3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 vector p, dir, ang, q, nextdir;
11 float idx, portal_number, portal1_idx;
13 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
19 if (getstati(STAT_HEALTH) <= 0)
24 if(angles_held_status)
26 makevectors(angles_held);
40 traceline(p, p + 65536 * dir, TRUE, porto);
41 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
43 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
49 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52 ang = vectoangles2(trace_plane_normal, dir);
55 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
57 if(portal_number == 1)
59 if(portal_number >= 2)
69 if(idx-1 >= portal1_idx)
71 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
75 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
82 * Checks whether the server initiated a map restart (stat_game_starttime changed)
84 * TODO: Use a better solution where a common shared entitiy is used that contains
85 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
86 * and STAT_FRAGLIMIT to be auto-sent)
88 void CheckForGamestartChange() {
90 startTime = getstatf(STAT_GAMESTARTTIME);
91 if (previous_game_starttime != startTime) {
92 if ((time + 5.0) < startTime) {
93 //if connecting to server while restart was active don't always play prepareforbattle
94 sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
96 if (time < startTime) {
97 restartAnnouncer = spawn();
98 restartAnnouncer.think = restartAnnouncer_Think;
99 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
102 previous_game_starttime = startTime;
108 porto.classname = "porto";
109 porto.draw = Porto_Draw;
110 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
115 vector GetCurrentFov(float fov)
117 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
119 zoomsensitivity = autocvar_cl_zoomsensitivity;
120 zoomfactor = autocvar_cl_zoomfactor;
121 if(zoomfactor < 1 || zoomfactor > 16)
123 zoomspeed = autocvar_cl_zoomspeed;
125 if(zoomspeed < 0.5 || zoomspeed > 16)
128 zoomdir = button_zoom;
129 if(hud == HUD_NORMAL)
130 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
131 zoomdir += button_attack2;
132 if(spectatee_status > 0 || isdemo())
134 if(spectatorbutton_zoom)
141 // fteqcc failed twice here already, don't optimize this
147 if(zoomin_effect || camera_active)
149 current_viewzoom = min(1, current_viewzoom + drawframetime);
153 if(zoomspeed < 0) // instant zoom
156 current_viewzoom = 1 / zoomfactor;
158 current_viewzoom = 1;
163 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
165 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
169 if(almost_equals(current_viewzoom, 1))
170 current_zoomfraction = 0;
171 else if(almost_equals(current_viewzoom, 1/zoomfactor))
172 current_zoomfraction = 1;
174 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
176 if(zoomsensitivity < 1)
177 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
179 setsensitivityscale(1);
181 if (autocvar_cl_velocityzoom)
183 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
184 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
185 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
186 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
191 float frustumx, frustumy, fovx, fovy;
192 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
193 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
194 fovx = atan2(frustumx, 1) / M_PI * 360.0;
195 fovy = atan2(frustumy, 1) / M_PI * 360.0;
197 return '1 0 0' * fovx + '0 1 0' * fovy;
200 // this function must match W_SetupShot!
