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;
118 float velocityzoom, curspeed;
120 zoomsensitivity = autocvar_cl_zoomsensitivity;
121 zoomfactor = autocvar_cl_zoomfactor;
122 if(zoomfactor < 1 || zoomfactor > 16)
124 zoomspeed = autocvar_cl_zoomspeed;
126 if(zoomspeed < 0.5 || zoomspeed > 16)
129 zoomdir = button_zoom;
130 if(hud == HUD_NORMAL)
131 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
132 zoomdir += button_attack2;
133 if(spectatee_status > 0 || isdemo())
135 if(spectatorbutton_zoom)
142 // fteqcc failed twice here already, don't optimize this
148 if(zoomin_effect || camera_active)
150 current_viewzoom = min(1, current_viewzoom + drawframetime);
154 if(zoomspeed < 0) // instant zoom
157 current_viewzoom = 1 / zoomfactor;
159 current_viewzoom = 1;
164 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
166 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
170 if(almost_equals(current_viewzoom, 1))
171 current_zoomfraction = 0;
172 else if(almost_equals(current_viewzoom, 1/zoomfactor))
173 current_zoomfraction = 1;
175 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
177 if(zoomsensitivity < 1)
178 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
180 setsensitivityscale(1);
182 makevectors(view_angles);
184 if(autocvar_cl_velocityzoom)
186 switch(autocvar_cl_velocityzoom_type)
188 case 3: curspeed = max(0, v_forward * pmove_vel); break;
189 case 2: curspeed = (v_forward * pmove_vel); break;
190 case 1: default: curspeed = vlen(pmove_vel); break;
193 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
194 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
195 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
197 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
202 float frustumx, frustumy, fovx, fovy;
203 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
204 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
205 fovx = atan2(frustumx, 1) / M_PI * 360.0;
206 fovy = atan2(frustumy, 1) / M_PI * 360.0;
208 return '1 0 0' * fovx + '0 1 0' * fovy;
211 // this function must match W_SetupShot!
212 float zoomscript_caught;
214 vector wcross_origin;
215 float wcross_scale_prev, wcross_alpha_prev;
216 vector wcross_color_prev;
217 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
218 vector wcross_color_goal_prev;
219 float wcross_changedonetime;
221 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
222 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
223 float wcross_name_changestarttime, wcross_name_changedonetime;
224 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
226 entity trueaim_rifle;
228 #define SHOTTYPE_HITTEAM 1
229 #define SHOTTYPE_HITOBSTRUCTION 2
230 #define SHOTTYPE_HITWORLD 3
231 #define SHOTTYPE_HITENEMY 4
236 trueaim.classname = "trueaim";
237 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
238 trueaim_rifle = spawn();
239 trueaim_rifle.classname = "trueaim_rifle";
240 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
243 float EnemyHitCheck()
246 wcross_origin = project_3d_to_2d(trace_endpos);
248 if(trace_networkentity < 1)
249 return SHOTTYPE_HITWORLD;
250 if(trace_networkentity > maxclients)
251 return SHOTTYPE_HITWORLD;
252 t = GetPlayerColor(trace_networkentity - 1);
255 return SHOTTYPE_HITTEAM;
256 if(t == COLOR_SPECTATOR)
257 return SHOTTYPE_HITWORLD;
258 return SHOTTYPE_HITENEMY;
263 float nudge = 1; // added to traceline target and subtracted from result
264 vector vecs, trueaimpoint, w_shotorg;
272 mv = MOVE_NOMONSTERS;
276 case WEP_TUBA: // no aim
277 case WEP_PORTO: // shoots from eye
278 case WEP_HOOK: // no trueaim
279 case WEP_GRENADE_LAUNCHER: // toss curve
280 return SHOTTYPE_HITWORLD;
288 if(zoomscript_caught)
290 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
291 return EnemyHitCheck();
294 case WEP_ROCKET_LAUNCHER: // projectile has a size!
