3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
8 #include "mapvoting.qh"
9 #include "shownames.qh"
10 #include "hud/panel/scoreboard.qh"
11 #include "hud/panel/quickmenu.qh"
13 #include <client/mutators/_mod.qh>
15 #include <common/animdecide.qh>
16 #include <common/deathtypes/all.qh>
17 #include <common/ent_cs.qh>
18 #include <common/anim.qh>
19 #include <common/constants.qh>
20 #include <common/net_linked.qh>
21 #include <common/net_notice.qh>
22 #include <common/debug.qh>
23 #include <common/mapinfo.qh>
24 #include <common/gamemodes/_mod.qh>
25 #include <common/physics/player.qh>
26 #include <common/stats.qh>
27 #include <common/mapobjects/target/music.qh>
28 #include <common/teams.qh>
29 #include <common/wepent.qh>
31 #include <common/weapons/weapon/tuba.qh>
33 #include <common/vehicles/all.qh>
34 #include <common/weapons/_all.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
48 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
50 float autocvar_cl_viewmodel_scale;
51 float autocvar_cl_viewmodel_alpha = 1;
53 bool autocvar_cl_bobmodel;
54 float autocvar_cl_bobmodel_speed;
55 float autocvar_cl_bobmodel_side;
56 float autocvar_cl_bobmodel_up;
58 float autocvar_cl_followmodel;
59 float autocvar_cl_followmodel_speed = 0.3;
60 float autocvar_cl_followmodel_limit = 135;
61 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
62 float autocvar_cl_followmodel_highpass = 0.05;
63 float autocvar_cl_followmodel_lowpass = 0.03;
64 bool autocvar_cl_followmodel_velocity_absolute;
66 float autocvar_cl_leanmodel;
67 float autocvar_cl_leanmodel_speed = 0.3;
68 float autocvar_cl_leanmodel_limit = 30;
69 float autocvar_cl_leanmodel_highpass1 = 0.2;
70 float autocvar_cl_leanmodel_highpass = 0.2;
71 float autocvar_cl_leanmodel_lowpass = 0.05;
73 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
75 #define lowpass(value, frac, ref_store, ret) \
76 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
78 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
79 float __ignore; lowpass(value, frac, ref_store, __ignore); \
80 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
83 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
84 float __f = 0; lowpass(value, frac, ref_store, __f); \
85 ret = (value) - __f; \
88 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
89 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
90 ret = (value) - __f; \
93 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
94 lowpass(value.x, frac, ref_store.x, ref_out.x); \
95 lowpass(value.y, frac, ref_store.y, ref_out.y); \
98 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
99 highpass(value.x, frac, ref_store.x, ref_out.x); \
100 highpass(value.y, frac, ref_store.y, ref_out.y); \
103 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
104 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
105 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
108 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
109 lowpass(value.x, frac, ref_store.x, ref_out.x); \
110 lowpass(value.y, frac, ref_store.y, ref_out.y); \
111 lowpass(value.z, frac, ref_store.z, ref_out.z); \
114 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115 highpass(value.x, frac, ref_store.x, ref_out.x); \
116 highpass(value.y, frac, ref_store.y, ref_out.y); \
117 highpass(value.z, frac, ref_store.z, ref_out.z); \
120 void calc_followmodel_ofs(entity view)
122 if(cl_followmodel_time == time)
123 return; // cl_followmodel_ofs already calculated for this frame
126 vector gunorg = '0 0 0';
127 static vector vel_average;
128 static vector gunorg_adjustment_highpass;
129 static vector gunorg_adjustment_lowpass;
132 if (autocvar_cl_followmodel_velocity_absolute)
136 vector forward, right, up;
137 MAKE_VECTORS(view_angles, forward, right, up);
138 vel.x = view.velocity * forward;
139 vel.y = view.velocity * right * -1;
140 vel.z = view.velocity * up;
143 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
144 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
145 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
147 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
148 lowpass3(vel, frac, vel_average, gunorg);
150 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
152 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
153 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
154 frac = avg_factor(autocvar_cl_followmodel_highpass);
155 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
156 frac = avg_factor(autocvar_cl_followmodel_lowpass);
157 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
159 if (autocvar_cl_followmodel_velocity_absolute)
162 vector forward, right, up;
163 MAKE_VECTORS(view_angles, forward, right, up);
164 fixed_gunorg.x = gunorg * forward;
165 fixed_gunorg.y = gunorg * right * -1;
166 fixed_gunorg.z = gunorg * up;
167 gunorg = fixed_gunorg;
170 cl_followmodel_ofs = gunorg;
171 cl_followmodel_time = time;
174 vector leanmodel_ofs(entity view)
177 vector gunangles = '0 0 0';
178 static vector gunangles_prev = '0 0 0';
179 static vector gunangles_highpass = '0 0 0';
180 static vector gunangles_adjustment_highpass;
181 static vector gunangles_adjustment_lowpass;
183 if (view.csqcmodel_teleported)
184 gunangles_prev = view_angles;
186 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
187 gunangles_highpass += gunangles_prev;
188 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
189 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
190 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