201 float zoomscript_caught;
203 vector wcross_origin;
204 float wcross_scale_prev, wcross_alpha_prev;
205 vector wcross_color_prev;
206 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
207 vector wcross_color_goal_prev;
208 float wcross_changedonetime;
210 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
211 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
212 float wcross_name_changestarttime, wcross_name_changedonetime;
213 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
215 entity trueaim_rifle;
217 #define SHOTTYPE_HITTEAM 1
218 #define SHOTTYPE_HITOBSTRUCTION 2
219 #define SHOTTYPE_HITWORLD 3
220 #define SHOTTYPE_HITENEMY 4
225 trueaim.classname = "trueaim";
226 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
227 trueaim_rifle = spawn();
228 trueaim_rifle.classname = "trueaim_rifle";
229 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
232 float EnemyHitCheck()
235 wcross_origin = project_3d_to_2d(trace_endpos);
237 if(trace_networkentity < 1)
238 return SHOTTYPE_HITWORLD;
239 if(trace_networkentity > maxclients)
240 return SHOTTYPE_HITWORLD;
241 t = GetPlayerColor(trace_networkentity - 1);
244 return SHOTTYPE_HITTEAM;
245 if(t == COLOR_SPECTATOR)
246 return SHOTTYPE_HITWORLD;
247 return SHOTTYPE_HITENEMY;
252 float nudge = 1; // added to traceline target and subtracted from result
253 vector vecs, trueaimpoint, w_shotorg;
261 mv = MOVE_NOMONSTERS;
265 case WEP_TUBA: // no aim
266 case WEP_PORTO: // shoots from eye
267 case WEP_HOOK: // no trueaim
268 case WEP_GRENADE_LAUNCHER: // toss curve
269 return SHOTTYPE_HITWORLD;
277 if(zoomscript_caught)
279 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
280 return EnemyHitCheck();
283 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287 case WEP_FIREBALL: // projectile has a size!
291 case WEP_SEEKER: // projectile has a size!
295 case WEP_ELECTRO: // projectile has a size!
301 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
303 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
304 trueaimpoint = trace_endpos;
306 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
307 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
314 dv = view_right * vecs_y + view_up * vecs_z;
315 w_shotorg = view_origin + dv;
317 // now move the vecs forward as much as requested if possible
318 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
319 w_shotorg = trace_endpos - view_forward * nudge;
321 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322 shottype = EnemyHitCheck();
323 if(shottype != SHOTTYPE_HITWORLD)
327 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328 // or rather, I know why, but see no fix
329 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330 // 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
331 return SHOTTYPE_HITOBSTRUCTION;
334 return SHOTTYPE_HITWORLD;
337 void CSQC_common_hud(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
344 string NextFrameCommand;
345 void CSQC_SPIDER_HUD();
346 void CSQC_RAPTOR_HUD();
348 vector freeze_org, freeze_ang;
349 entity nightvision_noise, nightvision_noise2;
351 float pickup_crosshair_time, pickup_crosshair_size;
352 float hit_time, typehit_time;
353 float nextsound_hit_time, nextsound_typehit_time;
354 float hitindication_crosshair_time, hitindication_crosshair_size;
355 float use_nex_chargepool;
357 float myhealth, myhealth_prev;
358 float myhealth_flash;
360 float old_blurradius, old_bluralpha;
361 float old_sharpen_intensity;
363 vector myhealth_gentlergb;
365 float contentavgalpha, liquidalpha_prev;
366 vector liquidcolor_prev;
368 float eventchase_current_distance;
370 vector damage_blurpostprocess, content_blurpostprocess;
374 void CSQC_UpdateView(float w, float h)
380 vector vf_size, vf_min;
382 hud = getstati(STAT_HUD);
384 button_attack2 = (input_buttons & BUTTON_3);
385 button_zoom = (input_buttons & BUTTON_4);
387 // FIXME do we need this hack?
