3 #include <client/announcer.qh>
4 #include <client/csqcmodel_hooks.qh>
5 #include <client/draw.qh>
6 #include <client/hud/_mod.qh>
7 #include <client/hud/panel/quickmenu.qh>
8 #include <client/hud/panel/scoreboard.qh>
9 #include <client/mapvoting.qh>
10 #include <client/mutators/_mod.qh>
11 #include <client/shownames.qh>
12 #include <common/anim.qh>
13 #include <common/animdecide.qh>
14 #include <common/constants.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/debug.qh>
17 #include <common/ent_cs.qh>
18 #include <common/gamemodes/_mod.qh>
19 #include <common/impulses/all.qh>
20 #include <common/mapinfo.qh>
21 #include <common/mapobjects/target/music.qh>
22 #include <common/mapobjects/trigger/viewloc.qh>
23 #include <common/minigames/cl_minigames.qh>
24 #include <common/minigames/cl_minigames_hud.qh>
25 #include <common/mutators/mutator/powerups/_mod.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/physics/player.qh>
31 #include <common/stats.qh>
32 #include <common/teams.qh>
33 #include <common/vehicles/all.qh>
34 #include <common/viewloc.qh>
35 #include <common/weapons/_all.qh>
36 #include <common/weapons/weapon/tuba.qh>
37 #include <common/wepent.qh>
38 #include <lib/csqcmodel/cl_model.qh>
39 #include <lib/csqcmodel/cl_player.qh>
40 #include <lib/warpzone/client.qh>
41 #include <lib/warpzone/common.qh>
43 float autocvar_cl_viewmodel_scale;
44 float autocvar_cl_viewmodel_alpha = 1;
46 bool autocvar_cl_bobmodel;
47 float autocvar_cl_bobmodel_speed;
48 float autocvar_cl_bobmodel_side;
49 float autocvar_cl_bobmodel_up;
51 float autocvar_cl_followmodel;
52 float autocvar_cl_followmodel_speed = 0.3;
53 float autocvar_cl_followmodel_limit = 135;
54 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
55 float autocvar_cl_followmodel_highpass = 0.05;
56 float autocvar_cl_followmodel_lowpass = 0.03;
57 bool autocvar_cl_followmodel_velocity_absolute;
59 float autocvar_cl_leanmodel;
60 float autocvar_cl_leanmodel_speed = 0.3;
61 float autocvar_cl_leanmodel_limit = 30;
62 float autocvar_cl_leanmodel_highpass1 = 0.2;
63 float autocvar_cl_leanmodel_highpass = 0.2;
64 float autocvar_cl_leanmodel_lowpass = 0.05;
66 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
68 #define lowpass(value, frac, ref_store, ret) \
69 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
71 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
72 float __ignore; lowpass(value, frac, ref_store, __ignore); \
73 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
76 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
77 float __f = 0; lowpass(value, frac, ref_store, __f); \
78 ret = (value) - __f; \
81 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
82 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
83 ret = (value) - __f; \
86 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
87 lowpass(value.x, frac, ref_store.x, ref_out.x); \
88 lowpass(value.y, frac, ref_store.y, ref_out.y); \
91 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
92 highpass(value.x, frac, ref_store.x, ref_out.x); \
93 highpass(value.y, frac, ref_store.y, ref_out.y); \
96 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
97 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
98 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
101 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
102 lowpass(value.x, frac, ref_store.x, ref_out.x); \
103 lowpass(value.y, frac, ref_store.y, ref_out.y); \
104 lowpass(value.z, frac, ref_store.z, ref_out.z); \
107 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
108 highpass(value.x, frac, ref_store.x, ref_out.x); \
109 highpass(value.y, frac, ref_store.y, ref_out.y); \
110 highpass(value.z, frac, ref_store.z, ref_out.z); \
113 void calc_followmodel_ofs(entity view)
115 if(cl_followmodel_time == time)
116 return; // cl_followmodel_ofs already calculated for this frame
119 vector gunorg = '0 0 0';
120 static vector vel_average;
121 static vector gunorg_adjustment_highpass;
122 static vector gunorg_adjustment_lowpass;
125 if (autocvar_cl_followmodel_velocity_absolute)
129 vector forward, right, up;
130 MAKE_VECTORS(view_angles, forward, right, up);
131 vel.x = view.velocity * forward;
132 vel.y = view.velocity * right * -1;
133 vel.z = view.velocity * up;
136 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
137 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
138 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
140 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
141 lowpass3(vel, frac, vel_average, gunorg);
143 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
145 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
146 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
147 frac = avg_factor(autocvar_cl_followmodel_highpass);
148 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
149 frac = avg_factor(autocvar_cl_followmodel_lowpass);
150 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
152 if (autocvar_cl_followmodel_velocity_absolute)
155 vector forward, right, up;
156 MAKE_VECTORS(view_angles, forward, right, up);
157 fixed_gunorg.x = gunorg * forward;
158 fixed_gunorg.y = gunorg * right * -1;
159 fixed_gunorg.z = gunorg * up;
160 gunorg = fixed_gunorg;
163 cl_followmodel_ofs = gunorg;
164 cl_followmodel_time = time;
167 vector leanmodel_ofs(entity view)
170 vector gunangles = '0 0 0';
171 static vector gunangles_prev = '0 0 0';
172 static vector gunangles_highpass = '0 0 0';
173 static vector gunangles_adjustment_highpass;
174 static vector gunangles_adjustment_lowpass;
176 if (view.csqcmodel_teleported)
177 gunangles_prev = view_angles;
179 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
180 gunangles_highpass += gunangles_prev;
181 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
182 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
183 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
