3 #include "announcer.qh"
6 #include "hud_config.qh"
7 #include "mapvoting.qh"
9 #include "scoreboard.qh"
10 #include "shownames.qh"
11 #include "vehicles/all.qh"
12 #include "waypointsprites.qh"
14 #include "../common/constants.qh"
15 #include "../common/mapinfo.qh"
16 #include "../common/nades.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
20 #include "../common/util.qh"
22 #include "../common/weapons/all.qh"
24 #include "../csqcmodellib/cl_player.qh"
26 #include "../warpzonelib/client.qh"
27 #include "../warpzonelib/common.qh"
28 #include "../warpzonelib/mathlib.qh"
34 vector p, dir, ang, q, nextdir;
35 float portal_number, portal1_idx;
37 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
39 if(g_balance_porto_secondary)
45 if (getstati(STAT_HEALTH) <= 0)
50 if(angles_held_status)
52 makevectors(angles_held);
66 traceline(p, p + 65536 * dir, true, porto);
67 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
69 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
75 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
78 ang = vectoangles2(trace_plane_normal, dir);
81 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
83 if(portal_number == 1)
86 if(portal_number >= 2)
97 if(idx-1 >= portal1_idx)
99 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
103 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
112 porto.classname = "porto";
113 porto.draw = Porto_Draw;
114 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
119 vector GetCurrentFov(float fov)
121 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
122 float velocityzoom, curspeed;
125 zoomsensitivity = autocvar_cl_zoomsensitivity;
126 zoomfactor = autocvar_cl_zoomfactor;
127 if(zoomfactor < 1 || zoomfactor > 30)
129 zoomspeed = autocvar_cl_zoomspeed;
131 if(zoomspeed < 0.5 || zoomspeed > 16)
134 zoomdir = button_zoom;
135 if(hud == HUD_NORMAL)
136 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
137 zoomdir += button_attack2;
138 if(spectatee_status > 0 || isdemo())
140 if(spectatorbutton_zoom)
147 // fteqcc failed twice here already, don't optimize this
150 if(zoomdir) { zoomin_effect = 0; }
154 current_viewzoom = min(1, current_viewzoom + drawframetime);
156 else if(autocvar_cl_spawnzoom && zoomin_effect)
158 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
160 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
161 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
162 if(current_viewzoom == 1) { zoomin_effect = 0; }
166 if(zoomspeed < 0) // instant zoom
169 current_viewzoom = 1 / zoomfactor;
171 current_viewzoom = 1;
176 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
178 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
182 if(almost_equals(current_viewzoom, 1))
183 current_zoomfraction = 0;
184 else if(almost_equals(current_viewzoom, 1/zoomfactor))
185 current_zoomfraction = 1;
187 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
189 if(zoomsensitivity < 1)
190 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
192 setsensitivityscale(1);
194 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
196 if(intermission) { curspeed = 0; }
200 makevectors(view_angles);
203 v = csqcplayer.velocity;
205 switch(autocvar_cl_velocityzoom_type)
207 case 3: curspeed = max(0, v_forward * v); break;
208 case 2: curspeed = (v_forward * v); break;
209 case 1: default: curspeed = vlen(v); break;
213 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
214 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
215 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
217 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
222 float frustumx, frustumy, fovx, fovy;
223 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
224 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
225 fovx = atan2(frustumx, 1) / M_PI * 360.0;
226 fovy = atan2(frustumy, 1) / M_PI * 360.0;
228 return '1 0 0' * fovx + '0 1 0' * fovy;
231 vector GetViewLocationFOV(float fov)
233 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
234 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
235 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
236 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
237 return '1 0 0' * fovx + '0 1 0' * fovy;
240 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
243 float width = (ov_worldmax.x - ov_worldmin.x);
244 float height = (ov_worldmax.y - ov_worldmin.y);
245 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
246 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
247 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
248 return '1 0 0' * fovx + '0 1 0' * fovy;
251 // this function must match W_SetupShot!
252 float zoomscript_caught;
254 vector wcross_origin;
255 float wcross_scale_prev, wcross_alpha_prev;
256 vector wcross_color_prev;
257 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
258 vector wcross_color_goal_prev;
259 float wcross_changedonetime;
261 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
262 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
263 float wcross_name_changestarttime, wcross_name_changedonetime;
264 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
266 float wcross_ring_prev;
269 entity trueaim_rifle;
271 const float SHOTTYPE_HITTEAM = 1;
272 const float SHOTTYPE_HITOBSTRUCTION = 2;
273 const float SHOTTYPE_HITWORLD = 3;
274 const float SHOTTYPE_HITENEMY = 4;
279 trueaim.classname = "trueaim";
280 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
281 trueaim_rifle = spawn();
282 trueaim_rifle.classname = "trueaim_rifle";
283 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
286 float EnemyHitCheck()
289 wcross_origin = project_3d_to_2d(trace_endpos);
292 n = trace_ent.entnum;
294 n = trace_networkentity;
296 return SHOTTYPE_HITWORLD;
298 return SHOTTYPE_HITWORLD;
299 t = GetPlayerColor(n - 1);
302 return SHOTTYPE_HITTEAM;
303 if(t == NUM_SPECTATOR)
304 return SHOTTYPE_HITWORLD;
305 return SHOTTYPE_HITENEMY;
310 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?
