2 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "scoreboard.qh"
7 #include "shownames.qh"
8 #include "quickmenu.qh"
10 #include "mutators/events.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/gamemodes/all.qh"
16 #include "../common/stats.qh"
17 #include "../common/triggers/target/music.qh"
18 #include "../common/teams.qh"
20 #include "../common/vehicles/all.qh"
21 #include "../common/weapons/all.qh"
22 #include "../common/viewloc.qh"
23 #include "../common/minigames/cl_minigames.qh"
24 #include "../common/minigames/cl_minigames_hud.qh"
26 #include "../lib/csqcmodel/cl_player.qh"
28 #include "../lib/warpzone/client.qh"
29 #include "../lib/warpzone/common.qh"
33 void Porto_Draw(entity this)
35 vector p, dir, ang, q, nextdir;
36 float portal_number, portal1_idx;
38 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
40 if(g_balance_porto_secondary)
46 if (getstati(STAT_HEALTH) <= 0)
51 if(angles_held_status)
53 makevectors(angles_held);
67 traceline(p, p + 65536 * dir, true, porto);
68 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
70 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
76 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
79 ang = vectoangles2(trace_plane_normal, dir);
82 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
84 if(portal_number == 1)
87 if(portal_number >= 2)
98 if(idx-1 >= portal1_idx)
100 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
104 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
114 porto.draw = Porto_Draw;
115 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
120 vector GetCurrentFov(float fov)
122 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
123 float velocityzoom, curspeed;
126 zoomsensitivity = autocvar_cl_zoomsensitivity;
127 zoomfactor = autocvar_cl_zoomfactor;
128 if(zoomfactor < 1 || zoomfactor > 30)
130 zoomspeed = autocvar_cl_zoomspeed;
132 if(zoomspeed < 0.5 || zoomspeed > 16)
135 zoomdir = button_zoom;
136 if(hud == HUD_NORMAL)
137 if(switchweapon == activeweapon)
138 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
139 zoomdir += button_attack2;
140 if(spectatee_status > 0 || isdemo())
142 if(spectatorbutton_zoom)
149 // fteqcc failed twice here already, don't optimize this
152 if(zoomdir) { zoomin_effect = 0; }
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
158 else if(autocvar_cl_spawnzoom && zoomin_effect)
160 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
162 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
163 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
164 if(current_viewzoom == 1) { zoomin_effect = 0; }
168 if(zoomspeed < 0) // instant zoom
171 current_viewzoom = 1 / zoomfactor;
173 current_viewzoom = 1;
178 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
180 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
184 if(almost_equals(current_viewzoom, 1))
185 current_zoomfraction = 0;
186 else if(almost_equals(current_viewzoom, 1/zoomfactor))
187 current_zoomfraction = 1;
189 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
191 if(zoomsensitivity < 1)
192 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
194 setsensitivityscale(1);
196 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
198 if(intermission) { curspeed = 0; }
202 makevectors(view_angles);
205 v = csqcplayer.velocity;
207 switch(autocvar_cl_velocityzoom_type)
209 case 3: curspeed = max(0, v_forward * v); break;
210 case 2: curspeed = (v_forward * v); break;
211 case 1: default: curspeed = vlen(v); break;
215 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
216 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
217 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
219 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
224 float frustumx, frustumy, fovx, fovy;
225 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
226 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
227 fovx = atan2(frustumx, 1) / M_PI * 360.0;
228 fovy = atan2(frustumy, 1) / M_PI * 360.0;
230 return '1 0 0' * fovx + '0 1 0' * fovy;
233 vector GetViewLocationFOV(float fov)
235 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
236 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
237 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
238 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
239 return '1 0 0' * fovx + '0 1 0' * fovy;
242 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
245 float width = (ov_worldmax.x - ov_worldmin.x);
246 float height = (ov_worldmax.y - ov_worldmin.y);
247 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
248 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
249 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
250 return '1 0 0' * fovx + '0 1 0' * fovy;
253 // this function must match W_SetupShot!
