3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
12 #include <client/mutators/_mod.qh>
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/net_notice.qh>
21 #include <common/debug.qh>
22 #include <common/mapinfo.qh>
23 #include <common/gamemodes/_mod.qh>
24 #include <common/physics/player.qh>
25 #include <common/stats.qh>
26 #include <common/mapobjects/target/music.qh>
27 #include <common/teams.qh>
28 #include <common/wepent.qh>
30 #include <common/weapons/weapon/tuba.qh>
32 #include <common/vehicles/all.qh>
33 #include <common/weapons/_all.qh>
34 #include <common/mutators/mutator/overkill/oknex.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;
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 = '0 0 0', right = '0 0 0', up = '0 0 0';
137 MAKEVECTORS(makevectors, 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 = '0 0 0', right = '0 0 0', up = '0 0 0';
163 MAKEVECTORS(makevectors, 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
399 vector GetCurrentFov(float fov)
401 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
402 float velocityzoom, curspeed;
405 zoomsensitivity = autocvar_cl_zoomsensitivity;
406 zoomfactor = autocvar_cl_zoomfactor;
407 if(zoomfactor < 1 || zoomfactor > 30)
409 zoomspeed = autocvar_cl_zoomspeed;
410 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
413 zoomdir = button_zoom;
415 if(hud == HUD_NORMAL && !spectatee_status)
417 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
419 entity wepent = viewmodels[slot];
420 if(wepent.switchweapon != wepent.activeweapon)
422 Weapon wep = wepent.activeweapon;
423 if(wep != WEP_Null && wep.wr_zoomdir)
425 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
430 if(spectatee_status > 0 || isdemo())
432 if(spectatorbutton_zoom)
439 // fteqcc failed twice here already, don't optimize this
442 if(zoomdir) { zoomin_effect = 0; }
444 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
446 current_viewzoom = 1;
448 else if (camera_active)
450 current_viewzoom = min(1, current_viewzoom + drawframetime);
452 else if(autocvar_cl_spawnzoom && zoomin_effect)
454 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
456 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
457 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
458 if(current_viewzoom == 1) { zoomin_effect = 0; }
462 if(zoomspeed < 0) // instant zoom
465 current_viewzoom = 1 / zoomfactor;
467 current_viewzoom = 1;
472 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
474 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
478 if(almost_equals(current_viewzoom, 1))
479 current_zoomfraction = 0;
480 else if(almost_equals(current_viewzoom, 1/zoomfactor))
481 current_zoomfraction = 1;
483 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
485 if(zoomsensitivity < 1)
486 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
488 setsensitivityscale(1);
490 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
492 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
496 makevectors(view_angles);
499 v = csqcplayer.velocity;
501 switch(autocvar_cl_velocityzoom_type)
503 case 3: curspeed = max(0, v_forward * v); break;
504 case 2: curspeed = (v_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!
548 float zoomscript_caught;
550 bool minigame_wasactive;
552 vector wcross_origin;
553 float wcross_scale_prev, wcross_alpha_prev;
554 vector wcross_color_prev;
555 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
556 vector wcross_color_goal_prev;
557 float wcross_changedonetime;
559 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
560 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
561 float wcross_name_changestarttime, wcross_name_changedonetime;
562 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
564 float wcross_ring_prev;
567 entity trueaim_rifle;
569 const float SHOTTYPE_HITTEAM = 1;
570 const float SHOTTYPE_HITOBSTRUCTION = 2;
571 const float SHOTTYPE_HITWORLD = 3;
572 const float SHOTTYPE_HITENEMY = 4;
576 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
577 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
580 float EnemyHitCheck()
583 wcross_origin = project_3d_to_2d(trace_endpos);
586 n = trace_ent.entnum;
588 n = trace_networkentity;
590 return SHOTTYPE_HITWORLD;
592 return SHOTTYPE_HITWORLD;
593 t = entcs_GetTeam(n - 1);
596 return SHOTTYPE_HITTEAM;
597 if(t == NUM_SPECTATOR)
598 return SHOTTYPE_HITWORLD;
599 return SHOTTYPE_HITENEMY;
602 float TrueAimCheck(entity wepent)
604 if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
605 return SHOTTYPE_HITWORLD;
607 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?
608 vector vecs, trueaimpoint, w_shotorg;
616 mv = MOVE_NOMONSTERS;
618 switch(wepent.activeweapon) // WEAPONTODO
621 case WEP_OVERKILL_NEX:
628 if(zoomscript_caught)
630 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
631 return EnemyHitCheck();
634 case WEP_DEVASTATOR: // projectile has a size!
638 case WEP_FIREBALL: // projectile has a size!
642 case WEP_SEEKER: // projectile has a size!
646 case WEP_ELECTRO: // projectile has a size!