311 vector vecs, trueaimpoint, w_shotorg;
319 mv = MOVE_NOMONSTERS;
321 switch(activeweapon) // WEAPONTODO
323 case WEP_TUBA.m_id: // no aim
324 case WEP_PORTO.m_id: // shoots from eye
325 case WEP_HOOK.m_id: // no trueaim
326 case WEP_MORTAR.m_id: // toss curve
327 return SHOTTYPE_HITWORLD;
328 case WEP_VORTEX.m_id:
329 case WEP_VAPORIZER.m_id:
335 if(zoomscript_caught)
337 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
338 return EnemyHitCheck();
341 case WEP_DEVASTATOR.m_id: // projectile has a size!
345 case WEP_FIREBALL.m_id: // projectile has a size!
349 case WEP_SEEKER.m_id: // projectile has a size!
353 case WEP_ELECTRO.m_id: // projectile has a size!
359 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
361 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
363 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
364 trueaimpoint = trace_endpos;
366 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
367 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
374 dv = view_right * vecs.y + view_up * vecs.z;
375 w_shotorg = traceorigin + dv;
377 // now move the vecs forward as much as requested if possible
378 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
379 w_shotorg = trace_endpos - view_forward * nudge;
381 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
382 shottype = EnemyHitCheck();
383 if(shottype != SHOTTYPE_HITWORLD)
387 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
388 // or rather, I know why, but see no fix
389 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
390 // 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
391 return SHOTTYPE_HITOBSTRUCTION;
394 return SHOTTYPE_HITWORLD;
397 void CSQC_common_hud(void);
400 void CSQC_Demo_Camera();
401 float HUD_WouldDrawScoreboard();
403 const float CAMERA_FREE = 1;
404 const float CAMERA_CHASE = 2;
406 string reticle_image;
407 string NextFrameCommand;
408 void CSQC_SPIDER_HUD();
409 void CSQC_RAPTOR_HUD();
411 vector freeze_org, freeze_ang;
412 entity nightvision_noise, nightvision_noise2;
414 const float MAX_TIME_DIFF = 5;
415 float pickup_crosshair_time, pickup_crosshair_size;
416 float hitindication_crosshair_size;
417 float use_vortex_chargepool;
419 float myhealth, myhealth_prev;
420 float myhealth_flash;
422 float old_blurradius, old_bluralpha;
423 float old_sharpen_intensity;
425 vector myhealth_gentlergb;
427 float contentavgalpha, liquidalpha_prev;
428 vector liquidcolor_prev;
430 float eventchase_current_distance;
431 float eventchase_running;
432 bool WantEventchase()
434 if(autocvar_cl_orthoview)
440 if(spectatee_status >= 0)
442 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO.m_id)))
444 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
446 if(autocvar_cl_eventchase_death == 2)
448 // don't stop eventchase once it's started (even if velocity changes afterwards)
449 if(self.velocity == '0 0 0' || eventchase_running)
458 vector damage_blurpostprocess, content_blurpostprocess;
462 float unaccounted_damage = 0;
465 // accumulate damage with each stat update
466 static float damage_total_prev = 0;
467 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
468 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
469 damage_total_prev = damage_total;
471 static float damage_dealt_time_prev = 0;
472 float damage_dealt_time = getstatf(STAT_HIT_TIME);
473 if (damage_dealt_time != damage_dealt_time_prev)
475 unaccounted_damage += unaccounted_damage_new;
476 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
478 damage_dealt_time_prev = damage_dealt_time;
480 // prevent hitsound when switching spectatee
481 static float spectatee_status_prev = 0;
482 if (spectatee_status != spectatee_status_prev)
483 unaccounted_damage = 0;
484 spectatee_status_prev = spectatee_status;
487 void UpdateHitsound()
489 // varying sound pitch
491 static float hitsound_time_prev = 0;
492 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
493 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
494 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
496 if (autocvar_cl_hitsound && unaccounted_damage)
498 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
499 float a = autocvar_cl_hitsound_max_pitch;
500 float b = autocvar_cl_hitsound_min_pitch;
501 float c = autocvar_cl_hitsound_nom_damage;
502 float x = unaccounted_damage;
503 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
505 // if sound variation is disabled, set pitch_shift to 1
506 if (autocvar_cl_hitsound == 1)
509 // if pitch shift is reversed, mirror in (max-min)/2 + min
510 if (autocvar_cl_hitsound == 3)
512 float mirror_value = (a-b)/2 + b;
513 pitch_shift = mirror_value + (mirror_value - pitch_shift);
516 dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
518 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
519 // todo: normalize sound pressure levels? seems unnecessary
521 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
523 unaccounted_damage = 0;
524 hitsound_time_prev = time;
527 static float typehit_time_prev = 0;
528 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
529 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
531 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
532 typehit_time_prev = typehit_time;
536 void UpdateCrosshair()
538 static float rainbow_last_flicker;
539 static vector rainbow_prev_color;
543 if(getstati(STAT_FROZEN))
544 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