390 // in demos, input_buttons do not work
391 button_zoom = (autocvar__togglezoom == "-");
394 #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
395 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
396 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
397 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);
398 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
399 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
400 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
402 vf_size = R_SetView3fv(VF_SIZE);
403 vf_min = R_SetView3fv(VF_MIN);
404 vid_width = vf_size_x;
405 vid_height = vf_size_y;
407 vector reticle_pos, reticle_size;
408 vector splash_pos, splash_size;
410 WaypointSprite_Load();
413 myteam = GetPlayerColor(spectatee_status - 1);
415 myteam = GetPlayerColor(player_localentnum - 1);
417 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
419 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
421 R_SetView(VF_ORIGIN, freeze_org);
422 R_SetView(VF_ANGLES, freeze_ang);
426 freeze_org = R_SetView3fv(VF_ORIGIN);
427 freeze_ang = R_SetView3fv(VF_ANGLES);
430 // event chase camera
431 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
433 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
435 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
436 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
437 if(!autocvar_chase_active)
438 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)
440 // make the camera smooth back
441 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
442 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
443 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
444 eventchase_current_distance = autocvar_cl_eventchase_distance;
446 vector eventchase_target_origin;
447 makevectors(view_angles);
448 // pass 1, used to check where the camera would go and obtain the trace_fraction
449 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
451 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
452 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
453 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
454 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
455 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
457 R_SetView(VF_ORIGIN, trace_endpos);
458 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
460 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
462 cvar_set("chase_active", "0");
463 eventchase_current_distance = 0; // start from 0 next time
468 //WarpZone_FixPMove();
471 view_origin = R_SetView3fv(VF_ORIGIN);
472 view_angles = R_SetView3fv(VF_ANGLES);
473 makevectors(view_angles);
474 view_forward = v_forward;
475 view_right = v_right;
479 if(time > blurtest_time0 && time < blurtest_time1)
483 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
484 r = t * blurtest_radius;
485 f = 1 / pow(t, blurtest_power) - 1;
487 cvar_set("r_glsl_postprocess", "1");
488 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
492 cvar_set("r_glsl_postprocess", "0");
493 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
497 TargetMusic_Advance();
501 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
503 drawframetime = bound(0.000001, time - drawtime, 1);
506 // watch for gametype changes here...
507 // in ParseStuffCMD the cmd isn't executed yet :/
508 // might even be better to add the gametype to TE_CSQC_INIT...?
512 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
513 if(calledhooks & HOOK_START)
515 localcmd("\ncl_hook_gameend\n");
516 calledhooks |= HOOK_END;
519 CheckForGamestartChange();
527 if(!zoomscript_caught)
529 localcmd("+button9\n");
530 zoomscript_caught = 1;
535 if(zoomscript_caught)
537 localcmd("-button9\n");
538 zoomscript_caught = 0;
542 ColorTranslateMode = autocvar_cl_stripcolorcodes;
543 activeweapon = getstati(STAT_SWITCHWEAPON);
544 f = (serverflags & SERVERFLAG_TEAMPLAY);
551 if(last_weapon != activeweapon) {
553 last_weapon = activeweapon;
555 e = get_weaponinfo(activeweapon);
557 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
559 localcmd("\ncl_hook_activeweapon none\n");
562 // ALWAYS Clear Current Scene First
564 #ifdef WORKAROUND_XON010
565 if(checkextension("DP_CSQC_ROTATEMOVES"))
568 R_SetView(VF_ORIGIN, view_origin);
569 R_SetView(VF_ANGLES, view_angles);
570 #ifdef WORKAROUND_XON010
574 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
575 R_SetView(VF_SIZE, vf_size);
576 R_SetView(VF_MIN, vf_min);
578 // Assign Standard Viewflags
579 // Draw the World (and sky)
580 R_SetView(VF_DRAWWORLD, 1);
582 // Set the console size vars
583 vid_conwidth = autocvar_vid_conwidth;
584 vid_conheight = autocvar_vid_conheight;
585 vid_pixelheight = autocvar_vid_pixelheight;
587 R_SetView(VF_FOV, GetCurrentFov(fov));
589 // Camera for demo playback
592 if(autocvar_camera_enable)
596 cvar_set("chase_active", ftos(chase_active_backup));
597 cvar_set("cl_demo_mousegrab", "0");
598 camera_active = FALSE;
602 else if(autocvar_camera_enable)
604 else if(autocvar_camera_enable && isdemo())
607 // Enable required Darkplaces cvars
608 chase_active_backup = autocvar_chase_active;
609 cvar_set("chase_active", "2");
610 cvar_set("cl_demo_mousegrab", "1");
611 camera_active = TRUE;
615 // Draw the Crosshair
616 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
618 // Draw the Engine Status Bar (the default Quake HUD)
619 R_SetView(VF_DRAWENGINEHUD, 0);
