3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 vector p, dir, ang, q, nextdir;
11 float idx, portal_number, portal1_idx;
13 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
15 if(g_balance_porto_secondary)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
62 if(portal_number >= 2)
73 if(idx-1 >= portal1_idx)
75 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
79 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
88 porto.classname = "porto";
89 porto.draw = Porto_Draw;
90 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
95 vector GetCurrentFov(float fov)
97 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98 float velocityzoom, curspeed;
101 zoomsensitivity = autocvar_cl_zoomsensitivity;
102 zoomfactor = autocvar_cl_zoomfactor;
103 if(zoomfactor < 1 || zoomfactor > 16)
105 zoomspeed = autocvar_cl_zoomspeed;
107 if(zoomspeed < 0.5 || zoomspeed > 16)
110 zoomdir = button_zoom;
111 if(hud == HUD_NORMAL)
112 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
113 zoomdir += button_attack2;
114 if(spectatee_status > 0 || isdemo())
116 if(spectatorbutton_zoom)
123 // fteqcc failed twice here already, don't optimize this
126 if(zoomdir) { zoomin_effect = 0; }
130 current_viewzoom = min(1, current_viewzoom + drawframetime);
132 else if(autocvar_cl_spawnzoom && zoomin_effect)
134 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
136 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
137 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
138 if(current_viewzoom == 1) { zoomin_effect = 0; }
142 if(zoomspeed < 0) // instant zoom
145 current_viewzoom = 1 / zoomfactor;
147 current_viewzoom = 1;
152 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
154 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
158 if(almost_equals(current_viewzoom, 1))
159 current_zoomfraction = 0;
160 else if(almost_equals(current_viewzoom, 1/zoomfactor))
161 current_zoomfraction = 1;
163 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
165 if(zoomsensitivity < 1)
166 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
168 setsensitivityscale(1);
170 makevectors(view_angles);
172 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
176 v = csqcplayer.velocity;
178 switch(autocvar_cl_velocityzoom_type)
180 case 3: curspeed = max(0, v_forward * v); break;
181 case 2: curspeed = (v_forward * v); break;
182 case 1: default: curspeed = vlen(v); break;
185 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
186 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
187 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
189 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", 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 float wcross_ring_prev;
221 entity trueaim_rifle;
223 #define SHOTTYPE_HITTEAM 1
224 #define SHOTTYPE_HITOBSTRUCTION 2
225 #define SHOTTYPE_HITWORLD 3
226 #define SHOTTYPE_HITENEMY 4
231 trueaim.classname = "trueaim";
232 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 trueaim_rifle = spawn();
234 trueaim_rifle.classname = "trueaim_rifle";
235 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
238 float EnemyHitCheck()
241 wcross_origin = project_3d_to_2d(trace_endpos);
244 n = trace_ent.entnum;
246 n = trace_networkentity;
248 return SHOTTYPE_HITWORLD;
250 return SHOTTYPE_HITWORLD;
251 t = GetPlayerColor(n - 1);
254 return SHOTTYPE_HITTEAM;
255 if(t == NUM_SPECTATOR)
256 return SHOTTYPE_HITWORLD;
257 return SHOTTYPE_HITENEMY;
262 float nudge = 1; // added to traceline target and subtracted from result
263 vector vecs, trueaimpoint, w_shotorg;
271 mv = MOVE_NOMONSTERS;
275 case WEP_TUBA: // no aim
276 case WEP_PORTO: // shoots from eye
277 case WEP_HOOK: // no trueaim
278 case WEP_GRENADE_LAUNCHER: // toss curve
279 return SHOTTYPE_HITWORLD;
287 if(zoomscript_caught)
289 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
290 return EnemyHitCheck();
293 case WEP_ROCKET_LAUNCHER: // projectile has a size!
297 case WEP_FIREBALL: // projectile has a size!
301 case WEP_SEEKER: // projectile has a size!
305 case WEP_ELECTRO: // projectile has a size!
