2 #include "announcer.qh"
5 #include "hud_config.qh"
6 #include "mapvoting.qh"
7 #include "scoreboard.qh"
8 #include "shownames.qh"
9 #include "quickmenu.qh"
11 #include "mutators/events.qh"
13 #include "../common/constants.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/gamemodes/all.qh"
16 #include "../common/nades/all.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
21 #include "../common/vehicles/all.qh"
22 #include "../common/weapons/all.qh"
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
27 #include "../lib/csqcmodel/cl_player.qh"
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
34 void Porto_Draw(entity this)
36 vector p, dir, ang, q, nextdir;
37 float portal_number, portal1_idx;
39 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
41 if(g_balance_porto_secondary)
47 if (getstati(STAT_HEALTH) <= 0)
52 if(angles_held_status)
54 makevectors(angles_held);
68 traceline(p, p + 65536 * dir, true, porto);
69 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
71 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
77 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
80 ang = vectoangles2(trace_plane_normal, dir);
83 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
85 if(portal_number == 1)
88 if(portal_number >= 2)
99 if(idx-1 >= portal1_idx)
101 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
105 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
114 porto.classname = "porto";
115 porto.draw = Porto_Draw;
116 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
121 vector GetCurrentFov(float fov)
123 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
124 float velocityzoom, curspeed;
127 zoomsensitivity = autocvar_cl_zoomsensitivity;
128 zoomfactor = autocvar_cl_zoomfactor;
129 if(zoomfactor < 1 || zoomfactor > 30)
131 zoomspeed = autocvar_cl_zoomspeed;
133 if(zoomspeed < 0.5 || zoomspeed > 16)
136 zoomdir = button_zoom;
137 if(hud == HUD_NORMAL)
138 if(switchweapon == activeweapon)
139 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
140 zoomdir += button_attack2;
141 if(spectatee_status > 0 || isdemo())
143 if(spectatorbutton_zoom)
150 // fteqcc failed twice here already, don't optimize this
153 if(zoomdir) { zoomin_effect = 0; }
157 current_viewzoom = min(1, current_viewzoom + drawframetime);
159 else if(autocvar_cl_spawnzoom && zoomin_effect)
161 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
163 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
164 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
165 if(current_viewzoom == 1) { zoomin_effect = 0; }
169 if(zoomspeed < 0) // instant zoom
172 current_viewzoom = 1 / zoomfactor;
174 current_viewzoom = 1;
179 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
181 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
185 if(almost_equals(current_viewzoom, 1))
186 current_zoomfraction = 0;
187 else if(almost_equals(current_viewzoom, 1/zoomfactor))
188 current_zoomfraction = 1;
190 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
192 if(zoomsensitivity < 1)
193 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
195 setsensitivityscale(1);
197 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
199 if(intermission) { curspeed = 0; }
203 makevectors(view_angles);
206 v = csqcplayer.velocity;
208 switch(autocvar_cl_velocityzoom_type)
210 case 3: curspeed = max(0, v_forward * v); break;
211 case 2: curspeed = (v_forward * v); break;
212 case 1: default: curspeed = vlen(v); break;
216 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
217 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
218 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
220 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
225 float frustumx, frustumy, fovx, fovy;
226 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
227 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
228 fovx = atan2(frustumx, 1) / M_PI * 360.0;
229 fovy = atan2(frustumy, 1) / M_PI * 360.0;
231 return '1 0 0' * fovx + '0 1 0' * fovy;
234 vector GetViewLocationFOV(float fov)
236 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
237 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
238 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
239 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
240 return '1 0 0' * fovx + '0 1 0' * fovy;
243 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
246 float width = (ov_worldmax.x - ov_worldmin.x);
247 float height = (ov_worldmax.y - ov_worldmin.y);
248 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
249 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
250 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
251 return '1 0 0' * fovx + '0 1 0' * fovy;
254 // this function must match W_SetupShot!
255 float zoomscript_caught;
257 vector wcross_origin;
258 float wcross_scale_prev, wcross_alpha_prev;
259 vector wcross_color_prev;
260 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
261 vector wcross_color_goal_prev;
262 float wcross_changedonetime;
264 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
265 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
266 float wcross_name_changestarttime, wcross_name_changedonetime;
267 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
269 float wcross_ring_prev;
272 entity trueaim_rifle;
274 const float SHOTTYPE_HITTEAM = 1;
275 const float SHOTTYPE_HITOBSTRUCTION = 2;
276 const float SHOTTYPE_HITWORLD = 3;
277 const float SHOTTYPE_HITENEMY = 4;
282 trueaim.classname = "trueaim";
283 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
284 trueaim_rifle = spawn();
285 trueaim_rifle.classname = "trueaim_rifle";
286 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
289 float EnemyHitCheck()
292 wcross_origin = project_3d_to_2d(trace_endpos);
295 n = trace_ent.entnum;
297 n = trace_networkentity;
299 return SHOTTYPE_HITWORLD;
301 return SHOTTYPE_HITWORLD;
302 t = GetPlayerColor(n - 1);
305 return SHOTTYPE_HITTEAM;
306 if(t == NUM_SPECTATOR)
307 return SHOTTYPE_HITWORLD;
308 return SHOTTYPE_HITENEMY;
313 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?