652 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
654 vecs = decompressShotOrigin(STAT(SHOTORG));
656 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
657 trueaimpoint = trace_endpos;
659 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
660 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
667 dv = view_right * vecs.y + view_up * vecs.z;
668 w_shotorg = traceorigin + dv;
670 // now move the vecs forward as much as requested if possible
671 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
672 w_shotorg = trace_endpos - view_forward * nudge;
674 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
675 shottype = EnemyHitCheck();
676 if(shottype != SHOTTYPE_HITWORLD)
680 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
681 // or rather, I know why, but see no fix
682 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
683 // 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
684 return SHOTTYPE_HITOBSTRUCTION;
687 return SHOTTYPE_HITWORLD;
691 const float CAMERA_FREE = 1;
692 const float CAMERA_CHASE = 2;
694 string NextFrameCommand;
696 vector freeze_org, freeze_ang;
697 entity nightvision_noise, nightvision_noise2;
699 const float MAX_TIME_DIFF = 5;
700 float pickup_crosshair_time, pickup_crosshair_size;
701 float hitindication_crosshair_size;
702 float use_vortex_chargepool;
704 float myhealth, myhealth_prev;
705 float myhealth_flash;
707 float old_blurradius, old_bluralpha;
708 float old_sharpen_intensity;
710 vector myhealth_gentlergb;
712 float contentavgalpha, liquidalpha_prev;
713 vector liquidcolor_prev;
715 float eventchase_current_distance;
716 float eventchase_running;
717 int WantEventchase(entity this)
719 if(autocvar_cl_orthoview)
721 if(STAT(GAME_STOPPED) || intermission)
725 if(spectatee_status >= 0)
727 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
729 if(MUTATOR_CALLHOOK(WantEventchase, this))
731 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
733 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
735 if(autocvar_cl_eventchase_death == 2)
737 // don't stop eventchase once it's started (even if velocity changes afterwards)
738 if(this.velocity == '0 0 0' || eventchase_running)
743 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
745 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
747 else if (eventchase_running)
748 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
754 void HUD_Crosshair_Vehicle(entity this)
756 if(hud != HUD_BUMBLEBEE_GUN)
758 Vehicle info = Vehicles_from(hud);
759 info.vr_crosshair(info, this);
763 vector damage_blurpostprocess, content_blurpostprocess;
765 float unaccounted_damage = 0;
768 // accumulate damage with each stat update
769 static float damage_total_prev = 0;
770 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
771 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
772 damage_total_prev = damage_total;
774 static float damage_dealt_time_prev = 0;
775 float damage_dealt_time = STAT(HIT_TIME);
776 if (damage_dealt_time != damage_dealt_time_prev)
778 unaccounted_damage += unaccounted_damage_new;
779 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
781 damage_dealt_time_prev = damage_dealt_time;
783 // prevent hitsound when switching spectatee
784 static float spectatee_status_prev = 0;
785 if (spectatee_status != spectatee_status_prev)
786 unaccounted_damage = 0;
787 spectatee_status_prev = spectatee_status;
792 // varying sound pitch
794 bool have_arc = false;
795 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
797 entity wepent = viewmodels[slot];
799 if(wepent.activeweapon == WEP_ARC)
803 static float hitsound_time_prev = 0;
804 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
805 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
806 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
808 if (autocvar_cl_hitsound && unaccounted_damage)
810 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
811 float a = autocvar_cl_hitsound_max_pitch;
812 float b = autocvar_cl_hitsound_min_pitch;
813 float c = autocvar_cl_hitsound_nom_damage;
814 float d = unaccounted_damage;
815 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
817 // if sound variation is disabled, set pitch_shift to 1
818 if (autocvar_cl_hitsound == 1)
821 // if pitch shift is reversed, mirror in (max-min)/2 + min
822 if (autocvar_cl_hitsound == 3)
824 float mirror_value = (a-b)/2 + b;
825 pitch_shift = mirror_value + (mirror_value - pitch_shift);
828 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
830 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
831 // todo: normalize sound pressure levels? seems unnecessary
833 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
835 unaccounted_damage = 0;
836 hitsound_time_prev = time;
839 static float typehit_time_prev = 0;
840 float typehit_time = STAT(TYPEHIT_TIME);
841 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
843 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
844 typehit_time_prev = typehit_time;
847 static float kill_time_prev = 0;
848 float kill_time = STAT(KILL_TIME);
849 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
851 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
852 kill_time_prev = kill_time;
856 vector crosshair_getcolor(entity this, float health_stat)
858 static float rainbow_last_flicker;
859 static vector rainbow_prev_color;
860 vector wcross_color = '0 0 0';
861 switch(autocvar_crosshair_color_special)
863 case 1: // crosshair_color_per_weapon
865 if(this != WEP_Null && hud == HUD_NORMAL)
867 wcross_color = this.wpcolor;
870 else { goto normalcolor; }
873 case 2: // crosshair_color_by_health
875 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
876 float hp = floor(v.x + 1);
891 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
892 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
896 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
897 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
898 wcross_color.z = 1 - (hp-100)*0.02;
904 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
909 wcross_color.y = (hp-20)*90/27/100;
910 wcross_color.z = (hp-20)*90/27/100 * 0.2;
920 case 3: // crosshair_color_rainbow
922 if(time >= rainbow_last_flicker)
924 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
925 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
927 wcross_color = rainbow_prev_color;
931 default: { wcross_color = stov(autocvar_crosshair_color); break; }
937 void HUD_Crosshair(entity this)
941 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
942 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
943 !HUD_MinigameMenu_IsOpened() )
945 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
948 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
951 if (hud != HUD_NORMAL)
953 HUD_Crosshair_Vehicle(this);
958 float wcross_alpha, wcross_resolution;
959 wcross_style = autocvar_crosshair;
960 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
961 wcross_style = autocvar_crosshair_2d;
962 if (wcross_style == "0")
964 wcross_resolution = autocvar_crosshair_size;
965 if (wcross_resolution == 0)
967 wcross_alpha = autocvar_crosshair_alpha;
968 if (wcross_alpha == 0)
974 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
975 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
976 wcross_origin = viewloc_mousepos;
977 else if(autocvar_chase_active && autocvar_crosshair_chase)
