ANGLES);
426 // event chase camera
427 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
429 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
431 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
432 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
433 if(!autocvar_chase_active)
434 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)
436 // make the camera smooth back
437 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
438 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
439 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
440 eventchase_current_distance = autocvar_cl_eventchase_distance;
442 vector eventchase_target_origin;
443 makevectors(view_angles);
444 // pass 1, used to check where the camera would go and obtain the trace_fraction
445 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
447 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
448 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
449 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
450 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
451 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
453 R_SetView(VF_ORIGIN, trace_endpos);
454 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
456 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
458 cvar_set("chase_active", "0");
459 eventchase_current_distance = 0; // start from 0 next time
464 //WarpZone_FixPMove();
467 view_origin = R_SetView3fv(VF_ORIGIN);
468 view_angles = R_SetView3fv(VF_ANGLES);
469 makevectors(view_angles);
470 view_forward = v_forward;
471 view_right = v_right;
475 if(time > blurtest_time0 && time < blurtest_time1)
479 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
480 r = t * blurtest_radius;
481 f = 1 / pow(t, blurtest_power) - 1;
483 cvar_set("r_glsl_postprocess", "1");
484 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
488 cvar_set("r_glsl_postprocess", "0");
489 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
493 TargetMusic_Advance();
497 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
499 drawframetime = bound(0.000001, time - drawtime, 1);
502 // watch for gametype changes here...
503 // in ParseStuffCMD the cmd isn't executed yet :/
504 // might even be better to add the gametype to TE_CSQC_INIT...?
508 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
509 if(calledhooks & HOOK_START)
511 localcmd("\ncl_hook_gameend\n");
512 calledhooks |= HOOK_END;
515 CheckForGamestartChange();
523 if(!zoomscript_caught)
525 localcmd("+button9\n");
526 zoomscript_caught = 1;
531 if(zoomscript_caught)
533 localcmd("-button9\n");
534 zoomscript_caught = 0;
538 ColorTranslateMode = autocvar_cl_stripcolorcodes;
539 activeweapon = getstati(STAT_SWITCHWEAPON);
540 f = (serverflags & SERVERFLAG_TEAMPLAY);
547 if(last_weapon != activeweapon) {
549 last_weapon = activeweapon;
551 e = get_weaponinfo(activeweapon);
553 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
555 localcmd("\ncl_hook_activeweapon none\n");
558 // ALWAYS Clear Current Scene First
560 R_SetView(VF_ORIGIN, view_origin);
561 R_SetView(VF_ANGLES, view_angles);
563 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
564 R_SetView(VF_SIZE, vf_size);
565 R_SetView(VF_MIN, vf_min);
567 // Assign Standard Viewflags
568 // Draw the World (and sky)
569 R_SetView(VF_DRAWWORLD, 1);
571 // Set the console size vars
572 vid_conwidth = autocvar_vid_conwidth;
573 vid_conheight = autocvar_vid_conheight;
574 vid_pixelheight = autocvar_vid_pixelheight;
576 R_SetView(VF_FOV, GetCurrentFov(fov));
578 // Camera for demo playback
581 if(autocvar_camera_enable)
585 cvar_set("chase_active", ftos(chase_active_backup));
586 cvar_set("cl_demo_mousegrab", "0");
587 camera_active = FALSE;
591 else if(autocvar_camera_enable)
593 else if(autocvar_camera_enable && isdemo())
596 // Enable required Darkplaces cvars
597 chase_active_backup = autocvar_chase_active;
598 cvar_set("chase_active", "2");
599 cvar_set("cl_demo_mousegrab", "1");
600 camera_active = TRUE;
604 // Draw the Crosshair
605 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
607 // Draw the Engine Status Bar (the default Quake HUD)
608 R_SetView(VF_DRAWENGINEHUD, 0);
610 // Update the mouse position
612 mousepos_x = vid_conwidth;
613 mousepos_y = vid_conheight;
614 mousepos = mousepos*0.5 + getmousepos();
618 for(self = world; (self = nextent(self)); )
623 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
626 // now switch to 2D drawing mode by calling a 2D drawing function
627 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
628 // next R_RenderScene call
629 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
631 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
632 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
634 // apply night vision effect
635 vector rgb, tc_00, tc_01, tc_10, tc_11;
637 if(!nightvision_noise)
639 nightvision_noise = spawn();
640 nightvision_noise.classname = "nightvision_noise";
642 if(!nightvision_noise2)
644 nightvision_noise2 = spawn();
645 nightvision_noise2.classname = "nightvision_noise2";
648 // color tint in yellow