311 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
313 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
314 trueaimpoint = trace_endpos;
316 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
317 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
324 dv = view_right * vecs_y + view_up * vecs_z;
325 w_shotorg = view_origin + dv;
327 // now move the vecs forward as much as requested if possible
328 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
329 w_shotorg = trace_endpos - view_forward * nudge;
331 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
332 shottype = EnemyHitCheck();
333 if(shottype != SHOTTYPE_HITWORLD)
337 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
338 // or rather, I know why, but see no fix
339 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
340 // 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
341 return SHOTTYPE_HITOBSTRUCTION;
344 return SHOTTYPE_HITWORLD;
347 void CSQC_common_hud(void);
350 void CSQC_Demo_Camera();
351 float HUD_WouldDrawScoreboard();
353 float CAMERA_FREE = 1;
354 float CAMERA_CHASE = 2;
356 string NextFrameCommand;
357 void CSQC_SPIDER_HUD();
358 void CSQC_RAPTOR_HUD();
360 vector freeze_org, freeze_ang;
361 entity nightvision_noise, nightvision_noise2;
363 #define MAX_TIME_DIFF 5
364 float pickup_crosshair_time, pickup_crosshair_size;
365 float hit_time, typehit_time;
366 float nextsound_hit_time, nextsound_typehit_time;
367 float hitindication_crosshair_time, hitindication_crosshair_size;
368 float use_nex_chargepool;
370 float myhealth, myhealth_prev;
371 float myhealth_flash;
373 float old_blurradius, old_bluralpha;
374 float old_sharpen_intensity;
376 vector myhealth_gentlergb;
378 float contentavgalpha, liquidalpha_prev;
379 vector liquidcolor_prev;
381 float eventchase_current_distance;
383 vector damage_blurpostprocess, content_blurpostprocess;
387 float rainbow_last_flicker;
388 vector rainbow_prev_color;
392 float cl_notice_run();
394 void CSQC_UpdateView(float w, float h)
400 vector vf_size, vf_min;
403 execute_next_frame();
407 hud = getstati(STAT_HUD);
409 if(autocvar__hud_showbinds_reload) // menu can set this one
412 binddb = db_create();
413 cvar_set("_hud_showbinds_reload", "0");
416 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
417 view_quality = getproperty(VF_MINFPS_QUALITY);
421 button_attack2 = (input_buttons & BUTTON_3);
422 button_zoom = (input_buttons & BUTTON_4);
424 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
425 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
426 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
427 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);
428 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
429 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
430 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
431 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
433 vf_size = getpropertyvec(VF_SIZE);
434 vf_min = getpropertyvec(VF_MIN);
435 vid_width = vf_size_x;
436 vid_height = vf_size_y;
438 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
439 vector splash_pos = '0 0 0', splash_size = '0 0 0';
441 WaypointSprite_Load();
443 CSQCPlayer_SetCamera();
445 #ifdef COMPAT_XON050_ENGINE
447 myteam = GetPlayerColor(spectatee_status - 1);
450 myteam = GetPlayerColor(player_localentnum - 1);
452 if(myteam != prev_myteam)
454 myteamcolors = colormapPaletteColor(myteam, 1);
455 for(i = 0; i < HUD_PANEL_NUM; ++i)
456 hud_panel[i].update_time = time;
457 prev_myteam = myteam;
460 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
462 float is_dead = (getstati(STAT_HEALTH) <= 0);
464 // FIXME do we need this hack?
467 // in demos, input_buttons do not work
468 button_zoom = (autocvar__togglezoom == "-");
471 && autocvar_cl_unpress_zoom_on_death
472 && (spectatee_status >= 0)
473 && (is_dead || intermission))
475 // no zoom while dead or in intermission please
480 // event chase camera
481 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
483 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
485 // 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.)
486 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
488 // detect maximum viewoffset and use it
489 if(autocvar_cl_eventchase_viewoffset)
491 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
492 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
493 else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
496 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
497 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
498 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
499 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
501 // make the camera smooth back
502 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
503 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
504 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
505 eventchase_current_distance = autocvar_cl_eventchase_distance;
507 makevectors(view_angles);
509 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
510 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
512 // If the boxtrace fails, revert back to line tracing.
515 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
516 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
517 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
519 else { setproperty(VF_ORIGIN, trace_endpos); }
521 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
523 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
525 cvar_set("chase_active", "0");
526 eventchase_current_distance = 0; // start from 0 next time
529 // workaround for camera stuck between player's legs when using chase_active 1
530 // because the engine stops updating the chase_active camera when the game ends
531 else if(intermission)
533 cvar_settemp("chase_active", "-1");
534 eventchase_current_distance = 0;
537 // do lockview after event chase camera so that it still applies whenever necessary.
538 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
540 setproperty(VF_ORIGIN, freeze_org);
541 setproperty(VF_ANGLES, freeze_ang);
545 freeze_org = getpropertyvec(VF_ORIGIN);
546 freeze_ang = getpropertyvec(VF_ANGLES);
550 //WarpZone_FixPMove();
553 view_origin = getpropertyvec(VF_ORIGIN);
554 view_angles = getpropertyvec(VF_ANGLES);
555 makevectors(view_angles);
556 view_forward = v_forward;
557 view_right = v_right;
561 if(time > blurtest_time0 && time < blurtest_time1)
565 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
566 r = t * blurtest_radius;
567 f = 1 / pow(t, blurtest_power) - 1;
569 cvar_set("r_glsl_postprocess", "1");
570 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
574 cvar_set("r_glsl_postprocess", "0");
575 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
579 TargetMusic_Advance();
583 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
585 drawframetime = bound(0.000001, time - drawtime, 1);
588 // watch for gametype changes here...
