3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
12 vector p, dir, ang, q, nextdir;
13 float idx, portal_number, portal1_idx;
15 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
61 if(portal_number >= 2)
71 if(idx-1 >= portal1_idx)
73 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
77 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
84 * Checks whether the server initiated a map restart (stat_game_starttime changed)
86 * TODO: Use a better solution where a common shared entitiy is used that contains
87 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88 * and STAT_FRAGLIMIT to be auto-sent)
90 void CheckForGamestartChange() {
92 startTime = getstatf(STAT_GAMESTARTTIME);
93 if (previous_game_starttime != startTime) {
94 if ((time + 5.0) < startTime) {
95 //if connecting to server while restart was active don't always play prepareforbattle
96 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
98 if (time < startTime) {
99 restartAnnouncer = spawn();
100 restartAnnouncer.think = restartAnnouncer_Think;
101 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
104 previous_game_starttime = startTime;
110 porto.classname = "porto";
111 porto.draw = Porto_Draw;
112 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 vector GetCurrentFov(float fov)
119 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
121 zoomsensitivity = autocvar_cl_zoomsensitivity;
122 zoomfactor = autocvar_cl_zoomfactor;
123 if(zoomfactor < 1 || zoomfactor > 16)
125 zoomspeed = autocvar_cl_zoomspeed;
127 if(zoomspeed < 0.5 || zoomspeed > 16)
130 zoomdir = button_zoom;
131 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
132 zoomdir += button_attack2;
133 if(spectatee_status > 0 || isdemo())
135 if(spectatorbutton_zoom)
136 zoomdir = 0 + !zoomdir;
137 // do not even THINK about removing this 0
138 // _I_ know what I am doing
145 if(zoomin_effect || camera_active)
147 current_viewzoom = min(1, current_viewzoom + drawframetime);
151 if(zoomspeed < 0) // instant zoom
154 current_viewzoom = 1 / zoomfactor;
156 current_viewzoom = 1;
161 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
163 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
167 if(almost_equals(current_viewzoom, 1))
168 current_zoomfraction = 0;
169 else if(almost_equals(current_viewzoom, 1/zoomfactor))
170 current_zoomfraction = 1;
172 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
174 if(zoomsensitivity < 1)
175 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
177 setsensitivityscale(1);
179 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
180 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
181 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
183 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
185 float frustumx, frustumy, fovx, fovy;
186 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
187 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
188 fovx = atan2(frustumx, 1) / M_PI * 360.0;
189 fovy = atan2(frustumy, 1) / M_PI * 360.0;
191 return '1 0 0' * fovx + '0 1 0' * fovy;
194 // this function must match W_SetupShot!
195 float zoomscript_caught;
197 vector wcross_origin;
198 float wcross_scale_prev, wcross_alpha_prev;
199 vector wcross_color_prev;
200 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
201 vector wcross_color_goal_prev;
202 float wcross_changedonetime;
204 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
205 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
206 float wcross_name_changestarttime, wcross_name_changedonetime;
207 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
209 entity trueaim_rifle;
211 #define SHOTTYPE_HITTEAM 1
212 #define SHOTTYPE_HITOBSTRUCTION 2
213 #define SHOTTYPE_HITWORLD 3
214 #define SHOTTYPE_HITENEMY 4
219 trueaim.classname = "trueaim";
220 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
221 trueaim_rifle = spawn();
222 trueaim_rifle.classname = "trueaim_rifle";
223 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
226 float EnemyHitCheck()
229 wcross_origin = project_3d_to_2d(trace_endpos);
231 if(trace_networkentity < 1)
232 return SHOTTYPE_HITWORLD;
233 if(trace_networkentity > maxclients)
234 return SHOTTYPE_HITWORLD;
235 t = GetPlayerColor(trace_networkentity - 1);
238 return SHOTTYPE_HITTEAM;
239 if(t == COLOR_SPECTATOR)
240 return SHOTTYPE_HITWORLD;
241 return SHOTTYPE_HITENEMY;
246 float nudge = 1; // added to traceline target and subtracted from result
247 vector vecs, trueaimpoint, w_shotorg;
255 mv = MOVE_NOMONSTERS;
259 case WEP_TUBA: // no aim
260 case WEP_PORTO: // shoots from eye
261 case WEP_HOOK: // no trueaim
262 case WEP_GRENADE_LAUNCHER: // toss curve
263 return SHOTTYPE_HITWORLD;
271 if(zoomscript_caught)
273 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
274 return EnemyHitCheck();
277 case WEP_ROCKET_LAUNCHER: // projectile has a size!
