1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
8 void CSQC_WAKIZASHI_HUD();
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
21 vector p, dir, ang, q, nextdir;
22 float idx, portal_number, portal1_idx;
24 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
30 if (getstati(STAT_HEALTH) <= 0)
35 if(angles_held_status)
37 makevectors(angles_held);
51 traceline(p, p + 65536 * dir, TRUE, porto);
52 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
54 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
60 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
63 ang = vectoangles2(trace_plane_normal, dir);
66 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
68 if(portal_number == 1)
70 if(portal_number >= 2)
80 if(idx-1 >= portal1_idx)
82 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
86 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
93 * Checks whether the server initiated a map restart (stat_game_starttime changed)
95 * TODO: Use a better solution where a common shared entitiy is used that contains
96 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97 * and STAT_FRAGLIMIT to be auto-sent)
99 void CheckForGamestartChange() {
101 startTime = getstatf(STAT_GAMESTARTTIME);
102 if (previous_game_starttime != startTime) {
103 if ((time + 5.0) < startTime) {
104 //if connecting to server while restart was active don't always play prepareforbattle
105 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
107 if (time < startTime) {
108 restartAnnouncer = spawn();
109 restartAnnouncer.think = restartAnnouncer_Think;
110 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
113 previous_game_starttime = startTime;
119 porto.classname = "porto";
120 porto.draw = Porto_Draw;
121 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
126 vector GetCurrentFov(float fov)
128 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
130 zoomsensitivity = autocvar_cl_zoomsensitivity;
131 zoomfactor = autocvar_cl_zoomfactor;
132 if(zoomfactor < 1 || zoomfactor > 16)
134 zoomspeed = autocvar_cl_zoomspeed;
136 if(zoomspeed < 0.5 || zoomspeed > 16)
139 zoomdir = button_zoom;
140 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141 zoomdir += button_attack2;
142 if(spectatee_status > 0 || isdemo())
144 if(spectatorbutton_zoom)
145 zoomdir = 0 + !zoomdir;
146 // do not even THINK about removing this 0
147 // _I_ know what I am doing
154 if(zoomin_effect || camera_active)
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
160 if(zoomspeed < 0) // instant zoom
163 current_viewzoom = 1 / zoomfactor;
165 current_viewzoom = 1;
170 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
172 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
176 if(almost_equals(current_viewzoom, 1))
177 current_zoomfraction = 0;
178 else if(almost_equals(current_viewzoom, 1/zoomfactor))
179 current_zoomfraction = 1;
181 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
183 if(zoomsensitivity < 1)
184 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
186 setsensitivityscale(1);
188 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
192 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
194 float frustumx, frustumy, fovx, fovy;
195 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197 fovx = atan2(frustumx, 1) / M_PI * 360.0;
198 fovy = atan2(frustumy, 1) / M_PI * 360.0;
200 return '1 0 0' * fovx + '0 1 0' * fovy;
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
240 if(trace_networkentity < 1)
241 return SHOTTYPE_HITWORLD;
242 if(trace_networkentity > maxclients)
243 return SHOTTYPE_HITWORLD;
244 t = GetPlayerColor(trace_networkentity - 1);
247 return SHOTTYPE_HITTEAM;
248 if(t == COLOR_SPECTATOR)
249 return SHOTTYPE_HITWORLD;
250 return SHOTTYPE_HITENEMY;
255 float nudge = 1; // added to traceline target and subtracted from result
256 vector vecs, trueaimpoint, w_shotorg;
264 mv = MOVE_NOMONSTERS;
268 case WEP_TUBA: // no aim
269 case WEP_PORTO: // shoots from eye
270 case WEP_HOOK: // no trueaim
271 case WEP_GRENADE_LAUNCHER: // toss curve
272 return SHOTTYPE_HITWORLD;
277 case WEP_SNIPERRIFLE:
280 if(zoomscript_caught)
282 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283 return EnemyHitCheck();
286 case WEP_ROCKET_LAUNCHER: // projectile has a size!
290 case WEP_FIREBALL: // projectile has a size!
294 case WEP_SEEKER: // projectile has a size!
298 case WEP_ELECTRO: // projectile has a size!