979 vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
980 if(csqcplayer && crosshair_chase_playeralpha && crosshair_chase_playeralpha < 1)
982 traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
983 if(trace_ent == csqcplayer)
984 csqcplayer.alpha = crosshair_chase_playeralpha;
986 csqcplayer.alpha = csqcplayer.m_alpha;
988 traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
989 wcross_origin = project_3d_to_2d(trace_endpos);
992 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
994 if(autocvar_crosshair_hittest)
996 vector wcross_oldorigin;
997 entity thiswep = viewmodels[0]; // TODO: unhardcode
998 wcross_oldorigin = wcross_origin;
999 shottype = TrueAimCheck(thiswep);
1000 if(shottype == SHOTTYPE_HITWORLD)
1002 v = wcross_origin - wcross_oldorigin;
1003 v.x /= vid_conwidth;
1004 v.y /= vid_conheight;
1005 if(vdist(v, >, 0.01))
1006 shottype = SHOTTYPE_HITOBSTRUCTION;
1008 if(!autocvar_crosshair_hittest_showimpact)
1009 wcross_origin = wcross_oldorigin;
1012 shottype = SHOTTYPE_HITWORLD;
1014 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1015 string wcross_name = "";
1016 float wcross_scale, wcross_blur;
1018 entity e = WEP_Null;
1019 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1021 entity wepent = viewmodels[0]; // TODO: unhardcode
1022 e = wepent.switchingweapon;
1025 if(autocvar_crosshair_per_weapon)
1027 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1028 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1029 //if (wcross_resolution == 0)
1032 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1033 wcross_resolution *= e.w_crosshair_size;
1034 wcross_name = e.w_crosshair;
1039 if(wcross_name == "")
1040 wcross_name = strcat("gfx/crosshair", wcross_style);
1042 // MAIN CROSSHAIR COLOR DECISION
1043 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1045 if(autocvar_crosshair_effect_scalefade)
1047 wcross_scale = wcross_resolution;
1048 wcross_resolution = 1;
1055 if(autocvar_crosshair_pickup)
1057 float stat_pickup_time = STAT(LAST_PICKUP);
1059 if(pickup_crosshair_time < stat_pickup_time)
1061 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1062 pickup_crosshair_size = 1;
1064 pickup_crosshair_time = stat_pickup_time;
1067 if(pickup_crosshair_size > 0)
1068 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1070 pickup_crosshair_size = 0;
1072 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1075 // todo: make crosshair hit indication dependent on damage dealt
1076 if(autocvar_crosshair_hitindication)
1078 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1080 if(unaccounted_damage)
1082 hitindication_crosshair_size = 1;
1085 if(hitindication_crosshair_size > 0)
1086 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1088 hitindication_crosshair_size = 0;
1090 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1091 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1092 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1093 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1096 if(shottype == SHOTTYPE_HITENEMY)
1097 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1098 if(shottype == SHOTTYPE_HITTEAM)
1099 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1101 f = fabs(autocvar_crosshair_effect_time);
1102 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1104 wcross_changedonetime = time + f;
1106 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1108 wcross_name_changestarttime = time;
1109 wcross_name_changedonetime = time + f;
1110 if(wcross_name_goal_prev_prev)
1111 strunzone(wcross_name_goal_prev_prev);
1112 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1113 wcross_name_goal_prev = strzone(wcross_name);
1114 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1115 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1116 wcross_resolution_goal_prev = wcross_resolution;
1119 wcross_scale_goal_prev = wcross_scale;
1120 wcross_alpha_goal_prev = wcross_alpha;
1121 wcross_color_goal_prev = wcross_color;
1123 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1126 wcross_alpha *= 0.75;
1130 // *_prev is at time-frametime
1131 // * is at wcross_changedonetime+f
1132 // what do we have at time?
1133 if(time < wcross_changedonetime)
1135 f = frametime / (wcross_changedonetime - time + frametime);
1136 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1137 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1138 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1141 wcross_scale_prev = wcross_scale;
1142 wcross_alpha_prev = wcross_alpha;
1143 wcross_color_prev = wcross_color;
1145 MUTATOR_CALLHOOK(UpdateCrosshair);
1147 wcross_scale *= 1 - autocvar__menu_alpha;
1148 wcross_alpha *= 1 - autocvar__menu_alpha;
1149 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1151 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1153 // crosshair rings for weapon stats
1154 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1156 // declarations and stats
1157 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1158 string ring_image = string_null, ring_inner_image = string_null;
1159 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1161 ring_scale = autocvar_crosshair_ring_size;
1163 entity wepent = viewmodels[0]; // TODO: unhardcode
1165 int weapon_clipload = wepent.clip_load;
1166 int weapon_clipsize = wepent.clip_size;
1168 float arc_heat = wepent.arc_heat_percent;
1169 float vcharge = wepent.vortex_charge;
1170 float vchargepool = wepent.vortex_chargepool_ammo;
1171 float oknex_charge_ = wepent.oknex_charge;
1172 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
1174 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1175 vortex_charge_movingavg = vcharge;
1177 // handle the values
1178 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1180 if (vchargepool || use_vortex_chargepool) {
1181 use_vortex_chargepool = 1;
1182 ring_inner_value = vchargepool;
1184 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1185 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1188 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1189 ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1190 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1192 // draw the outer ring to show the current charge of the weapon
1193 ring_value = vcharge;
1194 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1195 ring_rgb = wcross_color;
1196 ring_image = "gfx/crosshair_ring_nexgun.tga";
1198 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
1200 if (oknex_chargepool_ || use_vortex_chargepool) {
1201 use_vortex_chargepool = 1;
1202 ring_inner_value = oknex_chargepool_;
1204 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
1205 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
1208 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1209 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;
1210 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1212 // draw the outer ring to show the current charge of the weapon
1213 ring_value = oknex_charge_;
1214 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1215 ring_rgb = wcross_color;
1216 ring_image = "gfx/crosshair_ring_nexgun.tga";
1218 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1220 ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 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.