545 else if (getstatf(STAT_HEALING_ORB)>time)
546 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
548 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
550 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
551 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
553 else if(getstatf(STAT_REVIVE_PROGRESS))
555 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
556 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
559 if(autocvar_r_letterbox == 0)
560 if(autocvar_viewsize < 120)
563 // crosshair goes VERY LAST
564 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc)
566 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
570 float wcross_alpha, wcross_resolution;
571 wcross_style = autocvar_crosshair;
572 if (wcross_style == "0")
574 wcross_resolution = autocvar_crosshair_size;
575 if (wcross_resolution == 0)
577 wcross_alpha = autocvar_crosshair_alpha;
578 if (wcross_alpha == 0)
584 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
585 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
587 if(autocvar_crosshair_hittest)
589 vector wcross_oldorigin;
590 wcross_oldorigin = wcross_origin;
591 shottype = TrueAimCheck();
592 if(shottype == SHOTTYPE_HITWORLD)
594 v = wcross_origin - wcross_oldorigin;
596 v.y /= vid_conheight;
598 shottype = SHOTTYPE_HITOBSTRUCTION;
600 if(!autocvar_crosshair_hittest_showimpact)
601 wcross_origin = wcross_oldorigin;
604 shottype = SHOTTYPE_HITWORLD;
606 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
607 string wcross_name = "";
608 float wcross_scale, wcross_blur;
610 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
612 e = get_weaponinfo(switchingweapon);
615 if(autocvar_crosshair_per_weapon)
617 // WEAPONTODO: access these through some general settings (with non-balance config settings)
618 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
619 //if (wcross_resolution == 0)
622 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
623 wcross_resolution *= e.w_crosshair_size;
624 wcross_name = e.w_crosshair;
629 if(wcross_name == "")
630 wcross_name = strcat("gfx/crosshair", wcross_style);
632 // MAIN CROSSHAIR COLOR DECISION
633 switch(autocvar_crosshair_color_special)
635 case 1: // crosshair_color_per_weapon
639 wcross_color = e.wpcolor;
642 else { goto normalcolor; }
645 case 2: // crosshair_color_by_health
647 float x = getstati(STAT_HEALTH);
662 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
663 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
667 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
668 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
669 wcross_color.z = 1 - (x-100)*0.02;
675 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
680 wcross_color.y = (x-20)*90/27/100;
681 wcross_color.z = (x-20)*90/27/100 * 0.2;
691 case 3: // crosshair_color_rainbow
693 if(time >= rainbow_last_flicker)
695 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
696 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
698 wcross_color = rainbow_prev_color;
702 default: { wcross_color = stov(autocvar_crosshair_color); break; }
705 if(autocvar_crosshair_effect_scalefade)
707 wcross_scale = wcross_resolution;
708 wcross_resolution = 1;
715 if(autocvar_crosshair_pickup)
717 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
719 if(pickup_crosshair_time < stat_pickup_time)
721 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
722 pickup_crosshair_size = 1;
724 pickup_crosshair_time = stat_pickup_time;
727 if(pickup_crosshair_size > 0)
728 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
730 pickup_crosshair_size = 0;
732 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
735 // todo: make crosshair hit indication dependent on damage dealt
736 if(autocvar_crosshair_hitindication)
738 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
740 if(unaccounted_damage)
742 hitindication_crosshair_size = 1;
745 if(hitindication_crosshair_size > 0)
746 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
748 hitindication_crosshair_size = 0;
750 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
751 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
752 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
753 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
756 if(shottype == SHOTTYPE_HITENEMY)
757 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
758 if(shottype == SHOTTYPE_HITTEAM)
759 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
761 f = fabs(autocvar_crosshair_effect_time);
762 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
764 wcross_changedonetime = time + f;
766 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
768 wcross_name_changestarttime = time;
769 wcross_name_changedonetime = time + f;
770 if(wcross_name_goal_prev_prev)
771 strunzone(wcross_name_goal_prev_prev);
772 wcross_name_goal_prev_prev = wcross_name_goal_prev;
773 wcross_name_goal_prev = strzone(wcross_name);
774 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
775 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
776 wcross_resolution_goal_prev = wcross_resolution;
779 wcross_scale_goal_prev = wcross_scale;
780 wcross_alpha_goal_prev = wcross_alpha;
781 wcross_color_goal_prev = wcross_color;
783 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
786 wcross_alpha *= 0.75;
790 // *_prev is at time-frametime
791 // * is at wcross_changedonetime+f
792 // what do we have at time?