304 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
306 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307 trueaimpoint = trace_endpos;
309 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
317 dv = view_right * vecs_y + view_up * vecs_z;
318 w_shotorg = view_origin + dv;
320 // now move the vecs forward as much as requested if possible
321 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
322 w_shotorg = trace_endpos - view_forward * nudge;
324 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325 shottype = EnemyHitCheck();
326 if(shottype != SHOTTYPE_HITWORLD)
330 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331 // or rather, I know why, but see no fix
332 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333 // 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
334 return SHOTTYPE_HITOBSTRUCTION;
337 return SHOTTYPE_HITWORLD;
340 void CSQC_common_hud(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
364 vector myhealth_gentlergb;
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
369 float chase_current_distance;
371 void CSQC_UpdateView(float w, float h)
377 vector vf_size, vf_min;
380 vf_size = R_SetView3fv(VF_SIZE);
381 vf_min = R_SetView3fv(VF_MIN);
382 vid_width = vf_size_x;
383 vid_height = vf_size_y;
385 vector reticle_pos, reticle_size;
386 vector splash_pos, splash_size;
388 WaypointSprite_Load();
391 myteam = GetPlayerColor(spectatee_status - 1);
393 myteam = GetPlayerColor(player_localentnum - 1);
395 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
396 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
398 warpzone_fixview_origin = pmove_org + vo;
399 warpzone_fixview_cl_viewangles = input_angles;
400 warpzone_fixview_angles = view_angles;
402 pmove_org = warpzone_fixview_origin - vo;
403 input_angles = warpzone_fixview_cl_viewangles;
404 view_angles = warpzone_fixview_angles;
407 if(spectatee_status >= 0 && (autocvar_cl_chase_death || autocvar_cl_chase_intermission))
408 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually
410 if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission) && intermission <= 1) // not during the map voting screen
412 if(!autocvar_chase_active)
413 cvar_set("chase_active", "-1"); // -1 enables chase_active as well as marking it as set by this code, and not by the user (which would be 1)
415 // make the camera smooth back
416 if(autocvar_cl_chase_speed && chase_current_distance < autocvar_cl_chase_distance)
417 chase_current_distance += autocvar_cl_chase_speed * (autocvar_cl_chase_distance - chase_current_distance) * frametime; // slow down smoothly
418 else if(chase_current_distance != autocvar_cl_chase_distance)
419 chase_current_distance = autocvar_cl_chase_distance;
421 vector target_origin;
422 target_origin = pmove_org - view_forward * chase_current_distance;
424 // don't allow the camera to go through walls
425 traceline(pmove_org, target_origin, MOVE_NORMAL, self);
426 if(trace_fraction == 1)
428 makevectors(view_angles);
429 R_SetView(VF_ORIGIN, target_origin);
432 else if(autocvar_chase_active < 0)
434 cvar_set("chase_active", "0");
435 chase_current_distance = 0; // start from 0
439 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
441 pmove_org = freeze_pmove_org;
442 input_angles = view_angles = freeze_input_angles;
443 R_SetView(VF_ORIGIN, pmove_org + vo);
444 R_SetView(VF_ANGLES, view_angles);
445 //R_SetView(VF_CL_VIEWANGLES, input_angles);
447 freeze_pmove_org = pmove_org;
448 freeze_input_angles = input_angles;
451 if(!intermission || !view_set)
453 view_origin = pmove_org + vo;
454 view_angles = input_angles;
455 makevectors(view_angles);
456 view_forward = v_forward;
457 view_right = v_right;
463 if(time > blurtest_time0 && time < blurtest_time1)
467 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
468 r = t * blurtest_radius;
469 f = 1 / pow(t, blurtest_power) - 1;
471 cvar_set("r_glsl_postprocess", "1");
472 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
476 cvar_set("r_glsl_postprocess", "0");
477 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
481 TargetMusic_Advance();
484 drawframetime = max(0.000001, time - drawtime);
487 // watch for gametype changes here...
488 // in ParseStuffCMD the cmd isn't executed yet :/
489 // might even be better to add the gametype to TE_CSQC_INIT...?