621 // Update the mouse position
623 mousepos_x = vid_conwidth;
624 mousepos_y = vid_conheight;
625 mousepos = mousepos*0.5 + getmousepos();
629 for(self = world; (self = nextent(self)); )
634 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
637 // now switch to 2D drawing mode by calling a 2D drawing function
638 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
639 // next R_RenderScene call
640 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
642 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
643 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
645 // apply night vision effect
646 vector rgb, tc_00, tc_01, tc_10, tc_11;
648 if(!nightvision_noise)
650 nightvision_noise = spawn();
651 nightvision_noise.classname = "nightvision_noise";
653 if(!nightvision_noise2)
655 nightvision_noise2 = spawn();
656 nightvision_noise2.classname = "nightvision_noise2";
659 // color tint in yellow
660 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
663 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
665 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
666 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
667 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
668 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
669 tc_11 = tc_01 + tc_10 - tc_00;
670 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
671 R_PolygonVertex('0 0 0', tc_00, rgb, a);
672 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
673 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
674 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
678 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
679 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
680 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
681 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
682 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
683 tc_11 = tc_01 + tc_10 - tc_00;
684 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
685 R_PolygonVertex('0 0 0', tc_00, rgb, a);
686 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
687 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
688 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
692 // Draw the aiming reticle for weapons that use it
693 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
694 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
695 // the view to go back to normal, so reticle_type would become 0 as we fade out)
696 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
697 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
698 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
699 reticle_type = 2; // nex zoom
700 else if(button_zoom || zoomscript_caught)
701 reticle_type = 1; // normal zoom
702 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
703 reticle_type = 2; // nex zoom
707 if(autocvar_cl_reticle_stretch)
709 reticle_size_x = vid_conwidth;
710 reticle_size_y = vid_conheight;
716 reticle_size_x = max(vid_conwidth, vid_conheight);
717 reticle_size_y = max(vid_conwidth, vid_conheight);
718 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
719 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
722 f = current_zoomfraction;
723 if(zoomscript_caught)
725 if(autocvar_cl_reticle_item_normal)
727 if(reticle_type == 1 && f)
728 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
730 if(autocvar_cl_reticle_item_nex)
732 if(reticle_type == 2 && f)
733 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
738 // improved polyblend
740 if(autocvar_hud_contents)
742 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
745 switch(pointcontents(view_origin))
748 liquidalpha = autocvar_hud_contents_water_alpha;
749 liquidcolor = stov(autocvar_hud_contents_water_color);
754 liquidalpha = autocvar_hud_contents_lava_alpha;
755 liquidcolor = stov(autocvar_hud_contents_lava_color);
760 liquidalpha = autocvar_hud_contents_slime_alpha;
761 liquidcolor = stov(autocvar_hud_contents_slime_color);
767 liquidcolor = '0 0 0';
772 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
773 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
774 contentfadetime = autocvar_hud_contents_fadeintime;
775 liquidalpha_prev = liquidalpha;
776 liquidcolor_prev = liquidcolor;
779 contentfadetime = autocvar_hud_contents_fadeouttime;
781 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
782 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
785 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
787 if(autocvar_hud_postprocessing)
789 if(autocvar_hud_contents_blur && contentavgalpha)
791 content_blurpostprocess_x = 1;
792 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
793 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
797 content_blurpostprocess_x = 0;
798 content_blurpostprocess_y = 0;
799 content_blurpostprocess_z = 0;
804 if(autocvar_hud_damage && !autocvar_chase_active)
807 splash_size_x = max(vid_conwidth, vid_conheight);
808 splash_size_y = max(vid_conwidth, vid_conheight);
809 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
810 splash_pos_y = (vid_conheight - splash_size_y) / 2;
812 float myhealth_flash_temp;
813 myhealth = getstati(STAT_HEALTH);
816 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
818 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
820 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
821 pain_threshold = autocvar_hud_damage_pain_threshold;