298 case WEP_FIREBALL: // projectile has a size!
302 case WEP_SEEKER: // projectile has a size!
306 case WEP_ELECTRO: // projectile has a size!
312 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
314 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
315 trueaimpoint = trace_endpos;
317 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
318 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
325 dv = view_right * vecs_y + view_up * vecs_z;
326 w_shotorg = view_origin + dv;
328 // now move the vecs forward as much as requested if possible
329 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
330 w_shotorg = trace_endpos - view_forward * nudge;
332 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
333 shottype = EnemyHitCheck();
334 if(shottype != SHOTTYPE_HITWORLD)
338 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
339 // or rather, I know why, but see no fix
340 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
341 // 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
342 return SHOTTYPE_HITOBSTRUCTION;
345 return SHOTTYPE_HITWORLD;
348 void CSQC_common_hud(void);
351 void CSQC_Demo_Camera();
352 float HUD_WouldDrawScoreboard();
355 string NextFrameCommand;
356 void CSQC_SPIDER_HUD();
357 void CSQC_RAPTOR_HUD();
359 vector freeze_org, freeze_ang;
360 entity nightvision_noise, nightvision_noise2;
362 #define MAX_TIME_DIFF 5
363 float pickup_crosshair_time, pickup_crosshair_size;
364 float hit_time, typehit_time;
365 float nextsound_hit_time, nextsound_typehit_time;
366 float hitindication_crosshair_time, hitindication_crosshair_size;
367 float use_nex_chargepool;
369 float myhealth, myhealth_prev;
370 float myhealth_flash;
372 float old_blurradius, old_bluralpha;
373 float old_sharpen_intensity;
375 vector myhealth_gentlergb;
377 float contentavgalpha, liquidalpha_prev;
378 vector liquidcolor_prev;
380 float eventchase_current_distance;
382 vector damage_blurpostprocess, content_blurpostprocess;
386 void CSQC_UpdateView(float w, float h)
392 vector vf_size, vf_min;
394 hud = getstati(STAT_HUD);
396 button_attack2 = (input_buttons & BUTTON_3);
397 button_zoom = (input_buttons & BUTTON_4);
399 // FIXME do we need this hack?
402 // in demos, input_buttons do not work
403 button_zoom = (autocvar__togglezoom == "-");
406 #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
407 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
408 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
409 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);
410 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
411 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
412 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
414 vf_size = R_SetView3fv(VF_SIZE);
415 vf_min = R_SetView3fv(VF_MIN);
416 vid_width = vf_size_x;
417 vid_height = vf_size_y;
419 vector reticle_pos, reticle_size;
420 vector splash_pos, splash_size;
422 WaypointSprite_Load();
425 myteam = GetPlayerColor(spectatee_status - 1);
427 myteam = GetPlayerColor(player_localentnum - 1);
429 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
431 // event chase camera
432 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
434 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
436 // 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.)
437 vector current_view_origin = R_SetView3fv(VF_ORIGIN);
439 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
440 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
441 if(!autocvar_chase_active)
442 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)
444 // make the camera smooth back
445 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
446 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
447 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
448 eventchase_current_distance = autocvar_cl_eventchase_distance;
450 vector eventchase_target_origin;
451 makevectors(view_angles);
452 // pass 1, used to check where the camera would go and obtain the trace_fraction
453 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
454 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
455 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
456 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
457 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
458 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
460 R_SetView(VF_ORIGIN, trace_endpos);
461 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
463 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
465 cvar_set("chase_active", "0");
466 eventchase_current_distance = 0; // start from 0 next time
470 // do lockview after event chase camera so that it still applies whenever necessary.