254 float zoomscript_caught;
256 vector wcross_origin;
257 float wcross_scale_prev, wcross_alpha_prev;
258 vector wcross_color_prev;
259 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
260 vector wcross_color_goal_prev;
261 float wcross_changedonetime;
263 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
264 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
265 float wcross_name_changestarttime, wcross_name_changedonetime;
266 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
268 float wcross_ring_prev;
271 entity trueaim_rifle;
273 const float SHOTTYPE_HITTEAM = 1;
274 const float SHOTTYPE_HITOBSTRUCTION = 2;
275 const float SHOTTYPE_HITWORLD = 3;
276 const float SHOTTYPE_HITENEMY = 4;
280 trueaim = new(trueaim);
282 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
283 trueaim_rifle = new(trueaim_rifle);
284 make_pure(trueaim_rifle);
285 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
288 float EnemyHitCheck()
291 wcross_origin = project_3d_to_2d(trace_endpos);
294 n = trace_ent.entnum;
296 n = trace_networkentity;
298 return SHOTTYPE_HITWORLD;
300 return SHOTTYPE_HITWORLD;
301 t = GetPlayerColor(n - 1);
304 return SHOTTYPE_HITTEAM;
305 if(t == NUM_SPECTATOR)
306 return SHOTTYPE_HITWORLD;
307 return SHOTTYPE_HITENEMY;
312 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
313 vector vecs, trueaimpoint, w_shotorg;
321 mv = MOVE_NOMONSTERS;
323 switch(activeweapon) // WEAPONTODO
325 case WEP_TUBA.m_id: // no aim
326 case WEP_PORTO.m_id: // shoots from eye
327 case WEP_NEXBALL.m_id: // shoots from eye
328 case WEP_HOOK.m_id: // no trueaim
329 case WEP_MORTAR.m_id: // toss curve
330 return SHOTTYPE_HITWORLD;
331 case WEP_VORTEX.m_id:
332 case WEP_VAPORIZER.m_id:
338 if(zoomscript_caught)
340 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
341 return EnemyHitCheck();
344 case WEP_DEVASTATOR.m_id: // projectile has a size!
348 case WEP_FIREBALL.m_id: // projectile has a size!
352 case WEP_SEEKER.m_id: // projectile has a size!
356 case WEP_ELECTRO.m_id: // projectile has a size!
362 vector traceorigin = entcs_receiver[player_localentnum - 1].origin + (eZ * getstati(STAT_VIEWHEIGHT));
364 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
366 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
367 trueaimpoint = trace_endpos;
369 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
370 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
377 dv = view_right * vecs.y + view_up * vecs.z;
378 w_shotorg = traceorigin + dv;
380 // now move the vecs forward as much as requested if possible
381 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
382 w_shotorg = trace_endpos - view_forward * nudge;
384 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
385 shottype = EnemyHitCheck();
386 if(shottype != SHOTTYPE_HITWORLD)
390 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
391 // or rather, I know why, but see no fix
392 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
393 // 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
394 return SHOTTYPE_HITOBSTRUCTION;
397 return SHOTTYPE_HITWORLD;
401 void CSQC_Demo_Camera();
402 float HUD_WouldDrawScoreboard();
404 const float CAMERA_FREE = 1;
405 const float CAMERA_CHASE = 2;
407 string reticle_image;
408 string NextFrameCommand;
410 vector freeze_org, freeze_ang;
411 entity nightvision_noise, nightvision_noise2;
413 const float MAX_TIME_DIFF = 5;
414 float pickup_crosshair_time, pickup_crosshair_size;
415 float hitindication_crosshair_size;
416 float use_vortex_chargepool;
418 float myhealth, myhealth_prev;
419 float myhealth_flash;
421 float old_blurradius, old_bluralpha;
422 float old_sharpen_intensity;
424 vector myhealth_gentlergb;
426 float contentavgalpha, liquidalpha_prev;
427 vector liquidcolor_prev;
429 float eventchase_current_distance;
430 float eventchase_running;
431 bool WantEventchase()
433 if(autocvar_cl_orthoview)
439 if(spectatee_status >= 0)
441 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
443 if(MUTATOR_CALLHOOK(WantEventchase, self))
445 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
447 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
449 if(autocvar_cl_eventchase_death == 2)
451 // don't stop eventchase once it's started (even if velocity changes afterwards)
452 if(self.velocity == '0 0 0' || eventchase_running)
461 void HUD_Crosshair_Vehicle()
463 if(hud != HUD_BUMBLEBEE_GUN)
465 Vehicle info = get_vehicleinfo(hud);
466 info.vr_crosshair(info);
470 vector damage_blurpostprocess, content_blurpostprocess;
472 float unaccounted_damage = 0;
475 // accumulate damage with each stat update
476 static float damage_total_prev = 0;
477 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
478 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
479 damage_total_prev = damage_total;
481 static float damage_dealt_time_prev = 0;
482 float damage_dealt_time = getstatf(STAT_HIT_TIME);
483 if (damage_dealt_time != damage_dealt_time_prev)
485 unaccounted_damage += unaccounted_damage_new;
486 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
488 damage_dealt_time_prev = damage_dealt_time;
490 // prevent hitsound when switching spectatee
491 static float spectatee_status_prev = 0;
492 if (spectatee_status != spectatee_status_prev)
493 unaccounted_damage = 0;
494 spectatee_status_prev = spectatee_status;
499 // varying sound pitch
501 static float hitsound_time_prev = 0;
502 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
503 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
504 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
506 if (autocvar_cl_hitsound && unaccounted_damage)
508 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
509 float a = autocvar_cl_hitsound_max_pitch;
510 float b = autocvar_cl_hitsound_min_pitch;
511 float c = autocvar_cl_hitsound_nom_damage;
512 float x = unaccounted_damage;
513 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