314 vector vecs, trueaimpoint, w_shotorg;
322 mv = MOVE_NOMONSTERS;
324 switch(activeweapon) // WEAPONTODO
326 case WEP_TUBA.m_id: // no aim
327 case WEP_PORTO.m_id: // shoots from eye
328 case WEP_NEXBALL.m_id: // shoots from eye
329 case WEP_HOOK.m_id: // no trueaim
330 case WEP_MORTAR.m_id: // toss curve
331 return SHOTTYPE_HITWORLD;
332 case WEP_VORTEX.m_id:
333 case WEP_VAPORIZER.m_id:
339 if(zoomscript_caught)
341 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
342 return EnemyHitCheck();
345 case WEP_DEVASTATOR.m_id: // projectile has a size!
349 case WEP_FIREBALL.m_id: // projectile has a size!
353 case WEP_SEEKER.m_id: // projectile has a size!
357 case WEP_ELECTRO.m_id: // projectile has a size!
363 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
365 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
367 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
368 trueaimpoint = trace_endpos;
370 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
371 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
378 dv = view_right * vecs.y + view_up * vecs.z;
379 w_shotorg = traceorigin + dv;
381 // now move the vecs forward as much as requested if possible
382 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
383 w_shotorg = trace_endpos - view_forward * nudge;
385 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
386 shottype = EnemyHitCheck();
387 if(shottype != SHOTTYPE_HITWORLD)
391 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
392 // or rather, I know why, but see no fix
393 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
394 // 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
395 return SHOTTYPE_HITOBSTRUCTION;
398 return SHOTTYPE_HITWORLD;
401 void CSQC_common_hud(void);
404 void CSQC_Demo_Camera();
405 float HUD_WouldDrawScoreboard();
407 const float CAMERA_FREE = 1;
408 const float CAMERA_CHASE = 2;
410 string reticle_image;
411 string NextFrameCommand;
413 vector freeze_org, freeze_ang;
414 entity nightvision_noise, nightvision_noise2;
416 const float MAX_TIME_DIFF = 5;
417 float pickup_crosshair_time, pickup_crosshair_size;
418 float hitindication_crosshair_size;
419 float use_vortex_chargepool;
421 float myhealth, myhealth_prev;
422 float myhealth_flash;
424 float old_blurradius, old_bluralpha;
425 float old_sharpen_intensity;
427 vector myhealth_gentlergb;
429 float contentavgalpha, liquidalpha_prev;
430 vector liquidcolor_prev;
432 float eventchase_current_distance;
433 float eventchase_running;
434 bool WantEventchase()
436 if(autocvar_cl_orthoview)
442 if(spectatee_status >= 0)
444 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
446 if(MUTATOR_CALLHOOK(WantEventchase, self))
448 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
450 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
452 if(autocvar_cl_eventchase_death == 2)
454 // don't stop eventchase once it's started (even if velocity changes afterwards)
455 if(self.velocity == '0 0 0' || eventchase_running)
464 vector damage_blurpostprocess, content_blurpostprocess;
466 float unaccounted_damage = 0;
469 // accumulate damage with each stat update
470 static float damage_total_prev = 0;
471 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
472 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
473 damage_total_prev = damage_total;
475 static float damage_dealt_time_prev = 0;
476 float damage_dealt_time = getstatf(STAT_HIT_TIME);
477 if (damage_dealt_time != damage_dealt_time_prev)
479 unaccounted_damage += unaccounted_damage_new;
480 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
482 damage_dealt_time_prev = damage_dealt_time;
484 // prevent hitsound when switching spectatee
485 static float spectatee_status_prev = 0;
486 if (spectatee_status != spectatee_status_prev)
487 unaccounted_damage = 0;
488 spectatee_status_prev = spectatee_status;
491 void UpdateHitsound()
493 // varying sound pitch
495 static float hitsound_time_prev = 0;
496 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
497 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
498 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
500 if (autocvar_cl_hitsound && unaccounted_damage)
502 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
503 float a = autocvar_cl_hitsound_max_pitch;
504 float b = autocvar_cl_hitsound_min_pitch;
505 float c = autocvar_cl_hitsound_nom_damage;
506 float x = unaccounted_damage;
507 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
509 // if sound variation is disabled, set pitch_shift to 1
510 if (autocvar_cl_hitsound == 1)
513 // if pitch shift is reversed, mirror in (max-min)/2 + min
514 if (autocvar_cl_hitsound == 3)
516 float mirror_value = (a-b)/2 + b;
517 pitch_shift = mirror_value + (mirror_value - pitch_shift);
520 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
522 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
523 // todo: normalize sound pressure levels? seems unnecessary
525 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
527 unaccounted_damage = 0;
528 hitsound_time_prev = time;
531 static float typehit_time_prev = 0;
532 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
533 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
535 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
536 typehit_time_prev = typehit_time;
540 void UpdateCrosshair()
542 static float rainbow_last_flicker;
543 static vector rainbow_prev_color;
547 if(getstati(STAT_FROZEN))
548 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((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'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