471 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
473 R_SetView(VF_ORIGIN, freeze_org);
474 R_SetView(VF_ANGLES, freeze_ang);
478 freeze_org = R_SetView3fv(VF_ORIGIN);
479 freeze_ang = R_SetView3fv(VF_ANGLES);
483 //WarpZone_FixPMove();
486 view_origin = R_SetView3fv(VF_ORIGIN);
487 view_angles = R_SetView3fv(VF_ANGLES);
488 makevectors(view_angles);
489 view_forward = v_forward;
490 view_right = v_right;
494 if(time > blurtest_time0 && time < blurtest_time1)
498 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
499 r = t * blurtest_radius;
500 f = 1 / pow(t, blurtest_power) - 1;
502 cvar_set("r_glsl_postprocess", "1");
503 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
507 cvar_set("r_glsl_postprocess", "0");
508 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
512 TargetMusic_Advance();
516 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
518 drawframetime = bound(0.000001, time - drawtime, 1);
521 // watch for gametype changes here...
522 // in ParseStuffCMD the cmd isn't executed yet :/
523 // might even be better to add the gametype to TE_CSQC_INIT...?
527 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
528 if(calledhooks & HOOK_START)
530 localcmd("\ncl_hook_gameend\n");
531 calledhooks |= HOOK_END;
534 CheckForGamestartChange();
542 if(!zoomscript_caught)
544 localcmd("+button9\n");
545 zoomscript_caught = 1;
550 if(zoomscript_caught)
552 localcmd("-button9\n");
553 zoomscript_caught = 0;
557 ColorTranslateMode = autocvar_cl_stripcolorcodes;
559 // next WANTED weapon (for HUD)
560 switchweapon = getstati(STAT_SWITCHWEAPON);
562 // currently switching-to weapon (for crosshair)
563 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
565 // actually active weapon (for zoom)
566 activeweapon = getstati(STAT_ACTIVEWEAPON);
568 f = (serverflags & SERVERFLAG_TEAMPLAY);
575 if(last_switchweapon != switchweapon) {
577 last_switchweapon = switchweapon;
579 if(last_activeweapon != activeweapon) {
580 last_activeweapon = activeweapon;
582 e = get_weaponinfo(activeweapon);
584 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
586 localcmd("\ncl_hook_activeweapon none\n");
589 // ALWAYS Clear Current Scene First
591 #ifdef WORKAROUND_XON010
592 if(checkextension("DP_CSQC_ROTATEMOVES"))
595 R_SetView(VF_ORIGIN, view_origin);
596 R_SetView(VF_ANGLES, view_angles);
597 #ifdef WORKAROUND_XON010
601 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
602 R_SetView(VF_SIZE, vf_size);
603 R_SetView(VF_MIN, vf_min);
605 // Assign Standard Viewflags
606 // Draw the World (and sky)
607 R_SetView(VF_DRAWWORLD, 1);
609 // Set the console size vars
610 vid_conwidth = autocvar_vid_conwidth;
611 vid_conheight = autocvar_vid_conheight;
612 vid_pixelheight = autocvar_vid_pixelheight;
614 R_SetView(VF_FOV, GetCurrentFov(fov));
616 // Camera for demo playback
619 if(autocvar_camera_enable)
623 cvar_set("chase_active", ftos(chase_active_backup));
624 cvar_set("cl_demo_mousegrab", "0");
625 camera_active = FALSE;
629 else if(autocvar_camera_enable)
631 else if(autocvar_camera_enable && isdemo())
634 // Enable required Darkplaces cvars
635 chase_active_backup = autocvar_chase_active;
636 cvar_set("chase_active", "2");
637 cvar_set("cl_demo_mousegrab", "1");
638 camera_active = TRUE;
642 // Draw the Crosshair
643 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
645 // Draw the Engine Status Bar (the default Quake HUD)
646 R_SetView(VF_DRAWENGINEHUD, 0);
648 // Update the mouse position
650 mousepos_x = vid_conwidth;
651 mousepos_y = vid_conheight;
652 mousepos = mousepos*0.5 + getmousepos();
656 for(self = world; (self = nextent(self)); )
661 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
664 // now switch to 2D drawing mode by calling a 2D drawing function
665 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
666 // next R_RenderScene call
667 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
669 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
670 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
672 // apply night vision effect
673 vector rgb, tc_00, tc_01, tc_10, tc_11;
675 if(!nightvision_noise)
677 nightvision_noise = spawn();
678 nightvision_noise.classname = "nightvision_noise";
680 if(!nightvision_noise2)
682 nightvision_noise2 = spawn();
683 nightvision_noise2.classname = "nightvision_noise2";
686 // color tint in yellow
687 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
690 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
692 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
693 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
694 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
695 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
696 tc_11 = tc_01 + tc_10 - tc_00;
697 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