649 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
652 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
654 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
655 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
656 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
657 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
658 tc_11 = tc_01 + tc_10 - tc_00;
659 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
660 R_PolygonVertex('0 0 0', tc_00, rgb, a);
661 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
662 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
663 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
667 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
668 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
669 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
670 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
671 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
672 tc_11 = tc_01 + tc_10 - tc_00;
673 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
674 R_PolygonVertex('0 0 0', tc_00, rgb, a);
675 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
676 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
677 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
681 // Draw the aiming reticle for weapons that use it
682 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
683 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
684 // the view to go back to normal, so reticle_type would become 0 as we fade out)
685 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
686 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
687 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
688 reticle_type = 2; // nex zoom
689 else if(button_zoom || zoomscript_caught)
690 reticle_type = 1; // normal zoom
691 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
692 reticle_type = 2; // nex zoom
696 if(autocvar_cl_reticle_stretch)
698 reticle_size_x = vid_conwidth;
699 reticle_size_y = vid_conheight;
705 reticle_size_x = max(vid_conwidth, vid_conheight);
706 reticle_size_y = max(vid_conwidth, vid_conheight);
707 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
708 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
711 f = current_zoomfraction;
712 if(zoomscript_caught)
714 if(autocvar_cl_reticle_item_normal)
716 if(reticle_type == 1 && f)
717 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
719 if(autocvar_cl_reticle_item_nex)
721 if(reticle_type == 2 && f)
722 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
727 // improved polyblend
729 if(autocvar_hud_contents)
731 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
734 switch(pointcontents(view_origin))
737 liquidalpha = autocvar_hud_contents_water_alpha;
738 liquidcolor = stov(autocvar_hud_contents_water_color);
743 liquidalpha = autocvar_hud_contents_lava_alpha;
744 liquidcolor = stov(autocvar_hud_contents_lava_color);
749 liquidalpha = autocvar_hud_contents_slime_alpha;
750 liquidcolor = stov(autocvar_hud_contents_slime_color);
756 liquidcolor = '0 0 0';
761 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
762 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
763 contentfadetime = autocvar_hud_contents_fadeintime;
764 liquidalpha_prev = liquidalpha;
765 liquidcolor_prev = liquidcolor;
768 contentfadetime = autocvar_hud_contents_fadeouttime;
770 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
771 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
774 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
776 if(autocvar_hud_postprocessing)
778 if(autocvar_hud_contents_blur && contentavgalpha)
780 content_blurpostprocess_x = 1;
781 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
782 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
786 content_blurpostprocess_x = 0;
787 content_blurpostprocess_y = 0;
788 content_blurpostprocess_z = 0;
793 if(autocvar_hud_damage && !autocvar_chase_active)
795 splash_size_x = max(vid_conwidth, vid_conheight);
796 splash_size_y = max(vid_conwidth, vid_conheight);
797 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
798 splash_pos_y = (vid_conheight - splash_size_y) / 2;
800 float myhealth_flash_temp;
801 myhealth = getstati(STAT_HEALTH);
804 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
806 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
808 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
809 pain_threshold = autocvar_hud_damage_pain_threshold;
810 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
811 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
813 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
815 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);
818 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
820 if(myhealth_prev < 1)
824 myhealth_flash = 0; // just spawned, clear the flash immediately
825 myhealth_flash_temp = 0;
829 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
833 if(spectatee_status == -1 || intermission)
835 myhealth_flash = 0; // observing, or match ended
836 myhealth_flash_temp = 0;
839 myhealth_prev = myhealth;
