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);
84 porto.classname = "porto";
85 porto.draw = Porto_Draw;
86 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
91 vector GetCurrentFov(float fov)
93 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
95 zoomsensitivity = autocvar_cl_zoomsensitivity;
96 zoomfactor = autocvar_cl_zoomfactor;
97 if(zoomfactor < 1 || zoomfactor > 16)
99 zoomspeed = autocvar_cl_zoomspeed;
101 if(zoomspeed < 0.5 || zoomspeed > 16)
104 zoomdir = button_zoom;
105 if(hud == HUD_NORMAL)
106 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
107 zoomdir += button_attack2;
108 if(spectatee_status > 0 || isdemo())
110 if(spectatorbutton_zoom)
117 // fteqcc failed twice here already, don't optimize this
123 if(zoomin_effect || camera_active)
125 current_viewzoom = min(1, current_viewzoom + drawframetime);
129 if(zoomspeed < 0) // instant zoom
132 current_viewzoom = 1 / zoomfactor;
134 current_viewzoom = 1;
139 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
141 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
145 if(almost_equals(current_viewzoom, 1))
146 current_zoomfraction = 0;
147 else if(almost_equals(current_viewzoom, 1/zoomfactor))
148 current_zoomfraction = 1;
150 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
152 if(zoomsensitivity < 1)
153 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
155 setsensitivityscale(1);
157 if (autocvar_cl_velocityzoom)
159 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
160 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
161 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
162 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
167 float frustumx, frustumy, fovx, fovy;
168 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
169 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
170 fovx = atan2(frustumx, 1) / M_PI * 360.0;
171 fovy = atan2(frustumy, 1) / M_PI * 360.0;
173 return '1 0 0' * fovx + '0 1 0' * fovy;
176 // this function must match W_SetupShot!
177 float zoomscript_caught;
179 vector wcross_origin;
180 float wcross_scale_prev, wcross_alpha_prev;
181 vector wcross_color_prev;
182 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
183 vector wcross_color_goal_prev;
184 float wcross_changedonetime;
186 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
187 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
188 float wcross_name_changestarttime, wcross_name_changedonetime;
189 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
191 entity trueaim_rifle;
193 #define SHOTTYPE_HITTEAM 1
194 #define SHOTTYPE_HITOBSTRUCTION 2
195 #define SHOTTYPE_HITWORLD 3
196 #define SHOTTYPE_HITENEMY 4
201 trueaim.classname = "trueaim";
202 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
203 trueaim_rifle = spawn();
204 trueaim_rifle.classname = "trueaim_rifle";
205 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
208 float EnemyHitCheck()
211 wcross_origin = project_3d_to_2d(trace_endpos);
213 if(trace_networkentity < 1)
214 return SHOTTYPE_HITWORLD;
215 if(trace_networkentity > maxclients)
216 return SHOTTYPE_HITWORLD;
217 t = GetPlayerColor(trace_networkentity - 1);
220 return SHOTTYPE_HITTEAM;
221 if(t == COLOR_SPECTATOR)
222 return SHOTTYPE_HITWORLD;
223 return SHOTTYPE_HITENEMY;
228 float nudge = 1; // added to traceline target and subtracted from result
229 vector vecs, trueaimpoint, w_shotorg;
237 mv = MOVE_NOMONSTERS;
241 case WEP_TUBA: // no aim
242 case WEP_PORTO: // shoots from eye
243 case WEP_HOOK: // no trueaim
244 case WEP_GRENADE_LAUNCHER: // toss curve
245 return SHOTTYPE_HITWORLD;
253 if(zoomscript_caught)
255 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
256 return EnemyHitCheck();
259 case WEP_ROCKET_LAUNCHER: // projectile has a size!
263 case WEP_FIREBALL: // projectile has a size!
267 case WEP_SEEKER: // projectile has a size!
271 case WEP_ELECTRO: // projectile has a size!