1221 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1222 ring_rgb = wcross_color;
1223 ring_image = "gfx/crosshair_ring.tga";
1225 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1227 ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1228 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1229 ring_rgb = wcross_color;
1230 ring_image = "gfx/crosshair_ring.tga";
1232 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1234 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1235 ring_scale = autocvar_crosshair_ring_reload_size;
1236 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1237 ring_rgb = wcross_color;
1239 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1240 // if a new image for another weapon is added, add the code (and its respective file/value) here
1241 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1242 ring_image = "gfx/crosshair_ring_rifle.tga";
1244 ring_image = "gfx/crosshair_ring.tga";
1246 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1248 ring_value = arc_heat;
1249 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1250 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1251 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1252 ring_image = "gfx/crosshair_ring.tga";
1255 // if in weapon switch animation, fade ring out/in
1256 if(autocvar_crosshair_effect_time > 0)
1258 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1261 wcross_ring_prev = ((ring_image) ? true : false);
1264 if(wcross_ring_prev)
1267 ring_alpha *= fabs(1 - bound(0, f, 1));
1272 ring_alpha *= bound(0, f, 1);
1276 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1277 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1280 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1283 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1285 vector scaled_sz = sz * wcross_size; \
1286 if(wcross_blur > 0) \
1288 for(i = -2; i <= 2; ++i) \
1289 for(j = -2; j <= 2; ++j) \
1290 M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
1294 M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
1298 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
1299 drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1301 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1302 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1304 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1306 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1307 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1308 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1315 wcross_name_alpha_goal_prev = f;
1317 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1318 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1320 if(autocvar_crosshair_dot)
1322 vector wcross_color_old;
1323 wcross_color_old = wcross_color;
1325 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1326 wcross_color = stov(autocvar_crosshair_dot_color);
1328 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1329 // FIXME why don't we use wcross_alpha here?
1330 wcross_color = wcross_color_old;
1336 wcross_scale_prev = 0;
1337 wcross_alpha_prev = 0;
1338 wcross_scale_goal_prev = 0;
1339 wcross_alpha_goal_prev = 0;
1340 wcross_changedonetime = 0;
1341 strfree(wcross_name_goal_prev);
1342 strfree(wcross_name_goal_prev_prev);
1343 wcross_name_changestarttime = 0;
1344 wcross_name_changedonetime = 0;
1345 wcross_name_alpha_goal_prev = 0;
1346 wcross_name_alpha_goal_prev_prev = 0;
1347 wcross_resolution_goal_prev = 0;
1348 wcross_resolution_goal_prev_prev = 0;
1352 const int MAX_SPECIALCOMMAND = 15;
1353 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1354 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1355 const float SPECIALCOMMAND_SPEED = 150;
1356 const float SPECIALCOMMAND_TURNSPEED = 2;
1357 const float SPECIALCOMMAND_SIZE = 0.025;
1358 const float SPECIALCOMMAND_CHANCE = 0.35;
1359 float sc_spawntime, sc_changetime;
1360 vector sc_color = '1 1 1';
1361 void SpecialCommand()
1363 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1366 if(time >= sc_changetime)
1368 sc_changetime = time + 1;
1369 sc_color = randomvec() * 1.5;
1370 sc_color.x = bound(0.2, sc_color.x, 0.75);
1371 sc_color.y = bound(0.2, sc_color.y, 0.75);
1372 sc_color.z = bound(0.2, sc_color.z, 0.75);
1374 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);
1376 if(!precache_pic("gfx/smile"))
1377 return; // damn party poopers
1379 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1381 vector slot = specialcommand_slots[j];
1383 slot.y += SPECIALCOMMAND_SPEED * frametime;
1385 //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1386 if(slot.y >= vid_conheight)
1391 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1393 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1394 slot.y = 1; // start it off 0 so we can use it
1395 slot.z = floor(random() * Weapons_MAX);
1396 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1397 vector newcolor = randomvec() * 2;
1398 newcolor.x = bound(0.4, newcolor.x, 1);
1399 newcolor.y = bound(0.4, newcolor.y, 1);
1400 newcolor.z = bound(0.4, newcolor.z, 1);
1401 specialcommand_colors[j] = newcolor;
1406 vector splash_size = '0 0 0';
1407 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1408 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1409 entity wep = Weapons_from(slot.z);
1411 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1413 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1414 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1417 specialcommand_slots[j] = slot;
1421 void HUD_Draw(entity this)
1423 // if we don't know gametype and scores yet avoid drawing the scoreboard
1424 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1425 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1426 // cl_deathscoreboard would show the scoreboard and so on
1430 Hud_Dynamic_Frame();
1433 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1435 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1437 else if(STAT(FROZEN))
1439 vector col = '0.25 0.90 1';
1440 if(STAT(REVIVE_PROGRESS))
1441 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1442 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1447 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1449 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1450 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);
1451 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);
1453 else if(STAT(CAPTURE_PROGRESS))
1455 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);
1456 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1458 else if(STAT(REVIVE_PROGRESS))
1460 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);
1461 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1463 HUD_Scale_Disable();
1465 if(autocvar_r_letterbox == 0)
1466 if(autocvar_viewsize < 120)
1468 if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))
1469 Accuracy_LoadLevels();
1472 HUD_Scale_Disable();
1475 // crosshair goes VERY LAST
1478 HUD_Crosshair(this);
1482 void ViewLocation_Mouse()
1484 if(spectatee_status)
1485 return; // don't draw it as spectator!