493 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
494 if(calledhooks & HOOK_START)
496 localcmd("\ncl_hook_gameend\n");
497 calledhooks |= HOOK_END;
500 CheckForGamestartChange();
506 if(button_zoom || fov <= 59.5)
508 if(!zoomscript_caught)
510 localcmd("+button4\n");
511 zoomscript_caught = 1;
512 ignore_plus_zoom += 1;
517 if(zoomscript_caught)
519 localcmd("-button4\n");
520 zoomscript_caught = 0;
521 ignore_minus_zoom += 1;
525 ColorTranslateMode = autocvar_cl_stripcolorcodes;
526 activeweapon = getstati(STAT_SWITCHWEAPON);
527 f = (serverflags & SERVERFLAG_TEAMPLAY);
534 if(last_weapon != activeweapon) {
536 last_weapon = activeweapon;
538 e = get_weaponinfo(activeweapon);
540 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
542 localcmd("\ncl_hook_activeweapon none\n");
545 // ALWAYS Clear Current Scene First
548 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
549 R_SetView(VF_SIZE, vf_size);
550 R_SetView(VF_MIN, vf_min);
552 // Assign Standard Viewflags
553 // Draw the World (and sky)
554 R_SetView(VF_DRAWWORLD, 1);
556 // Set the console size vars
557 vid_conwidth = autocvar_vid_conwidth;
558 vid_conheight = autocvar_vid_conheight;
559 vid_pixelheight = autocvar_vid_pixelheight;
561 R_SetView(VF_FOV, GetCurrentFov(fov));
563 // Camera for demo playback
566 if(autocvar_camera_enable)
570 cvar_set("chase_active", ftos(chase_active_backup));
571 cvar_set("cl_demo_mousegrab", "0");
572 camera_active = FALSE;
576 else if(autocvar_camera_enable)
578 else if(autocvar_camera_enable && isdemo())
581 // Enable required Darkplaces cvars
582 chase_active_backup = autocvar_chase_active;
583 cvar_set("chase_active", "2");
584 cvar_set("cl_demo_mousegrab", "1");
585 camera_active = TRUE;
589 // Draw the Crosshair
590 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
592 // Draw the Engine Status Bar (the default Quake HUD)
593 R_SetView(VF_DRAWENGINEHUD, 0);
595 // fetch this one only once per frame
596 hud_showbinds = autocvar_hud_showbinds;
597 hud_showbinds_limit = autocvar_hud_showbinds_limit;
599 // Update the mouse position
601 mousepos_x = vid_conwidth;
602 mousepos_y = vid_conheight;
603 mousepos = mousepos*0.5 + getmousepos();
607 for(self = world; (self = nextent(self)); )
612 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
615 // now switch to 2D drawing mode by calling a 2D drawing function
616 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
617 // next R_RenderScene call
618 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
620 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
621 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
623 // apply night vision effect
624 vector rgb, tc_00, tc_01, tc_10, tc_11;
626 if(!nightvision_noise)
628 nightvision_noise = spawn();
629 nightvision_noise.classname = "nightvision_noise";
631 if(!nightvision_noise2)
633 nightvision_noise2 = spawn();
634 nightvision_noise2.classname = "nightvision_noise2";
637 // color tint in yellow
638 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
641 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
643 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
644 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
645 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
646 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
647 tc_11 = tc_01 + tc_10 - tc_00;
648 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
649 R_PolygonVertex('0 0 0', tc_00, rgb, a);
650 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
651 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
652 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
656 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
657 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
658 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
659 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
660 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
661 tc_11 = tc_01 + tc_10 - tc_00;
662 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
663 R_PolygonVertex('0 0 0', tc_00, rgb, a);
664 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
665 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
666 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
670 // Draw the aiming reticle for weapons that use it
671 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
672 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
673 // the view to go back to normal, so reticle_type would become 0 as we fade out)
674 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
675 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
676 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
677 reticle_type = 2; // nex zoom
678 else if(button_zoom || zoomscript_caught)
679 reticle_type = 1; // normal zoom
680 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
681 reticle_type = 2; // nex zoom
685 if(autocvar_cl_reticle_stretch)
687 reticle_size_x = vid_conwidth;
688 reticle_size_y = vid_conheight;
694 reticle_size_x = max(vid_conwidth, vid_conheight);
695 reticle_size_y = max(vid_conwidth, vid_conheight);
696 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
697 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
700 f = current_zoomfraction;
701 if(zoomscript_caught)
703 if(autocvar_cl_reticle_item_normal)
705 if(reticle_type == 1 && f)
706 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