281 case WEP_FIREBALL: // projectile has a size!
285 case WEP_SEEKER: // projectile has a size!
289 case WEP_ELECTRO: // projectile has a size!
295 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
297 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
298 trueaimpoint = trace_endpos;
300 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
301 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
308 dv = view_right * vecs_y + view_up * vecs_z;
309 w_shotorg = view_origin + dv;
311 // now move the vecs forward as much as requested if possible
312 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
313 w_shotorg = trace_endpos - view_forward * nudge;
315 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
316 shottype = EnemyHitCheck();
317 if(shottype != SHOTTYPE_HITWORLD)
321 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
322 // or rather, I know why, but see no fix
323 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
324 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
325 return SHOTTYPE_HITOBSTRUCTION;
328 return SHOTTYPE_HITWORLD;
331 void CSQC_common_hud(void);
334 void CSQC_Demo_Camera();
335 float HUD_WouldDrawScoreboard();
338 string NextFrameCommand;
339 void CSQC_SPIDER_HUD();
340 void CSQC_RAPTOR_HUD();
342 vector freeze_org, freeze_ang;
343 entity nightvision_noise, nightvision_noise2;
345 float pickup_crosshair_time, pickup_crosshair_size;
346 float hit_time, typehit_time;
347 float nextsound_hit_time, nextsound_typehit_time;
348 float hitindication_crosshair_time, hitindication_crosshair_size;
349 float use_nex_chargepool;
351 float myhealth, myhealth_prev;
352 float myhealth_flash;
354 vector myhealth_gentlergb;
356 float contentavgalpha, liquidalpha_prev;
357 vector liquidcolor_prev;
359 float eventchase_current_distance;
363 void CSQC_UpdateView(float w, float h)
369 vector vf_size, vf_min;
371 hud = getstati(STAT_HUD);
373 button_attack2 = (input_buttons & BUTTON_3);
374 button_zoom = (input_buttons & BUTTON_4);
376 #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
377 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
378 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
379 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);
380 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
381 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
382 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
384 vf_size = R_SetView3fv(VF_SIZE);
385 vf_min = R_SetView3fv(VF_MIN);
386 vid_width = vf_size_x;
387 vid_height = vf_size_y;
389 vector reticle_pos, reticle_size;
390 vector splash_pos, splash_size;
392 WaypointSprite_Load();
395 myteam = GetPlayerColor(spectatee_status - 1);
397 myteam = GetPlayerColor(player_localentnum - 1);
399 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
400 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
402 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
404 R_SetView(VF_ORIGIN, freeze_org);
405 R_SetView(VF_ANGLES, freeze_ang);
409 freeze_org = R_SetView3fv(VF_ORIGIN);
410 freeze_ang = R_SetView3fv(VF_ANGLES);
413 // event chase camera
414 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
416 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
418 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
419 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
420 if(!autocvar_chase_active)
421 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)
423 // make the camera smooth back
424 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
425 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
426 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
427 eventchase_current_distance = autocvar_cl_eventchase_distance;
429 vector eventchase_target_origin;
430 makevectors(view_angles);
431 // pass 1, used to check where the camera would go and obtain the trace_fraction
432 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
434 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
435 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
436 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
437 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
438 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
440 R_SetView(VF_ORIGIN, trace_endpos);
441 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
443 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
445 cvar_set("chase_active", "0");
446 eventchase_current_distance = 0; // start from 0 next time
451 //WarpZone_FixPMove();
454 view_origin = R_SetView3fv(VF_ORIGIN);
455 view_angles = R_SetView3fv(VF_ANGLES);
456 makevectors(view_angles);
457 view_forward = v_forward;
458 view_right = v_right;
462 if(time > blurtest_time0 && time < blurtest_time1)
466 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
467 r = t * blurtest_radius;
468 f = 1 / pow(t, blurtest_power) - 1;
470 cvar_set("r_glsl_postprocess", "1");
471 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
475 cvar_set("r_glsl_postprocess", "0");
476 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
480 TargetMusic_Advance();
484 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
486 drawframetime = bound(0.000001, time - drawtime, 1);
489 // watch for gametype changes here...