793 if(time < wcross_changedonetime)
795 f = frametime / (wcross_changedonetime - time + frametime);
796 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
797 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
798 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
801 wcross_scale_prev = wcross_scale;
802 wcross_alpha_prev = wcross_alpha;
803 wcross_color_prev = wcross_color;
805 wcross_scale *= 1 - autocvar__menu_alpha;
806 wcross_alpha *= 1 - autocvar__menu_alpha;
807 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
809 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
811 // crosshair rings for weapon stats
812 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
814 // declarations and stats
815 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
816 string ring_image = string_null, ring_inner_image = string_null;
817 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
819 ring_scale = autocvar_crosshair_ring_size;
821 float weapon_clipload, weapon_clipsize;
822 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
823 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
825 float ok_ammo_charge, ok_ammo_chargepool;
826 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
827 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
829 float vortex_charge, vortex_chargepool;
830 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
831 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
833 float arc_heat = getstatf(STAT_ARC_HEAT);
835 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
836 vortex_charge_movingavg = vortex_charge;
840 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
842 if (vortex_chargepool || use_vortex_chargepool) {
843 use_vortex_chargepool = 1;
844 ring_inner_value = vortex_chargepool;
846 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
847 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
850 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
851 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;
852 ring_inner_image = "gfx/crosshair_ring_inner.tga";
854 // draw the outer ring to show the current charge of the weapon
855 ring_value = vortex_charge;
856 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
857 ring_rgb = wcross_color;
858 ring_image = "gfx/crosshair_ring_nexgun.tga";
860 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
862 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
863 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
864 ring_rgb = wcross_color;
865 ring_image = "gfx/crosshair_ring.tga";
867 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
869 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
870 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
871 ring_rgb = wcross_color;
872 ring_image = "gfx/crosshair_ring.tga";
874 else if (ok_ammo_charge)
876 ring_value = ok_ammo_chargepool;
877 ring_alpha = autocvar_crosshair_ring_reload_alpha;
878 ring_rgb = wcross_color;
879 ring_image = "gfx/crosshair_ring.tga";
881 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
883 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
884 ring_scale = autocvar_crosshair_ring_reload_size;
885 ring_alpha = autocvar_crosshair_ring_reload_alpha;
886 ring_rgb = wcross_color;
888 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
889 // if a new image for another weapon is added, add the code (and its respective file/value) here
890 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
891 ring_image = "gfx/crosshair_ring_rifle.tga";
893 ring_image = "gfx/crosshair_ring.tga";
895 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
897 ring_value = arc_heat;
898 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
899 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
900 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
901 ring_image = "gfx/crosshair_ring.tga";
904 // if in weapon switch animation, fade ring out/in
905 if(autocvar_crosshair_effect_time > 0)
907 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
910 wcross_ring_prev = ((ring_image) ? true : false);
916 ring_alpha *= fabs(1 - bound(0, f, 1));
921 ring_alpha *= bound(0, f, 1);
925 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
926 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
929 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
932 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
935 if(wcross_blur > 0) \
937 for(i = -2; i <= 2; ++i) \
938 for(j = -2; j <= 2; ++j) \
939 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
943 M(0,0,sz,wcross_name,wcross_alpha); \
948 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
949 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size.x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size.y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
951 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
952 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
954 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
956 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
957 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
958 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
965 wcross_name_alpha_goal_prev = f;
967 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
968 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
970 if(autocvar_crosshair_dot)
972 vector wcross_color_old;
973 wcross_color_old = wcross_color;
975 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
976 wcross_color = stov(autocvar_crosshair_dot_color);
978 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
979 // FIXME why don't we use wcross_alpha here?cl_notice_run();
980 wcross_color = wcross_color_old;
986 wcross_scale_prev = 0;
987 wcross_alpha_prev = 0;
988 wcross_scale_goal_prev = 0;
989 wcross_alpha_goal_prev = 0;
990 wcross_changedonetime = 0;
991 if(wcross_name_goal_prev)
992 strunzone(wcross_name_goal_prev);
993 wcross_name_goal_prev = string_null;
994 if(wcross_name_goal_prev_prev)
995 strunzone(wcross_name_goal_prev_prev);
996 wcross_name_goal_prev_prev = string_null;
997 wcross_name_changestarttime = 0;
998 wcross_name_changedonetime = 0;
999 wcross_name_alpha_goal_prev = 0;
1000 wcross_name_alpha_goal_prev_prev = 0;
1001 wcross_resolution_goal_prev = 0;
1002 wcross_resolution_goal_prev_prev = 0;
1006 const int BUTTON_3 = 4;
1007 const int BUTTON_4 = 8;
1008 float cl_notice_run();
1010 void CSQC_UpdateView(float w, float h)
1016 vector vf_size, vf_min;
1019 execute_next_frame();
1023 hud = getstati(STAT_HUD);
1025 if(autocvar__hud_showbinds_reload) // menu can set this one
1028 binddb = db_create();
1029 cvar_set("_hud_showbinds_reload", "0");
1032 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1033 view_quality = getproperty(VF_MINFPS_QUALITY);
1037 button_attack2 = (input_buttons & BUTTON_3);
1038 button_zoom = (input_buttons & BUTTON_4);
1040 #define CHECKFAIL_ASSERT(flag,func,parm,val) do { \
1041 float checkfailv = (func)(parm); \
1042 if (checkfailv != (val)) { \
1043 if (!checkfail[(flag)]) \
1044 localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); \
1045 checkfail[(flag)] = 1; \
1048 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1049 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1050 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
1051 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1052 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1053 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1054 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1056 vf_size = getpropertyvec(VF_SIZE);
1057 vf_min = getpropertyvec(VF_MIN);
1058 vid_width = vf_size.x;
1059 vid_height = vf_size.y;
1061 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1062 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1064 WaypointSprite_Load();
1066 CSQCPlayer_SetCamera();
1068 if(player_localentnum <= maxclients) // is it a client?