1487 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1488 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1489 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1491 //float cursor_alpha = 1 - autocvar__menu_alpha;
1492 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1495 void HUD_Cursor_Show()
1497 float cursor_alpha = 1 - autocvar__menu_alpha;
1498 if(cursor_type == CURSOR_NORMAL)
1499 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
1500 else if(cursor_type == CURSOR_MOVE)
1501 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1502 else if(cursor_type == CURSOR_RESIZE)
1503 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
1504 else if(cursor_type == CURSOR_RESIZE2)
1505 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
1508 void HUD_Mouse(entity player)
1510 if(autocvar__menu_alpha == 1)
1515 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1516 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1520 if (cursor_active == -1) // starting to display the cursor
1522 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1523 // in the first frame mousepos is the mouse position of the last time
1524 // the cursor was displayed, thus we ignore it to avoid a glictch
1529 if(!autocvar_hud_cursormode)
1532 if(autocvar__hud_configure)
1536 if (HUD_MinigameMenu_IsOpened())
1537 HUD_Minigame_Mouse();
1538 if (QuickMenu_IsOpened())
1540 if (HUD_Radar_Clickable())
1544 prevMouseClicked = mouseClicked;
1550 float oldr_nearclip;
1551 float oldr_farclip_base;
1552 float oldr_farclip_world;
1554 float oldr_useportalculling;
1555 float oldr_useinfinitefarclip;
1559 float vh_notice_time;
1560 void CSQC_UpdateView(entity this, float w, float h)
1562 TC(int, w); TC(int, h);
1566 vector vf_size, vf_min;
1569 execute_next_frame();
1576 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1577 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
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 vf_size = getpropertyvec(VF_SIZE);
1603 vf_min = getpropertyvec(VF_MIN);
1604 vid_width = vf_size.x;
1605 vid_height = vf_size.y;
1607 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1608 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1610 WaypointSprite_Load();
1612 CSQCPlayer_SetCamera();
1614 if(player_localentnum <= maxclients) // is it a client?
1615 current_player = player_localentnum - 1;
1616 else // then player_localentnum is the vehicle I'm driving
1617 current_player = player_localnum;
1618 myteam = entcs_GetTeam(current_player);
1620 if(myteam != prev_myteam)
1622 myteamcolors = colormapPaletteColor(myteam, 1);
1623 FOREACH(hud_panels, true, it.update_time = time);
1624 prev_myteam = myteam;
1627 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1629 float is_dead = (STAT(HEALTH) <= 0);
1631 // FIXME do we need this hack?
1634 // in demos, input_buttons do not work
1635 button_zoom = (autocvar__togglezoom == "-");
1638 && autocvar_cl_unpress_zoom_on_death
1639 && (spectatee_status >= 0)
1640 && (is_dead || intermission))
1642 // no zoom while dead or in intermission please
1643 localcmd("-zoom\n");
1644 button_zoom = false;
1647 // abused multiple places below
1648 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1650 local_player = this; // fall back!
1652 // event chase camera
1653 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1655 if(STAT(CAMERA_SPECTATOR))
1657 if(spectatee_status > 0)
1659 if(!autocvar_chase_active)
1661 cvar_set("chase_active", "-2");
1662 goto skip_eventchase_death;
1665 else if(autocvar_chase_active == -2)
1666 cvar_set("chase_active", "0");
1668 if(autocvar_chase_active == -2)
1669 goto skip_eventchase_death;
1671 else if(autocvar_chase_active == -2)
1672 cvar_set("chase_active", "0");
1674 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1676 float vehicle_viewdist = 0;
1677 vector vehicle_viewofs = '0 0 0';
1681 if(hud != HUD_BUMBLEBEE_GUN)
1683 Vehicle info = Vehicles_from(hud);
1684 vehicle_viewdist = info.height;
1685 vehicle_viewofs = info.view_ofs;
1689 int eventchase = WantEventchase(this);
1692 vector current_view_origin_override = '0 0 0';
1693 vector view_offset_override = '0 0 0';
1694 float chase_distance_override = 0;
1695 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1696 if(custom_eventchase)
1698 current_view_origin_override = M_ARGV(0, vector);
1699 view_offset_override = M_ARGV(1, vector);
1700 chase_distance_override = M_ARGV(0, float);
1702 eventchase_running = true;
1704 // 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.)
1705 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1706 if (custom_eventchase)
1707 current_view_origin = current_view_origin_override;
1709 // detect maximum viewoffset and use it
1710 vector view_offset = autocvar_cl_eventchase_viewoffset;
1714 view_offset = vehicle_viewofs;
1716 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1718 if (custom_eventchase)
1719 view_offset = view_offset_override;
1723 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1724 if(trace_fraction == 1) { current_view_origin += view_offset; }
1725 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1728 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1729 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1730 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1731 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1733 // make the camera smooth back
1734 float chase_distance = autocvar_cl_eventchase_distance;
1738 chase_distance = vehicle_viewdist;
1740 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1742 if (custom_eventchase)
1743 chase_distance = chase_distance_override;
1745 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1746 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1747 else if(eventchase_current_distance != chase_distance)
1748 eventchase_current_distance = chase_distance;
1750 makevectors(view_angles);
1752 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1753 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1755 // If the boxtrace fails, revert back to line tracing.