191 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
192 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
193 gunangles_prev = view_angles;
194 gunangles_highpass -= gunangles_prev;
196 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
197 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
199 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200 frac = avg_factor(autocvar_cl_leanmodel_highpass);
201 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
205 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
210 vector bobmodel_ofs(entity view)
212 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
213 static bool oldonground;
214 static float hitgroundtime;
217 float f = time; // cl.movecmd[0].time
221 oldonground = clonground;
223 // calculate for swinging gun model
224 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
225 vector gunorg = '0 0 0';
226 static float bobmodel_scale = 0;
227 static float time_ofs = 0; // makes the effect always restart in the same way
230 if (time - hitgroundtime > 0.05)
231 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
234 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
236 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
237 if (bobmodel_scale && xyspeed)
239 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
240 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
241 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
242 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
250 void viewmodel_animate(entity this)
252 if (autocvar_chase_active) return;
253 if (STAT(HEALTH) <= 0) return;
255 entity view = CSQCModel_server2csqc(player_localentnum - 1);
257 if (autocvar_cl_followmodel)
259 calc_followmodel_ofs(view);
260 this.origin += cl_followmodel_ofs;
263 if (autocvar_cl_leanmodel)
264 this.angles += leanmodel_ofs(view);
266 // vertical view bobbing code
269 // horizontal view bobbing code
273 // causes the view to swing down and back up when touching the ground
276 // gun model bobbing code
277 if (autocvar_cl_bobmodel)
278 this.origin += bobmodel_ofs(view);
281 .vector viewmodel_origin, viewmodel_angles;
282 .float weapon_nextthink;
283 .float weapon_eta_last;
284 .float weapon_switchdelay;
288 void viewmodel_draw(entity this)
290 if(!this.activeweapon || !autocvar_r_drawviewmodel)
292 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
293 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
294 int wepskin = this.m_skin;
295 bool invehicle = player_localentnum > maxclients;
296 if (invehicle) a = -1;
297 Weapon wep = this.activeweapon;
298 int c = entcs_GetClientColors(current_player);
299 vector g = weaponentity_glowmod(wep, NULL, c, this);
300 entity me = CSQCModel_server2csqc(player_localentnum - 1);
301 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
303 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
304 for (entity e = this; e; e = e.weaponchild)
309 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
311 e.csqcmodel_effects = fx;
312 CSQCModel_Effects_Apply(e);
316 string name = wep.mdl;
317 string newname = wep.wr_viewmodel(wep, this);
320 bool swap = name != this.name_last;
323 this.name_last = name;
324 CL_WeaponEntity_SetModel(this, name, swap);
325 this.viewmodel_origin = this.origin;
326 this.viewmodel_angles = this.angles;
329 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
330 anim_set(this, this.anim_idle, true, false, false);
332 float f = 0; // 0..1; 0: fully active
333 float rate = STAT(WEAPONRATEFACTOR);
334 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
335 if (eta <= 0) f = this.weapon_eta_last;
336 else switch (this.state)
340 f = eta / max(eta, this.weapon_switchdelay);
345 f = 1 - eta / max(eta, this.weapon_switchdelay);
354 this.weapon_eta_last = f;
355 this.origin = this.viewmodel_origin;
356 this.angles = this.viewmodel_angles;
357 this.angles_x = (-90 * f * f);
358 viewmodel_animate(this);
359 MUTATOR_CALLHOOK(DrawViewModel, this);
360 setorigin(this, this.origin);
363 STATIC_INIT(viewmodel) {
364 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365 viewmodels[slot] = new(viewmodel);
368 float showfps_prevfps;
369 float showfps_prevfps_time;
370 int showfps_framecounter;
372 void fpscounter_update()
377 float currentTime = gettime(GETTIME_REALTIME);
378 showfps_framecounter += 1;
379 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
381 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
382 showfps_framecounter = 0;
383 showfps_prevfps_time = currentTime;
385 int channel = MSG_C2S;
386 WriteHeader(channel, fpsreport);
387 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
391 STATIC_INIT(fpscounter_init)
393 float currentTime = gettime(GETTIME_REALTIME);
394 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
398 vector GetCurrentFov(float fov)
400 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
401 float velocityzoom, curspeed;
404 zoomsensitivity = autocvar_cl_zoomsensitivity;
405 zoomfactor = autocvar_cl_zoomfactor;
406 if(zoomfactor < 1 || zoomfactor > 30)
408 zoomspeed = autocvar_cl_zoomspeed;
409 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
412 zoomdir = button_zoom;
414 if(hud == HUD_NORMAL && !spectatee_status)
416 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
418 entity wepent = viewmodels[slot];
419 if(wepent.switchweapon != wepent.activeweapon)
421 Weapon wep = wepent.activeweapon;
422 if(wep != WEP_Null && wep.wr_zoomdir)
424 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