822 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
823 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
825 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
827 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);
830 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
832 if(myhealth_prev < 1)
836 myhealth_flash = 0; // just spawned, clear the flash immediately
837 myhealth_flash_temp = 0;
841 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
845 if(spectatee_status == -1 || intermission)
847 myhealth_flash = 0; // observing, or match ended
848 myhealth_flash_temp = 0;
851 myhealth_prev = myhealth;
853 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
855 if(autocvar_cl_gentle_damage == 2)
857 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
859 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
863 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
865 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);
868 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
870 if(autocvar_hud_postprocessing)
872 if(autocvar_hud_damage_blur && myhealth_flash_temp)
874 damage_blurpostprocess_x = 1;
875 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
876 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
880 damage_blurpostprocess_x = 0;
881 damage_blurpostprocess_y = 0;
882 damage_blurpostprocess_z = 0;
887 if(autocvar_hud_postprocessing)
889 // all of this should be done in the engine eventually
891 // enable or disable rendering types if they are used or not
892 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
893 cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
894 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
895 cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
897 // lets apply the postprocess effects from the previous two functions if needed
898 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
900 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
901 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
902 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
904 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
905 old_blurradius = blurradius;
906 old_bluralpha = bluralpha;
909 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
911 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
916 float sharpen_intensity;
917 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
918 sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
919 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
920 sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
922 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
924 sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
926 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
928 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
929 old_sharpen_intensity = sharpen_intensity;
932 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
934 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
935 old_sharpen_intensity = 0;
942 /*if(gametype == GAME_CTF)
949 for(self = world; (self = nextent(self)); )
953 Draw_ShowNames_All();
955 scoreboard_active = HUD_WouldDrawScoreboard();
957 hit_time = getstatf(STAT_HIT_TIME);
958 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
960 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
961 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
963 typehit_time = getstatf(STAT_TYPEHIT_TIME);
964 if(typehit_time > nextsound_typehit_time)
966 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
967 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
972 if(gametype == GAME_FREEZETAG)
974 if(getstati(STAT_FROZEN))
975 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
976 if(getstatf(STAT_REVIVE_PROGRESS))
978 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);
979 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
983 if(autocvar_r_letterbox == 0)
984 if(autocvar_viewsize < 120)
987 // crosshair goes VERY LAST
988 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
990 float wcross_alpha, wcross_resolution;
991 wcross_style = autocvar_crosshair;
992 if (wcross_style == "0")
994 wcross_resolution = autocvar_crosshair_size;
995 if (wcross_resolution == 0)
997 wcross_alpha = autocvar_crosshair_alpha;
998 if (wcross_alpha == 0)
1004 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1005 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1006 wcross_origin_z = 0;
1007 if(autocvar_crosshair_hittest)
1009 vector wcross_oldorigin;
1010 wcross_oldorigin = wcross_origin;
1011 shottype = TrueAimCheck();
1012 if(shottype == SHOTTYPE_HITWORLD)
1014 v = wcross_origin - wcross_oldorigin;
1015 v_x /= vid_conwidth;
1016 v_y /= vid_conheight;
1018 shottype = SHOTTYPE_HITOBSTRUCTION;
1020 if(!autocvar_crosshair_hittest_showimpact)
1021 wcross_origin = wcross_oldorigin;
1024 shottype = SHOTTYPE_HITWORLD;
1026 vector wcross_color, wcross_size;
1027 string wcross_wep, wcross_name;
1028 float wcross_scale, wcross_blur;
1030 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1031 e = get_weaponinfo(activeweapon);
1032 if (e && e.netname != "")
1034 wcross_wep = e.netname;
1035 if(autocvar_crosshair_per_weapon)
1037 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1038 if (wcross_resolution == 0)
1040 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1041 if (wcross_alpha == 0)