1756 if(!local_player.viewloc)
1757 if(trace_startsolid)
1759 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1760 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1761 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1763 else { setproperty(VF_ORIGIN, trace_endpos); }
1765 if(!local_player.viewloc)
1766 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1769 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1771 eventchase_running = false;
1772 cvar_set("chase_active", "0");
1773 eventchase_current_distance = 0; // start from 0 next time
1776 // workaround for camera stuck between player's legs when using chase_active 1
1777 // because the engine stops updating the chase_active camera when the game ends
1778 else if(intermission)
1780 cvar_settemp("chase_active", "-1");
1781 eventchase_current_distance = 0;
1784 LABEL(skip_eventchase_death);
1786 // do lockview after event chase camera so that it still applies whenever necessary.
1787 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1789 setproperty(VF_ORIGIN, freeze_org);
1790 setproperty(VF_ANGLES, freeze_ang);
1794 freeze_org = getpropertyvec(VF_ORIGIN);
1795 freeze_ang = getpropertyvec(VF_ANGLES);
1799 //WarpZone_FixPMove();
1801 vector ov_org = '0 0 0';
1802 vector ov_mid = '0 0 0';
1803 vector ov_worldmin = '0 0 0';
1804 vector ov_worldmax = '0 0 0';
1805 if(autocvar_cl_orthoview)
1807 ov_worldmin = mi_picmin;
1808 ov_worldmax = mi_picmax;
1810 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1811 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1812 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1814 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1815 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1817 float ov_nearest = vlen(ov_org - vec3(
1818 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1819 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1820 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1823 float ov_furthest = 0;
1826 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1827 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1828 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1829 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1830 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1831 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1832 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1833 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1837 oldr_nearclip = cvar("r_nearclip");
1838 oldr_farclip_base = cvar("r_farclip_base");
1839 oldr_farclip_world = cvar("r_farclip_world");
1840 oldr_novis = cvar("r_novis");
1841 oldr_useportalculling = cvar("r_useportalculling");
1842 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1845 cvar_settemp("r_nearclip", ftos(ov_nearest));
1846 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1847 cvar_settemp("r_farclip_world", "0");
1848 cvar_settemp("r_novis", "1");
1849 cvar_settemp("r_useportalculling", "0");
1850 cvar_settemp("r_useinfinitefarclip", "0");
1852 setproperty(VF_ORIGIN, ov_org);
1853 setproperty(VF_ANGLES, '90 0 0');
1858 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1860 vtos(getpropertyvec(VF_ANGLES)),
1870 cvar_set("r_nearclip", ftos(oldr_nearclip));
1871 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1872 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1873 cvar_set("r_novis", ftos(oldr_novis));
1874 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1875 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1880 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1881 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1882 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1883 viewmodel_draw(viewmodels[slot]);
1886 view_origin = getpropertyvec(VF_ORIGIN);
1887 view_angles = getpropertyvec(VF_ANGLES);
1888 MAKEVECTORS(makevectors, view_angles, view_forward, view_right, view_up);
1891 if(time > blurtest_time0 && time < blurtest_time1)
1895 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1896 r = t * blurtest_radius;
1897 f = 1 / (t ** blurtest_power) - 1;
1899 cvar_set("r_glsl_postprocess", "1");
1900 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1904 cvar_set("r_glsl_postprocess", "0");
1905 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1909 TargetMusic_Advance();
1911 fpscounter_update();
1914 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1916 drawframetime = bound(0.000001, time - drawtime, 1);
1919 // watch for gametype changes here...
1920 // in ParseStuffCMD the cmd isn't executed yet :/
1921 // might even be better to add the gametype to TE_CSQC_INIT...?
1925 if(intermission && !intermission_time)
1926 intermission_time = time;
1928 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1930 if(calledhooks & HOOK_START)
1932 localcmd("\ncl_hook_gameend\n");
1933 calledhooks |= HOOK_END;
1942 if(!zoomscript_caught)
1944 localcmd("+button9\n");
1945 zoomscript_caught = 1;
1950 if(zoomscript_caught)
1952 localcmd("-button9\n");
1953 zoomscript_caught = 0;
1957 if(active_minigame && HUD_MinigameMenu_IsOpened())
1959 if(!minigame_wasactive)
1961 localcmd("+button12\n");
1962 minigame_wasactive = true;
1965 else if(minigame_wasactive)
1967 localcmd("-button12\n");
1968 minigame_wasactive = false;
1971 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1973 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1975 entity wepent = viewmodels[slot];
1977 if(wepent.last_switchweapon != wepent.switchweapon)
1980 wepent.last_switchweapon = wepent.switchweapon;
1981 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1983 localcmd("-zoom\n");
1984 button_zoom = false;
1986 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1988 localcmd("-fire\n");
1989 localcmd("-fire2\n");
1990 button_attack2 = false;
1993 if(wepent.last_activeweapon != wepent.activeweapon)
1995 wepent.last_activeweapon = wepent.activeweapon;
1997 e = wepent.activeweapon;
1999 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
2001 localcmd("\ncl_hook_activeweapon none\n");
2005 // ALWAYS Clear Current Scene First
2008 setproperty(VF_ORIGIN, view_origin);
2009 setproperty(VF_ANGLES, view_angles);
2011 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
2012 setproperty(VF_SIZE, vf_size);
2013 setproperty(VF_MIN, vf_min);
2015 // Assign Standard Viewflags
2016 // Draw the World (and sky)
2017 setproperty(VF_DRAWWORLD, 1);
2019 // Set the console size vars
2020 vid_conwidth = autocvar_vid_conwidth;
2021 vid_conheight = autocvar_vid_conheight;
2022 vid_pixelheight = autocvar_vid_pixelheight;
2024 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
2025 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
2026 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
2028 if(camera_active) // Camera for demo playback
2030 if(autocvar_camera_enable)
2034 cvar_set("chase_active", ftos(chase_active_backup));
2035 cvar_set("cl_demo_mousegrab", "0");
2036 camera_active = false;
2042 if(autocvar_camera_enable)
2044 if(autocvar_camera_enable && isdemo())
2047 // Enable required Darkplaces cvars
2048 chase_active_backup = autocvar_chase_active;
2049 cvar_set("chase_active", "2");
2050 cvar_set("cl_demo_mousegrab", "1");
2051 camera_active = true;
2052 camera_mode = false;