429 if(spectatee_status > 0 || isdemo())
431 if(spectatorbutton_zoom)
438 // fteqcc failed twice here already, don't optimize this
441 if(zoomdir) { zoomin_effect = 0; }
443 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
445 current_viewzoom = 1;
447 else if (camera_active)
449 current_viewzoom = min(1, current_viewzoom + drawframetime);
451 else if(autocvar_cl_spawnzoom && zoomin_effect)
453 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
455 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
456 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
457 if(current_viewzoom == 1) { zoomin_effect = 0; }
461 if(zoomspeed < 0) // instant zoom
464 current_viewzoom = 1 / zoomfactor;
466 current_viewzoom = 1;
471 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
473 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
477 if(almost_equals(current_viewzoom, 1))
478 current_zoomfraction = 0;
479 else if(almost_equals(current_viewzoom, 1/zoomfactor))
480 current_zoomfraction = 1;
482 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
484 if(zoomsensitivity < 1)
485 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
487 setsensitivityscale(1);
489 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
491 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
495 vector forward, right, up;
496 MAKE_VECTORS(view_angles, forward, right, up);
499 v = csqcplayer.velocity;
501 switch(autocvar_cl_velocityzoom_type)
503 case 3: curspeed = max(0, forward * v); break;
504 case 2: curspeed = (forward * v); break;
505 case 1: default: curspeed = vlen(v); break;
509 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
510 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
511 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
513 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
518 float frustumx, frustumy, fovx, fovy;
519 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
520 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
521 fovx = atan2(frustumx, 1) / M_PI * 360.0;
522 fovy = atan2(frustumy, 1) / M_PI * 360.0;
524 return '1 0 0' * fovx + '0 1 0' * fovy;
527 vector GetViewLocationFOV(float fov)
529 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
530 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
531 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
532 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
533 return '1 0 0' * fovx + '0 1 0' * fovy;
536 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
539 float width = (ov_worldmax.x - ov_worldmin.x);
540 float height = (ov_worldmax.y - ov_worldmin.y);
541 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
542 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
543 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
544 return '1 0 0' * fovx + '0 1 0' * fovy;
547 // this function must match W_SetupShot!
549 bool minigame_wasactive;
552 const float CAMERA_FREE = 1;
553 const float CAMERA_CHASE = 2;
554 string NextFrameCommand;
556 vector freeze_org, freeze_ang;
557 entity nightvision_noise, nightvision_noise2;
559 float myhealth, myhealth_prev;
560 float myhealth_flash;
562 float old_blurradius, old_bluralpha;
563 float old_sharpen_intensity;
565 vector myhealth_gentlergb;
567 float contentavgalpha, liquidalpha_prev;
568 vector liquidcolor_prev;
570 float eventchase_current_distance;
571 float eventchase_running;
572 int WantEventchase(entity this, bool want_vehiclechase)
574 if(autocvar_cl_orthoview)
576 if(STAT(GAME_STOPPED) || intermission)
580 if(spectatee_status >= 0)
582 if(want_vehiclechase)
584 if(MUTATOR_CALLHOOK(WantEventchase, this))
586 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
588 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
590 if(autocvar_cl_eventchase_death == 2)
592 // don't stop eventchase once it's started (even if velocity changes afterwards)
593 if(this.velocity == '0 0 0' || eventchase_running)
598 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
600 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
602 else if (eventchase_running)
603 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
609 void View_EventChase(entity this)
611 // event chase camera
612 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
614 if(STAT(CAMERA_SPECTATOR))
616 if(spectatee_status > 0)
618 if(!autocvar_chase_active)
620 cvar_set("chase_active", "-2");
624 else if(autocvar_chase_active == -2)
625 cvar_set("chase_active", "0");
627 if(autocvar_chase_active == -2)
630 else if(autocvar_chase_active == -2)
631 cvar_set("chase_active", "0");
633 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
635 float vehicle_viewdist = 0;
636 vector vehicle_viewofs = '0 0 0';
640 if(hud != HUD_BUMBLEBEE_GUN)
642 Vehicle info = REGISTRY_GET(Vehicles, hud);
643 vehicle_viewdist = info.height;
644 vehicle_viewofs = info.view_ofs;
645 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
646 vehicle_chase = false;
649 vehicle_chase = false;
652 int eventchase = WantEventchase(this, vehicle_chase);
655 vector current_view_origin_override = '0 0 0';
656 vector view_offset_override = '0 0 0';
657 float chase_distance_override = 0;
658 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
659 if(custom_eventchase)
661 current_view_origin_override = M_ARGV(0, vector);
662 view_offset_override = M_ARGV(1, vector);
663 chase_distance_override = M_ARGV(0, float);
665 eventchase_running = true;
667 // 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.)