515 // if sound variation is disabled, set pitch_shift to 1
516 if (autocvar_cl_hitsound == 1)
519 // if pitch shift is reversed, mirror in (max-min)/2 + min
520 if (autocvar_cl_hitsound == 3)
522 float mirror_value = (a-b)/2 + b;
523 pitch_shift = mirror_value + (mirror_value - pitch_shift);
526 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
528 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
529 // todo: normalize sound pressure levels? seems unnecessary
531 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
533 unaccounted_damage = 0;
534 hitsound_time_prev = time;
537 static float typehit_time_prev = 0;
538 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
539 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
541 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
542 typehit_time_prev = typehit_time;
548 static float rainbow_last_flicker;
549 static vector rainbow_prev_color;
553 if(!scoreboard_active && !camera_active && intermission != 2 &&
554 spectatee_status != -1 && !csqcplayer.viewloc &&
555 !HUD_MinigameMenu_IsOpened() )
557 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
560 if (hud != HUD_NORMAL)
562 HUD_Crosshair_Vehicle();
567 float wcross_alpha, wcross_resolution;
568 wcross_style = autocvar_crosshair;
569 if (wcross_style == "0")
571 wcross_resolution = autocvar_crosshair_size;
572 if (wcross_resolution == 0)
574 wcross_alpha = autocvar_crosshair_alpha;
575 if (wcross_alpha == 0)
581 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
582 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
584 if(autocvar_crosshair_hittest)
586 vector wcross_oldorigin;
587 wcross_oldorigin = wcross_origin;
588 shottype = TrueAimCheck();
589 if(shottype == SHOTTYPE_HITWORLD)
591 v = wcross_origin - wcross_oldorigin;
593 v.y /= vid_conheight;
595 shottype = SHOTTYPE_HITOBSTRUCTION;
597 if(!autocvar_crosshair_hittest_showimpact)
598 wcross_origin = wcross_oldorigin;
601 shottype = SHOTTYPE_HITWORLD;
603 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
604 string wcross_name = "";
605 float wcross_scale, wcross_blur;
607 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
609 e = get_weaponinfo(switchingweapon);
612 if(autocvar_crosshair_per_weapon)
614 // WEAPONTODO: access these through some general settings (with non-balance config settings)
615 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
616 //if (wcross_resolution == 0)
619 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
620 wcross_resolution *= e.w_crosshair_size;
621 wcross_name = e.w_crosshair;
626 if(wcross_name == "")
627 wcross_name = strcat("gfx/crosshair", wcross_style);
629 // MAIN CROSSHAIR COLOR DECISION
630 switch(autocvar_crosshair_color_special)
632 case 1: // crosshair_color_per_weapon
636 wcross_color = e.wpcolor;
639 else { goto normalcolor; }
642 case 2: // crosshair_color_by_health
644 float x = getstati(STAT_HEALTH);
659 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
660 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
664 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
665 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
666 wcross_color.z = 1 - (x-100)*0.02;
672 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
677 wcross_color.y = (x-20)*90/27/100;
678 wcross_color.z = (x-20)*90/27/100 * 0.2;
688 case 3: // crosshair_color_rainbow
690 if(time >= rainbow_last_flicker)
692 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
693 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
695 wcross_color = rainbow_prev_color;
699 default: { wcross_color = stov(autocvar_crosshair_color); break; }
702 if(autocvar_crosshair_effect_scalefade)
704 wcross_scale = wcross_resolution;
705 wcross_resolution = 1;
712 if(autocvar_crosshair_pickup)
714 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
716 if(pickup_crosshair_time < stat_pickup_time)
718 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
719 pickup_crosshair_size = 1;
721 pickup_crosshair_time = stat_pickup_time;
724 if(pickup_crosshair_size > 0)
725 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
727 pickup_crosshair_size = 0;
729 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
732 // todo: make crosshair hit indication dependent on damage dealt
733 if(autocvar_crosshair_hitindication)
735 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
737 if(unaccounted_damage)
739 hitindication_crosshair_size = 1;
742 if(hitindication_crosshair_size > 0)
743 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
745 hitindication_crosshair_size = 0;
747 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
748 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
749 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
750 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
753 if(shottype == SHOTTYPE_HITENEMY)
754 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
755 if(shottype == SHOTTYPE_HITTEAM)
756 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
758 f = fabs(autocvar_crosshair_effect_time);
759 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
761 wcross_changedonetime = time + f;
763 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
765 wcross_name_changestarttime = time;
766 wcross_name_changedonetime = time + f;
767 if(wcross_name_goal_prev_prev)
768 strunzone(wcross_name_goal_prev_prev);
769 wcross_name_goal_prev_prev = wcross_name_goal_prev;
770 wcross_name_goal_prev = strzone(wcross_name);
771 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
772 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
773 wcross_resolution_goal_prev = wcross_resolution;
776 wcross_scale_goal_prev = wcross_scale;
777 wcross_alpha_goal_prev = wcross_alpha;
778 wcross_color_goal_prev = wcross_color;
780 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
783 wcross_alpha *= 0.75;
787 // *_prev is at time-frametime
788 // * is at wcross_changedonetime+f
789 // what do we have at time?