708 if(autocvar_cl_reticle_item_nex)
710 if(reticle_type == 2 && f)
711 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
716 // improved polyblend
718 if(autocvar_hud_contents)
720 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
723 switch(pointcontents(view_origin))
726 liquidalpha = autocvar_hud_contents_water_alpha;
727 liquidcolor = stov(autocvar_hud_contents_water_color);
732 liquidalpha = autocvar_hud_contents_lava_alpha;
733 liquidcolor = stov(autocvar_hud_contents_lava_color);
738 liquidalpha = autocvar_hud_contents_slime_alpha;
739 liquidcolor = stov(autocvar_hud_contents_slime_color);
745 liquidcolor = '0 0 0';
750 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
751 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
752 contentfadetime = autocvar_hud_contents_fadeintime;
753 liquidalpha_prev = liquidalpha;
754 liquidcolor_prev = liquidcolor;
757 contentfadetime = autocvar_hud_contents_fadeouttime;
759 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
760 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
763 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
766 if(autocvar_hud_damage)
768 splash_size_x = max(vid_conwidth, vid_conheight);
769 splash_size_y = max(vid_conwidth, vid_conheight);
770 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
771 splash_pos_y = (vid_conheight - splash_size_y) / 2;
773 float myhealth_flash_temp;
774 myhealth = getstati(STAT_HEALTH);
777 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
779 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
781 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
782 pain_threshold = autocvar_hud_damage_pain_threshold;
783 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
784 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
786 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
788 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);
791 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
793 if(myhealth_prev < 1)
797 myhealth_flash = 0; // just spawned, clear the flash immediately
798 myhealth_flash_temp = 0;
802 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
806 if(spectatee_status == -1 || intermission)
808 myhealth_flash = 0; // observing, or match ended
809 myhealth_flash_temp = 0;
812 myhealth_prev = myhealth;
814 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
816 if(autocvar_cl_gentle_damage == 2)
818 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
820 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
824 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
826 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);
829 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
832 // Draw the mouse cursor
833 // NOTE: drawpic must happen after R_RenderScene for some reason
834 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
835 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
836 //self = edict_num(player_localnum);
837 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
838 //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);
839 // as long as the ctf part isn't in, this is useless
843 /*if(gametype == GAME_CTF)
850 for(self = world; (self = nextent(self)); )
855 scoreboard_active = HUD_WouldDrawScoreboard();
857 hit_time = getstatf(STAT_HIT_TIME);
858 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
860 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
861 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
863 typehit_time = getstatf(STAT_TYPEHIT_TIME);
864 if(typehit_time > nextsound_typehit_time)
866 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
867 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
871 hud = getstati(STAT_HUD);
872 if(hud == HUD_SPIDERBOT)
874 else if(hud == HUD_WAKIZASHI)
875 CSQC_WAKIZASHI_HUD();
876 else if(hud == HUD_RAPTOR)
880 if(gametype == GAME_FREEZETAG)
882 if(getstati(STAT_FROZEN))
883 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
884 if(getstatf(STAT_REVIVE_PROGRESS))
886 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);
887 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
891 if(autocvar_r_letterbox == 0)
892 if(autocvar_viewsize < 120)
895 // crosshair goes VERY LAST
896 if(!scoreboard_active && !camera_active && intermission != 2) {
898 float wcross_alpha, wcross_resolution;
899 wcross_style = autocvar_crosshair;
900 if (wcross_style == "0")
902 wcross_resolution = autocvar_crosshair_size;
903 if (wcross_resolution == 0)
905 wcross_alpha = autocvar_crosshair_alpha;
906 if (wcross_alpha == 0)
912 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
913 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
915 if(autocvar_crosshair_hittest)
917 vector wcross_oldorigin;
918 wcross_oldorigin = wcross_origin;
919 shottype = TrueAimCheck();
920 if(shottype == SHOTTYPE_HITWORLD)
922 v = wcross_origin - wcross_oldorigin;
924 v_y /= vid_conheight;
926 shottype = SHOTTYPE_HITOBSTRUCTION;
928 if(!autocvar_crosshair_hittest_showimpact)
929 wcross_origin = wcross_oldorigin;
932 shottype = SHOTTYPE_HITWORLD;
934 vector wcross_color, wcross_size;
935 string wcross_wep, wcross_name;
936 float wcross_scale, wcross_blur;
938 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
939 e = get_weaponinfo(activeweapon);
940 if (e && e.netname != "")
942 wcross_wep = e.netname;
943 if(autocvar_crosshair_per_weapon)
945 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