698 R_PolygonVertex('0 0 0', tc_00, rgb, a);
699 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
700 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
701 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
705 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
706 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
707 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
708 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
709 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
710 tc_11 = tc_01 + tc_10 - tc_00;
711 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
712 R_PolygonVertex('0 0 0', tc_00, rgb, a);
713 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
714 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
715 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
719 // Draw the aiming reticle for weapons that use it
720 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
721 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
722 // the view to go back to normal, so reticle_type would become 0 as we fade out)
723 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
724 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
725 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
726 reticle_type = 2; // nex zoom
727 else if(button_zoom || zoomscript_caught)
728 reticle_type = 1; // normal zoom
729 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
730 reticle_type = 2; // nex zoom
732 if(reticle_type && autocvar_cl_reticle)
734 if(autocvar_cl_reticle_stretch)
736 reticle_size_x = vid_conwidth;
737 reticle_size_y = vid_conheight;
743 reticle_size_x = max(vid_conwidth, vid_conheight);
744 reticle_size_y = max(vid_conwidth, vid_conheight);
745 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
746 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
749 f = current_zoomfraction;
750 if(zoomscript_caught)
752 if(autocvar_cl_reticle_item_normal)
754 if(reticle_type == 1 && f)
755 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
757 if(autocvar_cl_reticle_item_nex)
759 if(reticle_type == 2 && f)
760 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
765 // improved polyblend
767 if(autocvar_hud_contents)
769 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
772 switch(pointcontents(view_origin))
775 liquidalpha = autocvar_hud_contents_water_alpha;
776 liquidcolor = stov(autocvar_hud_contents_water_color);
781 liquidalpha = autocvar_hud_contents_lava_alpha;
782 liquidcolor = stov(autocvar_hud_contents_lava_color);
787 liquidalpha = autocvar_hud_contents_slime_alpha;
788 liquidcolor = stov(autocvar_hud_contents_slime_color);
794 liquidcolor = '0 0 0';
799 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
800 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
801 contentfadetime = autocvar_hud_contents_fadeintime;
802 liquidalpha_prev = liquidalpha;
803 liquidcolor_prev = liquidcolor;
806 contentfadetime = autocvar_hud_contents_fadeouttime;
808 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
809 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
812 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
814 if(autocvar_hud_postprocessing)
816 if(autocvar_hud_contents_blur && contentavgalpha)
818 content_blurpostprocess_x = 1;
819 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
820 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
824 content_blurpostprocess_x = 0;
825 content_blurpostprocess_y = 0;
826 content_blurpostprocess_z = 0;
831 if(autocvar_hud_damage)
833 splash_size_x = max(vid_conwidth, vid_conheight);
834 splash_size_y = max(vid_conwidth, vid_conheight);
835 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
836 splash_pos_y = (vid_conheight - splash_size_y) / 2;
838 float myhealth_flash_temp;
839 myhealth = getstati(STAT_HEALTH);
842 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
844 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
846 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
847 pain_threshold = autocvar_hud_damage_pain_threshold;
848 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
849 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
851 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
853 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);
856 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
858 if(myhealth_prev < 1)
862 myhealth_flash = 0; // just spawned, clear the flash immediately
863 myhealth_flash_temp = 0;
867 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
871 if(spectatee_status == -1 || intermission)
873 myhealth_flash = 0; // observing, or match ended
874 myhealth_flash_temp = 0;
877 myhealth_prev = myhealth;
879 // IDEA: change damage color/picture based on player model for robot/alien species?