790 if(time < wcross_changedonetime)
792 f = frametime / (wcross_changedonetime - time + frametime);
793 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
794 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
795 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
798 wcross_scale_prev = wcross_scale;
799 wcross_alpha_prev = wcross_alpha;
800 wcross_color_prev = wcross_color;
802 MUTATOR_CALLHOOK(UpdateCrosshair);
804 wcross_scale *= 1 - autocvar__menu_alpha;
805 wcross_alpha *= 1 - autocvar__menu_alpha;
806 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
808 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
810 // crosshair rings for weapon stats
811 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
813 // declarations and stats
814 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
815 string ring_image = string_null, ring_inner_image = string_null;
816 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
818 ring_scale = autocvar_crosshair_ring_size;
820 float weapon_clipload, weapon_clipsize;
821 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
822 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
824 float ok_ammo_charge, ok_ammo_chargepool;
825 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
826 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
828 float vortex_charge, vortex_chargepool;
829 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
830 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
832 float arc_heat = STAT(ARC_HEAT);
834 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
835 vortex_charge_movingavg = vortex_charge;
839 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
841 if (vortex_chargepool || use_vortex_chargepool) {
842 use_vortex_chargepool = 1;
843 ring_inner_value = vortex_chargepool;
845 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
846 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
849 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
850 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
851 ring_inner_image = "gfx/crosshair_ring_inner.tga";
853 // draw the outer ring to show the current charge of the weapon
854 ring_value = vortex_charge;
855 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
856 ring_rgb = wcross_color;
857 ring_image = "gfx/crosshair_ring_nexgun.tga";
859 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
861 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.
862 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
863 ring_rgb = wcross_color;
864 ring_image = "gfx/crosshair_ring.tga";
866 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
868 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
869 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
870 ring_rgb = wcross_color;
871 ring_image = "gfx/crosshair_ring.tga";
873 else if (ok_ammo_charge)
875 ring_value = ok_ammo_chargepool;
876 ring_alpha = autocvar_crosshair_ring_reload_alpha;
877 ring_rgb = wcross_color;
878 ring_image = "gfx/crosshair_ring.tga";
880 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
882 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
883 ring_scale = autocvar_crosshair_ring_reload_size;
884 ring_alpha = autocvar_crosshair_ring_reload_alpha;
885 ring_rgb = wcross_color;
887 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
888 // if a new image for another weapon is added, add the code (and its respective file/value) here
889 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
890 ring_image = "gfx/crosshair_ring_rifle.tga";
892 ring_image = "gfx/crosshair_ring.tga";
894 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
896 ring_value = arc_heat;
897 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
898 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
899 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
900 ring_image = "gfx/crosshair_ring.tga";
903 // if in weapon switch animation, fade ring out/in
904 if(autocvar_crosshair_effect_time > 0)
906 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
909 wcross_ring_prev = ((ring_image) ? true : false);
915 ring_alpha *= fabs(1 - bound(0, f, 1));
920 ring_alpha *= bound(0, f, 1);
924 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
925 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
928 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
931 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
934 if(wcross_blur > 0) \
936 for(i = -2; i <= 2; ++i) \
937 for(j = -2; j <= 2; ++j) \
938 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
942 M(0,0,sz,wcross_name,wcross_alpha); \
947 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
948 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)
950 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
951 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
953 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
955 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
956 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
957 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
964 wcross_name_alpha_goal_prev = f;
966 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
967 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
969 if(autocvar_crosshair_dot)
971 vector wcross_color_old;
972 wcross_color_old = wcross_color;
974 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
975 wcross_color = stov(autocvar_crosshair_dot_color);
977 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
978 // FIXME why don't we use wcross_alpha here?cl_notice_run();
979 wcross_color = wcross_color_old;
985 wcross_scale_prev = 0;
986 wcross_alpha_prev = 0;
987 wcross_scale_goal_prev = 0;
988 wcross_alpha_goal_prev = 0;
989 wcross_changedonetime = 0;
990 if(wcross_name_goal_prev)
991 strunzone(wcross_name_goal_prev);
992 wcross_name_goal_prev = string_null;
993 if(wcross_name_goal_prev_prev)
994 strunzone(wcross_name_goal_prev_prev);
995 wcross_name_goal_prev_prev = string_null;