668 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
669 if (custom_eventchase)
670 current_view_origin = current_view_origin_override;
672 // detect maximum viewoffset and use it
673 vector view_offset = autocvar_cl_eventchase_viewoffset;
677 view_offset = vehicle_viewofs;
679 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
681 if (custom_eventchase)
682 view_offset = view_offset_override;
686 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
687 if(trace_fraction == 1) { current_view_origin += view_offset; }
688 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
691 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
692 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
693 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
694 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
696 // make the camera smooth back
697 float chase_distance = autocvar_cl_eventchase_distance;
701 chase_distance = vehicle_viewdist;
703 chase_distance = autocvar_cl_eventchase_vehicle_distance;
705 if (custom_eventchase)
706 chase_distance = chase_distance_override;
708 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
709 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
710 else if(eventchase_current_distance != chase_distance)
711 eventchase_current_distance = chase_distance;
713 vector forward, right, up;
714 MAKE_VECTORS(view_angles, forward, right, up);
716 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
717 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
719 // If the boxtrace fails, revert back to line tracing.
723 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
724 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
725 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
727 else { setproperty(VF_ORIGIN, trace_endpos); }
730 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
733 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
735 eventchase_running = false;
736 cvar_set("chase_active", "0");
737 eventchase_current_distance = 0; // start from 0 next time
740 // workaround for camera stuck between player's legs when using chase_active 1
741 // because the engine stops updating the chase_active camera when the game ends
742 else if(intermission)
744 cvar_settemp("chase_active", "-1");
745 eventchase_current_distance = 0;
749 vector damage_blurpostprocess, content_blurpostprocess;
753 // accumulate damage with each stat update
754 static float damage_total_prev = 0;
755 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
756 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
757 damage_total_prev = damage_total;
759 static float damage_dealt_time_prev = 0;
760 float damage_dealt_time = STAT(HIT_TIME);
761 if (damage_dealt_time != damage_dealt_time_prev)
763 unaccounted_damage += unaccounted_damage_new;
764 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
766 damage_dealt_time_prev = damage_dealt_time;
768 // prevent hitsound when switching spectatee
769 static float spectatee_status_prev = 0;
770 if (spectatee_status != spectatee_status_prev)
771 unaccounted_damage = 0;
772 spectatee_status_prev = spectatee_status;
777 // varying sound pitch
779 bool have_arc = false;
780 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
782 entity wepent = viewmodels[slot];
784 if(wepent.activeweapon == WEP_ARC)
788 static float hitsound_time_prev = 0;
789 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
790 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
791 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
793 if (autocvar_cl_hitsound && unaccounted_damage)
795 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
796 float a = autocvar_cl_hitsound_max_pitch;
797 float b = autocvar_cl_hitsound_min_pitch;
798 float c = autocvar_cl_hitsound_nom_damage;
799 float d = unaccounted_damage;
800 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
802 // if sound variation is disabled, set pitch_shift to 1
803 if (autocvar_cl_hitsound == 1)
806 // if pitch shift is reversed, mirror in (max-min)/2 + min
807 if (autocvar_cl_hitsound == 3)
809 float mirror_value = (a-b)/2 + b;
810 pitch_shift = mirror_value + (mirror_value - pitch_shift);
813 //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
815 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
816 // todo: normalize sound pressure levels? seems unnecessary
818 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
820 unaccounted_damage = 0;
821 hitsound_time_prev = time;
824 static float typehit_time_prev = 0;
825 float typehit_time = STAT(TYPEHIT_TIME);
826 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
828 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
829 typehit_time_prev = typehit_time;
832 static float kill_time_prev = 0;
833 float kill_time = STAT(KILL_TIME);
834 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
836 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
837 kill_time_prev = kill_time;
841 const int MAX_SPECIALCOMMAND = 15;
842 vector specialcommand_slots[MAX_SPECIALCOMMAND];
843 vector specialcommand_colors[MAX_SPECIALCOMMAND];
844 const float SPECIALCOMMAND_SPEED = 150;
845 const float SPECIALCOMMAND_TURNSPEED = 2;
846 const float SPECIALCOMMAND_SIZE = 0.025;
847 const float SPECIALCOMMAND_CHANCE = 0.35;
848 float sc_spawntime, sc_changetime;
849 vector sc_color = '1 1 1';
850 void SpecialCommand()
852 if(!STAT(MOVEVARS_SPECIALCOMMAND))
855 if(time >= sc_changetime)
857 sc_changetime = time + 1;
858 sc_color = randomvec() * 1.5;
859 sc_color.x = bound(0.2, sc_color.x, 0.75);
860 sc_color.y = bound(0.2, sc_color.y, 0.75);
861 sc_color.z = bound(0.2, sc_color.z, 0.75);
863 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
865 if(!precache_pic("gfx/smile"))
866 return; // damn party poopers
868 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
870 vector slot = specialcommand_slots[j];
872 slot.y += SPECIALCOMMAND_SPEED * frametime;
874 //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
875 if(slot.y >= vid_conheight)
880 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
882 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
883 slot.y = 1; // start it off 0 so we can use it
884 slot.z = floor(random() * REGISTRY_MAX(Weapons));
885 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
886 vector newcolor = randomvec() * 2;
887 newcolor.x = bound(0.4, newcolor.x, 1);
888 newcolor.y = bound(0.4, newcolor.y, 1);
889 newcolor.z = bound(0.4, newcolor.z, 1);
890 specialcommand_colors[j] = newcolor;
895 vector splash_size = '0 0 0';
896 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
897 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
898 entity wep = REGISTRY_GET(Weapons, slot.z);
900 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
902 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
903 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
906 specialcommand_slots[j] = slot;
910 void HUD_Draw(entity this)
912 // if we don't know gametype and scores yet avoid drawing the scoreboard
913 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
914 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
915 // cl_deathscoreboard would show the scoreboard and so on
922 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
924 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
926 else if(STAT(FROZEN))
928 vector col = '0.25 0.90 1';
929 if(STAT(REVIVE_PROGRESS))
930 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
931 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
936 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
938 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
939 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
940 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
942 else if(STAT(CAPTURE_PROGRESS))
944 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
945 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
947 else if(STAT(REVIVE_PROGRESS))
949 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
950 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
954 if(autocvar_r_letterbox == 0)
955 if(autocvar_viewsize < 120)
957 if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
958 Accuracy_LoadLevels();
964 // crosshair goes VERY LAST
971 void ViewLocation_Mouse()
974 return; // don't draw it as spectator!