277 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
279 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
280 trueaimpoint = trace_endpos;
282 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
283 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
290 dv = view_right * vecs_y + view_up * vecs_z;
291 w_shotorg = view_origin + dv;
293 // now move the vecs forward as much as requested if possible
294 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
295 w_shotorg = trace_endpos - view_forward * nudge;
297 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
298 shottype = EnemyHitCheck();
299 if(shottype != SHOTTYPE_HITWORLD)
303 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
304 // or rather, I know why, but see no fix
305 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
306 // 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
307 return SHOTTYPE_HITOBSTRUCTION;
310 return SHOTTYPE_HITWORLD;
313 void CSQC_common_hud(void);
316 void CSQC_Demo_Camera();
317 float HUD_WouldDrawScoreboard();
320 string NextFrameCommand;
321 void CSQC_SPIDER_HUD();
322 void CSQC_RAPTOR_HUD();
324 vector freeze_org, freeze_ang;
325 entity nightvision_noise, nightvision_noise2;
327 #define MAX_TIME_DIFF 5
328 float pickup_crosshair_time, pickup_crosshair_size;
329 float hit_time, typehit_time;
330 float nextsound_hit_time, nextsound_typehit_time;
331 float hitindication_crosshair_time, hitindication_crosshair_size;
332 float use_nex_chargepool;
334 float myhealth, myhealth_prev;
335 float myhealth_flash;
337 float old_blurradius, old_bluralpha;
338 float old_sharpen_intensity;
340 vector myhealth_gentlergb;
342 float contentavgalpha, liquidalpha_prev;
343 vector liquidcolor_prev;
345 float eventchase_current_distance;
347 vector damage_blurpostprocess, content_blurpostprocess;
351 void CSQC_UpdateView(float w, float h)
357 vector vf_size, vf_min;
359 hud = getstati(STAT_HUD);
361 button_attack2 = (input_buttons & BUTTON_3);
362 button_zoom = (input_buttons & BUTTON_4);
364 // FIXME do we need this hack?
367 // in demos, input_buttons do not work
368 button_zoom = (autocvar__togglezoom == "-");
371 #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
372 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
373 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
374 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);
375 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
376 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
377 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
379 vf_size = R_SetView3fv(VF_SIZE);
380 vf_min = R_SetView3fv(VF_MIN);
381 vid_width = vf_size_x;
382 vid_height = vf_size_y;
384 vector reticle_pos, reticle_size;
385 vector splash_pos, splash_size;
387 WaypointSprite_Load();
390 myteam = GetPlayerColor(spectatee_status - 1);
392 myteam = GetPlayerColor(player_localentnum - 1);
394 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
396 // event chase camera
397 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
399 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
401 // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
402 vector current_view_origin = R_SetView3fv(VF_ORIGIN);
404 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
405 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
406 if(!autocvar_chase_active)
407 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)
409 // make the camera smooth back
410 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
411 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
412 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
413 eventchase_current_distance = autocvar_cl_eventchase_distance;
415 vector eventchase_target_origin;
416 makevectors(view_angles);
417 // pass 1, used to check where the camera would go and obtain the trace_fraction
418 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
419 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
420 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
421 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
422 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
423 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
425 R_SetView(VF_ORIGIN, trace_endpos);
426 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
428 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
430 cvar_set("chase_active", "0");
431 eventchase_current_distance = 0; // start from 0 next time
435 // do lockview after event chase camera so that it still applies whenever necessary.
436 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
438 R_SetView(VF_ORIGIN, freeze_org);
439 R_SetView(VF_ANGLES, freeze_ang);
443 freeze_org = R_SetView3fv(VF_ORIGIN);
444 freeze_ang = R_SetView3fv(VF_ANGLES);
448 //WarpZone_FixPMove();
451 view_origin = R_SetView3fv(VF_ORIGIN);
452 view_angles = R_SetView3fv(VF_ANGLES);
453 makevectors(view_angles);
454 view_forward = v_forward;
455 view_right = v_right;
459 if(time > blurtest_time0 && time < blurtest_time1)
463 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
464 r = t * blurtest_radius;
465 f = 1 / pow(t, blurtest_power) - 1;
467 cvar_set("r_glsl_postprocess", "1");
468 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
472 cvar_set("r_glsl_postprocess", "0");
473 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
477 TargetMusic_Advance();
481 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
483 drawframetime = bound(0.000001, time - drawtime, 1);
486 // watch for gametype changes here...
487 // in ParseStuffCMD the cmd isn't executed yet :/
488 // might even be better to add the gametype to TE_CSQC_INIT...?