880 // pro: matches model better
881 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
882 // maybe different reddish pics?
883 if(autocvar_chase_active >= 0) // not while the event chase camera is active
885 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
887 if(autocvar_cl_gentle_damage == 2)
889 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
891 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
895 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
897 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);
900 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
903 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
905 if(autocvar_hud_damage_blur && myhealth_flash_temp)
907 damage_blurpostprocess_x = 1;
908 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
909 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
913 damage_blurpostprocess_x = 0;
914 damage_blurpostprocess_y = 0;
915 damage_blurpostprocess_z = 0;
920 if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
922 // enable or disable rendering types if they are used or not
923 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)); }
924 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
926 // blur postprocess handling done first (used by hud_damage and hud_contents)
927 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
929 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
930 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
931 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
933 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
934 old_blurradius = blurradius;
935 old_bluralpha = bluralpha;
938 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
940 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
945 // edge detection postprocess handling done second (used by hud_powerup)
946 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
947 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
948 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
950 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.
952 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
954 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
956 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
957 old_sharpen_intensity = sharpen_intensity;
960 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
962 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
963 old_sharpen_intensity = 0;
970 /*if(gametype == GAME_CTF)
977 for(self = world; (self = nextent(self)); )
981 Draw_ShowNames_All();
983 scoreboard_active = HUD_WouldDrawScoreboard();
985 hit_time = getstatf(STAT_HIT_TIME);
986 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
988 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
989 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
991 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
993 typehit_time = getstatf(STAT_TYPEHIT_TIME);
994 if(typehit_time > nextsound_typehit_time)
996 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
997 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
999 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1004 if(gametype == GAME_FREEZETAG)
1006 if(getstati(STAT_FROZEN))
1007 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1008 if(getstatf(STAT_REVIVE_PROGRESS))
1010 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);
1011 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1015 if(autocvar_r_letterbox == 0)
1016 if(autocvar_viewsize < 120)
1019 // crosshair goes VERY LAST
1020 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
1021 string wcross_style;
1022 float wcross_alpha, wcross_resolution;
1023 wcross_style = autocvar_crosshair;
1024 if (wcross_style == "0")
1026 wcross_resolution = autocvar_crosshair_size;
1027 if (wcross_resolution == 0)
1029 wcross_alpha = autocvar_crosshair_alpha;
1030 if (wcross_alpha == 0)
1036 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1037 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1038 wcross_origin_z = 0;
1039 if(autocvar_crosshair_hittest)
1041 vector wcross_oldorigin;
1042 wcross_oldorigin = wcross_origin;
1043 shottype = TrueAimCheck();
1044 if(shottype == SHOTTYPE_HITWORLD)
1046 v = wcross_origin - wcross_oldorigin;
1047 v_x /= vid_conwidth;
1048 v_y /= vid_conheight;
1050 shottype = SHOTTYPE_HITOBSTRUCTION;
1052 if(!autocvar_crosshair_hittest_showimpact)
1053 wcross_origin = wcross_oldorigin;
1056 shottype = SHOTTYPE_HITWORLD;
1058 vector wcross_color, wcross_size;
1059 string wcross_wep, wcross_name;
1060 float wcross_scale, wcross_blur;
1062 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1063 e = get_weaponinfo(switchingweapon);
1064 if (e && e.netname != "")
1066 wcross_wep = e.netname;
1067 if(autocvar_crosshair_per_weapon)
1069 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1070 if (wcross_resolution == 0)
1072 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1073 if (wcross_alpha == 0)
1076 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1077 if(wcross_style == "" || wcross_style == "0")
1078 wcross_style = wcross_wep;
1082 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1083 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1084 else if(autocvar_crosshair_color_by_health)