549 else if (getstatf(STAT_HEALING_ORB)>time)
550 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
552 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
554 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);
555 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);
557 else if(getstatf(STAT_REVIVE_PROGRESS))
559 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);
560 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
563 if(autocvar_r_letterbox == 0)
564 if(autocvar_viewsize < 120)
567 // crosshair goes VERY LAST
568 if(!scoreboard_active && !camera_active && intermission != 2 &&
569 spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc &&
570 !HUD_MinigameMenu_IsOpened() )
572 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
576 float wcross_alpha, wcross_resolution;
577 wcross_style = autocvar_crosshair;
578 if (wcross_style == "0")
580 wcross_resolution = autocvar_crosshair_size;
581 if (wcross_resolution == 0)
583 wcross_alpha = autocvar_crosshair_alpha;
584 if (wcross_alpha == 0)
590 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
591 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
593 if(autocvar_crosshair_hittest)
595 vector wcross_oldorigin;
596 wcross_oldorigin = wcross_origin;
597 shottype = TrueAimCheck();
598 if(shottype == SHOTTYPE_HITWORLD)
600 v = wcross_origin - wcross_oldorigin;
602 v.y /= vid_conheight;
604 shottype = SHOTTYPE_HITOBSTRUCTION;
606 if(!autocvar_crosshair_hittest_showimpact)
607 wcross_origin = wcross_oldorigin;
610 shottype = SHOTTYPE_HITWORLD;
612 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
613 string wcross_name = "";
614 float wcross_scale, wcross_blur;
616 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
618 e = get_weaponinfo(switchingweapon);
621 if(autocvar_crosshair_per_weapon)
623 // WEAPONTODO: access these through some general settings (with non-balance config settings)
624 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
625 //if (wcross_resolution == 0)
628 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
629 wcross_resolution *= e.w_crosshair_size;
630 wcross_name = e.w_crosshair;
635 if(wcross_name == "")
636 wcross_name = strcat("gfx/crosshair", wcross_style);
638 // MAIN CROSSHAIR COLOR DECISION
639 switch(autocvar_crosshair_color_special)
641 case 1: // crosshair_color_per_weapon
645 wcross_color = e.wpcolor;
648 else { goto normalcolor; }
651 case 2: // crosshair_color_by_health
653 float x = getstati(STAT_HEALTH);
668 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
669 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
673 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
674 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
675 wcross_color.z = 1 - (x-100)*0.02;
681 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
686 wcross_color.y = (x-20)*90/27/100;
687 wcross_color.z = (x-20)*90/27/100 * 0.2;
697 case 3: // crosshair_color_rainbow
699 if(time >= rainbow_last_flicker)
701 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
702 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
704 wcross_color = rainbow_prev_color;
708 default: { wcross_color = stov(autocvar_crosshair_color); break; }
711 if(autocvar_crosshair_effect_scalefade)
713 wcross_scale = wcross_resolution;
714 wcross_resolution = 1;
721 if(autocvar_crosshair_pickup)
723 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
725 if(pickup_crosshair_time < stat_pickup_time)
727 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
728 pickup_crosshair_size = 1;
730 pickup_crosshair_time = stat_pickup_time;
733 if(pickup_crosshair_size > 0)
734 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
736 pickup_crosshair_size = 0;
738 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
741 // todo: make crosshair hit indication dependent on damage dealt
742 if(autocvar_crosshair_hitindication)
744 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
746 if(unaccounted_damage)
748 hitindication_crosshair_size = 1;
751 if(hitindication_crosshair_size > 0)
752 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
754 hitindication_crosshair_size = 0;
756 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
757 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
758 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
759 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
762 if(shottype == SHOTTYPE_HITENEMY)
763 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
764 if(shottype == SHOTTYPE_HITTEAM)
765 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
767 f = fabs(autocvar_crosshair_effect_time);
768 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
770 wcross_changedonetime = time + f;
772 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
774 wcross_name_changestarttime = time;
775 wcross_name_changedonetime = time + f;
776 if(wcross_name_goal_prev_prev)
777 strunzone(wcross_name_goal_prev_prev);
778 wcross_name_goal_prev_prev = wcross_name_goal_prev;
779 wcross_name_goal_prev = strzone(wcross_name);
780 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
781 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
782 wcross_resolution_goal_prev = wcross_resolution;
785 wcross_scale_goal_prev = wcross_scale;
786 wcross_alpha_goal_prev = wcross_alpha;
787 wcross_color_goal_prev = wcross_color;
789 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
792 wcross_alpha *= 0.75;
796 // *_prev is at time-frametime
797 // * is at wcross_changedonetime+f
798 // what do we have at time?