490 // in ParseStuffCMD the cmd isn't executed yet :/
491 // might even be better to add the gametype to TE_CSQC_INIT...?
495 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
496 if(calledhooks & HOOK_START)
498 localcmd("\ncl_hook_gameend\n");
499 calledhooks |= HOOK_END;
502 CheckForGamestartChange();
510 if(!zoomscript_caught)
512 localcmd("+button9\n");
513 zoomscript_caught = 1;
518 if(zoomscript_caught)
520 localcmd("-button9\n");
521 zoomscript_caught = 0;
525 ColorTranslateMode = autocvar_cl_stripcolorcodes;
526 activeweapon = getstati(STAT_SWITCHWEAPON);
527 f = (serverflags & SERVERFLAG_TEAMPLAY);
534 if(last_weapon != activeweapon) {
536 last_weapon = activeweapon;
538 e = get_weaponinfo(activeweapon);
540 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
542 localcmd("\ncl_hook_activeweapon none\n");
545 // ALWAYS Clear Current Scene First
547 R_SetView(VF_ORIGIN, view_origin);
548 R_SetView(VF_ANGLES, view_angles);
550 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
551 R_SetView(VF_SIZE, vf_size);
552 R_SetView(VF_MIN, vf_min);
554 // Assign Standard Viewflags
555 // Draw the World (and sky)
556 R_SetView(VF_DRAWWORLD, 1);
558 // Set the console size vars
559 vid_conwidth = autocvar_vid_conwidth;
560 vid_conheight = autocvar_vid_conheight;
561 vid_pixelheight = autocvar_vid_pixelheight;
563 R_SetView(VF_FOV, GetCurrentFov(fov));
565 // Camera for demo playback
568 if(autocvar_camera_enable)
572 cvar_set("chase_active", ftos(chase_active_backup));
573 cvar_set("cl_demo_mousegrab", "0");
574 camera_active = FALSE;
578 else if(autocvar_camera_enable)
580 else if(autocvar_camera_enable && isdemo())
583 // Enable required Darkplaces cvars
584 chase_active_backup = autocvar_chase_active;
585 cvar_set("chase_active", "2");
586 cvar_set("cl_demo_mousegrab", "1");
587 camera_active = TRUE;
591 // Draw the Crosshair
592 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
594 // Draw the Engine Status Bar (the default Quake HUD)
595 R_SetView(VF_DRAWENGINEHUD, 0);
597 // Update the mouse position
599 mousepos_x = vid_conwidth;
600 mousepos_y = vid_conheight;
601 mousepos = mousepos*0.5 + getmousepos();
605 for(self = world; (self = nextent(self)); )
610 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
613 // now switch to 2D drawing mode by calling a 2D drawing function
614 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
615 // next R_RenderScene call
616 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
618 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
619 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
621 // apply night vision effect
622 vector rgb, tc_00, tc_01, tc_10, tc_11;
624 if(!nightvision_noise)
626 nightvision_noise = spawn();
627 nightvision_noise.classname = "nightvision_noise";
629 if(!nightvision_noise2)
631 nightvision_noise2 = spawn();
632 nightvision_noise2.classname = "nightvision_noise2";
635 // color tint in yellow
636 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
639 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
641 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
642 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
643 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
644 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
645 tc_11 = tc_01 + tc_10 - tc_00;
646 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
647 R_PolygonVertex('0 0 0', tc_00, rgb, a);
648 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
649 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
650 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
654 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
655 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
656 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
657 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
658 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
659 tc_11 = tc_01 + tc_10 - tc_00;
660 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
661 R_PolygonVertex('0 0 0', tc_00, rgb, a);
662 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
663 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
664 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
668 // Draw the aiming reticle for weapons that use it
669 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
670 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
671 // the view to go back to normal, so reticle_type would become 0 as we fade out)
672 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
673 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
674 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
675 reticle_type = 2; // nex zoom
676 else if(button_zoom || zoomscript_caught)
677 reticle_type = 1; // normal zoom
678 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
679 reticle_type = 2; // nex zoom
683 if(autocvar_cl_reticle_stretch)
685 reticle_size_x = vid_conwidth;
686 reticle_size_y = vid_conheight;
692 reticle_size_x = max(vid_conwidth, vid_conheight);
693 reticle_size_y = max(vid_conwidth, vid_conheight);
694 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
695 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
698 f = current_zoomfraction;