946 if (wcross_resolution == 0)
948 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
949 if (wcross_alpha == 0)
952 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
953 if(wcross_style == "" || wcross_style == "0")
954 wcross_style = wcross_wep;
958 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
959 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
960 else if(autocvar_crosshair_color_by_health)
962 local float x = getstati(STAT_HEALTH);
977 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
978 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
982 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
983 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
984 wcross_color_z = 1 - (x-100)*0.02;
990 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
995 wcross_color_y = (x-20)*90/27/100;
996 wcross_color_z = (x-20)*90/27/100 * 0.2;
1005 wcross_color = stov(autocvar_crosshair_color);
1007 wcross_name = strcat("gfx/crosshair", wcross_style);
1009 if(autocvar_crosshair_effect_scalefade)
1011 wcross_scale = wcross_resolution;
1012 wcross_resolution = 1;
1019 if(autocvar_crosshair_pickup)
1021 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1023 pickup_crosshair_size = 1;
1024 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1027 if(pickup_crosshair_size > 0)
1028 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1030 pickup_crosshair_size = 0;
1032 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1035 vector hitindication_color;
1036 if(autocvar_crosshair_hitindication)
1038 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1039 if(hitindication_crosshair_time < hit_time)
1041 hitindication_crosshair_size = 1;
1042 hitindication_crosshair_time = hit_time;
1045 if(hitindication_crosshair_size > 0)
1046 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1048 hitindication_crosshair_size = 0;
1050 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1051 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1052 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1053 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1056 if(shottype == SHOTTYPE_HITENEMY)
1057 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1058 if(shottype == SHOTTYPE_HITTEAM)
1059 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1061 f = autocvar_crosshair_effect_speed;
1063 f *= -2 * g_weaponswitchdelay;
1064 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1066 wcross_changedonetime = time + f;
1068 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1070 wcross_name_changestarttime = time;
1071 wcross_name_changedonetime = time + f;
1072 if(wcross_name_goal_prev_prev)
1073 strunzone(wcross_name_goal_prev_prev);
1074 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1075 wcross_name_goal_prev = strzone(wcross_name);
1076 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1077 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1078 wcross_resolution_goal_prev = wcross_resolution;
1081 wcross_scale_goal_prev = wcross_scale;
1082 wcross_alpha_goal_prev = wcross_alpha;
1083 wcross_color_goal_prev = wcross_color;
1085 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1088 wcross_alpha *= 0.75;
1092 // *_prev is at time-frametime
1093 // * is at wcross_changedonetime+f
1094 // what do we have at time?
1095 if(time < wcross_changedonetime)
1097 f = frametime / (wcross_changedonetime - time + frametime);
1098 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1099 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1100 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1103 wcross_scale_prev = wcross_scale;
1104 wcross_alpha_prev = wcross_alpha;
1105 wcross_color_prev = wcross_color;
1107 wcross_scale *= 1 - autocvar__menu_alpha;
1108 wcross_alpha *= 1 - autocvar__menu_alpha;
1109 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1111 // crosshair rings for weapon stats
1112 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1114 // declarations and stats
1115 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1116 string ring_image, ring_inner_image;
1117 vector ring_rgb, ring_inner_rgb;
1119 ring_scale = autocvar_crosshair_ring_size;
1121 float weapon_clipload, weapon_clipsize;
1122 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1123 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1125 float nex_charge, nex_chargepool;
1126 nex_charge = getstatf(STAT_NEX_CHARGE);
1127 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1129 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1130 nex_charge_movingavg = nex_charge;
1133 // handle the values
1134 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1136 if (nex_chargepool || use_nex_chargepool) {
1137 use_nex_chargepool = 1;
1138 ring_inner_value = nex_chargepool;
1140 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1141 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1144 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1145 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1146 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1148 // draw the outer ring to show the current charge of the weapon
1149 ring_value = nex_charge;
1150 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1151 ring_rgb = wcross_color;
1152 ring_image = "gfx/crosshair_ring_nexgun.tga";
1154 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1156 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.