799 if(time < wcross_changedonetime)
801 f = frametime / (wcross_changedonetime - time + frametime);
802 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
803 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
804 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
807 wcross_scale_prev = wcross_scale;
808 wcross_alpha_prev = wcross_alpha;
809 wcross_color_prev = wcross_color;
811 MUTATOR_CALLHOOK(UpdateCrosshair);
813 wcross_scale *= 1 - autocvar__menu_alpha;
814 wcross_alpha *= 1 - autocvar__menu_alpha;
815 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
817 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
819 // crosshair rings for weapon stats
820 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
822 // declarations and stats
823 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
824 string ring_image = string_null, ring_inner_image = string_null;
825 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
827 ring_scale = autocvar_crosshair_ring_size;
829 float weapon_clipload, weapon_clipsize;
830 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
831 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
833 float ok_ammo_charge, ok_ammo_chargepool;
834 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
835 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
837 float vortex_charge, vortex_chargepool;
838 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
839 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
841 float arc_heat = getstatf(STAT_ARC_HEAT);
843 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
844 vortex_charge_movingavg = vortex_charge;
848 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
850 if (vortex_chargepool || use_vortex_chargepool) {
851 use_vortex_chargepool = 1;
852 ring_inner_value = vortex_chargepool;
854 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
855 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
858 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
859 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;
860 ring_inner_image = "gfx/crosshair_ring_inner.tga";
862 // draw the outer ring to show the current charge of the weapon
863 ring_value = vortex_charge;
864 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
865 ring_rgb = wcross_color;
866 ring_image = "gfx/crosshair_ring_nexgun.tga";
868 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
870 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.
871 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
872 ring_rgb = wcross_color;
873 ring_image = "gfx/crosshair_ring.tga";
875 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
877 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
878 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
879 ring_rgb = wcross_color;
880 ring_image = "gfx/crosshair_ring.tga";
882 else if (ok_ammo_charge)
884 ring_value = ok_ammo_chargepool;
885 ring_alpha = autocvar_crosshair_ring_reload_alpha;
886 ring_rgb = wcross_color;
887 ring_image = "gfx/crosshair_ring.tga";
889 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
891 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
892 ring_scale = autocvar_crosshair_ring_reload_size;
893 ring_alpha = autocvar_crosshair_ring_reload_alpha;
894 ring_rgb = wcross_color;
896 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
897 // if a new image for another weapon is added, add the code (and its respective file/value) here
898 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
899 ring_image = "gfx/crosshair_ring_rifle.tga";
901 ring_image = "gfx/crosshair_ring.tga";
903 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
905 ring_value = arc_heat;
906 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
907 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
908 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
909 ring_image = "gfx/crosshair_ring.tga";
912 // if in weapon switch animation, fade ring out/in
913 if(autocvar_crosshair_effect_time > 0)
915 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
918 wcross_ring_prev = ((ring_image) ? true : false);
924 ring_alpha *= fabs(1 - bound(0, f, 1));
929 ring_alpha *= bound(0, f, 1);
933 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
934 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
937 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
940 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
943 if(wcross_blur > 0) \
945 for(i = -2; i <= 2; ++i) \
946 for(j = -2; j <= 2; ++j) \
947 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
951 M(0,0,sz,wcross_name,wcross_alpha); \
956 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
957 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)
959 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
960 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
962 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
964 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
965 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
966 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
973 wcross_name_alpha_goal_prev = f;
975 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
976 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
978 if(autocvar_crosshair_dot)
980 vector wcross_color_old;
981 wcross_color_old = wcross_color;
983 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
984 wcross_color = stov(autocvar_crosshair_dot_color);
986 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
987 // FIXME why don't we use wcross_alpha here?cl_notice_run();
988 wcross_color = wcross_color_old;
994 wcross_scale_prev = 0;
995 wcross_alpha_prev = 0;
996 wcross_scale_goal_prev = 0;
997 wcross_alpha_goal_prev = 0;
998 wcross_changedonetime = 0;
999 if(wcross_name_goal_prev)
1000 strunzone(wcross_name_goal_prev);
1001 wcross_name_goal_prev = string_null;
1002 if(wcross_name_goal_prev_prev)
1003 strunzone(wcross_name_goal_prev_prev);
1004 wcross_name_goal_prev_prev = string_null;
1005 wcross_name_changestarttime = 0;
1006 wcross_name_changedonetime = 0;
1007 wcross_name_alpha_goal_prev = 0;
1008 wcross_name_alpha_goal_prev_prev = 0;
1009 wcross_resolution_goal_prev = 0;
1010 wcross_resolution_goal_prev_prev = 0;
1015 float oldr_nearclip;
1016 float oldr_farclip_base;
1017 float oldr_farclip_world;
1019 float oldr_useportalculling;
1020 float oldr_useinfinitefarclip;
1022 const int BUTTON_3 = 4;
1023 const int BUTTON_4 = 8;
1024 float cl_notice_run();
1027 float vh_notice_time;
1028 void WaypointSprite_Load();
1029 void CSQC_UpdateView(float w, float h)
1034 vector vf_size, vf_min;
1037 execute_next_frame();
1041 hud = getstati(STAT_HUD);
1043 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1044 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1048 if(autocvar__hud_showbinds_reload) // menu can set this one
1051 binddb = db_create();
1052 cvar_set("_hud_showbinds_reload", "0");
1055 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1056 view_quality = getproperty(VF_MINFPS_QUALITY);
1060 button_attack2 = (input_buttons & BUTTON_3);
1061 button_zoom = (input_buttons & BUTTON_4);
1063 vf_size = getpropertyvec(VF_SIZE);
1064 vf_min = getpropertyvec(VF_MIN);
1065 vid_width = vf_size.x;
1066 vid_height = vf_size.y;
1068 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1069 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1071 WaypointSprite_Load();
1073 CSQCPlayer_SetCamera();
1075 if(player_localentnum <= maxclients) // is it a client?