492 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
494 if(calledhooks & HOOK_START)
496 localcmd("\ncl_hook_gameend\n");
497 calledhooks |= HOOK_END;
506 if(!zoomscript_caught)
508 localcmd("+button9\n");
509 zoomscript_caught = 1;
514 if(zoomscript_caught)
516 localcmd("-button9\n");
517 zoomscript_caught = 0;
521 ColorTranslateMode = autocvar_cl_stripcolorcodes;
523 // next WANTED weapon (for HUD)
524 switchweapon = getstati(STAT_SWITCHWEAPON);
526 // currently switching-to weapon (for crosshair)
527 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
529 // actually active weapon (for zoom)
530 activeweapon = getstati(STAT_ACTIVEWEAPON);
532 f = (serverflags & SERVERFLAG_TEAMPLAY);
539 if(last_switchweapon != switchweapon) {
541 last_switchweapon = switchweapon;
543 if(last_activeweapon != activeweapon) {
544 last_activeweapon = activeweapon;
546 e = get_weaponinfo(activeweapon);
548 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
550 localcmd("\ncl_hook_activeweapon none\n");
553 // ALWAYS Clear Current Scene First
555 #ifdef WORKAROUND_XON010
556 if(checkextension("DP_CSQC_ROTATEMOVES"))
559 R_SetView(VF_ORIGIN, view_origin);
560 R_SetView(VF_ANGLES, view_angles);
561 #ifdef WORKAROUND_XON010
565 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
566 R_SetView(VF_SIZE, vf_size);
567 R_SetView(VF_MIN, vf_min);
569 // Assign Standard Viewflags
570 // Draw the World (and sky)
571 R_SetView(VF_DRAWWORLD, 1);
573 // Set the console size vars
574 vid_conwidth = autocvar_vid_conwidth;
575 vid_conheight = autocvar_vid_conheight;
576 vid_pixelheight = autocvar_vid_pixelheight;
578 R_SetView(VF_FOV, GetCurrentFov(fov));
580 // Camera for demo playback
583 if(autocvar_camera_enable)
587 cvar_set("chase_active", ftos(chase_active_backup));
588 cvar_set("cl_demo_mousegrab", "0");
589 camera_active = FALSE;
593 else if(autocvar_camera_enable)
595 else if(autocvar_camera_enable && isdemo())
598 // Enable required Darkplaces cvars
599 chase_active_backup = autocvar_chase_active;
600 cvar_set("chase_active", "2");
601 cvar_set("cl_demo_mousegrab", "1");
602 camera_active = TRUE;
606 // Draw the Crosshair
607 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
609 // Draw the Engine Status Bar (the default Quake HUD)
610 R_SetView(VF_DRAWENGINEHUD, 0);
612 // Update the mouse position
614 mousepos_x = vid_conwidth;
615 mousepos_y = vid_conheight;
616 mousepos = mousepos*0.5 + getmousepos();
620 for(self = world; (self = nextent(self)); )
625 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
628 // now switch to 2D drawing mode by calling a 2D drawing function
629 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
630 // next R_RenderScene call
631 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
633 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
634 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
636 // apply night vision effect
637 vector rgb, tc_00, tc_01, tc_10, tc_11;
639 if(!nightvision_noise)
641 nightvision_noise = spawn();
642 nightvision_noise.classname = "nightvision_noise";
644 if(!nightvision_noise2)
646 nightvision_noise2 = spawn();
647 nightvision_noise2.classname = "nightvision_noise2";
650 // color tint in yellow
651 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
654 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
656 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
657 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
658 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
659 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
660 tc_11 = tc_01 + tc_10 - tc_00;
661 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
662 R_PolygonVertex('0 0 0', tc_00, rgb, a);
663 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
664 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
665 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
669 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
670 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
671 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
672 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
673 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
674 tc_11 = tc_01 + tc_10 - tc_00;
675 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
676 R_PolygonVertex('0 0 0', tc_00, rgb, a);
677 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
678 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
679 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
683 // Draw the aiming reticle for weapons that use it
684 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
685 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
686 // the view to go back to normal, so reticle_type would become 0 as we fade out)
687 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
688 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
689 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
690 reticle_type = 2; // nex zoom
691 else if(button_zoom || zoomscript_caught)
692 reticle_type = 1; // normal zoom
693 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
694 reticle_type = 2; // nex zoom
698 if(autocvar_cl_reticle_stretch)
700 reticle_size_x = vid_conwidth;
701 reticle_size_y = vid_conheight;
707 reticle_size_x = max(vid_conwidth, vid_conheight);
708 reticle_size_y = max(vid_conwidth, vid_conheight);
709 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
710 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
713 f = current_zoomfraction;
714 if(zoomscript_caught)