976 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
977 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
978 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
980 //float cursor_alpha = 1 - autocvar__menu_alpha;
981 //cursor_type = CURSOR_NORMAL;
982 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
985 void HUD_Cursor_Show()
987 float cursor_alpha = 1 - autocvar__menu_alpha;
988 if(cursor_type == CURSOR_NORMAL)
989 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
990 else if(cursor_type == CURSOR_MOVE)
991 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
992 else if(cursor_type == CURSOR_RESIZE)
993 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
994 else if(cursor_type == CURSOR_RESIZE2)
995 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
998 void HUD_Mouse(entity player)
1000 if(autocvar__menu_alpha == 1)
1005 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1006 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1010 if (cursor_active == -1) // starting to display the cursor
1012 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1013 // in the first frame mousepos is the mouse position of the last time
1014 // the cursor was displayed, thus we ignore it to avoid a glictch
1019 if(!autocvar_hud_cursormode)
1022 cursor_type = CURSOR_NORMAL;
1023 if(autocvar__hud_configure)
1027 if (HUD_MinigameMenu_IsOpened())
1028 HUD_Minigame_Mouse();
1029 if (QuickMenu_IsOpened())
1031 if (HUD_Radar_Clickable())
1035 prevMouseClicked = mouseClicked;
1040 void View_NightVision()
1042 if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1045 // apply night vision effect
1046 vector tc_00, tc_01, tc_10, tc_11;
1047 vector rgb = '0 0 0';
1050 if(!nightvision_noise)
1052 nightvision_noise = new(nightvision_noise);
1054 if(!nightvision_noise2)
1056 nightvision_noise2 = new(nightvision_noise2);
1059 // color tint in yellow
1060 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1063 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1065 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1066 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1067 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1068 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1069 tc_11 = tc_01 + tc_10 - tc_00;
1070 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
1071 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1072 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1073 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1074 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1078 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1079 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1080 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1081 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1082 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1083 tc_11 = tc_01 + tc_10 - tc_00;
1084 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
1085 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1086 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1087 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1088 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1092 // visual overlay while in liquids
1093 // provides some effects to the postprocessing function
1096 if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1099 // improved polyblend
1100 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1103 switch(pointcontents(view_origin))
1106 liquidalpha = autocvar_hud_contents_water_alpha;
1107 liquidcolor = stov(autocvar_hud_contents_water_color);
1112 liquidalpha = autocvar_hud_contents_lava_alpha;
1113 liquidcolor = stov(autocvar_hud_contents_lava_color);
1118 liquidalpha = autocvar_hud_contents_slime_alpha;
1119 liquidcolor = stov(autocvar_hud_contents_slime_color);
1125 liquidcolor = '0 0 0';
1130 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1131 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1132 contentfadetime = autocvar_hud_contents_fadeintime;
1133 liquidalpha_prev = liquidalpha;
1134 liquidcolor_prev = liquidcolor;
1137 contentfadetime = autocvar_hud_contents_fadeouttime;
1139 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1140 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1143 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1145 if(autocvar_hud_postprocessing)
1147 if(autocvar_hud_contents_blur && contentavgalpha)
1149 content_blurpostprocess.x = 1;
1150 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1151 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1155 content_blurpostprocess.x = 0;
1156 content_blurpostprocess.y = 0;
1157 content_blurpostprocess.z = 0;
1162 // visual pain effects on the screen
1163 // provides some effects to the postprocessing function
1166 if(!autocvar_hud_damage || STAT(FROZEN))
1169 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1170 splash_size.x = max(vid_conwidth, vid_conheight);
1171 splash_size.y = max(vid_conwidth, vid_conheight);
1172 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1173 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1175 float myhealth_flash_temp;
1176 myhealth = STAT(HEALTH);
1179 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1181 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1183 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1184 pain_threshold = autocvar_hud_damage_pain_threshold;
1185 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1186 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1188 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1190 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);
1193 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1195 if(myhealth_prev < 1)
1199 myhealth_flash = 0; // just spawned, clear the flash immediately
1200 myhealth_flash_temp = 0;
1204 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1208 if(spectatee_status == -1 || intermission)
1210 myhealth_flash = 0; // observing, or match ended
1211 myhealth_flash_temp = 0;
1214 myhealth_prev = myhealth;
1216 // IDEA: change damage color/picture based on player model for robot/alien species?