1076 current_player = player_localentnum - 1;
1077 else // then player_localentnum is the vehicle I'm driving
1078 current_player = player_localnum;
1079 myteam = GetPlayerColor(current_player);
1081 if(myteam != prev_myteam)
1083 myteamcolors = colormapPaletteColor(myteam, 1);
1084 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1085 prev_myteam = myteam;
1088 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1090 float is_dead = (getstati(STAT_HEALTH) <= 0);
1092 // FIXME do we need this hack?
1095 // in demos, input_buttons do not work
1096 button_zoom = (autocvar__togglezoom == "-");
1099 && autocvar_cl_unpress_zoom_on_death
1100 && (spectatee_status >= 0)
1101 && (is_dead || intermission))
1103 // no zoom while dead or in intermission please
1104 localcmd("-zoom\n");
1105 button_zoom = false;
1108 // event chase camera
1109 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1111 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1112 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1118 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1127 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1129 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1131 eventchase_running = true;
1133 // 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.)
1134 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1135 if(ons_roundlost) { current_view_origin = gen.origin; }
1137 // detect maximum viewoffset and use it
1138 vector view_offset = autocvar_cl_eventchase_viewoffset;
1139 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1140 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1144 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1145 if(trace_fraction == 1) { current_view_origin += view_offset; }
1146 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1149 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1150 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1151 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1152 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1154 // make the camera smooth back
1155 float chase_distance = autocvar_cl_eventchase_distance;
1156 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1157 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1159 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1160 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1161 else if(eventchase_current_distance != chase_distance)
1162 eventchase_current_distance = chase_distance;
1164 makevectors(view_angles);
1166 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1167 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1169 // If the boxtrace fails, revert back to line tracing.
1171 if(trace_startsolid)
1173 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1174 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1175 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1177 else { setproperty(VF_ORIGIN, trace_endpos); }
1180 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1182 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1184 eventchase_running = false;
1185 cvar_set("chase_active", "0");
1186 eventchase_current_distance = 0; // start from 0 next time
1189 // workaround for camera stuck between player's legs when using chase_active 1
1190 // because the engine stops updating the chase_active camera when the game ends
1191 else if(intermission)
1193 cvar_settemp("chase_active", "-1");
1194 eventchase_current_distance = 0;
1197 // do lockview after event chase camera so that it still applies whenever necessary.
1198 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1200 setproperty(VF_ORIGIN, freeze_org);
1201 setproperty(VF_ANGLES, freeze_ang);
1205 freeze_org = getpropertyvec(VF_ORIGIN);
1206 freeze_ang = getpropertyvec(VF_ANGLES);
1210 //WarpZone_FixPMove();
1212 vector ov_org = '0 0 0';
1213 vector ov_mid = '0 0 0';
1214 vector ov_worldmin = '0 0 0';
1215 vector ov_worldmax = '0 0 0';
1216 if(autocvar_cl_orthoview)
1218 ov_worldmin = mi_picmin;
1219 ov_worldmax = mi_picmax;
1221 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1222 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1223 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1225 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1226 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1228 float ov_nearest = vlen(ov_org - vec3(
1229 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1230 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1231 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1234 float ov_furthest = 0;
1237 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1238 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1239 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1240 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1241 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1242 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1243 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1244 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1248 oldr_nearclip = cvar("r_nearclip");
1249 oldr_farclip_base = cvar("r_farclip_base");
1250 oldr_farclip_world = cvar("r_farclip_world");
1251 oldr_novis = cvar("r_novis");
1252 oldr_useportalculling = cvar("r_useportalculling");
1253 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1256 cvar_settemp("r_nearclip", ftos(ov_nearest));
1257 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1258 cvar_settemp("r_farclip_world", "0");
1259 cvar_settemp("r_novis", "1");
1260 cvar_settemp("r_useportalculling", "0");
1261 cvar_settemp("r_useinfinitefarclip", "0");
1263 setproperty(VF_ORIGIN, ov_org);
1264 setproperty(VF_ANGLES, '90 0 0');
1269 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1271 vtos(getpropertyvec(VF_ANGLES)),
1281 cvar_set("r_nearclip", ftos(oldr_nearclip));
1282 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1283 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1284 cvar_set("r_novis", ftos(oldr_novis));
1285 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1286 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1292 view_origin = getpropertyvec(VF_ORIGIN);
1293 view_angles = getpropertyvec(VF_ANGLES);
1294 makevectors(view_angles);
1295 view_forward = v_forward;
1296 view_right = v_right;
1300 if(time > blurtest_time0 && time < blurtest_time1)
1304 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1305 r = t * blurtest_radius;
1306 f = 1 / pow(t, blurtest_power) - 1;
1308 cvar_set("r_glsl_postprocess", "1");
1309 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1313 cvar_set("r_glsl_postprocess", "0");
1314 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1318 TargetMusic_Advance();
1322 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1324 drawframetime = bound(0.000001, time - drawtime, 1);
1327 // watch for gametype changes here...
