2 #define rld_size_x 256
\r
3 #define rld_size_y 16
\r
6 float trace_networkentity;
\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement
\r
9 float DPCONTENTS_BODY = 32; // blocks player movement
\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement
\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
\r
16 if(spectatee_status)
\r
18 if(intermission == 1)
\r
20 if(intermission == 2)
\r
22 if (getstati(STAT_HEALTH) <= 0)
\r
27 if(angles_held_status)
\r
29 makevectors(angles_held);
\r
35 * Checks whether the server initiated a map restart (stat_game_starttime changed)
\r
37 * TODO: Use a better solution where a common shared entitiy is used that contains
\r
38 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
\r
39 * and STAT_FRAGLIMIT to be auto-sent)
\r
41 void CheckForGamestartChange() {
\r
43 startTime = getstatf(STAT_GAMESTARTTIME);
\r
44 if (previous_game_starttime != startTime) {
\r
45 if ((time + 5.0) < startTime) {
\r
46 //if connecting to server while restart was active don't always play prepareforbattle
\r
47 sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
\r
49 if (time < startTime) {
\r
50 restartAnnouncer = spawn();
\r
51 restartAnnouncer.think = restartAnnouncer_Think;
\r
52 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
\r
55 previous_game_starttime = startTime;
\r
61 porto.classname = "porto";
\r
62 porto.draw = Porto_Draw;
\r
63 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
\r
68 vector GetCurrentFov(float fov)
\r
70 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
\r
72 zoomsensitivity = cvar("cl_zoomsensitivity");
\r
73 zoomfactor = cvar("cl_zoomfactor");
\r
74 if(zoomfactor < 1 || zoomfactor > 16)
\r
76 zoomspeed = cvar("cl_zoomspeed");
\r
78 if(zoomspeed < 0.5 || zoomspeed > 16)
\r
81 zoomdir = button_zoom;
\r
82 if(spectatee_status > 0 || isdemo())
\r
84 if(spectatorbutton_zoom)
\r
85 zoomdir = 0 + !zoomdir;
\r
86 // do not even THINK about removing this 0
\r
87 // _I_ know what I am doing
\r
94 if(zoomin_effect || camera_active)
\r
96 current_viewzoom = min(1, current_viewzoom + drawframetime);
\r
100 if(zoomspeed < 0) // instant zoom
\r
103 current_viewzoom = 1 / zoomfactor;
\r
105 current_viewzoom = 1;
\r
110 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
\r
112 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
\r
116 if(almost_equals(current_viewzoom, 1))
\r
117 current_zoomfraction = 0;
\r
118 else if(almost_equals(current_viewzoom, 1/zoomfactor))
\r
119 current_zoomfraction = 1;
\r
121 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
\r
123 if(zoomsensitivity < 1)
\r
124 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
\r
126 setsensitivityscale(1);
\r
128 velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
\r
129 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
\r
130 velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
\r
132 //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
\r
134 float frustumx, frustumy, fovx, fovy;
\r
135 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
\r
136 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
\r
137 fovx = atan2(frustumx, 1) / M_PI * 360.0;
\r
138 fovy = atan2(frustumy, 1) / M_PI * 360.0;
\r
140 return '1 0 0' * fovx + '0 1 0' * fovy;
\r
143 // this function must match W_SetupShot!