184 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
185 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
186 gunangles_prev = view_angles;
187 gunangles_highpass -= gunangles_prev;
189 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
190 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
192 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
193 frac = avg_factor(autocvar_cl_leanmodel_highpass);
194 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
195 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
196 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
198 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
203 vector bobmodel_ofs(entity view)
205 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
206 static bool oldonground;
207 static float hitgroundtime;
210 float f = time; // cl.movecmd[0].time
214 oldonground = clonground;
216 // calculate for swinging gun model
217 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
218 vector gunorg = '0 0 0';
219 static float bobmodel_scale = 0;
220 static float time_ofs = 0; // makes the effect always restart in the same way
223 if (time - hitgroundtime > 0.05)
224 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
227 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
229 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
230 if (bobmodel_scale && xyspeed)
232 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
233 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
234 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
235 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
243 void viewmodel_animate(entity this)
245 if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
247 entity view = CSQCModel_server2csqc(player_localentnum - 1);
249 if (autocvar_cl_followmodel)
251 calc_followmodel_ofs(view);
252 this.origin += cl_followmodel_ofs;
255 if (autocvar_cl_leanmodel)
256 this.angles += leanmodel_ofs(view);
258 // vertical view bobbing code
261 // horizontal view bobbing code
265 // causes the view to swing down and back up when touching the ground
268 // gun model bobbing code
269 if (autocvar_cl_bobmodel)
270 this.origin += bobmodel_ofs(view);
273 .float weapon_nextthink;
274 .float weapon_eta_last;
275 .float weapon_switchdelay;
279 void viewmodel_draw(entity this)
281 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
282 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
283 int wepskin = this.m_skin;
284 bool invehicle = player_localentnum > maxclients;
285 if (invehicle) a = -1;
286 Weapon wep = this.activeweapon;
287 int c = entcs_GetClientColors(current_player);
288 vector g = weaponentity_glowmod(wep, c, this);
289 entity me = CSQCModel_server2csqc(player_localentnum - 1);
290 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
292 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
293 for (entity e = this; e; e = e.weaponchild)
298 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
300 e.csqcmodel_effects = fx;
301 CSQCModel_Effects_Apply(e);
305 string name = wep.mdl;
306 string newname = wep.wr_viewmodel(wep, this);
309 bool swap = name != this.name_last;
312 this.name_last = name;
313 CL_WeaponEntity_SetModel(this, name, swap);
314 this.origin += autocvar_cl_gunoffset;
317 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
318 anim_set(this, this.anim_idle, true, false, false);
320 float f = 0; // 0..1; 0: fully active
321 float rate = STAT(WEAPONRATEFACTOR);
322 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
323 if (eta <= 0) f = this.weapon_eta_last;
324 else switch (this.state)
328 f = eta / max(eta, this.weapon_switchdelay);
333 f = 1 - eta / max(eta, this.weapon_switchdelay);
342 this.weapon_eta_last = f;
343 this.angles_x = (-90 * f * f);
344 viewmodel_animate(this);
345 MUTATOR_CALLHOOK(DrawViewModel, this);
346 setorigin(this, this.origin);
349 STATIC_INIT(viewmodel) {
350 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
351 viewmodels[slot] = new(viewmodel);
354 vector project_3d_to_2d(vector vec)
356 vec = cs_project(vec);
360 bool projected_on_screen(vector screen_pos)
362 return screen_pos.z >= 0
365 && screen_pos.x < vid_conwidth
366 && screen_pos.y < vid_conheight;
369 void update_mousepos()
371 mousepos += getmousepos() * autocvar_menu_mouse_speed;
372 mousepos.x = bound(0, mousepos.x, vid_conwidth);
373 mousepos.y = bound(0, mousepos.y, vid_conheight);
376 float showfps_prevfps_time;
377 int showfps_framecounter;
379 void fpscounter_update()
384 float currentTime = gettime(GETTIME_FRAMESTART);
386 showfps_framecounter += 1;
387 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
389 float fps = showfps_framecounter / (currentTime - showfps_prevfps_time);
390 showfps_framecounter = 0;
391 showfps_prevfps_time = currentTime;
393 int channel = MSG_C2S;
394 WriteHeader(channel, fpsreport);
395 WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values
399 STATIC_INIT(fpscounter_init)
401 float currentTime = gettime(GETTIME_FRAMESTART);
402 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
406 vector GetCurrentFov(float fov)
408 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
409 float velocityzoom, curspeed;
412 zoomsensitivity = autocvar_cl_zoomsensitivity;
413 zoomfactor = autocvar_cl_zoomfactor;
414 if(zoomfactor < 1 || zoomfactor > 30)
416 zoomspeed = autocvar_cl_zoomspeed;
417 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
420 zoomdir = button_zoom;
422 if(hud == HUD_NORMAL && !spectatee_status)
424 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
426 entity wepent = viewmodels[slot];
427 if(wepent.switchweapon != wepent.activeweapon)
429 Weapon wep = wepent.activeweapon;
430 if(wep != WEP_Null && wep.wr_zoomdir)
432 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
437 if(spectatee_status > 0 || isdemo())
439 if(spectatorbutton_zoom)
446 // fteqcc failed twice here already, don't optimize this