716 if(autocvar_cl_reticle_item_normal)
718 if(reticle_type == 1 && f)
719 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
721 if(autocvar_cl_reticle_item_nex)
723 if(reticle_type == 2 && f)
724 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
729 // improved polyblend
731 if(autocvar_hud_contents)
733 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
736 switch(pointcontents(view_origin))
739 liquidalpha = autocvar_hud_contents_water_alpha;
740 liquidcolor = stov(autocvar_hud_contents_water_color);
745 liquidalpha = autocvar_hud_contents_lava_alpha;
746 liquidcolor = stov(autocvar_hud_contents_lava_color);
751 liquidalpha = autocvar_hud_contents_slime_alpha;
752 liquidcolor = stov(autocvar_hud_contents_slime_color);
758 liquidcolor = '0 0 0';
763 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
764 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
765 contentfadetime = autocvar_hud_contents_fadeintime;
766 liquidalpha_prev = liquidalpha;
767 liquidcolor_prev = liquidcolor;
770 contentfadetime = autocvar_hud_contents_fadeouttime;
772 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
773 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
776 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
778 if(autocvar_hud_postprocessing)
780 if(autocvar_hud_contents_blur && contentavgalpha)
782 content_blurpostprocess_x = 1;
783 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
784 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
788 content_blurpostprocess_x = 0;
789 content_blurpostprocess_y = 0;
790 content_blurpostprocess_z = 0;
795 if(autocvar_hud_damage && !autocvar_chase_active)
797 splash_size_x = max(vid_conwidth, vid_conheight);
798 splash_size_y = max(vid_conwidth, vid_conheight);
799 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
800 splash_pos_y = (vid_conheight - splash_size_y) / 2;
802 float myhealth_flash_temp;
803 myhealth = getstati(STAT_HEALTH);
806 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
808 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
810 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
811 pain_threshold = autocvar_hud_damage_pain_threshold;
812 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
813 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
815 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
817 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);
820 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
822 if(myhealth_prev < 1)
826 myhealth_flash = 0; // just spawned, clear the flash immediately
827 myhealth_flash_temp = 0;
831 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
835 if(spectatee_status == -1 || intermission)
837 myhealth_flash = 0; // observing, or match ended
838 myhealth_flash_temp = 0;
841 myhealth_prev = myhealth;
843 // IDEA: change damage color/picture based on player model for robot/alien species?
844 // pro: matches model better
845 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
846 // maybe different reddish pics?
847 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
849 if(autocvar_cl_gentle_damage == 2)
851 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
853 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
857 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
859 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);
862 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
864 if(autocvar_hud_postprocessing)
866 if(autocvar_hud_damage_blur && myhealth_flash_temp)
868 damage_blurpostprocess_x = 1;
869 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
870 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
874 damage_blurpostprocess_x = 0;
875 damage_blurpostprocess_y = 0;
876 damage_blurpostprocess_z = 0;
881 if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
883 // enable or disable rendering types if they are used or not
884 if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
885 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
887 // blur postprocess handling done first (used by hud_damage and hud_contents)
888 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
890 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
891 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
892 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
894 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
895 old_blurradius = blurradius;
896 old_bluralpha = bluralpha;
899 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
901 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
906 // edge detection postprocess handling done second (used by hud_powerup)
907 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
908 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
909 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
911 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
913 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
915 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
917 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
918 old_sharpen_intensity = sharpen_intensity;
921 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
923 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
924 old_sharpen_intensity = 0;
931 /*if(gametype == GAME_CTF)
938 for(self = world; (self = nextent(self)); )
942 Draw_ShowNames_All();
944 scoreboard_active = HUD_WouldDrawScoreboard();
946 hit_time = getstatf(STAT_HIT_TIME);
947 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