1069 current_player = player_localentnum - 1;
1070 else // then player_localentnum is the vehicle I'm driving
1071 current_player = player_localnum;
1072 myteam = GetPlayerColor(current_player);
1074 if(myteam != prev_myteam)
1076 myteamcolors = colormapPaletteColor(myteam, 1);
1077 for(i = 0; i < HUD_PANEL_NUM; ++i)
1078 hud_panel[i].update_time = time;
1079 prev_myteam = myteam;
1082 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1084 float is_dead = (getstati(STAT_HEALTH) <= 0);
1086 // FIXME do we need this hack?
1089 // in demos, input_buttons do not work
1090 button_zoom = (autocvar__togglezoom == "-");
1093 && autocvar_cl_unpress_zoom_on_death
1094 && (spectatee_status >= 0)
1095 && (is_dead || intermission))
1097 // no zoom while dead or in intermission please
1098 localcmd("-zoom\n");
1099 button_zoom = false;
1102 // event chase camera
1103 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1105 if(WantEventchase())
1107 eventchase_running = true;
1109 // 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.)
1110 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1112 // detect maximum viewoffset and use it
1113 if(autocvar_cl_eventchase_viewoffset)
1115 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1116 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
1117 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1120 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1121 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1122 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1123 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1125 // make the camera smooth back
1126 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
1127 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1128 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
1129 eventchase_current_distance = autocvar_cl_eventchase_distance;
1131 makevectors(view_angles);
1133 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1134 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1136 // If the boxtrace fails, revert back to line tracing.
1138 if(trace_startsolid)
1140 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1141 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1142 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1144 else { setproperty(VF_ORIGIN, trace_endpos); }
1147 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1149 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1151 eventchase_running = false;
1152 cvar_set("chase_active", "0");
1153 eventchase_current_distance = 0; // start from 0 next time
1156 // workaround for camera stuck between player's legs when using chase_active 1
1157 // because the engine stops updating the chase_active camera when the game ends
1158 else if(intermission)
1160 cvar_settemp("chase_active", "-1");
1161 eventchase_current_distance = 0;
1164 // do lockview after event chase camera so that it still applies whenever necessary.
1165 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1167 setproperty(VF_ORIGIN, freeze_org);
1168 setproperty(VF_ANGLES, freeze_ang);
1172 freeze_org = getpropertyvec(VF_ORIGIN);
1173 freeze_ang = getpropertyvec(VF_ANGLES);
1177 //WarpZone_FixPMove();
1179 vector ov_org = '0 0 0';
1180 vector ov_mid = '0 0 0';
1181 vector ov_worldmin = '0 0 0';
1182 vector ov_worldmax = '0 0 0';
1183 if(autocvar_cl_orthoview)
1185 ov_worldmin = mi_picmin;
1186 ov_worldmax = mi_picmax;
1188 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1189 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1190 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1192 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1193 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1195 float ov_nearest = vlen(ov_org - vec3(
1196 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1197 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1198 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1201 float ov_furthest = 0;
1204 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1205 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1206 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1207 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1208 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1209 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1210 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1211 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1213 cvar_settemp("r_nearclip", ftos(ov_nearest));
1214 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1215 cvar_settemp("r_farclip_world", "0");
1216 cvar_settemp("r_novis", "1");
1217 cvar_settemp("r_useportalculling", "0");
1218 cvar_settemp("r_useinfinitefarclip", "0");
1220 setproperty(VF_ORIGIN, ov_org);
1221 setproperty(VF_ANGLES, '90 0 0');
1224 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1226 vtos(getpropertyvec(VF_ANGLES)),
1234 view_origin = getpropertyvec(VF_ORIGIN);
1235 view_angles = getpropertyvec(VF_ANGLES);
1236 makevectors(view_angles);
1237 view_forward = v_forward;
1238 view_right = v_right;
1242 if(time > blurtest_time0 && time < blurtest_time1)
1246 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1247 r = t * blurtest_radius;
1248 f = 1 / pow(t, blurtest_power) - 1;
1250 cvar_set("r_glsl_postprocess", "1");
1251 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1255 cvar_set("r_glsl_postprocess", "0");
1256 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1260 TargetMusic_Advance();
1264 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1266 drawframetime = bound(0.000001, time - drawtime, 1);
1269 // watch for gametype changes here...