699 if(zoomscript_caught)
701 if(autocvar_cl_reticle_item_normal)
703 if(reticle_type == 1 && f)
704 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
706 if(autocvar_cl_reticle_item_nex)
708 if(reticle_type == 2 && f)
709 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
714 // improved polyblend
716 if(autocvar_hud_contents)
718 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
721 switch(pointcontents(view_origin))
724 liquidalpha = autocvar_hud_contents_water_alpha;
725 liquidcolor = stov(autocvar_hud_contents_water_color);
730 liquidalpha = autocvar_hud_contents_lava_alpha;
731 liquidcolor = stov(autocvar_hud_contents_lava_color);
736 liquidalpha = autocvar_hud_contents_slime_alpha;
737 liquidcolor = stov(autocvar_hud_contents_slime_color);
743 liquidcolor = '0 0 0';
748 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
749 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
750 contentfadetime = autocvar_hud_contents_fadeintime;
751 liquidalpha_prev = liquidalpha;
752 liquidcolor_prev = liquidcolor;
755 contentfadetime = autocvar_hud_contents_fadeouttime;
757 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
758 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
761 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
764 if(autocvar_hud_damage && !autocvar_chase_active)
767 splash_size_x = max(vid_conwidth, vid_conheight);
768 splash_size_y = max(vid_conwidth, vid_conheight);
769 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
770 splash_pos_y = (vid_conheight - splash_size_y) / 2;
772 float myhealth_flash_temp;
773 myhealth = getstati(STAT_HEALTH);
776 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
778 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
780 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
781 pain_threshold = autocvar_hud_damage_pain_threshold;
782 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
783 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
785 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
787 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);
790 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
792 if(myhealth_prev < 1)
796 myhealth_flash = 0; // just spawned, clear the flash immediately
797 myhealth_flash_temp = 0;
801 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
805 if(spectatee_status == -1 || intermission)
807 myhealth_flash = 0; // observing, or match ended
808 myhealth_flash_temp = 0;
811 myhealth_prev = myhealth;
813 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
815 if(autocvar_cl_gentle_damage == 2)
817 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
819 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
823 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
825 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);
828 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
834 /*if(gametype == GAME_CTF)
841 for(self = world; (self = nextent(self)); )
845 Draw_ShowNames_All();
847 scoreboard_active = HUD_WouldDrawScoreboard();
849 hit_time = getstatf(STAT_HIT_TIME);
850 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
852 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
853 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
855 typehit_time = getstatf(STAT_TYPEHIT_TIME);
856 if(typehit_time > nextsound_typehit_time)
858 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
859 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
864 if(gametype == GAME_FREEZETAG)
866 if(getstati(STAT_FROZEN))
867 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
868 if(getstatf(STAT_REVIVE_PROGRESS))
870 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);
871 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
875 if(autocvar_r_letterbox == 0)
876 if(autocvar_viewsize < 120)
879 // crosshair goes VERY LAST
880 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
882 float wcross_alpha, wcross_resolution;
883 wcross_style = autocvar_crosshair;
884 if (wcross_style == "0")
886 wcross_resolution = autocvar_crosshair_size;
887 if (wcross_resolution == 0)
889 wcross_alpha = autocvar_crosshair_alpha;
890 if (wcross_alpha == 0)
896 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
897 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
899 if(autocvar_crosshair_hittest)
901 vector wcross_oldorigin;
902 wcross_oldorigin = wcross_origin;
903 shottype = TrueAimCheck();
904 if(shottype == SHOTTYPE_HITWORLD)
906 v = wcross_origin - wcross_oldorigin;
908 v_y /= vid_conheight;
910 shottype = SHOTTYPE_HITOBSTRUCTION;
912 if(!autocvar_crosshair_hittest_showimpact)
913 wcross_origin = wcross_oldorigin;
916 shottype = SHOTTYPE_HITWORLD;
918 vector wcross_color, wcross_size;
919 string wcross_wep, wcross_name;
920 float wcross_scale, wcross_blur;
922 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
923 e = get_weaponinfo(activeweapon);
924 if (e && e.netname != "")
926 wcross_wep = e.netname;
927 if(autocvar_crosshair_per_weapon)
929 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
930 if (wcross_resolution == 0)
932 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
933 if (wcross_alpha == 0)
936 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