949 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
950 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
952 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
954 typehit_time = getstatf(STAT_TYPEHIT_TIME);
955 if(typehit_time > nextsound_typehit_time)
957 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
958 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
960 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
965 if(gametype == GAME_FREEZETAG)
967 if(getstati(STAT_FROZEN))
968 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
969 if(getstatf(STAT_REVIVE_PROGRESS))
971 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);
972 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
976 if(autocvar_r_letterbox == 0)
977 if(autocvar_viewsize < 120)
980 // crosshair goes VERY LAST
981 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
983 float wcross_alpha, wcross_resolution;
984 wcross_style = autocvar_crosshair;
985 if (wcross_style == "0")
987 wcross_resolution = autocvar_crosshair_size;
988 if (wcross_resolution == 0)
990 wcross_alpha = autocvar_crosshair_alpha;
991 if (wcross_alpha == 0)
997 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
998 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1000 if(autocvar_crosshair_hittest)
1002 vector wcross_oldorigin;
1003 wcross_oldorigin = wcross_origin;
1004 shottype = TrueAimCheck();
1005 if(shottype == SHOTTYPE_HITWORLD)
1007 v = wcross_origin - wcross_oldorigin;
1008 v_x /= vid_conwidth;
1009 v_y /= vid_conheight;
1011 shottype = SHOTTYPE_HITOBSTRUCTION;
1013 if(!autocvar_crosshair_hittest_showimpact)
1014 wcross_origin = wcross_oldorigin;
1017 shottype = SHOTTYPE_HITWORLD;
1019 vector wcross_color, wcross_size;
1020 string wcross_wep, wcross_name;
1021 float wcross_scale, wcross_blur;
1023 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1024 e = get_weaponinfo(switchingweapon);
1025 if (e && e.netname != "")
1027 wcross_wep = e.netname;
1028 if(autocvar_crosshair_per_weapon)
1030 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1031 if (wcross_resolution == 0)
1033 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1034 if (wcross_alpha == 0)
1037 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1038 if(wcross_style == "" || wcross_style == "0")
1039 wcross_style = wcross_wep;
1043 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1044 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1045 else if(autocvar_crosshair_color_by_health)
1047 float x = getstati(STAT_HEALTH);
1062 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1063 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1067 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1068 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1069 wcross_color_z = 1 - (x-100)*0.02;
1075 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1080 wcross_color_y = (x-20)*90/27/100;
1081 wcross_color_z = (x-20)*90/27/100 * 0.2;
1090 wcross_color = stov(autocvar_crosshair_color);
1092 wcross_name = strcat("gfx/crosshair", wcross_style);
1094 if(autocvar_crosshair_effect_scalefade)
1096 wcross_scale = wcross_resolution;
1097 wcross_resolution = 1;
1104 if(autocvar_crosshair_pickup)
1106 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1108 if(pickup_crosshair_time < stat_pickup_time)
1110 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1111 pickup_crosshair_size = 1;
1113 pickup_crosshair_time = stat_pickup_time;
1116 if(pickup_crosshair_size > 0)
1117 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1119 pickup_crosshair_size = 0;
1121 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1124 if(autocvar_crosshair_hitindication)
1126 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1127 if(hitindication_crosshair_time < hit_time)
1129 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1130 hitindication_crosshair_size = 1;
1132 hitindication_crosshair_time = hit_time;
1135 if(hitindication_crosshair_size > 0)
1136 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1138 hitindication_crosshair_size = 0;
1140 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1141 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1142 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1143 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1146 if(shottype == SHOTTYPE_HITENEMY)
1147 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1148 if(shottype == SHOTTYPE_HITTEAM)
1149 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1151 f = autocvar_crosshair_effect_speed;
1153 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1154 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1156 wcross_changedonetime = time + f;
1158 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1160 wcross_name_changestarttime = time;
1161 wcross_name_changedonetime = time + f;
1162 if(wcross_name_goal_prev_prev)
1163 strunzone(wcross_name_goal_prev_prev);
1164 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1165 wcross_name_goal_prev = strzone(wcross_name);
1166 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1167 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1168 wcross_resolution_goal_prev = wcross_resolution;
1171 wcross_scale_goal_prev = wcross_scale;
1172 wcross_alpha_goal_prev = wcross_alpha;
1173 wcross_color_goal_prev = wcross_color;
1175 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1178 wcross_alpha *= 0.75;
1182 // *_prev is at time-frametime
1183 // * is at wcross_changedonetime+f
1184 // what do we have at time?