1086 float x = getstati(STAT_HEALTH);
1101 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1102 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1106 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1107 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1108 wcross_color_z = 1 - (x-100)*0.02;
1114 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1119 wcross_color_y = (x-20)*90/27/100;
1120 wcross_color_z = (x-20)*90/27/100 * 0.2;
1129 wcross_color = stov(autocvar_crosshair_color);
1131 wcross_name = strcat("gfx/crosshair", wcross_style);
1133 if(autocvar_crosshair_effect_scalefade)
1135 wcross_scale = wcross_resolution;
1136 wcross_resolution = 1;
1143 if(autocvar_crosshair_pickup)
1145 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1147 if(pickup_crosshair_time < stat_pickup_time)
1149 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1150 pickup_crosshair_size = 1;
1152 pickup_crosshair_time = stat_pickup_time;
1155 if(pickup_crosshair_size > 0)
1156 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1158 pickup_crosshair_size = 0;
1160 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1163 if(autocvar_crosshair_hitindication)
1165 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1166 if(hitindication_crosshair_time < hit_time)
1168 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1169 hitindication_crosshair_size = 1;
1171 hitindication_crosshair_time = hit_time;
1174 if(hitindication_crosshair_size > 0)
1175 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1177 hitindication_crosshair_size = 0;
1179 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1180 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1181 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1182 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1185 if(shottype == SHOTTYPE_HITENEMY)
1186 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1187 if(shottype == SHOTTYPE_HITTEAM)
1188 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1190 f = autocvar_crosshair_effect_speed;
1192 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1193 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1195 wcross_changedonetime = time + f;
1197 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1199 wcross_name_changestarttime = time;
1200 wcross_name_changedonetime = time + f;
1201 if(wcross_name_goal_prev_prev)
1202 strunzone(wcross_name_goal_prev_prev);
1203 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1204 wcross_name_goal_prev = strzone(wcross_name);
1205 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1206 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1207 wcross_resolution_goal_prev = wcross_resolution;
1210 wcross_scale_goal_prev = wcross_scale;
1211 wcross_alpha_goal_prev = wcross_alpha;
1212 wcross_color_goal_prev = wcross_color;
1214 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1217 wcross_alpha *= 0.75;
1221 // *_prev is at time-frametime
1222 // * is at wcross_changedonetime+f
1223 // what do we have at time?
1224 if(time < wcross_changedonetime)
1226 f = frametime / (wcross_changedonetime - time + frametime);
1227 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1228 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1229 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1232 wcross_scale_prev = wcross_scale;
1233 wcross_alpha_prev = wcross_alpha;
1234 wcross_color_prev = wcross_color;
1236 wcross_scale *= 1 - autocvar__menu_alpha;
1237 wcross_alpha *= 1 - autocvar__menu_alpha;
1238 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1240 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1242 // crosshair rings for weapon stats
1243 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1245 // declarations and stats
1246 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1247 string ring_image, ring_inner_image;
1248 vector ring_rgb, ring_inner_rgb;
1250 ring_scale = autocvar_crosshair_ring_size;
1252 float weapon_clipload, weapon_clipsize;
1253 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1254 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1256 float nex_charge, nex_chargepool;
1257 nex_charge = getstatf(STAT_NEX_CHARGE);
1258 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1260 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1261 nex_charge_movingavg = nex_charge;
1264 // handle the values
1265 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1267 if (nex_chargepool || use_nex_chargepool) {
1268 use_nex_chargepool = 1;
1269 ring_inner_value = nex_chargepool;
1271 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1272 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1275 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1276 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;
1277 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1279 // draw the outer ring to show the current charge of the weapon
1280 ring_value = nex_charge;
1281 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1282 ring_rgb = wcross_color;
1283 ring_image = "gfx/crosshair_ring_nexgun.tga";
1285 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1287 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.