449 if(zoomdir) { zoomin_effect = 0; }
451 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
453 current_viewzoom = 1;
455 else if (camera_active)
457 current_viewzoom = min(1, current_viewzoom + drawframetime);
459 else if(autocvar_cl_spawnzoom && zoomin_effect)
461 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
463 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
464 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
465 if(current_viewzoom == 1) { zoomin_effect = 0; }
469 if(zoomspeed < 0) // instant zoom
472 current_viewzoom = 1 / zoomfactor;
474 current_viewzoom = 1;
479 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
481 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
485 if(zoomfactor == 1 || current_viewzoom > 0.999) // zoomfactor check prevents a division by 0
486 current_zoomfraction = 0;
487 else if(almost_equals(current_viewzoom, 1/zoomfactor))
488 current_zoomfraction = 1;
490 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
492 if(zoomsensitivity < 1)
493 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
495 setsensitivityscale(1);
497 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
499 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
503 vector forward, right, up;
504 MAKE_VECTORS(view_angles, forward, right, up);
507 v = csqcplayer.velocity;
509 switch(autocvar_cl_velocityzoom_type)
511 case 3: curspeed = max(0, forward * v); break;
512 case 2: curspeed = (forward * v); break;
513 case 1: default: curspeed = vlen(v); break;
517 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
518 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
519 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
521 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
526 float frustumx, frustumy, fovx, fovy;
527 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
528 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
529 fovx = atan2(frustumx, 1) / M_PI * 360.0;
530 fovy = atan2(frustumy, 1) / M_PI * 360.0;
532 return '1 0 0' * fovx + '0 1 0' * fovy;
535 vector GetViewLocationFOV(float fov)
537 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
538 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
539 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
540 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
541 return '1 0 0' * fovx + '0 1 0' * fovy;
544 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
547 float width = (ov_worldmax.x - ov_worldmin.x);
548 float height = (ov_worldmax.y - ov_worldmin.y);
549 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
550 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
551 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
552 return '1 0 0' * fovx + '0 1 0' * fovy;
555 // this function must match W_SetupShot!
557 bool minigame_wasactive;
560 const float CAMERA_FREE = 1;
561 const float CAMERA_CHASE = 2;
562 string NextFrameCommand;
564 vector freeze_org, freeze_ang;
565 entity nightvision_noise, nightvision_noise2;
567 float myhealth, myhealth_prev;
568 float myhealth_flash;
570 float old_blurradius, old_bluralpha;
571 float old_sharpen_intensity;
573 vector myhealth_gentlergb;
575 float contentavgalpha, liquidalpha_prev;
576 vector liquidcolor_prev;
578 float eventchase_current_distance;
579 float eventchase_running;
580 int WantEventchase(entity this, bool want_vehiclechase)
582 if(autocvar_cl_orthoview)
584 if(STAT(GAME_STOPPED) || intermission)
588 if(spectatee_status >= 0)
590 if(want_vehiclechase)
592 if(MUTATOR_CALLHOOK(WantEventchase, this))
594 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
596 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
598 if(autocvar_cl_eventchase_death == 2)
600 // don't stop eventchase once it's started (even if velocity changes afterwards)
601 if(this.velocity == '0 0 0' || eventchase_running)
606 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
608 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
610 else if (eventchase_running)
611 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
617 bool waiting_CAMERA_SPECTATOR_update;
618 void View_EventChase(entity this)
620 if(spectatee_status > 0 && autocvar_chase_active > 0)
622 // if chase_active is enabled by the user, spectator camera never switches to 1st person
623 // that means CAMERA_SPECTATOR 1 behaves as 0 and is redundant, so we forcedly skip it
624 if (STAT(CAMERA_SPECTATOR) == 1)
626 if (!waiting_CAMERA_SPECTATOR_update)
628 Impulse_Send(IMP_weapon_drop); // switch to CAMERA_SPECTATOR 2
629 waiting_CAMERA_SPECTATOR_update = true;
632 else waiting_CAMERA_SPECTATOR_update = false;
635 // event chase camera
636 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
638 if(STAT(CAMERA_SPECTATOR))
640 if(spectatee_status > 0)
642 if(!autocvar_chase_active)
644 cvar_set("chase_active", "-2");
648 else if(autocvar_chase_active == -2)
649 cvar_set("chase_active", "0");
651 if(autocvar_chase_active == -2)
654 else if(autocvar_chase_active == -2)
655 cvar_set("chase_active", "0");
657 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
659 float vehicle_viewdist = 0;
660 vector vehicle_viewofs = '0 0 0';
664 if(hud != HUD_BUMBLEBEE_GUN)
666 Vehicle info = REGISTRY_GET(Vehicles, hud);
667 vehicle_viewdist = info.height;
668 vehicle_viewofs = info.view_ofs;
669 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
670 vehicle_chase = false;
673 vehicle_chase = false;
676 int eventchase = WantEventchase(this, vehicle_chase);
679 vector current_view_origin_override = '0 0 0';
680 vector view_offset_override = '0 0 0';
681 float chase_distance_override = 0;
682 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
683 if(custom_eventchase)
685 current_view_origin_override = M_ARGV(0, vector);
686 view_offset_override = M_ARGV(1, vector);
687 chase_distance_override = M_ARGV(0, float);
689 eventchase_running = true;
691 // 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.)