1185 if(time < wcross_changedonetime)
1187 f = frametime / (wcross_changedonetime - time + frametime);
1188 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1189 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1190 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1193 wcross_scale_prev = wcross_scale;
1194 wcross_alpha_prev = wcross_alpha;
1195 wcross_color_prev = wcross_color;
1197 wcross_scale *= 1 - autocvar__menu_alpha;
1198 wcross_alpha *= 1 - autocvar__menu_alpha;
1199 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1201 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1203 // crosshair rings for weapon stats
1204 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1206 // declarations and stats
1207 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1208 string ring_image, ring_inner_image;
1209 vector ring_rgb, ring_inner_rgb;
1211 ring_scale = autocvar_crosshair_ring_size;
1213 float weapon_clipload, weapon_clipsize;
1214 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1215 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1217 float nex_charge, nex_chargepool;
1218 nex_charge = getstatf(STAT_NEX_CHARGE);
1219 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1221 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1222 nex_charge_movingavg = nex_charge;
1225 // handle the values
1226 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1228 if (nex_chargepool || use_nex_chargepool) {
1229 use_nex_chargepool = 1;
1230 ring_inner_value = nex_chargepool;
1232 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1233 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1236 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1237 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;
1238 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1240 // draw the outer ring to show the current charge of the weapon
1241 ring_value = nex_charge;
1242 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1243 ring_rgb = wcross_color;
1244 ring_image = "gfx/crosshair_ring_nexgun.tga";
1246 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1248 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.
1249 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1250 ring_rgb = wcross_color;
1251 ring_image = "gfx/crosshair_ring.tga";
1253 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1255 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1256 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1257 ring_rgb = wcross_color;
1258 ring_image = "gfx/crosshair_ring.tga";
1261 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1263 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1264 ring_scale = autocvar_crosshair_ring_reload_size;
1265 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1266 ring_rgb = wcross_color;
1268 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1269 // if a new image for another weapon is added, add the code (and its respective file/value) here
1270 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1271 ring_image = "gfx/crosshair_ring_rifle.tga";
1273 ring_image = "gfx/crosshair_ring.tga";
1276 // if in weapon switch animation, fade ring out/in
1277 if(g_weaponswitchdelay > 0)
1279 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1281 ring_alpha *= fabs(1 - f);
1284 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1285 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1288 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1291 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1294 if(wcross_blur > 0) \
1296 for(i = -2; i <= 2; ++i) \
1297 for(j = -2; j <= 2; ++j) \
1298 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1302 M(0,0,sz,wcross_name,wcross_alpha); \
1307 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1308 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)
1310 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1311 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1313 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1315 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1316 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1317 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1324 wcross_name_alpha_goal_prev = f;
1326 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1327 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1329 if(autocvar_crosshair_dot)
1331 vector wcross_color_old;
1332 wcross_color_old = wcross_color;
1333 if(autocvar_crosshair_dot_color != "0")
1334 wcross_color = stov(autocvar_crosshair_dot_color);
1335 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1336 // FIXME why don't we use wcross_alpha here?
1337 wcross_color = wcross_color_old;
1343 wcross_scale_prev = 0;
1344 wcross_alpha_prev = 0;
1345 wcross_scale_goal_prev = 0;
1346 wcross_alpha_goal_prev = 0;
1347 wcross_changedonetime = 0;
1348 if(wcross_name_goal_prev)
1349 strunzone(wcross_name_goal_prev);
1350 wcross_name_goal_prev = string_null;
1351 if(wcross_name_goal_prev_prev)
1352 strunzone(wcross_name_goal_prev_prev);
1353 wcross_name_goal_prev_prev = string_null;
1354 wcross_name_changestarttime = 0;
1355 wcross_name_changedonetime = 0;
1356 wcross_name_alpha_goal_prev = 0;
1357 wcross_name_alpha_goal_prev_prev = 0;
1358 wcross_resolution_goal_prev = 0;
1359 wcross_resolution_goal_prev_prev = 0;
1363 if(NextFrameCommand)
1365 localcmd("\n", NextFrameCommand, "\n");
1366 NextFrameCommand = string_null;
1369 // we must do this check AFTER a frame was rendered, or it won't work