1157 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1158 ring_rgb = wcross_color;
1159 ring_image = "gfx/crosshair_ring.tga";
1162 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1164 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1165 ring_scale = autocvar_crosshair_ring_reload_size;
1166 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1167 ring_rgb = wcross_color;
1169 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1170 // if a new image for another weapon is added, add the code (and its respective file/value) here
1171 if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1172 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1174 ring_image = "gfx/crosshair_ring.tga";
1177 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1178 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1181 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1184 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1187 if(wcross_blur > 0) \
1189 for(i = -2; i <= 2; ++i) \
1190 for(j = -2; j <= 2; ++j) \
1191 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1195 M(0,0,sz,wcross_name,wcross_alpha); \
1200 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1201 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)
1203 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1204 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1206 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1208 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1209 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1210 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1218 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1219 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1221 if(autocvar_crosshair_dot)
1223 vector wcross_color_old;
1224 wcross_color_old = wcross_color;
1225 if(autocvar_crosshair_dot_color != "0")
1226 wcross_color = stov(autocvar_crosshair_dot_color);
1227 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1228 wcross_color = wcross_color_old;
1231 wcross_name_alpha_goal_prev = f;
1235 wcross_scale_prev = 0;
1236 wcross_alpha_prev = 0;
1237 wcross_scale_goal_prev = 0;
1238 wcross_alpha_goal_prev = 0;
1239 wcross_changedonetime = 0;
1240 if(wcross_name_goal_prev)
1241 strunzone(wcross_name_goal_prev);
1242 wcross_name_goal_prev = string_null;
1243 if(wcross_name_goal_prev_prev)
1244 strunzone(wcross_name_goal_prev_prev);
1245 wcross_name_goal_prev_prev = string_null;
1246 wcross_name_changestarttime = 0;
1247 wcross_name_changedonetime = 0;
1248 wcross_name_alpha_goal_prev = 0;
1249 wcross_name_alpha_goal_prev_prev = 0;
1250 wcross_resolution_goal_prev = 0;
1251 wcross_resolution_goal_prev_prev = 0;
1255 if(NextFrameCommand)
1257 localcmd("\n", NextFrameCommand, "\n");
1258 NextFrameCommand = string_null;
1261 // we must do this check AFTER a frame was rendered, or it won't work
1262 if(cs_project_is_b0rked == 0)
1265 w0 = ftos(autocvar_vid_conwidth);
1266 h0 = ftos(autocvar_vid_conheight);
1267 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1268 //R_SetView(VF_FOV, '90 90 0');
1269 R_SetView(VF_ORIGIN, '0 0 0');
1270 R_SetView(VF_ANGLES, '0 0 0');
1271 R_SetView(VF_PERSPECTIVE, 1);
1272 makevectors('0 0 0');
1274 cvar_set("vid_conwidth", "800");
1275 cvar_set("vid_conheight", "600");
1276 v1 = cs_project(v_forward);
1277 cvar_set("vid_conwidth", "640");
1278 cvar_set("vid_conheight", "480");
1279 v2 = cs_project(v_forward);
1281 cs_project_is_b0rked = 1;
1283 cs_project_is_b0rked = -1;
1284 cvar_set("vid_conwidth", w0);
1285 cvar_set("vid_conheight", h0);
1288 if(autocvar__hud_configure)
1291 // let's reset the view back to normal for the end
1292 R_SetView(VF_MIN, '0 0 0');
1293 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1296 #define spider_h "gfx/vehicles/hud_bg.tga"
1297 #define spider_b "gfx/vehicles/sbot.tga"
1298 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1299 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1300 #define spider_s "gfx/vehicles/shiled.tga"
1301 #define spider_a1 "gfx/hud/sb_rocket.tga"
1302 #define spider_a2 "gfx/sb_bullets.tga"
1304 void CSQC_SPIDER_HUD()
1306 float rockets, reload, heat, hp, shield;
1307 vector picsize, hudloc;
1309 // Fetch health & ammo stats
1310 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1311 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1312 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1313 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
1314 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1316 // Draw the crosshairs
1317 picsize = drawgetimagesize(SPIDER_CROSS);
1318 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1319 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1320 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1325 picsize = drawgetimagesize(spider_h) * 0.5;
1326 drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1328 picsize = drawgetimagesize(spider_a2) * 0.5;
1329 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1331 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1332 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1333 drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1335 picsize = drawgetimagesize(spider_a1) * 0.85;
1338 drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1339 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1343 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1344 drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1347 picsize = drawgetimagesize(spider_b) * 0.5;
1351 drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1352 drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1353 drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1354 drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL);
1359 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1360 p = p + '0 1 0' * vid_conheight - '0 32 0';
1361 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1362 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1364 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1366 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1368 // Draw minigun heat indicator
1369 p = '0.5 0 0' * (vid_conwidth - 256);
1370 p = p + '0 1 0' * vid_conheight - '0 34 0';
1371 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1372 p_x += 256 * (1-heat);
1373 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1376 // Draw rocket icons for loaded/empty tubes.