1217 // pro: matches model better
1218 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1219 // maybe different reddish pics?
1220 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1222 if(autocvar_cl_gentle_damage == 2)
1224 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1225 myhealth_gentlergb = randomvec();
1228 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1230 if(myhealth_flash_temp > 0)
1231 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1233 else if(myhealth_flash_temp > 0)
1234 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1236 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.
1238 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1240 damage_blurpostprocess.x = 1;
1241 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1242 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1246 damage_blurpostprocess.x = 0;
1247 damage_blurpostprocess.y = 0;
1248 damage_blurpostprocess.z = 0;
1253 void View_PostProcessing()
1255 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1256 float e2 = (autocvar_hud_powerup != 0);
1257 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1259 // enable or disable rendering types if they are used or not
1260 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1261 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1263 // blur postprocess handling done first (used by hud_damage and hud_contents)
1264 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1266 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1267 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1268 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1270 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1271 old_blurradius = blurradius;
1272 old_bluralpha = bluralpha;
1275 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1277 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1282 // edge detection postprocess handling done second (used by hud_powerup)
1283 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
1284 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1285 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1287 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1289 if(autocvar_hud_powerup && sharpen_intensity > 0)
1291 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1293 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1294 old_sharpen_intensity = sharpen_intensity;
1297 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1299 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1300 old_sharpen_intensity = 0;
1303 if(cvar("r_glsl_postprocess") == 0)
1304 cvar_set("r_glsl_postprocess", "2");
1306 else if(cvar("r_glsl_postprocess") == 2)
1307 cvar_set("r_glsl_postprocess", "0");
1312 int lock_type = (!autocvar_hud_cursormode && ((autocvar__hud_configure && spectatee_status <= 0) || intermission > 1 || QuickMenu_IsOpened()));
1314 lock_type = autocvar_cl_lockview;
1316 // lock_type 1: lock origin and angles
1317 // lock_type 2: lock only origin
1319 setproperty(VF_ORIGIN, freeze_org);
1321 freeze_org = getpropertyvec(VF_ORIGIN);
1323 setproperty(VF_ANGLES, freeze_ang);
1325 freeze_ang = getpropertyvec(VF_ANGLES);
1328 void View_DemoCamera()
1330 if(camera_active) // Camera for demo playback
1332 if(autocvar_camera_enable)
1336 cvar_set("chase_active", ftos(chase_active_backup));
1337 cvar_set("cl_demo_mousegrab", "0");
1338 camera_active = false;
1344 if(autocvar_camera_enable)
1346 if(autocvar_camera_enable && isdemo())
1349 // Enable required Darkplaces cvars
1350 chase_active_backup = autocvar_chase_active;
1351 cvar_set("chase_active", "2");
1352 cvar_set("cl_demo_mousegrab", "1");
1353 camera_active = true;
1354 camera_mode = false;
1360 void View_BlurTest()
1362 if(time > blurtest_time0 && time < blurtest_time1)
1364 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1365 float r = t * blurtest_radius;
1366 float f = 1 / (t ** blurtest_power) - 1;
1368 cvar_set("r_glsl_postprocess", "1");
1369 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1373 cvar_set("r_glsl_postprocess", "0");
1374 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1379 void View_CheckButtonStatus()
1381 float is_dead = (STAT(HEALTH) <= 0);
1383 // FIXME do we need this hack?