1044 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1045 if(wcross_style == "" || wcross_style == "0")
1046 wcross_style = wcross_wep;
1050 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1051 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1052 else if(autocvar_crosshair_color_by_health)
1054 local float x = getstati(STAT_HEALTH);
1069 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1070 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1074 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1075 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1076 wcross_color_z = 1 - (x-100)*0.02;
1082 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1087 wcross_color_y = (x-20)*90/27/100;
1088 wcross_color_z = (x-20)*90/27/100 * 0.2;
1097 wcross_color = stov(autocvar_crosshair_color);
1099 wcross_name = strcat("gfx/crosshair", wcross_style);
1101 if(autocvar_crosshair_effect_scalefade)
1103 wcross_scale = wcross_resolution;
1104 wcross_resolution = 1;
1111 if(autocvar_crosshair_pickup)
1113 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1115 pickup_crosshair_size = 1;
1116 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1119 if(pickup_crosshair_size > 0)
1120 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1122 pickup_crosshair_size = 0;
1124 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1127 vector hitindication_color;
1128 if(autocvar_crosshair_hitindication)
1130 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1131 if(hitindication_crosshair_time < hit_time)
1133 hitindication_crosshair_size = 1;
1134 hitindication_crosshair_time = hit_time;
1137 if(hitindication_crosshair_size > 0)
1138 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1140 hitindication_crosshair_size = 0;
1142 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1143 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1144 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1145 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1148 if(shottype == SHOTTYPE_HITENEMY)
1149 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1150 if(shottype == SHOTTYPE_HITTEAM)
1151 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1153 f = autocvar_crosshair_effect_speed;
1155 f *= -2 * g_weaponswitchdelay;
1156 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1158 wcross_changedonetime = time + f;
1160 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1162 wcross_name_changestarttime = time;
1163 wcross_name_changedonetime = time + f;
1164 if(wcross_name_goal_prev_prev)
1165 strunzone(wcross_name_goal_prev_prev);
1166 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1167 wcross_name_goal_prev = strzone(wcross_name);
1168 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1169 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1170 wcross_resolution_goal_prev = wcross_resolution;
1173 wcross_scale_goal_prev = wcross_scale;
1174 wcross_alpha_goal_prev = wcross_alpha;
1175 wcross_color_goal_prev = wcross_color;
1177 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1180 wcross_alpha *= 0.75;
1184 // *_prev is at time-frametime
1185 // * is at wcross_changedonetime+f
1186 // what do we have at time?
1187 if(time < wcross_changedonetime)
1189 f = frametime / (wcross_changedonetime - time + frametime);
1190 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1191 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1192 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1195 wcross_scale_prev = wcross_scale;
1196 wcross_alpha_prev = wcross_alpha;
1197 wcross_color_prev = wcross_color;
1199 wcross_scale *= 1 - autocvar__menu_alpha;
1200 wcross_alpha *= 1 - autocvar__menu_alpha;
1201 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1203 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1205 // crosshair rings for weapon stats
1206 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1208 // declarations and stats
1209 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1210 string ring_image, ring_inner_image;
1211 vector ring_rgb, ring_inner_rgb;
1213 ring_scale = autocvar_crosshair_ring_size;
1215 float weapon_clipload, weapon_clipsize;
1216 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1217 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1219 float nex_charge, nex_chargepool;
1220 nex_charge = getstatf(STAT_NEX_CHARGE);
1221 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1223 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1224 nex_charge_movingavg = nex_charge;
1227 // handle the values
1228 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1230 if (nex_chargepool || use_nex_chargepool) {
1231 use_nex_chargepool = 1;
1232 ring_inner_value = nex_chargepool;
1234 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1235 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1238 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1239 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;
1240 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1242 // draw the outer ring to show the current charge of the weapon
1243 ring_value = nex_charge;
1244 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1245 ring_rgb = wcross_color;
1246 ring_image = "gfx/crosshair_ring_nexgun.tga";
1248 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1250 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.