841 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
843 if(autocvar_cl_gentle_damage == 2)
845 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
847 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
851 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
853 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);
856 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
858 if(autocvar_hud_postprocessing)
860 if(autocvar_hud_damage_blur && myhealth_flash_temp)
862 damage_blurpostprocess_x = 1;
863 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
864 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
868 damage_blurpostprocess_x = 0;
869 damage_blurpostprocess_y = 0;
870 damage_blurpostprocess_z = 0;
875 if(autocvar_hud_postprocessing)
877 // all of this should be done in the engine eventually
879 // enable or disable rendering types if they are used or not
880 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
881 cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
882 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
883 cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
885 // lets apply the postprocess effects from the previous two functions if needed
886 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
888 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
889 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
890 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
892 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
893 old_blurradius = blurradius;
894 old_bluralpha = bluralpha;
897 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
899 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
904 float sharpen_intensity;
905 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
906 sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
907 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
908 sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
910 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
912 sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
914 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
916 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
917 old_sharpen_intensity = sharpen_intensity;
920 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
922 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
923 old_sharpen_intensity = 0;
930 /*if(gametype == GAME_CTF)
937 for(self = world; (self = nextent(self)); )
941 Draw_ShowNames_All();
943 scoreboard_active = HUD_WouldDrawScoreboard();
945 hit_time = getstatf(STAT_HIT_TIME);
946 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
948 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
949 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
951 typehit_time = getstatf(STAT_TYPEHIT_TIME);
952 if(typehit_time > nextsound_typehit_time)
954 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
955 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
959 hud = getstati(STAT_HUD);
960 if(hud == HUD_SPIDERBOT)
962 else if(hud == HUD_WAKIZASHI)
963 CSQC_WAKIZASHI_HUD();
964 else if(hud == HUD_RAPTOR)
968 if(gametype == GAME_FREEZETAG)
970 if(getstati(STAT_FROZEN))
971 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
972 if(getstatf(STAT_REVIVE_PROGRESS))
974 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);
975 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
979 if(autocvar_r_letterbox == 0)
980 if(autocvar_viewsize < 120)
983 // crosshair goes VERY LAST
984 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
986 float wcross_alpha, wcross_resolution;
987 wcross_style = autocvar_crosshair;
988 if (wcross_style == "0")
990 wcross_resolution = autocvar_crosshair_size;
991 if (wcross_resolution == 0)
993 wcross_alpha = autocvar_crosshair_alpha;
994 if (wcross_alpha == 0)
1000 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1001 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1002 wcross_origin_z = 0;
1003 if(autocvar_crosshair_hittest)
1005 vector wcross_oldorigin;
1006 wcross_oldorigin = wcross_origin;
1007 shottype = TrueAimCheck();
1008 if(shottype == SHOTTYPE_HITWORLD)
1010 v = wcross_origin - wcross_oldorigin;
1011 v_x /= vid_conwidth;
1012 v_y /= vid_conheight;
1014 shottype = SHOTTYPE_HITOBSTRUCTION;
1016 if(!autocvar_crosshair_hittest_showimpact)
1017 wcross_origin = wcross_oldorigin;
1020 shottype = SHOTTYPE_HITWORLD;
1022 vector wcross_color, wcross_size;
1023 string wcross_wep, wcross_name;
1024 float wcross_scale, wcross_blur;
1026 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1027 e = get_weaponinfo(activeweapon);
1028 if (e && e.netname != "")
1030 wcross_wep = e.netname;
1031 if(autocvar_crosshair_per_weapon)
1033 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1034 if (wcross_resolution == 0)
1036 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1037 if (wcross_alpha == 0)
1040 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1041 if(wcross_style == "" || wcross_style == "0")
1042 wcross_style = wcross_wep;