692 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
693 if (custom_eventchase)
694 current_view_origin = current_view_origin_override;
696 // detect maximum viewoffset and use it
697 vector view_offset = autocvar_cl_eventchase_viewoffset;
701 view_offset = vehicle_viewofs;
703 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
705 if (custom_eventchase)
706 view_offset = view_offset_override;
710 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
711 if(trace_fraction == 1) { current_view_origin += view_offset; }
712 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
715 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
716 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
717 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
718 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
720 // make the camera smooth back
721 float chase_distance = autocvar_cl_eventchase_distance;
725 chase_distance = vehicle_viewdist;
727 chase_distance = autocvar_cl_eventchase_vehicle_distance;
729 if (custom_eventchase)
730 chase_distance = chase_distance_override;
732 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
733 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
734 else if(eventchase_current_distance != chase_distance)
735 eventchase_current_distance = chase_distance;
737 vector forward, right, up;
738 MAKE_VECTORS(view_angles, forward, right, up);
740 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
741 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
743 // If the boxtrace fails, revert back to line tracing.
747 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
748 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
749 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
751 else { setproperty(VF_ORIGIN, trace_endpos); }
754 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
757 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
759 eventchase_running = false;
760 cvar_set("chase_active", "0");
761 eventchase_current_distance = 0; // start from 0 next time
764 // workaround for camera stuck between player's legs when using chase_active 1
765 // because the engine stops updating the chase_active camera when the game ends
766 else if(intermission)
768 cvar_settemp("chase_active", "-1");
769 eventchase_current_distance = 0;
773 vector damage_blurpostprocess, content_blurpostprocess;
777 // accumulate damage with each stat update
778 static float damage_total_prev = 0;
779 float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
780 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
781 damage_total_prev = damage_total;
783 static float damage_dealt_time_prev = 0;
784 float damage_dealt_time = STAT(HIT_TIME);
785 if (damage_dealt_time != damage_dealt_time_prev)
787 unaccounted_damage += unaccounted_damage_new;
788 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
790 damage_dealt_time_prev = damage_dealt_time;
792 // prevent hitsound when switching spectatee
793 static float spectatee_status_prev = 0;
794 if (spectatee_status != spectatee_status_prev)
795 unaccounted_damage = 0;
796 spectatee_status_prev = spectatee_status;
801 // varying sound pitch
803 bool have_arc = false;
804 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
806 entity wepent = viewmodels[slot];
808 if(wepent.activeweapon == WEP_ARC)
812 static float hitsound_time_prev = 0;
813 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
814 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
815 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
817 if (autocvar_cl_hitsound && unaccounted_damage)
819 float pitch_shift = 1;
820 if (autocvar_cl_hitsound == 2 || autocvar_cl_hitsound == 3)
822 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
823 float a = autocvar_cl_hitsound_max_pitch;
824 float b = autocvar_cl_hitsound_min_pitch;
825 float c = autocvar_cl_hitsound_nom_damage;
826 float d = unaccounted_damage;
827 pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
829 // if pitch shift is reversed, mirror in (max-min)/2 + min
830 if (autocvar_cl_hitsound == 3)
832 float mirror_value = (a-b)/2 + b;
833 pitch_shift = mirror_value + (mirror_value - pitch_shift);
837 //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
839 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
840 // todo: normalize sound pressure levels? seems unnecessary
842 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
844 unaccounted_damage = 0;
845 hitsound_time_prev = time;
848 static float typehit_time_prev = 0;
849 float typehit_time = STAT(TYPEHIT_TIME);
850 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
852 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
853 typehit_time_prev = typehit_time;
856 static float kill_time_prev = 0;
857 float kill_time = STAT(KILL_TIME);
858 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
860 sound(NULL, CH_INFO, SND_KILL, VOL_BASE * 1.15, ATTN_NONE);
861 kill_time_prev = kill_time;
865 void HUD_Draw(entity this)
867 // if we don't know gametype and scores yet avoid drawing the scoreboard
868 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
869 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
870 // cl_deathscoreboard would show the scoreboard and so on
878 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
880 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
882 else if(STAT(FROZEN))
884 vector col = '0.25 0.90 1';
885 float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
886 float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
888 col += vec3(col_fade, -col_fade, -col_fade);
889 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
896 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
898 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
899 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
900 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
902 else if(STAT(CAPTURE_PROGRESS))
904 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
905 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
907 else if(STAT(REVIVE_PROGRESS))
909 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
910 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
915 if(autocvar_r_letterbox == 0)
917 if(autocvar_viewsize < 120)
919 if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
920 Accuracy_LoadLevels();
927 // crosshair goes VERY LAST
931 Local_Notification_Queue_Process();
934 void ViewLocation_Mouse()
937 return; // don't draw it as spectator!