996 wcross_name_changestarttime = 0;
997 wcross_name_changedonetime = 0;
998 wcross_name_alpha_goal_prev = 0;
999 wcross_name_alpha_goal_prev_prev = 0;
1000 wcross_resolution_goal_prev = 0;
1001 wcross_resolution_goal_prev_prev = 0;
1007 vector rgb = '0 0 0';
1009 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1011 rgb = MUTATOR_ARGV(0, vector);
1012 a = MUTATOR_ARGV(0, float);
1014 else if(getstati(STAT_FROZEN))
1016 rgb = ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
1018 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1020 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1022 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1023 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1025 else if(getstatf(STAT_REVIVE_PROGRESS))
1027 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);
1028 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1031 if(autocvar_r_letterbox == 0)
1032 if(autocvar_viewsize < 120)
1034 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1035 Accuracy_LoadLevels();
1038 HUD_DrawScoreboard();
1041 // crosshair goes VERY LAST
1048 float oldr_nearclip;
1049 float oldr_farclip_base;
1050 float oldr_farclip_world;
1052 float oldr_useportalculling;
1053 float oldr_useinfinitefarclip;
1055 const int BUTTON_3 = 4;
1056 const int BUTTON_4 = 8;
1057 float cl_notice_run();
1060 float vh_notice_time;
1061 void WaypointSprite_Load();
1062 void CSQC_UpdateView(float w, float h)
1067 vector vf_size, vf_min;
1070 execute_next_frame();
1075 hud = getstati(STAT_HUD);
1077 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1078 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1082 if(autocvar__hud_showbinds_reload) // menu can set this one
1085 binddb = db_create();
1086 cvar_set("_hud_showbinds_reload", "0");
1089 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1090 view_quality = getproperty(VF_MINFPS_QUALITY);
1094 button_attack2 = (input_buttons & BUTTON_3);
1095 button_zoom = (input_buttons & BUTTON_4);
1097 vf_size = getpropertyvec(VF_SIZE);
1098 vf_min = getpropertyvec(VF_MIN);
1099 vid_width = vf_size.x;
1100 vid_height = vf_size.y;
1102 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1103 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1105 WaypointSprite_Load();
1107 CSQCPlayer_SetCamera();
1109 if(player_localentnum <= maxclients) // is it a client?
1110 current_player = player_localentnum - 1;
1111 else // then player_localentnum is the vehicle I'm driving
1112 current_player = player_localnum;
1113 myteam = GetPlayerColor(current_player);
1115 if(myteam != prev_myteam)
1117 myteamcolors = colormapPaletteColor(myteam, 1);
1118 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1119 prev_myteam = myteam;
1122 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1124 float is_dead = (getstati(STAT_HEALTH) <= 0);
1126 // FIXME do we need this hack?
1129 // in demos, input_buttons do not work
1130 button_zoom = (autocvar__togglezoom == "-");
1133 && autocvar_cl_unpress_zoom_on_death
1134 && (spectatee_status >= 0)
1135 && (is_dead || intermission))
1137 // no zoom while dead or in intermission please
1138 localcmd("-zoom\n");
1139 button_zoom = false;
1142 // event chase camera
1143 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1145 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1146 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1152 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1161 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1163 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1165 eventchase_running = true;
1167 // 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.)
1168 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1169 if(ons_roundlost) { current_view_origin = gen.origin; }
1171 // detect maximum viewoffset and use it
1172 vector view_offset = autocvar_cl_eventchase_viewoffset;
1173 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1174 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1178 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1179 if(trace_fraction == 1) { current_view_origin += view_offset; }
1180 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1183 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1184 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1185 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1186 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1188 // make the camera smooth back
1189 float chase_distance = autocvar_cl_eventchase_distance;
1190 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1191 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1193 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1194 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1195 else if(eventchase_current_distance != chase_distance)
1196 eventchase_current_distance = chase_distance;
1198 makevectors(view_angles);
1200 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1201 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1203 // If the boxtrace fails, revert back to line tracing.
1205 if(trace_startsolid)
1207 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1208 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1209 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1211 else { setproperty(VF_ORIGIN, trace_endpos); }
1214 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1216 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1218 eventchase_running = false;
1219 cvar_set("chase_active", "0");
1220 eventchase_current_distance = 0; // start from 0 next time
1223 // workaround for camera stuck between player's legs when using chase_active 1
1224 // because the engine stops updating the chase_active camera when the game ends
1225 else if(intermission)
1227 cvar_settemp("chase_active", "-1");
1228 eventchase_current_distance = 0;
1231 // do lockview after event chase camera so that it still applies whenever necessary.