1386 // in demos, input_buttons do not work
1387 button_zoom = (autocvar__togglezoom == "-");
1390 && autocvar_cl_unpress_zoom_on_death
1391 && (spectatee_status >= 0)
1392 && (is_dead || intermission))
1394 // no zoom while dead or in intermission please
1395 localcmd("-zoom\n");
1396 button_zoom = false;
1399 if(autocvar_fov <= 59.5)
1401 if(!zoomscript_caught)
1403 localcmd("+button9\n");
1404 zoomscript_caught = 1;
1409 if(zoomscript_caught)
1411 localcmd("-button9\n");
1412 zoomscript_caught = 0;
1416 if(active_minigame && HUD_MinigameMenu_IsOpened())
1418 if(!minigame_wasactive)
1420 localcmd("+button12\n");
1421 minigame_wasactive = true;
1424 else if(minigame_wasactive)
1426 localcmd("-button12\n");
1427 minigame_wasactive = false;
1430 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1432 entity wepent = viewmodels[slot];
1434 if(wepent.last_switchweapon != wepent.switchweapon)
1437 wepent.last_switchweapon = wepent.switchweapon;
1438 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1440 localcmd("-zoom\n");
1441 button_zoom = false;
1443 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1445 localcmd("-fire\n");
1446 localcmd("-fire2\n");
1447 button_attack2 = false;
1450 if(wepent.last_activeweapon != wepent.activeweapon)
1452 wepent.last_activeweapon = wepent.activeweapon;
1454 entity e = wepent.activeweapon;
1456 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1458 localcmd("\ncl_hook_activeweapon none\n");
1464 float oldr_nearclip;
1465 float oldr_farclip_base;
1466 float oldr_farclip_world;
1468 float oldr_useportalculling;
1469 float oldr_useinfinitefarclip;
1470 vector ov_org = '0 0 0';
1471 vector ov_mid = '0 0 0';
1472 vector ov_worldmin = '0 0 0';
1473 vector ov_worldmax = '0 0 0';
1479 ov_worldmin = '0 0 0';
1480 ov_worldmax = '0 0 0';
1481 if(autocvar_cl_orthoview)
1483 ov_worldmin = mi_picmin;
1484 ov_worldmax = mi_picmax;
1486 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1487 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1488 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1490 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1491 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1493 float ov_nearest = vlen(ov_org - vec3(
1494 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1495 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1496 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1499 float ov_furthest = 0;
1502 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1503 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1504 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1505 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1506 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1507 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1508 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1509 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1513 oldr_nearclip = cvar("r_nearclip");
1514 oldr_farclip_base = cvar("r_farclip_base");
1515 oldr_farclip_world = cvar("r_farclip_world");
1516 oldr_novis = cvar("r_novis");
1517 oldr_useportalculling = cvar("r_useportalculling");
1518 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1521 cvar_settemp("r_nearclip", ftos(ov_nearest));
1522 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1523 cvar_settemp("r_farclip_world", "0");
1524 cvar_settemp("r_novis", "1");
1525 cvar_settemp("r_useportalculling", "0");
1526 cvar_settemp("r_useinfinitefarclip", "0");
1528 setproperty(VF_ORIGIN, ov_org);
1529 setproperty(VF_ANGLES, '90 0 0');
1534 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1536 vtos(getpropertyvec(VF_ANGLES)),
1546 cvar_set("r_nearclip", ftos(oldr_nearclip));
1547 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1548 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1549 cvar_set("r_novis", ftos(oldr_novis));
1550 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1551 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1557 void View_UpdateFov()
1560 if(autocvar_cl_orthoview)
1561 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1562 else if(csqcplayer.viewloc)
1563 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1565 fov = GetCurrentFov(autocvar_fov);
1567 setproperty(VF_FOV, fov);
1570 void CSQC_UpdateView(entity this, float w, float h)
1572 TC(int, w); TC(int, h);
1574 execute_next_frame();
1581 ReplicateVars(false);
1582 if (ReplicateVars_NOT_SENDING())
1583 ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
1585 HUD_Scale_Disable();
1587 if(autocvar__hud_showbinds_reload) // menu can set this one
1590 binddb = db_create();
1591 cvar_set("_hud_showbinds_reload", "0");
1594 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1595 view_quality = getproperty(VF_MINFPS_QUALITY);
1599 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1600 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1602 vector vf_size = getpropertyvec(VF_SIZE);
1603 vector vf_min = getpropertyvec(VF_MIN);
1604 vid_width = vf_size.x;
1605 vid_height = vf_size.y;
1607 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1609 WaypointSprite_Load();
1611 CSQCPlayer_SetCamera();
1613 if(player_localentnum <= maxclients) // is it a client?
1614 current_player = player_localentnum - 1;
1615 else // then player_localentnum is the vehicle I'm driving
1616 current_player = player_localnum;
1617 myteam = entcs_GetTeam(current_player);
1619 // abused multiple places below
1620 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1622 local_player = this; // fall back!
1624 View_EventChase(local_player);
1626 // do lockview after event chase camera so that it still applies whenever necessary.
1630 //WarpZone_FixPMove();
1634 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1635 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1636 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1637 viewmodel_draw(viewmodels[slot]);
1640 view_origin = getpropertyvec(VF_ORIGIN);
1641 view_angles = getpropertyvec(VF_ANGLES);
1642 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1648 TargetMusic_Advance();
1650 fpscounter_update();
1653 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1655 drawframetime = bound(0.000001, time - drawtime, 1);
1658 // watch for gametype changes here...
1659 // in ParseStuffCMD the cmd isn't executed yet :/
1660 // might even be better to add the gametype to TE_CSQC_INIT...?