1328 // in ParseStuffCMD the cmd isn't executed yet :/
1329 // might even be better to add the gametype to TE_CSQC_INIT...?
1333 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1335 if(calledhooks & HOOK_START)
1337 localcmd("\ncl_hook_gameend\n");
1338 calledhooks |= HOOK_END;
1347 if(!zoomscript_caught)
1349 localcmd("+button9\n");
1350 zoomscript_caught = 1;
1355 if(zoomscript_caught)
1357 localcmd("-button9\n");
1358 zoomscript_caught = 0;
1362 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1364 // next WANTED weapon (for HUD)
1365 switchweapon = getstati(STAT_SWITCHWEAPON);
1367 // currently switching-to weapon (for crosshair)
1368 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1370 // actually active weapon (for zoom)
1371 activeweapon = getstati(STAT_ACTIVEWEAPON);
1373 f = (serverflags & SERVERFLAG_TEAMPLAY);
1380 if(last_switchweapon != switchweapon)
1383 last_switchweapon = switchweapon;
1384 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1386 localcmd("-zoom\n");
1387 button_zoom = false;
1389 if(autocvar_cl_unpress_attack_on_weapon_switch)
1391 localcmd("-fire\n");
1392 localcmd("-fire2\n");
1393 button_attack2 = false;
1396 if(last_activeweapon != activeweapon)
1398 last_activeweapon = activeweapon;
1400 e = get_weaponinfo(activeweapon);
1402 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1404 localcmd("\ncl_hook_activeweapon none\n");
1407 // ALWAYS Clear Current Scene First
1410 setproperty(VF_ORIGIN, view_origin);
1411 setproperty(VF_ANGLES, view_angles);
1413 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1414 setproperty(VF_SIZE, vf_size);
1415 setproperty(VF_MIN, vf_min);
1417 // Assign Standard Viewflags
1418 // Draw the World (and sky)
1419 setproperty(VF_DRAWWORLD, 1);
1421 // Set the console size vars
1422 vid_conwidth = autocvar_vid_conwidth;
1423 vid_conheight = autocvar_vid_conheight;
1424 vid_pixelheight = autocvar_vid_pixelheight;
1426 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1427 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1428 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1430 // Camera for demo playback
1433 if(autocvar_camera_enable)
1437 cvar_set("chase_active", ftos(chase_active_backup));
1438 cvar_set("cl_demo_mousegrab", "0");
1439 camera_active = false;
1445 if(autocvar_camera_enable)
1447 if(autocvar_camera_enable && isdemo())
1450 // Enable required Darkplaces cvars
1451 chase_active_backup = autocvar_chase_active;
1452 cvar_set("chase_active", "2");
1453 cvar_set("cl_demo_mousegrab", "1");
1454 camera_active = true;
1455 camera_mode = false;
1459 // Draw the Crosshair
1460 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1462 // Draw the Engine Status Bar (the default Quake HUD)
1463 setproperty(VF_DRAWENGINESBAR, 0);
1465 // Update the mouse position
1467 mousepos_x = vid_conwidth;
1468 mousepos_y = vid_conheight;
1469 mousepos = mousepos*0.5 + getmousepos();
1472 for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1473 WITH(entity, self, e, e.draw(e));
1476 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1479 // now switch to 2D drawing mode by calling a 2D drawing function
1480 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1481 // next R_RenderScene call
1482 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1484 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1485 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1487 // apply night vision effect
1488 vector tc_00, tc_01, tc_10, tc_11;
1489 vector rgb = '0 0 0';
1491 if(!nightvision_noise)
1493 nightvision_noise = spawn();
1494 nightvision_noise.classname = "nightvision_noise";
1496 if(!nightvision_noise2)
1498 nightvision_noise2 = spawn();
1499 nightvision_noise2.classname = "nightvision_noise2";
1502 // color tint in yellow
1503 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1506 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1508 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1509 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1510 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1511 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1512 tc_11 = tc_01 + tc_10 - tc_00;
1513 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1514 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1515 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1516 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1517 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1521 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1522 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1523 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1524 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1525 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1526 tc_11 = tc_01 + tc_10 - tc_00;
1527 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1528 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1529 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1530 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1531 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1535 if(autocvar_cl_reticle)
1537 Weapon wep = get_weaponinfo(activeweapon);
1538 // Draw the aiming reticle for weapons that use it
1539 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1540 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1541 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1542 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1544 // no zoom reticle while dead