1046 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1047 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1048 else if(autocvar_crosshair_color_by_health)
1050 local float x = getstati(STAT_HEALTH);
1065 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1066 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1070 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1071 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1072 wcross_color_z = 1 - (x-100)*0.02;
1078 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1083 wcross_color_y = (x-20)*90/27/100;
1084 wcross_color_z = (x-20)*90/27/100 * 0.2;
1093 wcross_color = stov(autocvar_crosshair_color);
1095 wcross_name = strcat("gfx/crosshair", wcross_style);
1097 if(autocvar_crosshair_effect_scalefade)
1099 wcross_scale = wcross_resolution;
1100 wcross_resolution = 1;
1107 if(autocvar_crosshair_pickup)
1109 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1111 pickup_crosshair_size = 1;
1112 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1115 if(pickup_crosshair_size > 0)
1116 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1118 pickup_crosshair_size = 0;
1120 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1123 vector hitindication_color;
1124 if(autocvar_crosshair_hitindication)
1126 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1127 if(hitindication_crosshair_time < hit_time)
1129 hitindication_crosshair_size = 1;
1130 hitindication_crosshair_time = hit_time;
1133 if(hitindication_crosshair_size > 0)
1134 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1136 hitindication_crosshair_size = 0;
1138 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1139 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1140 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1141 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1144 if(shottype == SHOTTYPE_HITENEMY)
1145 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1146 if(shottype == SHOTTYPE_HITTEAM)
1147 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1149 f = autocvar_crosshair_effect_speed;
1151 f *= -2 * g_weaponswitchdelay;
1152 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1154 wcross_changedonetime = time + f;
1156 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1158 wcross_name_changestarttime = time;
1159 wcross_name_changedonetime = time + f;
1160 if(wcross_name_goal_prev_prev)
1161 strunzone(wcross_name_goal_prev_prev);
1162 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1163 wcross_name_goal_prev = strzone(wcross_name);
1164 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1165 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1166 wcross_resolution_goal_prev = wcross_resolution;
1169 wcross_scale_goal_prev = wcross_scale;
1170 wcross_alpha_goal_prev = wcross_alpha;
1171 wcross_color_goal_prev = wcross_color;
1173 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1176 wcross_alpha *= 0.75;
1180 // *_prev is at time-frametime
1181 // * is at wcross_changedonetime+f
1182 // what do we have at time?
1183 if(time < wcross_changedonetime)
1185 f = frametime / (wcross_changedonetime - time + frametime);
1186 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1187 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1188 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1191 wcross_scale_prev = wcross_scale;
1192 wcross_alpha_prev = wcross_alpha;
1193 wcross_color_prev = wcross_color;
1195 wcross_scale *= 1 - autocvar__menu_alpha;
1196 wcross_alpha *= 1 - autocvar__menu_alpha;
1197 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1199 // crosshair rings for weapon stats
1200 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1202 // declarations and stats
1203 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1204 string ring_image, ring_inner_image;
1205 vector ring_rgb, ring_inner_rgb;
1207 ring_scale = autocvar_crosshair_ring_size;
1209 float weapon_clipload, weapon_clipsize;
1210 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1211 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1213 float nex_charge, nex_chargepool;
1214 nex_charge = getstatf(STAT_NEX_CHARGE);
1215 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1217 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1218 nex_charge_movingavg = nex_charge;
1221 // handle the values
1222 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1224 if (nex_chargepool || use_nex_chargepool) {
1225 use_nex_chargepool = 1;
1226 ring_inner_value = nex_chargepool;
1228 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1229 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1232 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1233 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;
1234 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1236 // draw the outer ring to show the current charge of the weapon
1237 ring_value = nex_charge;
1238 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1239 ring_rgb = wcross_color;
1240 ring_image = "gfx/crosshair_ring_nexgun.tga";
1242 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1244 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.