939 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
940 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
941 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
943 //float cursor_alpha = 1 - autocvar__menu_alpha;
944 //cursor_type = CURSOR_NORMAL;
945 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
948 void HUD_Cursor_Show()
950 float cursor_alpha = 1 - autocvar__menu_alpha;
951 if(cursor_type == CURSOR_NORMAL)
952 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
953 else if(cursor_type == CURSOR_MOVE)
954 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
955 else if(cursor_type == CURSOR_RESIZE)
956 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
957 else if(cursor_type == CURSOR_RESIZE2)
958 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
961 void HUD_Mouse(entity player)
963 if(autocvar__menu_alpha == 1)
968 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
969 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
973 if (cursor_active == -1) // starting to display the cursor
975 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
976 // in the first frame mousepos is the mouse position of the last time
977 // the cursor was displayed, thus we ignore it to avoid a glictch
982 if(!autocvar_hud_cursormode)
985 cursor_type = CURSOR_NORMAL;
986 if(autocvar__hud_configure)
990 if (HUD_MinigameMenu_IsOpened())
991 HUD_Minigame_Mouse();
992 if (QuickMenu_IsOpened())
994 if (HUD_Radar_Clickable())
998 prevMouseClicked = mouseClicked;
1003 void View_NightVision()
1005 if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1008 // apply night vision effect
1009 vector tc_00, tc_01, tc_10, tc_11;
1010 vector rgb = '0 0 0';
1013 if(!nightvision_noise)
1015 nightvision_noise = new(nightvision_noise);
1017 if(!nightvision_noise2)
1019 nightvision_noise2 = new(nightvision_noise2);
1022 // color tint in yellow
1023 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1026 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1028 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1029 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1030 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1031 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1032 tc_11 = tc_01 + tc_10 - tc_00;
1033 R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true);
1034 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1035 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1036 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1037 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1041 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1042 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1043 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1044 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1045 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1046 tc_11 = tc_01 + tc_10 - tc_00;
1047 R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true);
1048 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1049 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1050 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1051 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1055 // visual overlay while in liquids
1056 // provides some effects to the postprocessing function
1059 if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1062 // improved polyblend
1063 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1066 switch(pointcontents(view_origin))
1069 liquidalpha = autocvar_hud_contents_water_alpha;
1070 liquidcolor = stov(autocvar_hud_contents_water_color);
1075 liquidalpha = autocvar_hud_contents_lava_alpha;
1076 liquidcolor = stov(autocvar_hud_contents_lava_color);
1081 liquidalpha = autocvar_hud_contents_slime_alpha;
1082 liquidcolor = stov(autocvar_hud_contents_slime_color);
1088 liquidcolor = '0 0 0';
1093 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1094 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1095 contentfadetime = autocvar_hud_contents_fadeintime;
1096 liquidalpha_prev = liquidalpha;
1097 liquidcolor_prev = liquidcolor;
1100 contentfadetime = autocvar_hud_contents_fadeouttime;
1102 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1103 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1106 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1108 if(autocvar_hud_postprocessing)
1110 if(autocvar_hud_contents_blur && contentavgalpha)
1112 content_blurpostprocess.x = 1;
1113 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1114 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1118 content_blurpostprocess.x = 0;
1119 content_blurpostprocess.y = 0;
1120 content_blurpostprocess.z = 0;
1125 // visual pain effects on the screen
1126 // provides some effects to the postprocessing function
1129 if(!autocvar_hud_damage || STAT(FROZEN))
1132 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1133 splash_size.x = max(vid_conwidth, vid_conheight);
1134 splash_size.y = max(vid_conwidth, vid_conheight);
1135 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1136 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1138 float myhealth_flash_temp;
1139 myhealth = STAT(HEALTH);
1142 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1144 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1146 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1147 pain_threshold = autocvar_hud_damage_pain_threshold;
1148 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1149 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1151 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1153 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);
1156 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1158 if(myhealth_prev < 1)
1162 myhealth_flash = 0; // just spawned, clear the flash immediately
1163 myhealth_flash_temp = 0;
1167 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1171 if(myhealth_prev > 1 && myhealth <= 0 && !intermission)
1174 sound(NULL, CH_INFO, SND_DEATH, VOL_BASE, ATTN_NONE);
1177 if(spectatee_status == -1 || intermission)
1179 myhealth_flash = 0; // observing, or match ended
1180 myhealth_flash_temp = 0;
1183 myhealth_prev = myhealth;
1185 // IDEA: change damage color/picture based on player model for robot/alien species?
1186 // pro: matches model better
1187 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1188 // maybe different reddish pics?
1189 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1191 if(autocvar_cl_gentle_damage == 2)
1193 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1194 myhealth_gentlergb = randomvec();
1197 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1199 if(myhealth_flash_temp > 0)
1200 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1202 else if(myhealth_flash_temp > 0)
1203 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1205 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.