937 if(wcross_style == "" || wcross_style == "0")
938 wcross_style = wcross_wep;
942 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
943 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
944 else if(autocvar_crosshair_color_by_health)
946 local float x = getstati(STAT_HEALTH);
961 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
962 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
966 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
967 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
968 wcross_color_z = 1 - (x-100)*0.02;
974 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
979 wcross_color_y = (x-20)*90/27/100;
980 wcross_color_z = (x-20)*90/27/100 * 0.2;
989 wcross_color = stov(autocvar_crosshair_color);
991 wcross_name = strcat("gfx/crosshair", wcross_style);
993 if(autocvar_crosshair_effect_scalefade)
995 wcross_scale = wcross_resolution;
996 wcross_resolution = 1;
1003 if(autocvar_crosshair_pickup)
1005 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1007 pickup_crosshair_size = 1;
1008 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1011 if(pickup_crosshair_size > 0)
1012 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1014 pickup_crosshair_size = 0;
1016 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1019 vector hitindication_color;
1020 if(autocvar_crosshair_hitindication)
1022 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1023 if(hitindication_crosshair_time < hit_time)
1025 hitindication_crosshair_size = 1;
1026 hitindication_crosshair_time = hit_time;
1029 if(hitindication_crosshair_size > 0)
1030 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1032 hitindication_crosshair_size = 0;
1034 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1035 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1036 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1037 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1040 if(shottype == SHOTTYPE_HITENEMY)
1041 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1042 if(shottype == SHOTTYPE_HITTEAM)
1043 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1045 f = autocvar_crosshair_effect_speed;
1047 f *= -2 * g_weaponswitchdelay;
1048 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1050 wcross_changedonetime = time + f;
1052 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1054 wcross_name_changestarttime = time;
1055 wcross_name_changedonetime = time + f;
1056 if(wcross_name_goal_prev_prev)
1057 strunzone(wcross_name_goal_prev_prev);
1058 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1059 wcross_name_goal_prev = strzone(wcross_name);
1060 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1061 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1062 wcross_resolution_goal_prev = wcross_resolution;
1065 wcross_scale_goal_prev = wcross_scale;
1066 wcross_alpha_goal_prev = wcross_alpha;
1067 wcross_color_goal_prev = wcross_color;
1069 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1072 wcross_alpha *= 0.75;
1076 // *_prev is at time-frametime
1077 // * is at wcross_changedonetime+f
1078 // what do we have at time?
1079 if(time < wcross_changedonetime)
1081 f = frametime / (wcross_changedonetime - time + frametime);
1082 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1083 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1084 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1087 wcross_scale_prev = wcross_scale;
1088 wcross_alpha_prev = wcross_alpha;
1089 wcross_color_prev = wcross_color;
1091 wcross_scale *= 1 - autocvar__menu_alpha;
1092 wcross_alpha *= 1 - autocvar__menu_alpha;
1093 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1095 // crosshair rings for weapon stats
1096 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1098 // declarations and stats
1099 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1100 string ring_image, ring_inner_image;
1101 vector ring_rgb, ring_inner_rgb;
1103 ring_scale = autocvar_crosshair_ring_size;
1105 float weapon_clipload, weapon_clipsize;
1106 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1107 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1109 float nex_charge, nex_chargepool;
1110 nex_charge = getstatf(STAT_NEX_CHARGE);
1111 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1113 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1114 nex_charge_movingavg = nex_charge;
1117 // handle the values
1118 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1120 if (nex_chargepool || use_nex_chargepool) {
1121 use_nex_chargepool = 1;
1122 ring_inner_value = nex_chargepool;
1124 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1125 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1128 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1129 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;
1130 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1132 // draw the outer ring to show the current charge of the weapon
1133 ring_value = nex_charge;
1134 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1135 ring_rgb = wcross_color;
1136 ring_image = "gfx/crosshair_ring_nexgun.tga";
1138 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1140 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.