1664 if(intermission && !intermission_time)
1665 intermission_time = time;
1667 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1669 if(calledhooks & HOOK_START)
1671 localcmd("\ncl_hook_gameend\n");
1672 calledhooks |= HOOK_END;
1678 View_CheckButtonStatus();
1680 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1682 // ALWAYS Clear Current Scene First
1685 setproperty(VF_ORIGIN, view_origin);
1686 setproperty(VF_ANGLES, view_angles);
1688 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1689 setproperty(VF_SIZE, vf_size);
1690 setproperty(VF_MIN, vf_min);
1692 // Assign Standard Viewflags
1693 // Draw the World (and sky)
1694 setproperty(VF_DRAWWORLD, 1);
1696 // Set the console size vars
1697 vid_conwidth = autocvar_vid_conwidth;
1698 vid_conheight = autocvar_vid_conheight;
1699 vid_pixelheight = autocvar_vid_pixelheight;
1705 // Draw the Crosshair
1706 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1708 // Draw the Engine Status Bar (the default Quake HUD)
1709 setproperty(VF_DRAWENGINESBAR, 0);
1711 // Update the mouse position
1713 mousepos_x = vid_conwidth;
1714 mousepos_y = vid_conheight;
1715 mousepos = mousepos*0.5 + getmousepos();
1718 IL_EACH(g_drawables, it.draw, it.draw(it));
1720 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1723 // Now the the scene has been rendered, begin with the 2D drawing functions
1726 DrawReticle(local_player);
1729 View_PostProcessing();
1732 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1733 Draw_ShowNames_All();
1734 #if ENABLE_DEBUGDRAW
1738 scoreboard_active = Scoreboard_WouldDraw();
1740 HUD_Draw(this); // this parameter for deep vehicle function
1742 if(NextFrameCommand)
1744 localcmd("\n", NextFrameCommand, "\n");
1745 NextFrameCommand = string_null;
1748 // we must do this check AFTER a frame was rendered, or it won't work
1749 if(cs_project_is_b0rked == 0)
1752 w0 = ftos(autocvar_vid_conwidth);
1753 h0 = ftos(autocvar_vid_conheight);
1754 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1755 //setproperty(VF_FOV, '90 90 0');
1756 setproperty(VF_ORIGIN, '0 0 0');
1757 setproperty(VF_ANGLES, '0 0 0');
1758 setproperty(VF_PERSPECTIVE, 1);
1759 vector forward, right, up;
1760 MAKE_VECTORS('0 0 0', forward, right, up);
1762 cvar_set("vid_conwidth", "800");
1763 cvar_set("vid_conheight", "600");
1764 v1 = cs_project(forward);
1765 cvar_set("vid_conwidth", "640");
1766 cvar_set("vid_conheight", "480");
1767 v2 = cs_project(forward);
1769 cs_project_is_b0rked = 1;
1771 cs_project_is_b0rked = -1;
1772 cvar_set("vid_conwidth", w0);
1773 cvar_set("vid_conheight", h0);
1776 HUD_Mouse(local_player);
1782 // let's reset the view back to normal for the end
1783 setproperty(VF_MIN, '0 0 0');
1784 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1790 // following vectors must be global to allow seamless switching between camera modes
1791 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1792 void CSQC_Demo_Camera()
1794 float speed, attenuation, dimensions;
1797 if( autocvar_camera_reset || !camera_mode )
1799 camera_offset = '0 0 0';
1800 current_angles = '0 0 0';
1801 camera_direction = '0 0 0';
1802 camera_offset.z += 30;
1803 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1804 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1805 current_origin = view_origin;
1806 current_camera_offset = camera_offset;
1807 cvar_set("camera_reset", "0");
1808 camera_mode = CAMERA_CHASE;
1813 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1815 if(autocvar_camera_look_player)
1820 dir = normalize(view_origin - current_position);
1822 mouse_angles = vectoangles(dir);
1823 mouse_angles.x = mouse_angles.x * -1;
1828 tmp = getmousepos() * 0.1;
1829 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1831 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1832 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1836 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1837 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1838 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1839 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1841 // Fix difference when angles don't have the same sign
1843 if(mouse_angles.y < -60 && current_angles.y > 60)
1845 if(mouse_angles.y > 60 && current_angles.y < -60)
1848 if(autocvar_camera_look_player)
1849 attenuation = autocvar_camera_look_attenuation;
1851 attenuation = autocvar_camera_speed_attenuation;
1853 attenuation = 1 / max(1, attenuation);
1854 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1856 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1857 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1858 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1859 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1865 if( camera_direction.x )
1867 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1868 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1869 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1870 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1874 if( camera_direction.y )
1876 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1877 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1878 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1882 if( camera_direction.z )
1884 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1888 if(autocvar_camera_free)
1889 speed = autocvar_camera_speed_free;
1891 speed = autocvar_camera_speed_chase;
1895 speed = speed * sqrt(1 / dimensions);
1896 camera_offset += tmp * speed;
1899 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1902 if( autocvar_camera_free )
1904 if ( camera_mode == CAMERA_CHASE )
1906 current_camera_offset = current_origin + current_camera_offset;
1907 camera_offset = current_origin + camera_offset;
1910 camera_mode = CAMERA_FREE;
1911 current_position = current_camera_offset;
1915 if ( camera_mode == CAMERA_FREE )
1917 current_origin = view_origin;
1918 camera_offset = camera_offset - current_origin;
1919 current_camera_offset = current_camera_offset - current_origin;
1922 camera_mode = CAMERA_CHASE;
1924 if(autocvar_camera_chase_smoothly)
1925 current_origin += (view_origin - current_origin) * attenuation;
1927 current_origin = view_origin;
1929 current_position = current_origin + current_camera_offset;
1932 setproperty(VF_ANGLES, current_angles);
1933 setproperty(VF_ORIGIN, current_position);