1232 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1234 setproperty(VF_ORIGIN, freeze_org);
1235 setproperty(VF_ANGLES, freeze_ang);
1239 freeze_org = getpropertyvec(VF_ORIGIN);
1240 freeze_ang = getpropertyvec(VF_ANGLES);
1244 //WarpZone_FixPMove();
1246 vector ov_org = '0 0 0';
1247 vector ov_mid = '0 0 0';
1248 vector ov_worldmin = '0 0 0';
1249 vector ov_worldmax = '0 0 0';
1250 if(autocvar_cl_orthoview)
1252 ov_worldmin = mi_picmin;
1253 ov_worldmax = mi_picmax;
1255 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1256 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1257 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1259 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1260 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1262 float ov_nearest = vlen(ov_org - vec3(
1263 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1264 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1265 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1268 float ov_furthest = 0;
1271 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1272 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1273 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1274 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1275 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1276 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1277 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1278 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1282 oldr_nearclip = cvar("r_nearclip");
1283 oldr_farclip_base = cvar("r_farclip_base");
1284 oldr_farclip_world = cvar("r_farclip_world");
1285 oldr_novis = cvar("r_novis");
1286 oldr_useportalculling = cvar("r_useportalculling");
1287 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1290 cvar_settemp("r_nearclip", ftos(ov_nearest));
1291 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1292 cvar_settemp("r_farclip_world", "0");
1293 cvar_settemp("r_novis", "1");
1294 cvar_settemp("r_useportalculling", "0");
1295 cvar_settemp("r_useinfinitefarclip", "0");
1297 setproperty(VF_ORIGIN, ov_org);
1298 setproperty(VF_ANGLES, '90 0 0');
1303 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1305 vtos(getpropertyvec(VF_ANGLES)),
1315 cvar_set("r_nearclip", ftos(oldr_nearclip));
1316 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1317 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1318 cvar_set("r_novis", ftos(oldr_novis));
1319 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1320 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1326 view_origin = getpropertyvec(VF_ORIGIN);
1327 view_angles = getpropertyvec(VF_ANGLES);
1328 makevectors(view_angles);
1329 view_forward = v_forward;
1330 view_right = v_right;
1334 if(time > blurtest_time0 && time < blurtest_time1)
1338 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1339 r = t * blurtest_radius;
1340 f = 1 / pow(t, blurtest_power) - 1;
1342 cvar_set("r_glsl_postprocess", "1");
1343 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1347 cvar_set("r_glsl_postprocess", "0");
1348 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1352 TargetMusic_Advance();
1356 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1358 drawframetime = bound(0.000001, time - drawtime, 1);
1361 // watch for gametype changes here...
1362 // in ParseStuffCMD the cmd isn't executed yet :/
1363 // might even be better to add the gametype to TE_CSQC_INIT...?
1367 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1369 if(calledhooks & HOOK_START)
1371 localcmd("\ncl_hook_gameend\n");
1372 calledhooks |= HOOK_END;
1381 if(!zoomscript_caught)
1383 localcmd("+button9\n");
1384 zoomscript_caught = 1;
1389 if(zoomscript_caught)
1391 localcmd("-button9\n");
1392 zoomscript_caught = 0;
1396 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1398 // currently switching-to weapon (for crosshair)
1399 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1401 // actually active weapon (for zoom)
1402 activeweapon = getstati(STAT_ACTIVEWEAPON);
1404 f = (serverflags & SERVERFLAG_TEAMPLAY);
1411 if(last_switchweapon != switchweapon)
1414 last_switchweapon = switchweapon;
1415 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1417 localcmd("-zoom\n");
1418 button_zoom = false;
1420 if(autocvar_cl_unpress_attack_on_weapon_switch)
1422 localcmd("-fire\n");
1423 localcmd("-fire2\n");
1424 button_attack2 = false;
1427 if(last_activeweapon != activeweapon)
1429 last_activeweapon = activeweapon;
1431 e = get_weaponinfo(activeweapon);
1433 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1435 localcmd("\ncl_hook_activeweapon none\n");
1438 // ALWAYS Clear Current Scene First
1441 setproperty(VF_ORIGIN, view_origin);
1442 setproperty(VF_ANGLES, view_angles);
1444 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1445 setproperty(VF_SIZE, vf_size);
1446 setproperty(VF_MIN, vf_min);
1448 // Assign Standard Viewflags
1449 // Draw the World (and sky)
1450 setproperty(VF_DRAWWORLD, 1);
1452 // Set the console size vars
1453 vid_conwidth = autocvar_vid_conwidth;
1454 vid_conheight = autocvar_vid_conheight;
1455 vid_pixelheight = autocvar_vid_pixelheight;
1457 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1458 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1459 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1461 // Camera for demo playback
1464 if(autocvar_camera_enable)
1468 cvar_set("chase_active", ftos(chase_active_backup));
1469 cvar_set("cl_demo_mousegrab", "0");
1470 camera_active = false;
1476 if(autocvar_camera_enable)
1478 if(autocvar_camera_enable && isdemo())
1481 // Enable required Darkplaces cvars
1482 chase_active_backup = autocvar_chase_active;
1483 cvar_set("chase_active", "2");
1484 cvar_set("cl_demo_mousegrab", "1");
1485 camera_active = true;
1486 camera_mode = false;
1490 // Draw the Crosshair
1491 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1493 // Draw the Engine Status Bar (the default Quake HUD)
1494 setproperty(VF_DRAWENGINESBAR, 0);
1496 // Update the mouse position
1498 mousepos_x = vid_conwidth;
1499 mousepos_y = vid_conheight;
1500 mousepos = mousepos*0.5 + getmousepos();
1503 FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it))));
1505 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1508 // now switch to 2D drawing mode by calling a 2D drawing function