\r
144 float zoomscript_caught;
\r
146 vector wcross_origin;
\r
147 float wcross_scale_prev, wcross_alpha_prev;
\r
148 vector wcross_color_prev;
\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
\r
150 vector wcross_color_goal_prev;
\r
151 float wcross_changedonetime;
\r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;
\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
\r
158 entity trueaim_rifle;
\r
160 #define SHOTTYPE_HITTEAM 1
\r
161 #define SHOTTYPE_HITOBSTRUCTION 2
\r
162 #define SHOTTYPE_HITWORLD 3
\r
163 #define SHOTTYPE_HITENEMY 4
\r
165 void TrueAim_Init()
\r
168 trueaim.classname = "trueaim";
\r
169 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
\r
170 trueaim_rifle = spawn();
\r
171 trueaim_rifle.classname = "trueaim_rifle";
\r
172 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
\r
175 float EnemyHitCheck()
\r
178 wcross_origin = project_3d_to_2d(trace_endpos);
\r
179 wcross_origin_z = 0;
\r
180 if(trace_networkentity < 1)
\r
181 return SHOTTYPE_HITWORLD;
\r
182 if(trace_networkentity > maxclients)
\r
183 return SHOTTYPE_HITWORLD;
\r
184 t = GetPlayerColor(trace_networkentity - 1);
\r
187 return SHOTTYPE_HITTEAM;
\r
188 if(t == COLOR_SPECTATOR)
\r
189 return SHOTTYPE_HITWORLD;
\r
190 return SHOTTYPE_HITENEMY;
\r
193 float TrueAimCheck()
\r
195 float nudge = 1; // added to traceline target and subtracted from result
\r
196 vector vecs, trueaimpoint, w_shotorg;
\r
204 mv = MOVE_NOMONSTERS;
\r
206 switch(activeweapon)
\r
208 case WEP_GRABBER: // no trueaim
\r
211 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
\r
213 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
\r
214 trueaimpoint = trace_endpos;
\r
221 dv = view_right * vecs_y + view_up * vecs_z;
\r
222 w_shotorg = view_origin + dv;
\r
224 // now move the vecs forward as much as requested if possible
\r
225 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
\r
226 w_shotorg = trace_endpos - view_forward * nudge;
\r
228 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
\r
229 shottype = EnemyHitCheck();
\r
230 if(shottype != SHOTTYPE_HITWORLD)
\r
234 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
\r
235 // or rather, I know why, but see no fix
\r
236 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
\r
237 // 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
\r
238 return SHOTTYPE_HITOBSTRUCTION;
\r
241 return SHOTTYPE_HITWORLD;
\r
244 void CSQC_common_hud(void);
\r
246 void CSQC_kh_hud(void);
\r
247 void CSQC_ctf_hud(void);
\r
248 void PostInit(void);
\r
249 void CSQC_Demo_Camera();
\r
250 float Sbar_WouldDrawScoreboard ();
\r
253 float chase_active_old;
\r
254 string NextFrameCommand;
\r
255 void CSQC_UpdateView(float w, float h)
\r
262 WaypointSprite_Load();
\r
264 if(spectatee_status)
\r
265 myteam = GetPlayerColor(spectatee_status - 1);
\r
267 myteam = GetPlayerColor(player_localentnum - 1);
\r
269 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
\r
270 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
\r
272 warpzone_fixview_origin = pmove_org + vo;
\r
273 warpzone_fixview_angles = input_angles;
\r
274 WarpZone_FixView();
\r
275 pmove_org = warpzone_fixview_origin - vo;
\r
276 input_angles = warpzone_fixview_angles;
\r
278 // Render the Scene
\r
279 if(!intermission || !view_set)
\r
281 view_origin = pmove_org + vo;
\r
282 view_angles = input_angles;
\r
283 makevectors(view_angles);
\r
284 view_forward = v_forward;
\r
285 view_right = v_right;
\r
294 if(time > blurtest_time0 && time < blurtest_time1)
\r
298 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
\r
299 r = t * blurtest_radius;
\r
300 f = 1 / pow(t, blurtest_power) - 1;
\r
302 cvar_set("r_glsl_postprocess", "1");
\r
303 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
\r
307 cvar_set("r_glsl_postprocess", "0");
\r
308 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
\r
312 TargetMusic_Advance();
\r
315 drawframetime = max(0.000001, time - drawtime);
\r
318 // watch for gametype changes here...
\r
319 // in ParseStuffCMD the cmd isn't executed yet :/
\r
320 // might even be better to add the gametype to TE_CSQC_INIT...?