1547 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1549 if(reticle_image != "") { reticle_type = 2; }
1550 else { reticle_type = 0; }
1552 else if(button_zoom || zoomscript_caught)
1560 if(autocvar_cl_reticle_stretch)
1562 reticle_size.x = vid_conwidth;
1563 reticle_size.y = vid_conheight;
1569 reticle_size.x = max(vid_conwidth, vid_conheight);
1570 reticle_size.y = max(vid_conwidth, vid_conheight);
1571 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1572 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1575 if(zoomscript_caught)
1578 f = current_zoomfraction;
1582 switch(reticle_type)
1584 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1585 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1592 if(reticle_type != 0) { reticle_type = 0; }
1596 // improved polyblend
1597 if(autocvar_hud_contents)
1599 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1602 switch(pointcontents(view_origin))
1605 liquidalpha = autocvar_hud_contents_water_alpha;
1606 liquidcolor = stov(autocvar_hud_contents_water_color);
1611 liquidalpha = autocvar_hud_contents_lava_alpha;
1612 liquidcolor = stov(autocvar_hud_contents_lava_color);
1617 liquidalpha = autocvar_hud_contents_slime_alpha;
1618 liquidcolor = stov(autocvar_hud_contents_slime_color);
1624 liquidcolor = '0 0 0';
1629 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1630 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1631 contentfadetime = autocvar_hud_contents_fadeintime;
1632 liquidalpha_prev = liquidalpha;
1633 liquidcolor_prev = liquidcolor;
1636 contentfadetime = autocvar_hud_contents_fadeouttime;
1638 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1639 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1642 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1644 if(autocvar_hud_postprocessing)
1646 if(autocvar_hud_contents_blur && contentavgalpha)
1648 content_blurpostprocess.x = 1;
1649 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1650 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1654 content_blurpostprocess.x = 0;
1655 content_blurpostprocess.y = 0;
1656 content_blurpostprocess.z = 0;
1661 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1663 splash_size.x = max(vid_conwidth, vid_conheight);
1664 splash_size.y = max(vid_conwidth, vid_conheight);
1665 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1666 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1668 float myhealth_flash_temp;
1669 myhealth = getstati(STAT_HEALTH);
1672 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1674 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1676 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1677 pain_threshold = autocvar_hud_damage_pain_threshold;
1678 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1679 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1681 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1683 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);
1686 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1688 if(myhealth_prev < 1)
1692 myhealth_flash = 0; // just spawned, clear the flash immediately
1693 myhealth_flash_temp = 0;
1697 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1701 if(spectatee_status == -1 || intermission)
1703 myhealth_flash = 0; // observing, or match ended
1704 myhealth_flash_temp = 0;
1707 myhealth_prev = myhealth;
1709 // IDEA: change damage color/picture based on player model for robot/alien species?
1710 // pro: matches model better
1711 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1712 // maybe different reddish pics?
1713 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1715 if(autocvar_cl_gentle_damage == 2)
1717 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1719 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1723 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1725 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);
1728 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1730 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.
1732 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1734 damage_blurpostprocess.x = 1;
1735 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1736 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1740 damage_blurpostprocess.x = 0;
1741 damage_blurpostprocess.y = 0;
1742 damage_blurpostprocess.z = 0;
1747 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1748 float e2 = (autocvar_hud_powerup != 0);
1749 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1751 // enable or disable rendering types if they are used or not
1752 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1753 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1755 // blur postprocess handling done first (used by hud_damage and hud_contents)
1756 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1758 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1759 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1760 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1762 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1763 old_blurradius = blurradius;
1764 old_bluralpha = bluralpha;
1767 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1769 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1774 // edge detection postprocess handling done second (used by hud_powerup)
1775 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1776 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1777 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1779 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.