1509 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1510 // next R_RenderScene call
1511 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1513 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1514 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1516 // apply night vision effect
1517 vector tc_00, tc_01, tc_10, tc_11;
1518 vector rgb = '0 0 0';
1520 if(!nightvision_noise)
1522 nightvision_noise = new(nightvision_noise);
1524 if(!nightvision_noise2)
1526 nightvision_noise2 = new(nightvision_noise2);
1529 // color tint in yellow
1530 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1533 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1535 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1536 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1537 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1538 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1539 tc_11 = tc_01 + tc_10 - tc_00;
1540 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1541 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1542 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1543 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1544 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1548 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1549 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1550 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1551 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1552 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1553 tc_11 = tc_01 + tc_10 - tc_00;
1554 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1555 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1556 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1557 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1558 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1562 if(autocvar_cl_reticle)
1564 Weapon wep = get_weaponinfo(activeweapon);
1565 // Draw the aiming reticle for weapons that use it
1566 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1567 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1568 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1569 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1571 // no zoom reticle while dead
1574 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1576 if(reticle_image != "") { reticle_type = 2; }
1577 else { reticle_type = 0; }
1579 else if(button_zoom || zoomscript_caught)
1587 if(autocvar_cl_reticle_stretch)
1589 reticle_size.x = vid_conwidth;
1590 reticle_size.y = vid_conheight;
1596 reticle_size.x = max(vid_conwidth, vid_conheight);
1597 reticle_size.y = max(vid_conwidth, vid_conheight);
1598 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1599 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1602 if(zoomscript_caught)
1605 f = current_zoomfraction;
1609 switch(reticle_type)
1611 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1612 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1619 if(reticle_type != 0) { reticle_type = 0; }
1623 // improved polyblend
1624 if(autocvar_hud_contents)
1626 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1629 switch(pointcontents(view_origin))
1632 liquidalpha = autocvar_hud_contents_water_alpha;
1633 liquidcolor = stov(autocvar_hud_contents_water_color);
1638 liquidalpha = autocvar_hud_contents_lava_alpha;
1639 liquidcolor = stov(autocvar_hud_contents_lava_color);
1644 liquidalpha = autocvar_hud_contents_slime_alpha;
1645 liquidcolor = stov(autocvar_hud_contents_slime_color);
1651 liquidcolor = '0 0 0';
1656 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1657 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1658 contentfadetime = autocvar_hud_contents_fadeintime;
1659 liquidalpha_prev = liquidalpha;
1660 liquidcolor_prev = liquidcolor;
1663 contentfadetime = autocvar_hud_contents_fadeouttime;
1665 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1666 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1669 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1671 if(autocvar_hud_postprocessing)
1673 if(autocvar_hud_contents_blur && contentavgalpha)
1675 content_blurpostprocess.x = 1;
1676 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1677 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1681 content_blurpostprocess.x = 0;
1682 content_blurpostprocess.y = 0;
1683 content_blurpostprocess.z = 0;
1688 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1690 splash_size.x = max(vid_conwidth, vid_conheight);
1691 splash_size.y = max(vid_conwidth, vid_conheight);
1692 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1693 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1695 float myhealth_flash_temp;
1696 myhealth = getstati(STAT_HEALTH);
1699 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1701 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1703 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1704 pain_threshold = autocvar_hud_damage_pain_threshold;
1705 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1706 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1708 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1710 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);
1713 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1715 if(myhealth_prev < 1)
1719 myhealth_flash = 0; // just spawned, clear the flash immediately
1720 myhealth_flash_temp = 0;
1724 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1728 if(spectatee_status == -1 || intermission)
1730 myhealth_flash = 0; // observing, or match ended
1731 myhealth_flash_temp = 0;
1734 myhealth_prev = myhealth;
1736 // IDEA: change damage color/picture based on player model for robot/alien species?
1737 // pro: matches model better
1738 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1739 // maybe different reddish pics?
1740 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1742 if(autocvar_cl_gentle_damage == 2)
1744 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1745 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1748 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1750 if(myhealth_flash_temp > 0)
1751 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);
1753 else if(myhealth_flash_temp > 0)
1754 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1756 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.