1377 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1378 pp += '0 1 0' * vid_conheight - '0 64 0';
1379 for(i = 0; i < 8; ++i)
1381 p = pp + '1 0 0' * (rkt_size * i);
1384 if(floor(reload * 8) == i)
1386 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1388 else if(i < reload * 8)
1389 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1391 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1396 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1398 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1403 if (scoreboard_showscores)
1405 HUD_DrawScoreboard();
1406 HUD_DrawCenterPrint();
1411 #define raptor_h "gfx/vehicles/hud_bg.tga"
1412 #define raptor_b "gfx/vehicles/raptor.tga"
1413 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1414 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1415 #define raptor_s "gfx/vehicles/shiled.tga"
1417 void CSQC_RAPTOR_HUD()
1419 float reload, hp, shield, energy;
1420 vector picsize, hudloc;
1422 // Fetch health & ammo stats
1423 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1424 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1425 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1426 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1428 // Draw the crosshairs
1429 picsize = drawgetimagesize(SPIDER_CROSS);
1430 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1431 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1432 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1437 picsize = drawgetimagesize(raptor_h) * 0.5;
1438 drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1440 picsize = drawgetimagesize(spider_a2) * 0.5;
1441 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1443 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1444 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1445 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1448 picsize = drawgetimagesize(spider_a1) * 0.85;
1451 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1452 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1456 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1457 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1460 picsize = drawgetimagesize(raptor_b) * 0.5;
1464 drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1465 drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1466 drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1467 drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1470 if (scoreboard_showscores)
1472 HUD_DrawScoreboard();
1473 HUD_DrawCenterPrint();
1478 #define waki_h "gfx/vehicles/hud_bg.tga"
1479 #define waki_b "gfx/vehicles/waki.tga"
1480 #define waki_e "gfx/vehicles/waki_e.tga"
1481 #define waki_g "gfx/vehicles/waki_guns.tga"
1482 #define waki_r "gfx/vehicles/waki_rockets.tga"
1483 #define waki_s "gfx/vehicles/shiled.tga"
1485 #define waki_a1 "gfx/hud/sb_rocket.tga"
1486 #define waki_a2 "gfx/sb_cells.tga"
1488 void CSQC_WAKIZASHI_HUD()
1490 // 0--1 floats. 1 = 100%, 0.6 = 50%.