1251 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1252 ring_rgb = wcross_color;
1253 ring_image = "gfx/crosshair_ring.tga";
1255 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1257 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1258 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1259 ring_rgb = wcross_color;
1260 ring_image = "gfx/crosshair_ring.tga";
1263 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1265 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1266 ring_scale = autocvar_crosshair_ring_reload_size;
1267 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1268 ring_rgb = wcross_color;
1270 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1271 // if a new image for another weapon is added, add the code (and its respective file/value) here
1272 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1273 ring_image = "gfx/crosshair_ring_rifle.tga";
1275 ring_image = "gfx/crosshair_ring.tga";
1278 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1279 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1282 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1285 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1288 if(wcross_blur > 0) \
1290 for(i = -2; i <= 2; ++i) \
1291 for(j = -2; j <= 2; ++j) \
1292 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1296 M(0,0,sz,wcross_name,wcross_alpha); \
1301 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1302 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)
1304 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1305 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1307 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1309 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1310 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1311 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1318 wcross_name_alpha_goal_prev = f;
1320 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1321 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1323 if(autocvar_crosshair_dot)
1325 vector wcross_color_old;
1326 wcross_color_old = wcross_color;
1327 if(autocvar_crosshair_dot_color != "0")
1328 wcross_color = stov(autocvar_crosshair_dot_color);
1329 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1330 // FIXME why don't we use wcross_alpha here?
1331 wcross_color = wcross_color_old;
1337 wcross_scale_prev = 0;
1338 wcross_alpha_prev = 0;
1339 wcross_scale_goal_prev = 0;
1340 wcross_alpha_goal_prev = 0;
1341 wcross_changedonetime = 0;
1342 if(wcross_name_goal_prev)
1343 strunzone(wcross_name_goal_prev);
1344 wcross_name_goal_prev = string_null;
1345 if(wcross_name_goal_prev_prev)
1346 strunzone(wcross_name_goal_prev_prev);
1347 wcross_name_goal_prev_prev = string_null;
1348 wcross_name_changestarttime = 0;
1349 wcross_name_changedonetime = 0;
1350 wcross_name_alpha_goal_prev = 0;
1351 wcross_name_alpha_goal_prev_prev = 0;
1352 wcross_resolution_goal_prev = 0;
1353 wcross_resolution_goal_prev_prev = 0;
1357 if(NextFrameCommand)
1359 localcmd("\n", NextFrameCommand, "\n");
1360 NextFrameCommand = string_null;
1363 // we must do this check AFTER a frame was rendered, or it won't work
1364 if(cs_project_is_b0rked == 0)
1367 w0 = ftos(autocvar_vid_conwidth);
1368 h0 = ftos(autocvar_vid_conheight);
1369 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1370 //R_SetView(VF_FOV, '90 90 0');
1371 R_SetView(VF_ORIGIN, '0 0 0');
1372 R_SetView(VF_ANGLES, '0 0 0');
1373 R_SetView(VF_PERSPECTIVE, 1);
1374 makevectors('0 0 0');
1376 cvar_set("vid_conwidth", "800");
1377 cvar_set("vid_conheight", "600");
1378 v1 = cs_project(v_forward);
1379 cvar_set("vid_conwidth", "640");
1380 cvar_set("vid_conheight", "480");
1381 v2 = cs_project(v_forward);
1383 cs_project_is_b0rked = 1;
1385 cs_project_is_b0rked = -1;
1386 cvar_set("vid_conwidth", w0);
1387 cvar_set("vid_conheight", h0);
1390 if(autocvar__hud_configure)
1393 if(hud && !intermission)
1395 if(hud == HUD_SPIDERBOT)
1397 else if(hud == HUD_WAKIZASHI)
1398 CSQC_WAKIZASHI_HUD();
1399 else if(hud == HUD_RAPTOR)
1401 else if(hud == HUD_BUMBLEBEE)
1404 // let's reset the view back to normal for the end
1405 R_SetView(VF_MIN, '0 0 0');
1406 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1410 void CSQC_common_hud(void)
1412 // do some accuracy var caching
1414 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1416 if(autocvar_accuracy_color_levels != acc_color_levels)
1418 if(acc_color_levels)