1245 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1246 ring_rgb = wcross_color;
1247 ring_image = "gfx/crosshair_ring.tga";
1249 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1251 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1252 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1253 ring_rgb = wcross_color;
1254 ring_image = "gfx/crosshair_ring.tga";
1257 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1259 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1260 ring_scale = autocvar_crosshair_ring_reload_size;
1261 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1262 ring_rgb = wcross_color;
1264 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1265 // if a new image for another weapon is added, add the code (and its respective file/value) here
1266 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1267 ring_image = "gfx/crosshair_ring_rifle.tga";
1269 ring_image = "gfx/crosshair_ring.tga";
1272 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1273 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1276 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1279 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1282 if(wcross_blur > 0) \
1284 for(i = -2; i <= 2; ++i) \
1285 for(j = -2; j <= 2; ++j) \
1286 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1290 M(0,0,sz,wcross_name,wcross_alpha); \
1295 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1296 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)
1298 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1299 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1301 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1303 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1304 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1305 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1313 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1314 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1316 if(autocvar_crosshair_dot)
1318 vector wcross_color_old;
1319 wcross_color_old = wcross_color;
1320 if(autocvar_crosshair_dot_color != "0")
1321 wcross_color = stov(autocvar_crosshair_dot_color);
1322 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1323 wcross_color = wcross_color_old;
1326 wcross_name_alpha_goal_prev = f;
1330 wcross_scale_prev = 0;
1331 wcross_alpha_prev = 0;
1332 wcross_scale_goal_prev = 0;
1333 wcross_alpha_goal_prev = 0;
1334 wcross_changedonetime = 0;
1335 if(wcross_name_goal_prev)
1336 strunzone(wcross_name_goal_prev);
1337 wcross_name_goal_prev = string_null;
1338 if(wcross_name_goal_prev_prev)
1339 strunzone(wcross_name_goal_prev_prev);
1340 wcross_name_goal_prev_prev = string_null;
1341 wcross_name_changestarttime = 0;
1342 wcross_name_changedonetime = 0;
1343 wcross_name_alpha_goal_prev = 0;
1344 wcross_name_alpha_goal_prev_prev = 0;
1345 wcross_resolution_goal_prev = 0;
1346 wcross_resolution_goal_prev_prev = 0;
1350 if(NextFrameCommand)
1352 localcmd("\n", NextFrameCommand, "\n");
1353 NextFrameCommand = string_null;
1356 // we must do this check AFTER a frame was rendered, or it won't work
1357 if(cs_project_is_b0rked == 0)
1360 w0 = ftos(autocvar_vid_conwidth);
1361 h0 = ftos(autocvar_vid_conheight);
1362 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1363 //R_SetView(VF_FOV, '90 90 0');
1364 R_SetView(VF_ORIGIN, '0 0 0');
1365 R_SetView(VF_ANGLES, '0 0 0');
1366 R_SetView(VF_PERSPECTIVE, 1);
1367 makevectors('0 0 0');
1369 cvar_set("vid_conwidth", "800");
1370 cvar_set("vid_conheight", "600");
1371 v1 = cs_project(v_forward);
1372 cvar_set("vid_conwidth", "640");
1373 cvar_set("vid_conheight", "480");
1374 v2 = cs_project(v_forward);
1376 cs_project_is_b0rked = 1;
1378 cs_project_is_b0rked = -1;
1379 cvar_set("vid_conwidth", w0);
1380 cvar_set("vid_conheight", h0);
1383 if(autocvar__hud_configure)
1386 // let's reset the view back to normal for the end
1387 R_SetView(VF_MIN, '0 0 0');
1388 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1391 #define spider_h "gfx/vehicles/hud_bg.tga"
1392 #define spider_b "gfx/vehicles/sbot.tga"
1393 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1394 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1395 #define spider_s "gfx/vehicles/shiled.tga"
1396 #define spider_a1 "gfx/hud/sb_rocket.tga"
1397 #define spider_a2 "gfx/sb_bullets.tga"
1399 void CSQC_SPIDER_HUD()
1401 float rockets, reload, heat, hp, shield;
1402 vector picsize, hudloc;
1404 // Fetch health & ammo stats
1405 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1406 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1407 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1408 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
1409 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1411 // Draw the crosshairs
1412 picsize = drawgetimagesize(SPIDER_CROSS);
1413 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1414 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1415 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1420 picsize = drawgetimagesize(spider_h) * 0.5;
1421 drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1423 picsize = drawgetimagesize(spider_a2) * 0.5;
1424 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1426 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1427 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1428 drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1430 picsize = drawgetimagesize(spider_a1) * 0.85;
1433 drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1434 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1438 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1439 drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1442 picsize = drawgetimagesize(spider_b) * 0.5;
1446 drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1447 drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1448 drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1449 drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL);
1454 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1455 p = p + '0 1 0' * vid_conheight - '0 32 0';
1456 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1457 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1459 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1461 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1463 // Draw minigun heat indicator
1464 p = '0.5 0 0' * (vid_conwidth - 256);
1465 p = p + '0 1 0' * vid_conheight - '0 34 0';
1466 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1467 p_x += 256 * (1-heat);
1468 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1471 // Draw rocket icons for loaded/empty tubes.