1141 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1142 ring_rgb = wcross_color;
1143 ring_image = "gfx/crosshair_ring.tga";
1145 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1147 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1148 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1149 ring_rgb = wcross_color;
1150 ring_image = "gfx/crosshair_ring.tga";
1153 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1155 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1156 ring_scale = autocvar_crosshair_ring_reload_size;
1157 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1158 ring_rgb = wcross_color;
1160 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1161 // if a new image for another weapon is added, add the code (and its respective file/value) here
1162 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1163 ring_image = "gfx/crosshair_ring_rifle.tga";
1165 ring_image = "gfx/crosshair_ring.tga";
1168 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1169 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1172 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1175 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1178 if(wcross_blur > 0) \
1180 for(i = -2; i <= 2; ++i) \
1181 for(j = -2; j <= 2; ++j) \
1182 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1186 M(0,0,sz,wcross_name,wcross_alpha); \
1191 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1192 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)
1194 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1195 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1197 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1199 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1200 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1201 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1209 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1210 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1212 if(autocvar_crosshair_dot)
1214 vector wcross_color_old;
1215 wcross_color_old = wcross_color;
1216 if(autocvar_crosshair_dot_color != "0")
1217 wcross_color = stov(autocvar_crosshair_dot_color);
1218 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1219 wcross_color = wcross_color_old;
1222 wcross_name_alpha_goal_prev = f;
1226 wcross_scale_prev = 0;
1227 wcross_alpha_prev = 0;
1228 wcross_scale_goal_prev = 0;
1229 wcross_alpha_goal_prev = 0;
1230 wcross_changedonetime = 0;
1231 if(wcross_name_goal_prev)
1232 strunzone(wcross_name_goal_prev);
1233 wcross_name_goal_prev = string_null;
1234 if(wcross_name_goal_prev_prev)
1235 strunzone(wcross_name_goal_prev_prev);
1236 wcross_name_goal_prev_prev = string_null;
1237 wcross_name_changestarttime = 0;
1238 wcross_name_changedonetime = 0;
1239 wcross_name_alpha_goal_prev = 0;
1240 wcross_name_alpha_goal_prev_prev = 0;
1241 wcross_resolution_goal_prev = 0;
1242 wcross_resolution_goal_prev_prev = 0;
1246 if(NextFrameCommand)
1248 localcmd("\n", NextFrameCommand, "\n");
1249 NextFrameCommand = string_null;
1252 // we must do this check AFTER a frame was rendered, or it won't work
1253 if(cs_project_is_b0rked == 0)
1256 w0 = ftos(autocvar_vid_conwidth);
1257 h0 = ftos(autocvar_vid_conheight);
1258 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1259 //R_SetView(VF_FOV, '90 90 0');
1260 R_SetView(VF_ORIGIN, '0 0 0');
1261 R_SetView(VF_ANGLES, '0 0 0');
1262 R_SetView(VF_PERSPECTIVE, 1);
1263 makevectors('0 0 0');
1265 cvar_set("vid_conwidth", "800");
1266 cvar_set("vid_conheight", "600");
1267 v1 = cs_project(v_forward);
1268 cvar_set("vid_conwidth", "640");
1269 cvar_set("vid_conheight", "480");
1270 v2 = cs_project(v_forward);
1272 cs_project_is_b0rked = 1;
1274 cs_project_is_b0rked = -1;
1275 cvar_set("vid_conwidth", w0);
1276 cvar_set("vid_conheight", h0);
1279 if(autocvar__hud_configure)
1282 if(hud && !intermission)
1284 if(hud == HUD_SPIDERBOT)
1286 else if(hud == HUD_WAKIZASHI)
1287 CSQC_WAKIZASHI_HUD();
1288 else if(hud == HUD_RAPTOR)
1290 else if(hud == HUD_BUMBLEBEE)
1293 // let's reset the view back to normal for the end
1294 R_SetView(VF_MIN, '0 0 0');
1295 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1299 void CSQC_common_hud(void)
1301 // do some accuracy var caching
1303 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1305 if(autocvar_accuracy_color_levels != acc_color_levels)
1307 if(acc_color_levels)
1308 strunzone(acc_color_levels);