1758 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1760 damage_blurpostprocess.x = 1;
1761 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1762 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1766 damage_blurpostprocess.x = 0;
1767 damage_blurpostprocess.y = 0;
1768 damage_blurpostprocess.z = 0;
1773 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1774 float e2 = (autocvar_hud_powerup != 0);
1775 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1777 // enable or disable rendering types if they are used or not
1778 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1779 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1781 // blur postprocess handling done first (used by hud_damage and hud_contents)
1782 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1784 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1785 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1786 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1788 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1789 old_blurradius = blurradius;
1790 old_bluralpha = bluralpha;
1793 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1795 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1800 // edge detection postprocess handling done second (used by hud_powerup)
1801 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
1802 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1803 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1805 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1807 if(autocvar_hud_powerup && sharpen_intensity > 0)
1809 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1811 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1812 old_sharpen_intensity = sharpen_intensity;
1815 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1817 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1818 old_sharpen_intensity = 0;
1821 if(cvar("r_glsl_postprocess") == 0)
1822 cvar_set("r_glsl_postprocess", "2");
1824 else if(cvar("r_glsl_postprocess") == 2)
1825 cvar_set("r_glsl_postprocess", "0");
1827 /*if(gametype == MAPINFO_TYPE_CTF)
1833 FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it))));
1834 Draw_ShowNames_All();
1837 scoreboard_active = HUD_WouldDrawScoreboard();
1841 if(NextFrameCommand)
1843 localcmd("\n", NextFrameCommand, "\n");
1844 NextFrameCommand = string_null;
1847 // we must do this check AFTER a frame was rendered, or it won't work
1848 if(cs_project_is_b0rked == 0)
1851 w0 = ftos(autocvar_vid_conwidth);
1852 h0 = ftos(autocvar_vid_conheight);
1853 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1854 //setproperty(VF_FOV, '90 90 0');
1855 setproperty(VF_ORIGIN, '0 0 0');
1856 setproperty(VF_ANGLES, '0 0 0');
1857 setproperty(VF_PERSPECTIVE, 1);
1858 makevectors('0 0 0');
1860 cvar_set("vid_conwidth", "800");
1861 cvar_set("vid_conheight", "600");
1862 v1 = cs_project(v_forward);
1863 cvar_set("vid_conwidth", "640");
1864 cvar_set("vid_conheight", "480");
1865 v2 = cs_project(v_forward);
1867 cs_project_is_b0rked = 1;
1869 cs_project_is_b0rked = -1;
1870 cvar_set("vid_conwidth", w0);
1871 cvar_set("vid_conheight", h0);
1874 if(autocvar__hud_configure)
1876 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1877 HUD_Minigame_Mouse();
1878 else if(QuickMenu_IsOpened())
1885 // let's reset the view back to normal for the end
1886 setproperty(VF_MIN, '0 0 0');
1887 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1891 // following vectors must be global to allow seamless switching between camera modes
1892 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1893 void CSQC_Demo_Camera()
1895 float speed, attenuation, dimensions;
1898 if( autocvar_camera_reset || !camera_mode )
1900 camera_offset = '0 0 0';
1901 current_angles = '0 0 0';
1902 camera_direction = '0 0 0';
1903 camera_offset.z += 30;
1904 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1905 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1906 current_origin = view_origin;
1907 current_camera_offset = camera_offset;
1908 cvar_set("camera_reset", "0");
1909 camera_mode = CAMERA_CHASE;
1914 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1916 if(autocvar_camera_look_player)
1921 dir = normalize(view_origin - current_position);
1923 mouse_angles = vectoangles(dir);
1924 mouse_angles.x = mouse_angles.x * -1;
1929 tmp = getmousepos() * 0.1;
1930 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1932 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1933 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1937 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1938 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1939 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1940 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1942 // Fix difference when angles don't have the same sign
1944 if(mouse_angles.y < -60 && current_angles.y > 60)
1946 if(mouse_angles.y > 60 && current_angles.y < -60)
1949 if(autocvar_camera_look_player)
1950 attenuation = autocvar_camera_look_attenuation;
1952 attenuation = autocvar_camera_speed_attenuation;
1954 attenuation = 1 / max(1, attenuation);
1955 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1957 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1958 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1959 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1960 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1966 if( camera_direction.x )
1968 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1969 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1970 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1971 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1975 if( camera_direction.y )
1977 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1978 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1979 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1983 if( camera_direction.z )
1985 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1989 if(autocvar_camera_free)
1990 speed = autocvar_camera_speed_free;
1992 speed = autocvar_camera_speed_chase;
1996 speed = speed * sqrt(1 / dimensions);
1997 camera_offset += tmp * speed;
2000 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2003 if( autocvar_camera_free )
2005 if ( camera_mode == CAMERA_CHASE )
2007 current_camera_offset = current_origin + current_camera_offset;
2008 camera_offset = current_origin + camera_offset;
2011 camera_mode = CAMERA_FREE;
2012 current_position = current_camera_offset;
2016 if ( camera_mode == CAMERA_FREE )
2018 current_origin = view_origin;
2019 camera_offset = camera_offset - current_origin;
2020 current_camera_offset = current_camera_offset - current_origin;
2023 camera_mode = CAMERA_CHASE;
2025 if(autocvar_camera_chase_smoothly)
2026 current_origin += (view_origin - current_origin) * attenuation;
2028 current_origin = view_origin;
2030 current_position = current_origin + current_camera_offset;
2033 setproperty(VF_ANGLES, current_angles);
2034 setproperty(VF_ORIGIN, current_position);