2056 // Draw the Crosshair
2057 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2059 // Draw the Engine Status Bar (the default Quake HUD)
2060 setproperty(VF_DRAWENGINESBAR, 0);
2062 // Update the mouse position
2064 mousepos_x = vid_conwidth;
2065 mousepos_y = vid_conheight;
2066 mousepos = mousepos*0.5 + getmousepos();
2069 IL_EACH(g_drawables, it.draw, it.draw(it));
2071 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
2074 // now switch to 2D drawing mode by calling a 2D drawing function
2075 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2076 // next R_RenderScene call
2077 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2079 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2080 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2082 // apply night vision effect
2083 vector tc_00, tc_01, tc_10, tc_11;
2084 vector rgb = '0 0 0';
2086 if(!nightvision_noise)
2088 nightvision_noise = new(nightvision_noise);
2090 if(!nightvision_noise2)
2092 nightvision_noise2 = new(nightvision_noise2);
2095 // color tint in yellow
2096 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2099 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2101 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2102 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2103 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2104 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2105 tc_11 = tc_01 + tc_10 - tc_00;
2106 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2107 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2108 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2109 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2110 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2114 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2115 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2116 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2117 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2118 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2119 tc_11 = tc_01 + tc_10 - tc_00;
2120 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2121 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2122 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2123 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2124 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2128 if(autocvar_cl_reticle && !MUTATOR_CALLHOOK(DrawReticle))
2130 string reticle_image = string_null;
2131 bool wep_zoomed = false;
2132 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2134 entity wepe = viewmodels[slot];
2135 Weapon wep = wepe.activeweapon;
2136 if(wep != WEP_Null && wep.wr_zoom)
2138 bool do_zoom = wep.wr_zoom(wep, NULL);
2139 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2140 reticle_image = wep.w_reticle;
2141 wep_zoomed += do_zoom;
2144 // Draw the aiming reticle for weapons that use it
2145 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2146 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2147 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2148 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2150 // no zoom reticle while dead
2153 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2155 if(reticle_image) { reticle_type = 2; }
2156 else { reticle_type = 0; }
2158 else if(button_zoom || zoomscript_caught)
2166 if(autocvar_cl_reticle_stretch)
2168 reticle_size.x = vid_conwidth;
2169 reticle_size.y = vid_conheight;
2175 reticle_size.x = max(vid_conwidth, vid_conheight);
2176 reticle_size.y = max(vid_conwidth, vid_conheight);
2177 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2178 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2181 if(zoomscript_caught)
2184 f = current_zoomfraction;
2188 switch(reticle_type)
2190 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2191 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2198 if(reticle_type != 0) { reticle_type = 0; }
2202 // improved polyblend
2203 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2205 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2208 switch(pointcontents(view_origin))
2211 liquidalpha = autocvar_hud_contents_water_alpha;
2212 liquidcolor = stov(autocvar_hud_contents_water_color);
2217 liquidalpha = autocvar_hud_contents_lava_alpha;
2218 liquidcolor = stov(autocvar_hud_contents_lava_color);
2223 liquidalpha = autocvar_hud_contents_slime_alpha;
2224 liquidcolor = stov(autocvar_hud_contents_slime_color);
2230 liquidcolor = '0 0 0';
2235 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2236 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2237 contentfadetime = autocvar_hud_contents_fadeintime;
2238 liquidalpha_prev = liquidalpha;
2239 liquidcolor_prev = liquidcolor;
2242 contentfadetime = autocvar_hud_contents_fadeouttime;
2244 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2245 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2248 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2250 if(autocvar_hud_postprocessing)
2252 if(autocvar_hud_contents_blur && contentavgalpha)
2254 content_blurpostprocess.x = 1;
2255 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2256 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2260 content_blurpostprocess.x = 0;
2261 content_blurpostprocess.y = 0;
2262 content_blurpostprocess.z = 0;
2267 if(autocvar_hud_damage && !STAT(FROZEN))
2269 splash_size.x = max(vid_conwidth, vid_conheight);
2270 splash_size.y = max(vid_conwidth, vid_conheight);
2271 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2272 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2274 float myhealth_flash_temp;
2275 myhealth = STAT(HEALTH);
2278 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2280 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2282 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2283 pain_threshold = autocvar_hud_damage_pain_threshold;
2284 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2285 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2287 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2289 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);
2292 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2294 if(myhealth_prev < 1)
2298 myhealth_flash = 0; // just spawned, clear the flash immediately
2299 myhealth_flash_temp = 0;
2303 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2307 if(spectatee_status == -1 || intermission)
2309 myhealth_flash = 0; // observing, or match ended
2310 myhealth_flash_temp = 0;
2313 myhealth_prev = myhealth;
2315 // IDEA: change damage color/picture based on player model for robot/alien species?
2316 // pro: matches model better
2317 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2318 // maybe different reddish pics?
2319 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2321 if(autocvar_cl_gentle_damage == 2)
2323 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2324 myhealth_gentlergb = randomvec();
2327 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2329 if(myhealth_flash_temp > 0)
2330 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);
2332 else if(myhealth_flash_temp > 0)
2333 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2335 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.