1207 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1209 damage_blurpostprocess.x = 1;
1210 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1211 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1215 damage_blurpostprocess.x = 0;
1216 damage_blurpostprocess.y = 0;
1217 damage_blurpostprocess.z = 0;
1222 void View_PostProcessing()
1224 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1225 float e2 = (autocvar_hud_powerup != 0);
1226 bool want_postprocessing = false;
1227 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1229 // enable or disable rendering types if they are used or not
1230 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1231 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1233 // blur postprocess handling done first (used by hud_damage and hud_contents)
1234 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1236 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1237 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1238 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1240 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1241 old_blurradius = blurradius;
1242 old_bluralpha = bluralpha;
1244 want_postprocessing = true;
1246 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1248 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1253 // edge detection postprocess handling done second (used by hud_powerup)
1254 float sharpen_intensity = 0;
1255 FOREACH(StatusEffect, it.instanceOfPowerups,
1257 float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
1258 if(powerup_finished > 0)
1259 sharpen_intensity += powerup_finished;
1262 sharpen_intensity = bound(0, ((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.
1264 if(autocvar_hud_powerup && sharpen_intensity > 0)
1266 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1268 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1269 old_sharpen_intensity = sharpen_intensity;
1271 want_postprocessing = true;
1273 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1275 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1276 old_sharpen_intensity = 0;
1279 if (want_postprocessing)
1281 if(cvar("r_glsl_postprocess") == 0)
1282 cvar_set("r_glsl_postprocess", "2");
1286 if(cvar("r_glsl_postprocess") == 2)
1287 cvar_set("r_glsl_postprocess", "0");
1293 int lock_type = autocvar_cl_lockview;
1295 if (!autocvar_hud_cursormode
1296 && ((autocvar__hud_configure && spectatee_status <= 0)
1298 || HUD_Radar_Clickable()
1299 || HUD_MinigameMenu_IsOpened()
1300 || QuickMenu_IsOpened()
1305 // lock_type 1: lock origin and angles
1306 // lock_type 2: lock only origin
1308 setproperty(VF_ORIGIN, freeze_org);
1310 freeze_org = getpropertyvec(VF_ORIGIN);
1312 setproperty(VF_ANGLES, freeze_ang);
1314 freeze_ang = getpropertyvec(VF_ANGLES);
1317 void View_DemoCamera()
1319 if(camera_active) // Camera for demo playback
1321 if(autocvar_camera_enable)
1325 cvar_set("chase_active", ftos(chase_active_backup));
1326 cvar_set("cl_demo_mousegrab", "0");
1327 camera_active = false;
1333 if(autocvar_camera_enable)
1335 if(autocvar_camera_enable && isdemo())
1338 // Enable required Darkplaces cvars
1339 chase_active_backup = autocvar_chase_active;
1340 cvar_set("chase_active", "2");
1341 cvar_set("cl_demo_mousegrab", "1");
1342 camera_active = true;
1343 camera_mode = false;
1349 void View_BlurTest()
1351 if(time > blurtest_time0 && time < blurtest_time1)
1353 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1354 float r = t * blurtest_radius;
1355 float f = 1 / (t ** blurtest_power) - 1;
1357 cvar_set("r_glsl_postprocess", "1");
1358 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1362 cvar_set("r_glsl_postprocess", "0");
1363 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1368 void View_CheckButtonStatus()
1370 float is_dead = (STAT(HEALTH) <= 0);
1372 // FIXME do we need this hack?
1375 // in demos, input_buttons do not work
1376 button_zoom = (autocvar__togglezoom == "-");
1379 && autocvar_cl_unpress_zoom_on_death
1380 && (spectatee_status >= 0)
1381 && (is_dead || intermission))
1383 // no zoom while dead or in intermission please
1384 localcmd("-zoom\n");
1385 button_zoom = false;
1388 if(autocvar_fov <= 59.5)
1390 if(!zoomscript_caught)
1392 localcmd("+button9\n");
1393 zoomscript_caught = 1;
1398 if(zoomscript_caught)
1400 localcmd("-button9\n");
1401 zoomscript_caught = 0;
1405 if(active_minigame && HUD_MinigameMenu_IsOpened())
1407 if(!minigame_wasactive)
1409 localcmd("+button12\n");
1410 minigame_wasactive = true;
1413 else if(minigame_wasactive)
1415 localcmd("-button12\n");
1416 minigame_wasactive = false;
1419 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1421 entity wepent = viewmodels[slot];
1423 if(wepent.last_switchweapon != wepent.switchweapon)
1426 wepent.last_switchweapon = wepent.switchweapon;
1427 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1429 localcmd("-zoom\n");
1430 button_zoom = false;
1432 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1434 localcmd("-fire\n");
1435 localcmd("-fire2\n");
1436 button_attack2 = false;
1439 if(wepent.last_activeweapon != wepent.activeweapon)
1441 wepent.last_activeweapon = wepent.activeweapon;
1443 entity e = wepent.activeweapon;
1445 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1447 localcmd("\ncl_hook_activeweapon none\n");
1453 float oldr_nearclip;