1270 // in ParseStuffCMD the cmd isn't executed yet :/
1271 // might even be better to add the gametype to TE_CSQC_INIT...?
1275 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1277 if(calledhooks & HOOK_START)
1279 localcmd("\ncl_hook_gameend\n");
1280 calledhooks |= HOOK_END;
1289 if(!zoomscript_caught)
1291 localcmd("+button9\n");
1292 zoomscript_caught = 1;
1297 if(zoomscript_caught)
1299 localcmd("-button9\n");
1300 zoomscript_caught = 0;
1304 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1306 // next WANTED weapon (for HUD)
1307 switchweapon = getstati(STAT_SWITCHWEAPON);
1309 // currently switching-to weapon (for crosshair)
1310 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1312 // actually active weapon (for zoom)
1313 activeweapon = getstati(STAT_ACTIVEWEAPON);
1315 f = (serverflags & SERVERFLAG_TEAMPLAY);
1322 if(last_switchweapon != switchweapon)
1325 last_switchweapon = switchweapon;
1326 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1328 localcmd("-zoom\n");
1329 button_zoom = false;
1331 if(autocvar_cl_unpress_attack_on_weapon_switch)
1333 localcmd("-fire\n");
1334 localcmd("-fire2\n");
1335 button_attack2 = false;
1338 if(last_activeweapon != activeweapon)
1340 last_activeweapon = activeweapon;
1342 e = get_weaponinfo(activeweapon);
1344 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1346 localcmd("\ncl_hook_activeweapon none\n");
1349 // ALWAYS Clear Current Scene First
1352 setproperty(VF_ORIGIN, view_origin);
1353 setproperty(VF_ANGLES, view_angles);
1355 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1356 setproperty(VF_SIZE, vf_size);
1357 setproperty(VF_MIN, vf_min);
1359 // Assign Standard Viewflags
1360 // Draw the World (and sky)
1361 setproperty(VF_DRAWWORLD, 1);
1363 // Set the console size vars
1364 vid_conwidth = autocvar_vid_conwidth;
1365 vid_conheight = autocvar_vid_conheight;
1366 vid_pixelheight = autocvar_vid_pixelheight;
1368 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1369 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1370 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1372 // Camera for demo playback
1375 if(autocvar_camera_enable)
1379 cvar_set("chase_active", ftos(chase_active_backup));
1380 cvar_set("cl_demo_mousegrab", "0");
1381 camera_active = false;
1387 if(autocvar_camera_enable)
1389 if(autocvar_camera_enable && isdemo())
1392 // Enable required Darkplaces cvars
1393 chase_active_backup = autocvar_chase_active;
1394 cvar_set("chase_active", "2");
1395 cvar_set("cl_demo_mousegrab", "1");
1396 camera_active = true;
1397 camera_mode = false;
1401 // Draw the Crosshair
1402 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1404 // Draw the Engine Status Bar (the default Quake HUD)
1405 setproperty(VF_DRAWENGINESBAR, 0);
1407 // Update the mouse position
1409 mousepos_x = vid_conwidth;
1410 mousepos_y = vid_conheight;
1411 mousepos = mousepos*0.5 + getmousepos();
1415 for(self = world; (self = nextent(self)); )
1420 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1423 // now switch to 2D drawing mode by calling a 2D drawing function
1424 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1425 // next R_RenderScene call
1426 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1428 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1429 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1431 // apply night vision effect
1432 vector tc_00, tc_01, tc_10, tc_11;
1433 vector rgb = '0 0 0';
1435 if(!nightvision_noise)
1437 nightvision_noise = spawn();
1438 nightvision_noise.classname = "nightvision_noise";
1440 if(!nightvision_noise2)
1442 nightvision_noise2 = spawn();
1443 nightvision_noise2.classname = "nightvision_noise2";
1446 // color tint in yellow
1447 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1450 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1452 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1453 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1454 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1455 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1456 tc_11 = tc_01 + tc_10 - tc_00;
1457 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1458 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1459 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1460 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1461 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1465 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1466 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1467 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1468 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1469 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1470 tc_11 = tc_01 + tc_10 - tc_00;