1419 strunzone(acc_color_levels);
1420 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1421 acc_levels = tokenize(acc_color_levels);
1422 if (acc_levels > MAX_ACCURACY_LEVELS)
1423 acc_levels = MAX_ACCURACY_LEVELS;
1425 for (i = 0; i < acc_levels; ++i)
1426 acc_lev[i] = stof(argv(i)) / 100.0;
1428 // let know that acc_col[] needs to be loaded
1432 HUD_Main(); // always run these functions for alpha checks
1433 HUD_DrawScoreboard();
1435 if (scoreboard_active) // scoreboard/accuracy
1438 // HUD_DrawScoreboard takes care of centerprint_start
1440 else if (intermission == 2) // map voting screen
1442 HUD_FinaleOverlay();
1445 centerprint_start_x = 0;
1446 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1450 centerprint_start_x = 0;
1451 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1462 CSQC_WAKIZASHI_HUD();
1471 HUD_DrawCenterPrint();
1476 // following vectors must be global to allow seamless switching between camera modes
1477 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1478 void CSQC_Demo_Camera()
1480 float speed, attenuation, dimensions;
1483 if( autocvar_camera_reset || !camera_mode )
1485 camera_offset = '0 0 0';
1486 current_angles = '0 0 0';
1487 camera_direction = '0 0 0';
1488 camera_offset_z += 30;
1489 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1490 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1491 current_origin = view_origin;
1492 current_camera_offset = camera_offset;
1493 cvar_set("camera_reset", "0");
1494 camera_mode = CAMERA_CHASE;
1499 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1501 if(autocvar_camera_look_player)
1506 dir = normalize(view_origin - current_position);
1508 mouse_angles = vectoangles(dir);
1509 mouse_angles_x = mouse_angles_x * -1;
1514 tmp = getmousepos() * 0.1;
1515 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1517 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1518 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1522 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1523 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1524 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1525 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1527 // Fix difference when angles don't have the same sign
1529 if(mouse_angles_y < -60 && current_angles_y > 60)
1531 if(mouse_angles_y > 60 && current_angles_y < -60)
1534 if(autocvar_camera_look_player)
1535 attenuation = autocvar_camera_look_attenuation;
1537 attenuation = autocvar_camera_speed_attenuation;
1539 attenuation = 1 / max(1, attenuation);
1540 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1542 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1543 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1544 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1545 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1551 if( camera_direction_x )
1553 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1554 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1555 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1556 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1560 if( camera_direction_y )
1562 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1563 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1564 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1568 if( camera_direction_z )
1570 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1574 if(autocvar_camera_free)
1575 speed = autocvar_camera_speed_free;
1577 speed = autocvar_camera_speed_chase;
1581 speed = speed * sqrt(1 / dimensions);
1582 camera_offset += tmp * speed;
1585 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1588 if( autocvar_camera_free )
1590 if ( camera_mode == CAMERA_CHASE )
1592 current_camera_offset = current_origin + current_camera_offset;
1593 camera_offset = current_origin + camera_offset;
1596 camera_mode = CAMERA_FREE;
1597 current_position = current_camera_offset;
1601 if ( camera_mode == CAMERA_FREE )
1603 current_origin = view_origin;
1604 camera_offset = camera_offset - current_origin;
1605 current_camera_offset = current_camera_offset - current_origin;
1608 camera_mode = CAMERA_CHASE;
1610 if(autocvar_camera_chase_smoothly)
1611 current_origin += (view_origin - current_origin) * attenuation;
1613 current_origin = view_origin;
1615 current_position = current_origin + current_camera_offset;
1618 R_SetView(VF_ANGLES, current_angles);
1619 R_SetView(VF_ORIGIN, current_position);