1454 float oldr_farclip_base;
1455 float oldr_farclip_world;
1457 float oldr_useportalculling;
1458 float oldr_useinfinitefarclip;
1459 vector ov_org = '0 0 0';
1460 vector ov_mid = '0 0 0';
1461 vector ov_worldmin = '0 0 0';
1462 vector ov_worldmax = '0 0 0';
1468 ov_worldmin = '0 0 0';
1469 ov_worldmax = '0 0 0';
1470 if(autocvar_cl_orthoview)
1472 ov_worldmin = mi_picmin;
1473 ov_worldmax = mi_picmax;
1475 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1476 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1477 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1479 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1480 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1482 float ov_nearest = vlen(ov_org - vec3(
1483 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1484 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1485 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1488 float ov_furthest = 0;
1491 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1492 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1493 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1494 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1495 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1496 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1497 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1498 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1502 oldr_nearclip = cvar("r_nearclip");
1503 oldr_farclip_base = cvar("r_farclip_base");
1504 oldr_farclip_world = cvar("r_farclip_world");
1505 oldr_novis = cvar("r_novis");
1506 oldr_useportalculling = cvar("r_useportalculling");
1507 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1510 cvar_settemp("r_nearclip", ftos(ov_nearest));
1511 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1512 cvar_settemp("r_farclip_world", "0");
1513 cvar_settemp("r_novis", "1");
1514 cvar_settemp("r_useportalculling", "0");
1515 cvar_settemp("r_useinfinitefarclip", "0");
1517 setproperty(VF_ORIGIN, ov_org);
1518 setproperty(VF_ANGLES, '90 0 0');
1523 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1525 vtos(getpropertyvec(VF_ANGLES)),
1535 cvar_set("r_nearclip", ftos(oldr_nearclip));
1536 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1537 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1538 cvar_set("r_novis", ftos(oldr_novis));
1539 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1540 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1546 void View_UpdateFov()
1549 if(autocvar_cl_orthoview)
1550 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1551 else if(csqcplayer.viewloc)
1552 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1554 fov = GetCurrentFov(autocvar_fov);
1556 setproperty(VF_FOV, fov);
1559 void CSQC_UpdateView(entity this, float w, float h)
1561 TC(int, w); TC(int, h);
1563 execute_next_frame();
1570 ReplicateVars(REPLICATEVARS_CHECK);
1572 HUD_Scale_Disable();
1574 if(autocvar__hud_showbinds_reload) // menu can set this one
1577 binddb = db_create();
1578 cvar_set("_hud_showbinds_reload", "0");
1581 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1582 view_quality = getproperty(VF_MINFPS_QUALITY);
1586 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1587 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1589 vector vf_size = getpropertyvec(VF_SIZE);
1590 vector vf_min = getpropertyvec(VF_MIN);
1591 vid_width = vf_size.x;
1592 vid_height = vf_size.y;
1594 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1596 if (autocvar_chase_active)
1598 // in first person view if r_drawviewmodel is off weapon isn't visible
1599 // and server doesn't throw any casing
1600 // switching to 3rd person view r_drawviewmodel is set to -1 to let know the server casings
1601 // can be thrown for self since own weapon model is visible
1602 if (autocvar_r_drawviewmodel == 0 && STAT(HEALTH) > 0)
1603 cvar_set("r_drawviewmodel", "-1");
1607 if (autocvar_r_drawviewmodel < 0)
1608 cvar_set("r_drawviewmodel", "0");
1611 WaypointSprite_Load();
1613 CSQCPlayer_SetCamera();
1615 if(player_localentnum <= maxclients) // is it a client?
1616 current_player = player_localentnum - 1;
1617 else // then player_localentnum is the vehicle I'm driving
1618 current_player = player_localnum;
1619 myteam = entcs_GetTeam(current_player);
1621 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1623 local_player = this; // fall back!
1625 View_EventChase(local_player);
1627 // do lockview after event chase camera so that it still applies whenever necessary.
1631 //WarpZone_FixPMove();
1635 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1636 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1637 if(autocvar_r_drawviewmodel)
1638 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1639 if(viewmodels[slot].activeweapon)
1640 viewmodel_draw(viewmodels[slot]);
1643 view_origin = getpropertyvec(VF_ORIGIN);
1644 view_angles = getpropertyvec(VF_ANGLES);
1645 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1651 TargetMusic_Advance();
1653 fpscounter_update();
1656 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1658 drawframetime = bound(0.000001, time - drawtime, 1);
1661 // watch for gametype changes here...
1662 // in ParseStuffCMD the cmd isn't executed yet :/
1663 // might even be better to add the gametype to TE_CSQC_INIT...?