1471 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1472 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1473 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1474 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1475 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1479 if(autocvar_cl_reticle)
1481 // Draw the aiming reticle for weapons that use it
1482 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1483 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1484 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1485 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1487 // no zoom reticle while dead
1490 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1492 if(reticle_image != "") { reticle_type = 2; }
1493 else { reticle_type = 0; }
1495 else if(button_zoom || zoomscript_caught)
1503 if(autocvar_cl_reticle_stretch)
1505 reticle_size.x = vid_conwidth;
1506 reticle_size.y = vid_conheight;
1512 reticle_size.x = max(vid_conwidth, vid_conheight);
1513 reticle_size.y = max(vid_conwidth, vid_conheight);
1514 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1515 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1518 if(zoomscript_caught)
1521 f = current_zoomfraction;
1525 switch(reticle_type)
1527 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1528 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1535 if(reticle_type != 0) { reticle_type = 0; }
1539 // improved polyblend
1540 if(autocvar_hud_contents)
1542 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1545 switch(pointcontents(view_origin))
1548 liquidalpha = autocvar_hud_contents_water_alpha;
1549 liquidcolor = stov(autocvar_hud_contents_water_color);
1554 liquidalpha = autocvar_hud_contents_lava_alpha;
1555 liquidcolor = stov(autocvar_hud_contents_lava_color);
1560 liquidalpha = autocvar_hud_contents_slime_alpha;
1561 liquidcolor = stov(autocvar_hud_contents_slime_color);
1567 liquidcolor = '0 0 0';
1572 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1573 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1574 contentfadetime = autocvar_hud_contents_fadeintime;
1575 liquidalpha_prev = liquidalpha;
1576 liquidcolor_prev = liquidcolor;
1579 contentfadetime = autocvar_hud_contents_fadeouttime;
1581 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1582 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1585 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1587 if(autocvar_hud_postprocessing)
1589 if(autocvar_hud_contents_blur && contentavgalpha)
1591 content_blurpostprocess.x = 1;
1592 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1593 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1597 content_blurpostprocess.x = 0;
1598 content_blurpostprocess.y = 0;
1599 content_blurpostprocess.z = 0;
1604 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1606 splash_size.x = max(vid_conwidth, vid_conheight);
1607 splash_size.y = max(vid_conwidth, vid_conheight);
1608 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1609 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1611 float myhealth_flash_temp;
1612 myhealth = getstati(STAT_HEALTH);
1615 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1617 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1619 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1620 pain_threshold = autocvar_hud_damage_pain_threshold;
1621 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1622 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1624 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1626 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);
1629 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1631 if(myhealth_prev < 1)
1635 myhealth_flash = 0; // just spawned, clear the flash immediately
1636 myhealth_flash_temp = 0;
1640 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1644 if(spectatee_status == -1 || intermission)
1646 myhealth_flash = 0; // observing, or match ended
1647 myhealth_flash_temp = 0;
1650 myhealth_prev = myhealth;
1652 // IDEA: change damage color/picture based on player model for robot/alien species?
1653 // pro: matches model better
1654 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1655 // maybe different reddish pics?
1656 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1658 if(autocvar_cl_gentle_damage == 2)
1660 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1662 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1666 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1668 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1671 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1673 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.