1288 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1289 ring_rgb = wcross_color;
1290 ring_image = "gfx/crosshair_ring.tga";
1292 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1294 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1295 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1296 ring_rgb = wcross_color;
1297 ring_image = "gfx/crosshair_ring.tga";
1300 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1302 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1303 ring_scale = autocvar_crosshair_ring_reload_size;
1304 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1305 ring_rgb = wcross_color;
1307 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1308 // if a new image for another weapon is added, add the code (and its respective file/value) here
1309 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1310 ring_image = "gfx/crosshair_ring_rifle.tga";
1312 ring_image = "gfx/crosshair_ring.tga";
1315 // if in weapon switch animation, fade ring out/in
1316 if(g_weaponswitchdelay > 0)
1318 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1320 ring_alpha *= fabs(1 - f);
1323 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1324 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1327 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1330 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1333 if(wcross_blur > 0) \
1335 for(i = -2; i <= 2; ++i) \
1336 for(j = -2; j <= 2; ++j) \
1337 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1341 M(0,0,sz,wcross_name,wcross_alpha); \
1346 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1347 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)
1349 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1350 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1352 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1354 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1355 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1356 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1363 wcross_name_alpha_goal_prev = f;
1365 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1366 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1368 if(autocvar_crosshair_dot)
1370 vector wcross_color_old;
1371 wcross_color_old = wcross_color;
1372 if(autocvar_crosshair_dot_color != "0")
1373 wcross_color = stov(autocvar_crosshair_dot_color);
1374 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1375 // FIXME why don't we use wcross_alpha here?
1376 wcross_color = wcross_color_old;
1382 wcross_scale_prev = 0;
1383 wcross_alpha_prev = 0;
1384 wcross_scale_goal_prev = 0;
1385 wcross_alpha_goal_prev = 0;
1386 wcross_changedonetime = 0;
1387 if(wcross_name_goal_prev)
1388 strunzone(wcross_name_goal_prev);
1389 wcross_name_goal_prev = string_null;
1390 if(wcross_name_goal_prev_prev)
1391 strunzone(wcross_name_goal_prev_prev);
1392 wcross_name_goal_prev_prev = string_null;
1393 wcross_name_changestarttime = 0;
1394 wcross_name_changedonetime = 0;
1395 wcross_name_alpha_goal_prev = 0;
1396 wcross_name_alpha_goal_prev_prev = 0;
1397 wcross_resolution_goal_prev = 0;
1398 wcross_resolution_goal_prev_prev = 0;
1402 if(NextFrameCommand)
1404 localcmd("\n", NextFrameCommand, "\n");
1405 NextFrameCommand = string_null;
1408 // we must do this check AFTER a frame was rendered, or it won't work
1409 if(cs_project_is_b0rked == 0)
1412 w0 = ftos(autocvar_vid_conwidth);
1413 h0 = ftos(autocvar_vid_conheight);
1414 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1415 //R_SetView(VF_FOV, '90 90 0');
1416 R_SetView(VF_ORIGIN, '0 0 0');
1417 R_SetView(VF_ANGLES, '0 0 0');
1418 R_SetView(VF_PERSPECTIVE, 1);
1419 makevectors('0 0 0');
1421 cvar_set("vid_conwidth", "800");
1422 cvar_set("vid_conheight", "600");
1423 v1 = cs_project(v_forward);
1424 cvar_set("vid_conwidth", "640");
1425 cvar_set("vid_conheight", "480");
1426 v2 = cs_project(v_forward);
1428 cs_project_is_b0rked = 1;
1430 cs_project_is_b0rked = -1;
1431 cvar_set("vid_conwidth", w0);
1432 cvar_set("vid_conheight", h0);
1435 if(autocvar__hud_configure)
1438 if(hud && !intermission)
1440 if(hud == HUD_SPIDERBOT)
1442 else if(hud == HUD_WAKIZASHI)
1443 CSQC_WAKIZASHI_HUD();
1444 else if(hud == HUD_RAPTOR)
1446 else if(hud == HUD_BUMBLEBEE)
1449 // let's reset the view back to normal for the end
1450 R_SetView(VF_MIN, '0 0 0');
1451 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1455 void CSQC_common_hud(void)