1472 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1473 pp += '0 1 0' * vid_conheight - '0 64 0';
1474 for(i = 0; i < 8; ++i)
1476 p = pp + '1 0 0' * (rkt_size * i);
1479 if(floor(reload * 8) == i)
1481 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1483 else if(i < reload * 8)
1484 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1486 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1491 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1493 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1498 if (scoreboard_showscores)
1500 HUD_DrawScoreboard();
1501 HUD_DrawCenterPrint();
1506 #define raptor_h "gfx/vehicles/hud_bg.tga"
1507 #define raptor_b "gfx/vehicles/raptor.tga"
1508 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1509 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1510 #define raptor_s "gfx/vehicles/shiled.tga"
1512 void CSQC_RAPTOR_HUD()
1514 float reload, hp, shield, energy;
1515 vector picsize, hudloc;
1517 // Fetch health & ammo stats
1518 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1519 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1520 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1521 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1523 // Draw the crosshairs
1524 picsize = drawgetimagesize(SPIDER_CROSS);
1525 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1526 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1527 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1532 picsize = drawgetimagesize(raptor_h) * 0.5;
1533 drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1535 picsize = drawgetimagesize(spider_a2) * 0.5;
1536 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1538 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1539 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1540 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1543 picsize = drawgetimagesize(spider_a1) * 0.85;
1546 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1547 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1551 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1552 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1555 picsize = drawgetimagesize(raptor_b) * 0.5;
1559 drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1560 drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1561 drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1562 drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1565 if (scoreboard_showscores)
1567 HUD_DrawScoreboard();
1568 HUD_DrawCenterPrint();
1573 #define waki_h "gfx/vehicles/hud_bg.tga"
1574 #define waki_b "gfx/vehicles/waki.tga"
1575 #define waki_e "gfx/vehicles/waki_e.tga"
1576 #define waki_g "gfx/vehicles/waki_guns.tga"
1577 #define waki_r "gfx/vehicles/waki_rockets.tga"
1578 #define waki_s "gfx/vehicles/shiled.tga"
1580 #define waki_a1 "gfx/hud/sb_rocket.tga"
1581 #define waki_a2 "gfx/sb_cells.tga"
1583 void CSQC_WAKIZASHI_HUD()
1585 // 0--1 floats. 1 = 100%, 0.6 = 50%.
1586 float health, shield, energy, rockets;
1587 vector picsize, hudloc;
1589 picsize = drawgetimagesize(SPIDER_CROSS);
1590 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1591 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1592 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1595 const float STAT_VEHICLESTAT_HEALTH = 60;
1596 const float STAT_VEHICLESTAT_SHIELD = 61;
1597 const float STAT_VEHICLESTAT_ENERGY = 62;
1598 const float STAT_VEHICLESTAT_AMMO1 = 63;
1599 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1600 const float STAT_VEHICLESTAT_AMMO2 = 65;
1601 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1603 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1604 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1605 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1606 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1611 picsize = drawgetimagesize(waki_h) * 0.5;
1612 drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1614 picsize = drawgetimagesize(waki_a2) * 0.7;
1615 drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1618 drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1619 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1621 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1623 picsize = drawgetimagesize(waki_a1) * 0.75;
1626 drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1627 drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1631 drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1632 drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1633 drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1636 picsize = drawgetimagesize(waki_b) * 0.5;
1640 drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1641 drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1642 drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1643 drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1648 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1649 p = p + '0 1 0' * vid_conheight - '0 32 0';
1653 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1654 p_x += 256 * health;