1309 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1310 acc_levels = tokenize(acc_color_levels);
1311 if (acc_levels > MAX_ACCURACY_LEVELS)
1312 acc_levels = MAX_ACCURACY_LEVELS;
1314 for (i = 0; i < acc_levels; ++i)
1315 acc_lev[i] = stof(argv(i)) / 100.0;
1317 // let know that acc_col[] needs to be loaded
1321 HUD_Main(); // always run these functions for alpha checks
1322 HUD_DrawScoreboard();
1324 if (scoreboard_active) // scoreboard/accuracy
1327 // HUD_DrawScoreboard takes care of centerprint_start
1329 else if (intermission == 2) // map voting screen
1331 HUD_FinaleOverlay();
1334 centerprint_start_x = 0;
1335 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1339 centerprint_start_x = 0;
1340 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1351 CSQC_WAKIZASHI_HUD();
1360 HUD_DrawCenterPrint();
1365 // following vectors must be global to allow seamless switching between camera modes
1366 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1367 void CSQC_Demo_Camera()
1369 float speed, attenuation, dimensions;
1372 if( autocvar_camera_reset || !camera_mode )
1374 camera_offset = '0 0 0';
1375 current_angles = '0 0 0';
1376 camera_direction = '0 0 0';
1377 camera_offset_z += 30;
1378 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1379 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1380 current_origin = view_origin;
1381 current_camera_offset = camera_offset;
1382 cvar_set("camera_reset", "0");
1383 camera_mode = CAMERA_CHASE;
1388 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1390 if(autocvar_camera_look_player)
1395 dir = normalize(view_origin - current_position);
1397 mouse_angles = vectoangles(dir);
1398 mouse_angles_x = mouse_angles_x * -1;
1403 tmp = getmousepos() * 0.1;
1404 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1406 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1407 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1411 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1412 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1413 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1414 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1416 // Fix difference when angles don't have the same sign
1418 if(mouse_angles_y < -60 && current_angles_y > 60)
1420 if(mouse_angles_y > 60 && current_angles_y < -60)
1423 if(autocvar_camera_look_player)
1424 attenuation = autocvar_camera_look_attenuation;
1426 attenuation = autocvar_camera_speed_attenuation;
1428 attenuation = 1 / max(1, attenuation);
1429 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1431 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1432 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1433 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1434 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1440 if( camera_direction_x )
1442 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1443 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1444 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1445 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1449 if( camera_direction_y )
1451 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1452 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1453 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1457 if( camera_direction_z )
1459 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1463 if(autocvar_camera_free)
1464 speed = autocvar_camera_speed_free;
1466 speed = autocvar_camera_speed_chase;
1470 speed = speed * sqrt(1 / dimensions);
1471 camera_offset += tmp * speed;
1474 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1477 if( autocvar_camera_free )
1479 if ( camera_mode == CAMERA_CHASE )
1481 current_camera_offset = current_origin + current_camera_offset;
1482 camera_offset = current_origin + camera_offset;
1485 camera_mode = CAMERA_FREE;
1486 current_position = current_camera_offset;
1490 if ( camera_mode == CAMERA_FREE )
1492 current_origin = view_origin;
1493 camera_offset = camera_offset - current_origin;
1494 current_camera_offset = current_camera_offset - current_origin;
1497 camera_mode = CAMERA_CHASE;
1499 if(autocvar_camera_chase_smoothly)
1500 current_origin += (view_origin - current_origin) * attenuation;
1502 current_origin = view_origin;
1504 current_position = current_origin + current_camera_offset;
1507 R_SetView(VF_ANGLES, current_angles);
1508 R_SetView(VF_ORIGIN, current_position);