1457 // do some accuracy var caching
1459 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1461 if(autocvar_accuracy_color_levels != acc_color_levels)
1463 if(acc_color_levels)
1464 strunzone(acc_color_levels);
1465 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1466 acc_levels = tokenize_console(acc_color_levels);
1467 if (acc_levels > MAX_ACCURACY_LEVELS)
1468 acc_levels = MAX_ACCURACY_LEVELS;
1470 for (i = 0; i < acc_levels; ++i)
1471 acc_lev[i] = stof(argv(i)) / 100.0;
1473 // let know that acc_col[] needs to be loaded
1477 HUD_Main(); // always run these functions for alpha checks
1478 HUD_DrawScoreboard();
1480 if (scoreboard_active) // scoreboard/accuracy
1482 else if (intermission == 2) // map voting screen
1484 HUD_FinaleOverlay();
1495 CSQC_WAKIZASHI_HUD();
1506 // following vectors must be global to allow seamless switching between camera modes
1507 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1508 void CSQC_Demo_Camera()
1510 float speed, attenuation, dimensions;
1513 if( autocvar_camera_reset || !camera_mode )
1515 camera_offset = '0 0 0';
1516 current_angles = '0 0 0';
1517 camera_direction = '0 0 0';
1518 camera_offset_z += 30;
1519 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1520 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1521 current_origin = view_origin;
1522 current_camera_offset = camera_offset;
1523 cvar_set("camera_reset", "0");
1524 camera_mode = CAMERA_CHASE;
1529 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1531 if(autocvar_camera_look_player)
1536 dir = normalize(view_origin - current_position);
1538 mouse_angles = vectoangles(dir);
1539 mouse_angles_x = mouse_angles_x * -1;
1544 tmp = getmousepos() * 0.1;
1545 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1547 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1548 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1552 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1553 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1554 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1555 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1557 // Fix difference when angles don't have the same sign
1559 if(mouse_angles_y < -60 && current_angles_y > 60)
1561 if(mouse_angles_y > 60 && current_angles_y < -60)
1564 if(autocvar_camera_look_player)
1565 attenuation = autocvar_camera_look_attenuation;
1567 attenuation = autocvar_camera_speed_attenuation;
1569 attenuation = 1 / max(1, attenuation);
1570 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1572 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1573 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1574 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1575 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1581 if( camera_direction_x )
1583 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1584 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1585 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1586 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1590 if( camera_direction_y )
1592 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1593 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1594 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1598 if( camera_direction_z )
1600 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1604 if(autocvar_camera_free)
1605 speed = autocvar_camera_speed_free;
1607 speed = autocvar_camera_speed_chase;
1611 speed = speed * sqrt(1 / dimensions);
1612 camera_offset += tmp * speed;
1615 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1618 if( autocvar_camera_free )
1620 if ( camera_mode == CAMERA_CHASE )
1622 current_camera_offset = current_origin + current_camera_offset;
1623 camera_offset = current_origin + camera_offset;
1626 camera_mode = CAMERA_FREE;
1627 current_position = current_camera_offset;
1631 if ( camera_mode == CAMERA_FREE )
1633 current_origin = view_origin;
1634 camera_offset = camera_offset - current_origin;
1635 current_camera_offset = current_camera_offset - current_origin;
1638 camera_mode = CAMERA_CHASE;
1640 if(autocvar_camera_chase_smoothly)
1641 current_origin += (view_origin - current_origin) * attenuation;
1643 current_origin = view_origin;
1645 current_position = current_origin + current_camera_offset;
1648 R_SetView(VF_ANGLES, current_angles);
1649 R_SetView(VF_ORIGIN, current_position);