2337 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2339 damage_blurpostprocess.x = 1;
2340 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2341 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2345 damage_blurpostprocess.x = 0;
2346 damage_blurpostprocess.y = 0;
2347 damage_blurpostprocess.z = 0;
2352 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2353 float e2 = (autocvar_hud_powerup != 0);
2354 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2356 // enable or disable rendering types if they are used or not
2357 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2358 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2360 // blur postprocess handling done first (used by hud_damage and hud_contents)
2361 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2363 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2364 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2365 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2367 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2368 old_blurradius = blurradius;
2369 old_bluralpha = bluralpha;
2372 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2374 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2379 // edge detection postprocess handling done second (used by hud_powerup)
2380 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2381 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2382 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2384 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.
2386 if(autocvar_hud_powerup && sharpen_intensity > 0)
2388 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2390 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2391 old_sharpen_intensity = sharpen_intensity;
2394 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2396 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2397 old_sharpen_intensity = 0;
2400 if(cvar("r_glsl_postprocess") == 0)
2401 cvar_set("r_glsl_postprocess", "2");
2403 else if(cvar("r_glsl_postprocess") == 2)
2404 cvar_set("r_glsl_postprocess", "0");
2406 /*if(ISGAMETYPE(CTF))
2412 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2413 Draw_ShowNames_All();
2414 #if ENABLE_DEBUGDRAW
2418 scoreboard_active = Scoreboard_WouldDraw();
2420 HUD_Draw(this); // this parameter for deep vehicle function
2422 if(NextFrameCommand)
2424 localcmd("\n", NextFrameCommand, "\n");
2425 NextFrameCommand = string_null;
2428 // we must do this check AFTER a frame was rendered, or it won't work
2429 if(cs_project_is_b0rked == 0)
2432 w0 = ftos(autocvar_vid_conwidth);
2433 h0 = ftos(autocvar_vid_conheight);
2434 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2435 //setproperty(VF_FOV, '90 90 0');
2436 setproperty(VF_ORIGIN, '0 0 0');
2437 setproperty(VF_ANGLES, '0 0 0');
2438 setproperty(VF_PERSPECTIVE, 1);
2439 makevectors('0 0 0');
2441 cvar_set("vid_conwidth", "800");
2442 cvar_set("vid_conheight", "600");
2443 v1 = cs_project(v_forward);
2444 cvar_set("vid_conwidth", "640");
2445 cvar_set("vid_conheight", "480");
2446 v2 = cs_project(v_forward);
2448 cs_project_is_b0rked = 1;
2450 cs_project_is_b0rked = -1;
2451 cvar_set("vid_conwidth", w0);
2452 cvar_set("vid_conheight", h0);
2455 HUD_Mouse(local_player);
2461 // let's reset the view back to normal for the end
2462 setproperty(VF_MIN, '0 0 0');
2463 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2469 // following vectors must be global to allow seamless switching between camera modes
2470 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2471 void CSQC_Demo_Camera()
2473 float speed, attenuation, dimensions;
2476 if( autocvar_camera_reset || !camera_mode )
2478 camera_offset = '0 0 0';
2479 current_angles = '0 0 0';
2480 camera_direction = '0 0 0';
2481 camera_offset.z += 30;
2482 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2483 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2484 current_origin = view_origin;
2485 current_camera_offset = camera_offset;
2486 cvar_set("camera_reset", "0");
2487 camera_mode = CAMERA_CHASE;
2492 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2494 if(autocvar_camera_look_player)
2499 dir = normalize(view_origin - current_position);
2501 mouse_angles = vectoangles(dir);
2502 mouse_angles.x = mouse_angles.x * -1;
2507 tmp = getmousepos() * 0.1;
2508 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2510 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2511 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2515 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2516 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2517 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2518 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2520 // Fix difference when angles don't have the same sign
2522 if(mouse_angles.y < -60 && current_angles.y > 60)
2524 if(mouse_angles.y > 60 && current_angles.y < -60)
2527 if(autocvar_camera_look_player)
2528 attenuation = autocvar_camera_look_attenuation;
2530 attenuation = autocvar_camera_speed_attenuation;
2532 attenuation = 1 / max(1, attenuation);
2533 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2535 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2536 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2537 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2538 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2544 if( camera_direction.x )
2546 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2547 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2548 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2549 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2553 if( camera_direction.y )
2555 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2556 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2557 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2561 if( camera_direction.z )
2563 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2567 if(autocvar_camera_free)
2568 speed = autocvar_camera_speed_free;
2570 speed = autocvar_camera_speed_chase;
2574 speed = speed * sqrt(1 / dimensions);
2575 camera_offset += tmp * speed;
2578 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2581 if( autocvar_camera_free )
2583 if ( camera_mode == CAMERA_CHASE )
2585 current_camera_offset = current_origin + current_camera_offset;
2586 camera_offset = current_origin + camera_offset;
2589 camera_mode = CAMERA_FREE;
2590 current_position = current_camera_offset;
2594 if ( camera_mode == CAMERA_FREE )
2596 current_origin = view_origin;
2597 camera_offset = camera_offset - current_origin;
2598 current_camera_offset = current_camera_offset - current_origin;
2601 camera_mode = CAMERA_CHASE;
2603 if(autocvar_camera_chase_smoothly)
2604 current_origin += (view_origin - current_origin) * attenuation;
2606 current_origin = view_origin;
2608 current_position = current_origin + current_camera_offset;
2611 setproperty(VF_ANGLES, current_angles);
2612 setproperty(VF_ORIGIN, current_position);