1370 if(cs_project_is_b0rked == 0)
1373 w0 = ftos(autocvar_vid_conwidth);
1374 h0 = ftos(autocvar_vid_conheight);
1375 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1376 //R_SetView(VF_FOV, '90 90 0');
1377 R_SetView(VF_ORIGIN, '0 0 0');
1378 R_SetView(VF_ANGLES, '0 0 0');
1379 R_SetView(VF_PERSPECTIVE, 1);
1380 makevectors('0 0 0');
1382 cvar_set("vid_conwidth", "800");
1383 cvar_set("vid_conheight", "600");
1384 v1 = cs_project(v_forward);
1385 cvar_set("vid_conwidth", "640");
1386 cvar_set("vid_conheight", "480");
1387 v2 = cs_project(v_forward);
1389 cs_project_is_b0rked = 1;
1391 cs_project_is_b0rked = -1;
1392 cvar_set("vid_conwidth", w0);
1393 cvar_set("vid_conheight", h0);
1396 if(autocvar__hud_configure)
1399 if(hud && !intermission)
1401 if(hud == HUD_SPIDERBOT)
1403 else if(hud == HUD_WAKIZASHI)
1404 CSQC_WAKIZASHI_HUD();
1405 else if(hud == HUD_RAPTOR)
1407 else if(hud == HUD_BUMBLEBEE)
1410 // let's reset the view back to normal for the end
1411 R_SetView(VF_MIN, '0 0 0');
1412 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1416 void CSQC_common_hud(void)
1418 // do some accuracy var caching
1420 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1422 if(autocvar_accuracy_color_levels != acc_color_levels)
1424 if(acc_color_levels)
1425 strunzone(acc_color_levels);
1426 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1427 acc_levels = tokenize(acc_color_levels);
1428 if (acc_levels > MAX_ACCURACY_LEVELS)
1429 acc_levels = MAX_ACCURACY_LEVELS;
1431 for (i = 0; i < acc_levels; ++i)
1432 acc_lev[i] = stof(argv(i)) / 100.0;
1434 // let know that acc_col[] needs to be loaded
1438 HUD_Main(); // always run these functions for alpha checks
1439 HUD_DrawScoreboard();
1441 if (scoreboard_active) // scoreboard/accuracy
1443 else if (intermission == 2) // map voting screen
1445 HUD_FinaleOverlay();
1456 CSQC_WAKIZASHI_HUD();
1467 // following vectors must be global to allow seamless switching between camera modes
1468 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1469 void CSQC_Demo_Camera()
1471 float speed, attenuation, dimensions;
1474 if( autocvar_camera_reset || !camera_mode )
1476 camera_offset = '0 0 0';
1477 current_angles = '0 0 0';
1478 camera_direction = '0 0 0';
1479 camera_offset_z += 30;
1480 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1481 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1482 current_origin = view_origin;
1483 current_camera_offset = camera_offset;
1484 cvar_set("camera_reset", "0");
1485 camera_mode = CAMERA_CHASE;
1490 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1492 if(autocvar_camera_look_player)
1497 dir = normalize(view_origin - current_position);
1499 mouse_angles = vectoangles(dir);
1500 mouse_angles_x = mouse_angles_x * -1;
1505 tmp = getmousepos() * 0.1;
1506 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1508 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1509 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1513 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1514 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1515 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1516 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1518 // Fix difference when angles don't have the same sign
1520 if(mouse_angles_y < -60 && current_angles_y > 60)
1522 if(mouse_angles_y > 60 && current_angles_y < -60)
1525 if(autocvar_camera_look_player)
1526 attenuation = autocvar_camera_look_attenuation;
1528 attenuation = autocvar_camera_speed_attenuation;
1530 attenuation = 1 / max(1, attenuation);
1531 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1533 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1534 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1535 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1536 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1542 if( camera_direction_x )
1544 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1545 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1546 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1547 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1551 if( camera_direction_y )
1553 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1554 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1555 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1559 if( camera_direction_z )
1561 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1565 if(autocvar_camera_free)
1566 speed = autocvar_camera_speed_free;
1568 speed = autocvar_camera_speed_chase;
1572 speed = speed * sqrt(1 / dimensions);
1573 camera_offset += tmp * speed;
1576 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1579 if( autocvar_camera_free )
1581 if ( camera_mode == CAMERA_CHASE )
1583 current_camera_offset = current_origin + current_camera_offset;
1584 camera_offset = current_origin + camera_offset;
1587 camera_mode = CAMERA_FREE;
1588 current_position = current_camera_offset;
1592 if ( camera_mode == CAMERA_FREE )
1594 current_origin = view_origin;
1595 camera_offset = camera_offset - current_origin;
1596 current_camera_offset = current_camera_offset - current_origin;
1599 camera_mode = CAMERA_CHASE;
1601 if(autocvar_camera_chase_smoothly)
1602 current_origin += (view_origin - current_origin) * attenuation;
1604 current_origin = view_origin;
1606 current_position = current_origin + current_camera_offset;
1609 R_SetView(VF_ANGLES, current_angles);
1610 R_SetView(VF_ORIGIN, current_position);