\r
324 if(intermission && !isdemo() && !(calledgrabbers & GRABBER_END))
\r
325 if(calledgrabbers & GRABBER_START)
\r
327 localcmd("\ncl_hook_gameend;");
\r
328 calledgrabbers |= GRABBER_END;
\r
331 CheckForGamestartChange();
\r
333 maptimeAnnouncer();
\r
334 carrierAnnouncer();
\r
337 if(button_zoom || fov <= 59.5)
\r
339 if(!zoomscript_caught)
\r
341 localcmd("+button4\n");
\r
342 zoomscript_caught = 1;
\r
343 ignore_plus_zoom += 1;
\r
348 if(zoomscript_caught)
\r
350 localcmd("-button4\n");
\r
351 zoomscript_caught = 0;
\r
352 ignore_minus_zoom += 1;
\r
356 sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
\r
357 sbar_hudselector = cvar("sbar_hudselector");
\r
358 sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);
\r
359 ColorTranslateMode = cvar("cl_stripcolorcodes");
\r
360 activeweapon = getstati(STAT_SWITCHWEAPON);
\r
361 f = cvar("teamplay");
\r
368 if(last_weapon != activeweapon) {
\r
370 last_weapon = activeweapon;
\r
373 // ALWAYS Clear Current Scene First
\r
376 // Assign Standard Viewflags
\r
377 // Draw the World (and sky)
\r
378 R_SetView(VF_DRAWWORLD, 1);
\r
380 // Set the console size vars
\r
381 vid_conwidth = cvar("vid_conwidth");
\r
382 vid_conheight = cvar("vid_conheight");
\r
383 vid_pixelheight = cvar("vid_pixelheight");
\r
385 R_SetView(VF_FOV, GetCurrentFov(fov));
\r
387 // Camera for demo playback
\r
390 if(cvar("camera_enable"))
\r
391 CSQC_Demo_Camera();
\r
394 cvar_set("chase_active", ftos(chase_active_backup));
\r
395 cvar_set("cl_demo_mousegrab", "0");
\r
396 camera_active = FALSE;
\r
400 else if(cvar("camera_enable"))
\r
402 else if(cvar("camera_enable") && isdemo())
\r
405 // Enable required Darkplaces cvars
\r
406 chase_active_backup = cvar("chase_active");
\r
407 cvar_set("chase_active", "2");
\r
408 cvar_set("cl_demo_mousegrab", "1");
\r
409 camera_active = TRUE;
\r
410 camera_mode = FALSE;
\r
413 // Draw the Crosshair
\r
414 float scoreboard_active;
\r
415 scoreboard_active = Sbar_WouldDrawScoreboard();
\r
416 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
\r
418 // Draw the Engine Status Bar (the default Quake HUD)
\r
419 R_SetView(VF_DRAWENGINESBAR, 0);
\r
421 // fetch this one only once per frame
\r
422 sbar_showbinds = cvar("sbar_showbinds");
\r
423 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
\r
425 // Update the mouse position
\r
427 mousepos_x = vid_conwidth;
\r
428 mousepos_y = vid_conheight;
\r
429 mousepos = mousepos*0.5 + getmousepos();
\r
433 for(self = world; (self = nextent(self)); )
\r
438 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
\r
441 // now switch to 2D drawing mode by calling a 2D drawing function
\r
442 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
\r
443 // next R_RenderScene call
\r
444 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
\r
446 // Draw the mouse cursor
\r
447 // NOTE: drawpic must happen after R_RenderScene for some reason
\r
448 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
\r
449 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
\r
450 //self = edict_num(player_localnum);
\r
451 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
\r
452 //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
\r
453 // as long as the ctf part isn't in, this is useless
\r
457 /*if(gametype == GAME_CTF)
\r
462 // draw 2D entities
\r
464 for(self = world; (self = nextent(self)); )
\r
476 cvar_string("cl_teamradar") != "0"
\r
479 cvar("cl_teamradar") == 2
\r
488 if(cvar("r_letterbox") == 0) {
\r
489 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
\r
490 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
\r
491 Sbar_DrawPressedKeys();
\r
494 if (cvar("cl_showspeed"))
\r
496 if (cvar("cl_showacceleration"))
\r
497 Sbar_ShowAcceleration();
\r
499 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
\r
503 hud = getstati(STAT_HUD);
\r
505 if(cvar("r_letterbox") == 0)
\r
506 if(cvar("viewsize") < 120)
\r
509 if not(getstati(STAT_STOMACH_EATEN)) // crosshair is useless if we're in the stomach
\r
511 // crosshair goes VERY LAST
\r
512 if(!scoreboard_active && !ons_showmap && !camera_active) {
\r
515 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
\r
516 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
\r
517 wcross_origin_z = 0;
\r
518 if(cvar("crosshair_hittest"))
\r
520 vector wcross_oldorigin;
\r
521 wcross_oldorigin = wcross_origin;
\r
522 shottype = TrueAimCheck();
\r
523 if(shottype == SHOTTYPE_HITWORLD)
\r
525 v = wcross_origin - wcross_oldorigin;
\r
526 v_x /= vid_conwidth;
\r
527 v_y /= vid_conheight;
\r
529 shottype = SHOTTYPE_HITOBSTRUCTION;
\r
531 if(!cvar("crosshair_hittest_showimpact"))
\r
532 wcross_origin = wcross_oldorigin;