1667 if(intermission && !intermission_time)
1668 intermission_time = time;
1670 if(STAT(GAME_STOPPED) && !game_stopped_time)
1671 game_stopped_time = time;
1672 else if(game_stopped_time && !STAT(GAME_STOPPED))
1673 game_stopped_time = 0;
1675 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1677 if(calledhooks & HOOK_START)
1679 int gamecount = cvar("cl_matchcount");
1680 localcmd("\ncl_hook_gameend\n");
1681 // NOTE: using localcmd here to ensure it's executed AFTER cl_hook_gameend
1682 // earlier versions of the game abuse the hook to set this cvar
1683 localcmd(strcat("cl_matchcount ", itos(gamecount + 1), "\n"));
1684 //cvar_set("cl_matchcount", itos(gamecount + 1));
1685 calledhooks |= HOOK_END;
1689 Welcome_Message_Show_Try();
1693 View_CheckButtonStatus();
1695 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1697 // ALWAYS Clear Current Scene First
1700 setproperty(VF_ORIGIN, view_origin);
1701 setproperty(VF_ANGLES, view_angles);
1703 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1704 setproperty(VF_SIZE, vf_size);
1705 setproperty(VF_MIN, vf_min);
1707 // Assign Standard Viewflags
1708 // Draw the World (and sky)
1709 setproperty(VF_DRAWWORLD, 1);
1711 vid_conwidth = autocvar_vid_conwidth;
1712 vid_conheight = autocvar_vid_conheight;
1713 vid_pixelheight = autocvar_vid_pixelheight;
1719 setproperty(VF_DRAWCROSSHAIR, 0); // hide engine crosshair
1720 setproperty(VF_DRAWENGINESBAR, 0); // hide engine status bar
1722 IL_EACH(g_drawables, it.draw, it.draw(it));
1724 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1727 // Now the the scene has been rendered, begin with the 2D drawing functions
1730 DrawReticle(local_player);
1733 View_PostProcessing();
1736 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1737 IL_EACH(g_damagetext, it.draw2d, it.draw2d(it));
1738 Draw_ShowNames_All();
1739 #if ENABLE_DEBUGDRAW
1743 if (autocvar__scoreboard_team_selection)
1745 Scoreboard_UI_Enable(1);
1746 cvar_set("_scoreboard_team_selection", "0");
1748 scoreboard_active = Scoreboard_WouldDraw();
1750 HUD_Draw(this); // this parameter for deep vehicle function
1752 if(NextFrameCommand)
1754 localcmd("\n", NextFrameCommand, "\n");
1755 NextFrameCommand = string_null;
1758 HUD_Mouse(local_player);
1764 // let's reset the view back to normal for the end
1765 setproperty(VF_MIN, '0 0 0');
1766 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1772 // following vectors must be global to allow seamless switching between camera modes
1773 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1774 void CSQC_Demo_Camera()
1776 float speed, attenuation, dimensions;
1779 if( autocvar_camera_reset || !camera_mode )
1781 camera_offset = '0 0 0';
1782 current_angles = '0 0 0';
1783 camera_direction = '0 0 0';
1784 camera_offset.z += 30;
1785 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1786 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1787 current_origin = view_origin;
1788 current_camera_offset = camera_offset;
1789 cvar_set("camera_reset", "0");
1790 camera_mode = CAMERA_CHASE;
1795 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1797 if(autocvar_camera_look_player)
1802 dir = normalize(view_origin - current_position);
1804 mouse_angles = vectoangles(dir);
1805 mouse_angles.x = mouse_angles.x * -1;
1810 tmp = getmousepos() * 0.1;
1811 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1813 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1814 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1818 if(autocvar_camera_look_player)
1819 attenuation = autocvar_camera_look_attenuation;
1821 attenuation = autocvar_camera_speed_attenuation;
1823 attenuation = 1 / max(1, attenuation);
1824 current_angles += (mouse_angles - current_angles) * attenuation;
1826 // limit current pitch angle to sane values
1827 if (current_angles.x < -90) current_angles.x = -90;
1828 if (current_angles.x > 90 ) current_angles.x = 90;
1830 // limit mouse and current yaw angles to standard values simultaneously so that the difference
1831 // between these angles is not altered
1832 while (current_angles.y < -180 && mouse_angles.y < -180) {current_angles.y += 360; mouse_angles.y += 360;}
1833 while (current_angles.y > 180 && mouse_angles.y > 180 ) {current_angles.y -= 360; mouse_angles.y -= 360;}
1839 if( camera_direction.x )
1841 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1842 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1843 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1844 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1848 if( camera_direction.y )
1850 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1851 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1852 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1856 if( camera_direction.z )
1858 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1862 if(autocvar_camera_free)
1863 speed = autocvar_camera_speed_free;
1865 speed = autocvar_camera_speed_chase;
1869 speed = speed * sqrt(1 / dimensions);
1870 camera_offset += tmp * speed;
1873 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1876 if( autocvar_camera_free )
1878 if ( camera_mode == CAMERA_CHASE )
1880 current_camera_offset = current_origin + current_camera_offset;
1881 camera_offset = current_origin + camera_offset;
1884 camera_mode = CAMERA_FREE;
1885 current_position = current_camera_offset;
1889 if ( camera_mode == CAMERA_FREE )
1891 current_origin = view_origin;
1892 camera_offset = camera_offset - current_origin;
1893 current_camera_offset = current_camera_offset - current_origin;
1896 camera_mode = CAMERA_CHASE;
1898 if(autocvar_camera_chase_smoothly)
1899 current_origin += (view_origin - current_origin) * attenuation;
1901 current_origin = view_origin;
1903 current_position = current_origin + current_camera_offset;
1906 setproperty(VF_ANGLES, current_angles);
1907 setproperty(VF_ORIGIN, current_position);