1781 if(autocvar_hud_powerup && sharpen_intensity > 0)
1783 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1785 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1786 old_sharpen_intensity = sharpen_intensity;
1789 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1791 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1792 old_sharpen_intensity = 0;
1795 if(cvar("r_glsl_postprocess") == 0)
1796 cvar_set("r_glsl_postprocess", "2");
1798 else if(cvar("r_glsl_postprocess") == 2)
1799 cvar_set("r_glsl_postprocess", "0");
1804 /*if(gametype == MAPINFO_TYPE_CTF)
1810 for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1811 WITH(entity, self, e, e.draw2d(e));
1813 Draw_ShowNames_All();
1815 scoreboard_active = HUD_WouldDrawScoreboard();
1821 if(NextFrameCommand)
1823 localcmd("\n", NextFrameCommand, "\n");
1824 NextFrameCommand = string_null;
1827 // we must do this check AFTER a frame was rendered, or it won't work
1828 if(cs_project_is_b0rked == 0)
1831 w0 = ftos(autocvar_vid_conwidth);
1832 h0 = ftos(autocvar_vid_conheight);
1833 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1834 //setproperty(VF_FOV, '90 90 0');
1835 setproperty(VF_ORIGIN, '0 0 0');
1836 setproperty(VF_ANGLES, '0 0 0');
1837 setproperty(VF_PERSPECTIVE, 1);
1838 makevectors('0 0 0');
1840 cvar_set("vid_conwidth", "800");
1841 cvar_set("vid_conheight", "600");
1842 v1 = cs_project(v_forward);
1843 cvar_set("vid_conwidth", "640");
1844 cvar_set("vid_conheight", "480");
1845 v2 = cs_project(v_forward);
1847 cs_project_is_b0rked = 1;
1849 cs_project_is_b0rked = -1;
1850 cvar_set("vid_conwidth", w0);
1851 cvar_set("vid_conheight", h0);
1854 if(autocvar__hud_configure)
1856 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1857 HUD_Minigame_Mouse();
1858 else if(QuickMenu_IsOpened())
1863 if(hud && !intermission)
1864 if(hud == HUD_BUMBLEBEE_GUN)
1865 CSQC_BUMBLE_GUN_HUD();
1867 Vehicle info = get_vehicleinfo(hud);
1873 // let's reset the view back to normal for the end
1874 setproperty(VF_MIN, '0 0 0');
1875 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1879 void CSQC_common_hud(void)
1881 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1882 Accuracy_LoadLevels();
1884 HUD_Main(); // always run these functions for alpha checks
1885 HUD_DrawScoreboard();
1887 // scoreboard/accuracy, map/gametype voting screen
1888 if (scoreboard_active || intermission == 2)
1893 // following vectors must be global to allow seamless switching between camera modes
1894 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1895 void CSQC_Demo_Camera()
1897 float speed, attenuation, dimensions;
1900 if( autocvar_camera_reset || !camera_mode )
1902 camera_offset = '0 0 0';
1903 current_angles = '0 0 0';
1904 camera_direction = '0 0 0';
1905 camera_offset.z += 30;
1906 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1907 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1908 current_origin = view_origin;
1909 current_camera_offset = camera_offset;
1910 cvar_set("camera_reset", "0");
1911 camera_mode = CAMERA_CHASE;
1916 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1918 if(autocvar_camera_look_player)
1923 dir = normalize(view_origin - current_position);
1925 mouse_angles = vectoangles(dir);
1926 mouse_angles.x = mouse_angles.x * -1;
1931 tmp = getmousepos() * 0.1;
1932 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1934 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1935 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1939 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1940 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1941 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1942 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1944 // Fix difference when angles don't have the same sign
1946 if(mouse_angles.y < -60 && current_angles.y > 60)
1948 if(mouse_angles.y > 60 && current_angles.y < -60)
1951 if(autocvar_camera_look_player)
1952 attenuation = autocvar_camera_look_attenuation;
1954 attenuation = autocvar_camera_speed_attenuation;
1956 attenuation = 1 / max(1, attenuation);
1957 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1959 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1960 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1961 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1962 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1968 if( camera_direction.x )
1970 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1971 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1972 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1973 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1977 if( camera_direction.y )
1979 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1980 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1981 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1985 if( camera_direction.z )
1987 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1991 if(autocvar_camera_free)
1992 speed = autocvar_camera_speed_free;
1994 speed = autocvar_camera_speed_chase;
1998 speed = speed * sqrt(1 / dimensions);
1999 camera_offset += tmp * speed;
2002 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2005 if( autocvar_camera_free )
2007 if ( camera_mode == CAMERA_CHASE )
2009 current_camera_offset = current_origin + current_camera_offset;
2010 camera_offset = current_origin + camera_offset;
2013 camera_mode = CAMERA_FREE;
2014 current_position = current_camera_offset;
2018 if ( camera_mode == CAMERA_FREE )
2020 current_origin = view_origin;
2021 camera_offset = camera_offset - current_origin;
2022 current_camera_offset = current_camera_offset - current_origin;
2025 camera_mode = CAMERA_CHASE;
2027 if(autocvar_camera_chase_smoothly)
2028 current_origin += (view_origin - current_origin) * attenuation;
2030 current_origin = view_origin;
2032 current_position = current_origin + current_camera_offset;
2035 setproperty(VF_ANGLES, current_angles);
2036 setproperty(VF_ORIGIN, current_position);