\r
535 shottype = SHOTTYPE_HITWORLD;
\r
537 string wcross_style;
\r
538 wcross_style = cvar_string("crosshair");
\r
540 if (wcross_style != "0") {
\r
541 vector wcross_color, wcross_size;
\r
542 string wcross_name;
\r
543 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
\r
545 wcross_color_x = cvar("crosshair_color_red");
\r
546 wcross_color_y = cvar("crosshair_color_green");
\r
547 wcross_color_z = cvar("crosshair_color_blue");
\r
548 wcross_alpha = cvar("crosshair_color_alpha");
\r
549 wcross_resolution = cvar("crosshair_size");
\r
551 wcross_name = strcat("gfx/crosshair", wcross_style);
\r
553 if(cvar("crosshair_effect_scalefade"))
\r
555 wcross_scale = wcross_resolution;
\r
556 wcross_resolution = 1;
\r
563 if(shottype == SHOTTYPE_HITENEMY)
\r
564 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
\r
565 if(shottype == SHOTTYPE_HITTEAM)
\r
566 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
\r
568 f = cvar("crosshair_effect_speed");
\r
569 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
\r
571 wcross_changedonetime = time + f;
\r
573 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
\r
575 wcross_name_changestarttime = time;
\r
576 wcross_name_changedonetime = time + f;
\r
577 if(wcross_name_goal_prev_prev)
\r
578 strunzone(wcross_name_goal_prev_prev);
\r
579 wcross_name_goal_prev_prev = wcross_name_goal_prev;
\r
580 wcross_name_goal_prev = strzone(wcross_name);
\r
581 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
\r
582 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
\r
583 wcross_resolution_goal_prev = wcross_resolution;
\r
586 wcross_scale_goal_prev = wcross_scale;
\r
587 wcross_alpha_goal_prev = wcross_alpha;
\r
588 wcross_color_goal_prev = wcross_color;
\r
590 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
\r
593 wcross_alpha *= 0.75;
\r
597 // *_prev is at time-frametime
\r
598 // * is at wcross_changedonetime+f
\r
599 // what do we have at time?
\r
600 if(time < wcross_changedonetime)
\r
602 f = frametime / (wcross_changedonetime - time + frametime);
\r
603 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
\r
604 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
\r
605 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
\r
608 wcross_scale_prev = wcross_scale;
\r
609 wcross_alpha_prev = wcross_alpha;
\r
610 wcross_color_prev = wcross_color;
\r
612 wcross_scale *= 1 - cvar("_menu_alpha");
\r
613 wcross_alpha *= 1 - cvar("_menu_alpha");
\r
615 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
\r
618 if(wcross_blur > 0) \
\r
620 for(i = -2; i <= 2; ++i) \
\r
621 for(j = -2; j <= 2; ++j) \
\r
622 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
\r
626 M(0,0,sz,wcross_name,wcross_alpha); \
\r
631 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
\r
632 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)
\r
634 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
\r
635 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
\r
637 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
\r
639 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
\r
640 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
\r
641 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
\r
649 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
\r
650 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
\r
651 wcross_name_alpha_goal_prev = f;
\r
656 wcross_scale_prev = 0;
\r
657 wcross_alpha_prev = 0;
\r
658 wcross_scale_goal_prev = 0;
\r
659 wcross_alpha_goal_prev = 0;
\r
660 wcross_changedonetime = 0;
\r
661 if(wcross_name_goal_prev)
\r
662 strunzone(wcross_name_goal_prev);
\r
663 wcross_name_goal_prev = string_null;
\r
664 if(wcross_name_goal_prev_prev)
\r
665 strunzone(wcross_name_goal_prev_prev);
\r
666 wcross_name_goal_prev_prev = string_null;
\r
667 wcross_name_changestarttime = 0;
\r
668 wcross_name_changedonetime = 0;
\r
669 wcross_name_alpha_goal_prev = 0;
\r
670 wcross_name_alpha_goal_prev_prev = 0;
\r
671 wcross_resolution_goal_prev = 0;
\r
672 wcross_resolution_goal_prev_prev = 0;
\r
676 if(NextFrameCommand)
\r
678 localcmd("\n", NextFrameCommand, "\n");
\r
679 NextFrameCommand = string_null;
\r
682 // we must do this check AFTER a frame was rendered, or it won't work
\r
683 if(cs_project_is_b0rked == 0)
\r
686 w0 = cvar_string("vid_conwidth");
\r
687 h0 = cvar_string("vid_conheight");
\r
688 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
\r
689 //R_SetView(VF_FOV, '90 90 0');
\r
690 R_SetView(VF_ORIGIN, '0 0 0');
\r
691 R_SetView(VF_ANGLES, '0 0 0');
\r
692 R_SetView(VF_PERSPECTIVE, 1);
\r
693 makevectors('0 0 0');
\r
695 cvar_set("vid_conwidth", "800");
\r
696 cvar_set("vid_conheight", "600");