1491 float health, shield, energy, rockets;
1492 vector picsize, hudloc;
1494 picsize = drawgetimagesize(SPIDER_CROSS);
1495 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1496 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1497 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1500 const float STAT_VEHICLESTAT_HEALTH = 60;
1501 const float STAT_VEHICLESTAT_SHIELD = 61;
1502 const float STAT_VEHICLESTAT_ENERGY = 62;
1503 const float STAT_VEHICLESTAT_AMMO1 = 63;
1504 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1505 const float STAT_VEHICLESTAT_AMMO2 = 65;
1506 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1508 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1509 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1510 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1511 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1516 picsize = drawgetimagesize(waki_h) * 0.5;
1517 drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1519 picsize = drawgetimagesize(waki_a2) * 0.7;
1520 drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1523 drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1524 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1526 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1528 picsize = drawgetimagesize(waki_a1) * 0.75;
1531 drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1532 drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1536 drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1537 drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1538 drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1541 picsize = drawgetimagesize(waki_b) * 0.5;
1545 drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1546 drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1547 drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1548 drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1553 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1554 p = p + '0 1 0' * vid_conheight - '0 32 0';
1558 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1559 p_x += 256 * health;
1560 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1563 p_x -= 256 * health;
1565 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1568 //p_x -= 256 * health;
1570 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1574 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1580 if (scoreboard_showscores)
1582 HUD_DrawScoreboard();
1583 HUD_DrawCenterPrint();
1589 void CSQC_common_hud(void)
1591 // HUD_SortFrags(); done in HUD_Draw
1593 hud = getstati(STAT_HUD);
1599 // do some accuracy var caching
1601 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1603 if(autocvar_accuracy_color_levels != acc_color_levels)
1605 if(acc_color_levels)
1606 strunzone(acc_color_levels);
1607 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1608 acc_levels = tokenize(acc_color_levels);
1609 if (acc_levels > MAX_ACCURACY_LEVELS)
1610 acc_levels = MAX_ACCURACY_LEVELS;
1612 for (i = 0; i < acc_levels; ++i)
1613 acc_lev[i] = stof(argv(i)) / 100.0;
1615 // let know that acc_col[] needs to be loaded
1619 HUD_Main(); // always run these functions for alpha checks
1620 HUD_DrawScoreboard();
1622 if (scoreboard_active) // scoreboard/accuracy
1625 // HUD_DrawScoreboard takes care of centerprint_start
1627 else if (intermission == 2) // map voting screen
1629 HUD_FinaleOverlay();
1632 centerprint_start_x = 0;
1633 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1637 centerprint_start_x = 0;
1638 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1641 HUD_DrawCenterPrint();
1649 CSQC_WAKIZASHI_HUD();
1655 // following vectors must be global to allow seamless switching between camera modes
1656 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1657 void CSQC_Demo_Camera()
1659 float speed, attenuation, dimensions;
1662 if( autocvar_camera_reset || !camera_mode )
1664 camera_offset = '0 0 0';
1665 current_angles = '0 0 0';
1666 camera_direction = '0 0 0';
1667 camera_offset_z += 30;
1668 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1669 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1670 current_origin = view_origin;
1671 current_camera_offset = camera_offset;
1672 cvar_set("camera_reset", "0");
1673 camera_mode = CAMERA_CHASE;
1678 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1680 if(autocvar_camera_look_player)
1685 dir = normalize(view_origin - current_position);
1687 mouse_angles = vectoangles(dir);
1688 mouse_angles_x = mouse_angles_x * -1;
1693 tmp = getmousepos() * 0.1;
1694 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1696 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1697 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1701 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1702 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1703 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1704 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1706 // Fix difference when angles don't have the same sign
1708 if(mouse_angles_y < -60 && current_angles_y > 60)
1710 if(mouse_angles_y > 60 && current_angles_y < -60)
1713 if(autocvar_camera_look_player)
1714 attenuation = autocvar_camera_look_attenuation;
1716 attenuation = autocvar_camera_speed_attenuation;
1718 attenuation = 1 / max(1, attenuation);
1719 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1721 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1722 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1723 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1724 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1730 if( camera_direction_x )
1732 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1733 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1734 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1735 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1739 if( camera_direction_y )
1741 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1742 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1743 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1747 if( camera_direction_z )
1749 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1753 if(autocvar_camera_free)
1754 speed = autocvar_camera_speed_free;
1756 speed = autocvar_camera_speed_chase;
1760 speed = speed * sqrt(1 / dimensions);
1761 camera_offset += tmp * speed;
1764 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1767 if( autocvar_camera_free )
1769 if ( camera_mode == CAMERA_CHASE )
1771 current_camera_offset = current_origin + current_camera_offset;
1772 camera_offset = current_origin + camera_offset;
1775 camera_mode = CAMERA_FREE;
1776 current_position = current_camera_offset;
1780 if ( camera_mode == CAMERA_FREE )
1782 current_origin = view_origin;
1783 camera_offset = camera_offset - current_origin;
1784 current_camera_offset = current_camera_offset - current_origin;
1787 camera_mode = CAMERA_CHASE;
1789 if(autocvar_camera_chase_smoothly)
1790 current_origin += (view_origin - current_origin) * attenuation;
1792 current_origin = view_origin;
1794 current_position = current_origin + current_camera_offset;
1797 R_SetView(VF_ANGLES, current_angles);
1798 R_SetView(VF_ORIGIN, current_position);