1655 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1658 p_x -= 256 * health;
1660 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1663 //p_x -= 256 * health;
1665 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1669 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1675 if (scoreboard_showscores)
1677 HUD_DrawScoreboard();
1678 HUD_DrawCenterPrint();
1683 void CSQC_common_hud(void)
1685 // HUD_SortFrags(); done in HUD_Draw
1687 hud = getstati(STAT_HUD);
1693 // do some accuracy var caching
1695 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1697 if(autocvar_accuracy_color_levels != acc_color_levels)
1699 if(acc_color_levels)
1700 strunzone(acc_color_levels);
1701 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1702 acc_levels = tokenize(acc_color_levels);
1703 if (acc_levels > MAX_ACCURACY_LEVELS)
1704 acc_levels = MAX_ACCURACY_LEVELS;
1706 for (i = 0; i < acc_levels; ++i)
1707 acc_lev[i] = stof(argv(i)) / 100.0;
1709 // let know that acc_col[] needs to be loaded
1713 HUD_Main(); // always run these functions for alpha checks
1714 HUD_DrawScoreboard();
1716 if (scoreboard_active) // scoreboard/accuracy
1719 // HUD_DrawScoreboard takes care of centerprint_start
1721 else if (intermission == 2) // map voting screen
1723 HUD_FinaleOverlay();
1726 centerprint_start_x = 0;
1727 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1731 centerprint_start_x = 0;
1732 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1735 HUD_DrawCenterPrint();
1743 CSQC_WAKIZASHI_HUD();
1749 // following vectors must be global to allow seamless switching between camera modes
1750 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1751 void CSQC_Demo_Camera()
1753 float speed, attenuation, dimensions;
1756 if( autocvar_camera_reset || !camera_mode )
1758 camera_offset = '0 0 0';
1759 current_angles = '0 0 0';
1760 camera_direction = '0 0 0';
1761 camera_offset_z += 30;
1762 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1763 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1764 current_origin = view_origin;
1765 current_camera_offset = camera_offset;
1766 cvar_set("camera_reset", "0");
1767 camera_mode = CAMERA_CHASE;
1772 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1774 if(autocvar_camera_look_player)
1779 dir = normalize(view_origin - current_position);
1781 mouse_angles = vectoangles(dir);
1782 mouse_angles_x = mouse_angles_x * -1;
1787 tmp = getmousepos() * 0.1;
1788 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1790 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1791 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1795 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1796 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1797 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1798 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1800 // Fix difference when angles don't have the same sign
1802 if(mouse_angles_y < -60 && current_angles_y > 60)
1804 if(mouse_angles_y > 60 && current_angles_y < -60)
1807 if(autocvar_camera_look_player)
1808 attenuation = autocvar_camera_look_attenuation;
1810 attenuation = autocvar_camera_speed_attenuation;
1812 attenuation = 1 / max(1, attenuation);
1813 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1815 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1816 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1817 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1818 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1824 if( camera_direction_x )
1826 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1827 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1828 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1829 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1833 if( camera_direction_y )
1835 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1836 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1837 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1841 if( camera_direction_z )
1843 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1847 if(autocvar_camera_free)
1848 speed = autocvar_camera_speed_free;
1850 speed = autocvar_camera_speed_chase;
1854 speed = speed * sqrt(1 / dimensions);
1855 camera_offset += tmp * speed;
1858 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1861 if( autocvar_camera_free )
1863 if ( camera_mode == CAMERA_CHASE )
1865 current_camera_offset = current_origin + current_camera_offset;
1866 camera_offset = current_origin + camera_offset;
1869 camera_mode = CAMERA_FREE;
1870 current_position = current_camera_offset;
1874 if ( camera_mode == CAMERA_FREE )
1876 current_origin = view_origin;
1877 camera_offset = camera_offset - current_origin;
1878 current_camera_offset = current_camera_offset - current_origin;
1881 camera_mode = CAMERA_CHASE;
1883 if(autocvar_camera_chase_smoothly)
1884 current_origin += (view_origin - current_origin) * attenuation;
1886 current_origin = view_origin;
1888 current_position = current_origin + current_camera_offset;
1891 R_SetView(VF_ANGLES, current_angles);
1892 R_SetView(VF_ORIGIN, current_position);