1675 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1677 damage_blurpostprocess.x = 1;
1678 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1679 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1683 damage_blurpostprocess.x = 0;
1684 damage_blurpostprocess.y = 0;
1685 damage_blurpostprocess.z = 0;
1690 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1691 float e2 = (autocvar_hud_powerup != 0);
1692 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1694 // enable or disable rendering types if they are used or not
1695 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1696 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1698 // blur postprocess handling done first (used by hud_damage and hud_contents)
1699 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1701 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1702 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1703 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1705 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1706 old_blurradius = blurradius;
1707 old_bluralpha = bluralpha;
1710 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1712 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1717 // edge detection postprocess handling done second (used by hud_powerup)
1718 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1719 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1720 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1722 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1724 if(autocvar_hud_powerup && sharpen_intensity > 0)
1726 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1728 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1729 old_sharpen_intensity = sharpen_intensity;
1732 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1734 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1735 old_sharpen_intensity = 0;
1738 if(cvar("r_glsl_postprocess") == 0)
1739 cvar_set("r_glsl_postprocess", "2");
1741 else if(cvar("r_glsl_postprocess") == 2)
1742 cvar_set("r_glsl_postprocess", "0");
1747 /*if(gametype == MAPINFO_TYPE_CTF)
1754 for(self = world; (self = nextent(self)); )
1758 Draw_ShowNames_All();
1760 scoreboard_active = HUD_WouldDrawScoreboard();
1766 if(NextFrameCommand)
1768 localcmd("\n", NextFrameCommand, "\n");
1769 NextFrameCommand = string_null;
1772 // we must do this check AFTER a frame was rendered, or it won't work
1773 if(cs_project_is_b0rked == 0)
1776 w0 = ftos(autocvar_vid_conwidth);
1777 h0 = ftos(autocvar_vid_conheight);
1778 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1779 //setproperty(VF_FOV, '90 90 0');
1780 setproperty(VF_ORIGIN, '0 0 0');
1781 setproperty(VF_ANGLES, '0 0 0');
1782 setproperty(VF_PERSPECTIVE, 1);
1783 makevectors('0 0 0');
1785 cvar_set("vid_conwidth", "800");
1786 cvar_set("vid_conheight", "600");
1787 v1 = cs_project(v_forward);
1788 cvar_set("vid_conwidth", "640");
1789 cvar_set("vid_conheight", "480");
1790 v2 = cs_project(v_forward);
1792 cs_project_is_b0rked = 1;
1794 cs_project_is_b0rked = -1;
1795 cvar_set("vid_conwidth", w0);
1796 cvar_set("vid_conheight", h0);
1799 if(autocvar__hud_configure)
1802 if(hud && !intermission)
1804 if(hud == HUD_SPIDERBOT)
1806 else if(hud == HUD_WAKIZASHI)
1807 CSQC_WAKIZASHI_HUD();
1808 else if(hud == HUD_RAPTOR)
1810 else if(hud == HUD_BUMBLEBEE)
1812 else if(hud == HUD_BUMBLEBEE_GUN)
1813 CSQC_BUMBLE_GUN_HUD();
1818 // let's reset the view back to normal for the end
1819 setproperty(VF_MIN, '0 0 0');
1820 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1824 void CSQC_common_hud(void)
1826 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1827 Accuracy_LoadLevels();
1829 HUD_Main(); // always run these functions for alpha checks
1830 HUD_DrawScoreboard();
1832 // scoreboard/accuracy, map/gametype voting screen
1833 if (scoreboard_active || intermission == 2)
1838 // following vectors must be global to allow seamless switching between camera modes
1839 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1840 void CSQC_Demo_Camera()
1842 float speed, attenuation, dimensions;
1845 if( autocvar_camera_reset || !camera_mode )
1847 camera_offset = '0 0 0';
1848 current_angles = '0 0 0';
1849 camera_direction = '0 0 0';
1850 camera_offset.z += 30;
1851 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1852 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1853 current_origin = view_origin;
1854 current_camera_offset = camera_offset;
1855 cvar_set("camera_reset", "0");
1856 camera_mode = CAMERA_CHASE;
1861 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1863 if(autocvar_camera_look_player)
1868 dir = normalize(view_origin - current_position);
1870 mouse_angles = vectoangles(dir);
1871 mouse_angles.x = mouse_angles.x * -1;
1876 tmp = getmousepos() * 0.1;
1877 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1879 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1880 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1884 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1885 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1886 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1887 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1889 // Fix difference when angles don't have the same sign
1891 if(mouse_angles.y < -60 && current_angles.y > 60)
1893 if(mouse_angles.y > 60 && current_angles.y < -60)
1896 if(autocvar_camera_look_player)
1897 attenuation = autocvar_camera_look_attenuation;
1899 attenuation = autocvar_camera_speed_attenuation;
1901 attenuation = 1 / max(1, attenuation);
1902 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1904 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1905 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1906 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1907 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1913 if( camera_direction.x )
1915 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1916 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1917 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1918 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1922 if( camera_direction.y )
1924 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1925 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1926 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1930 if( camera_direction.z )
1932 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1936 if(autocvar_camera_free)
1937 speed = autocvar_camera_speed_free;
1939 speed = autocvar_camera_speed_chase;
1943 speed = speed * sqrt(1 / dimensions);
1944 camera_offset += tmp * speed;
1947 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1950 if( autocvar_camera_free )
1952 if ( camera_mode == CAMERA_CHASE )
1954 current_camera_offset = current_origin + current_camera_offset;
1955 camera_offset = current_origin + camera_offset;
1958 camera_mode = CAMERA_FREE;
1959 current_position = current_camera_offset;
1963 if ( camera_mode == CAMERA_FREE )
1965 current_origin = view_origin;
1966 camera_offset = camera_offset - current_origin;
1967 current_camera_offset = current_camera_offset - current_origin;
1970 camera_mode = CAMERA_CHASE;
1972 if(autocvar_camera_chase_smoothly)
1973 current_origin += (view_origin - current_origin) * attenuation;
1975 current_origin = view_origin;
1977 current_position = current_origin + current_camera_offset;
1980 setproperty(VF_ANGLES, current_angles);
1981 setproperty(VF_ORIGIN, current_position);