\r
697 v1 = cs_project(v_forward);
\r
698 cvar_set("vid_conwidth", "640");
\r
699 cvar_set("vid_conheight", "480");
\r
700 v2 = cs_project(v_forward);
\r
702 cs_project_is_b0rked = 1;
\r
704 cs_project_is_b0rked = -1;
\r
705 cvar_set("vid_conwidth", w0);
\r
706 cvar_set("vid_conheight", h0);
\r
709 // be safe against triggerbots until everyone has the fixed engine
\r
710 // this call is meant to overwrite the trace globals by something
\r
712 traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
\r
714 // this cvar must be constantly updated on the server
\r
715 if(chase_active_old != cvar("chase_active"))
\r
717 localcmd("sendcvar chase_active\n");
\r
718 chase_active_old = cvar("chase_active");
\r
724 void CSQC_common_hud(void)
\r
726 // Sbar_SortFrags(); done in Sbar_Draw
\r
728 hud = getstati(STAT_HUD);
\r
740 // following vectors must be global to allow seamless switching between camera modes
\r
741 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
\r
742 void CSQC_Demo_Camera()
\r
744 float speed, attenuation, dimensions;
\r
747 if( cvar("camera_reset") || !camera_mode )
\r
749 camera_offset = '0 0 0';
\r
750 current_angles = '0 0 0';
\r
751 camera_direction = '0 0 0';
\r
752 camera_offset_z += 30;
\r
753 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
\r
754 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
\r
755 current_origin = view_origin;
\r
756 current_camera_offset = camera_offset;
\r
757 cvar_set("camera_reset", "0");
\r
758 camera_mode = CAMERA_CHASE;
\r
763 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
\r
765 if(cvar("camera_look_player"))
\r
770 dir = normalize(view_origin - current_position);
\r
771 n = mouse_angles_z;
\r
772 mouse_angles = vectoangles(dir);
\r
773 mouse_angles_x = mouse_angles_x * -1;
\r
774 mouse_angles_z = n;
\r
778 tmp = getmousepos() * 0.1;
\r
779 if(vlen(tmp)>cvar("camera_mouse_treshold"))
\r
781 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
\r
782 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
\r
786 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
\r
787 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
\r
788 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
\r
789 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
\r
791 // Fix difference when angles don't have the same sign
\r
793 if(mouse_angles_y < -60 && current_angles_y > 60)
\r
795 if(mouse_angles_y > 60 && current_angles_y < -60)
\r
796 delta = '0 -360 0';
\r
798 if(cvar("camera_look_player"))
\r
799 attenuation = cvar("camera_look_attenuation");
\r
801 attenuation = cvar("camera_speed_attenuation");
\r
803 attenuation = 1 / max(1, attenuation);
\r
804 current_angles += (mouse_angles - current_angles + delta) * attenuation;
\r
806 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
\r
807 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
\r
808 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
\r
809 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
\r
815 if( camera_direction_x )
\r
817 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
\r
818 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
\r
819 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
\r
820 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
\r
824 if( camera_direction_y )
\r
826 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
\r
827 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
\r
828 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
\r
832 if( camera_direction_z )
\r
834 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
\r
838 if(cvar("camera_free"))
\r
839 speed = cvar("camera_speed_free");
\r
841 speed = cvar("camera_speed_chase");
\r
845 speed = speed * sqrt(1 / dimensions);
\r
846 camera_offset += tmp * speed;
\r
849 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
\r
852 if( cvar("camera_free") )
\r
854 if ( camera_mode == CAMERA_CHASE )
\r
856 current_camera_offset = current_origin + current_camera_offset;
\r
857 camera_offset = current_origin + camera_offset;
\r
860 camera_mode = CAMERA_FREE;
\r
861 current_position = current_camera_offset;
\r
865 if ( camera_mode == CAMERA_FREE )
\r
867 current_origin = view_origin;
\r
868 camera_offset = camera_offset - current_origin;
\r
869 current_camera_offset = current_camera_offset - current_origin;
\r
872 camera_mode = CAMERA_CHASE;
\r
874 if(cvar("camera_chase_smoothly"))
\r
875 current_origin += (view_origin - current_origin) * attenuation;
\r
877 current_origin = view_origin;
\r
879 current_position = current_origin + current_camera_offset;
\r
882 R_SetView(VF_ANGLES, current_angles);
\r
883 R_SetView(VF_ORIGIN, current_position);
\r