589 // in ParseStuffCMD the cmd isn't executed yet :/
590 // might even be better to add the gametype to TE_CSQC_INIT...?
594 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
596 if(calledhooks & HOOK_START)
598 localcmd("\ncl_hook_gameend\n");
599 calledhooks |= HOOK_END;
608 if(!zoomscript_caught)
610 localcmd("+button9\n");
611 zoomscript_caught = 1;
616 if(zoomscript_caught)
618 localcmd("-button9\n");
619 zoomscript_caught = 0;
623 ColorTranslateMode = autocvar_cl_stripcolorcodes;
625 // next WANTED weapon (for HUD)
626 switchweapon = getstati(STAT_SWITCHWEAPON);
628 // currently switching-to weapon (for crosshair)
629 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
631 // actually active weapon (for zoom)
632 activeweapon = getstati(STAT_ACTIVEWEAPON);
634 f = (serverflags & SERVERFLAG_TEAMPLAY);
641 if(last_switchweapon != switchweapon)
644 last_switchweapon = switchweapon;
645 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
650 if(autocvar_cl_unpress_attack_on_weapon_switch)
653 localcmd("-fire2\n");
654 button_attack2 = FALSE;
657 if(last_activeweapon != activeweapon)
659 last_activeweapon = activeweapon;
661 e = get_weaponinfo(activeweapon);
663 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
665 localcmd("\ncl_hook_activeweapon none\n");
668 // ALWAYS Clear Current Scene First
670 #ifdef WORKAROUND_XON010
671 if(checkextension("DP_CSQC_ROTATEMOVES"))
674 setproperty(VF_ORIGIN, view_origin);
675 setproperty(VF_ANGLES, view_angles);
676 #ifdef WORKAROUND_XON010
680 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
681 setproperty(VF_SIZE, vf_size);
682 setproperty(VF_MIN, vf_min);
684 // Assign Standard Viewflags
685 // Draw the World (and sky)
686 setproperty(VF_DRAWWORLD, 1);
688 // Set the console size vars
689 vid_conwidth = autocvar_vid_conwidth;
690 vid_conheight = autocvar_vid_conheight;
691 vid_pixelheight = autocvar_vid_pixelheight;
693 setproperty(VF_FOV, GetCurrentFov(fov));
695 // Camera for demo playback
698 if(autocvar_camera_enable)
702 cvar_set("chase_active", ftos(chase_active_backup));
703 cvar_set("cl_demo_mousegrab", "0");
704 camera_active = FALSE;
708 else if(autocvar_camera_enable)
710 else if(autocvar_camera_enable && isdemo())
713 // Enable required Darkplaces cvars
714 chase_active_backup = autocvar_chase_active;
715 cvar_set("chase_active", "2");
716 cvar_set("cl_demo_mousegrab", "1");
717 camera_active = TRUE;
721 // Draw the Crosshair
722 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
724 // Draw the Engine Status Bar (the default Quake HUD)
725 setproperty(VF_DRAWENGINESBAR, 0);
727 // Update the mouse position
729 mousepos_x = vid_conwidth;
730 mousepos_y = vid_conheight;
731 mousepos = mousepos*0.5 + getmousepos();
735 for(self = world; (self = nextent(self)); )
740 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
743 // now switch to 2D drawing mode by calling a 2D drawing function
744 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
745 // next R_RenderScene call
746 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
748 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
749 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
751 // apply night vision effect
752 vector tc_00, tc_01, tc_10, tc_11;
754 rgb_x = 0; // fteqcc sucks
755 rgb_y = 0; // fteqcc sucks
756 rgb_z = 0; // fteqcc sucks
758 if(!nightvision_noise)
760 nightvision_noise = spawn();
761 nightvision_noise.classname = "nightvision_noise";
763 if(!nightvision_noise2)
765 nightvision_noise2 = spawn();
766 nightvision_noise2.classname = "nightvision_noise2";
769 // color tint in yellow
770 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
773 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
775 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
776 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
777 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
778 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
779 tc_11 = tc_01 + tc_10 - tc_00;
780 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
781 R_PolygonVertex('0 0 0', tc_00, rgb, a);
782 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
783 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
784 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
788 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
789 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
790 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
791 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
792 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
793 tc_11 = tc_01 + tc_10 - tc_00;
794 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
795 R_PolygonVertex('0 0 0', tc_00, rgb, a);
796 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
797 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
798 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
802 // Draw the aiming reticle for weapons that use it
803 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
804 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
805 // the view to go back to normal, so reticle_type would become 0 as we fade out)
806 if(spectatee_status || is_dead || hud != HUD_NORMAL)
807 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
808 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
809 reticle_type = 2; // nex zoom
810 else if(button_zoom || zoomscript_caught)
811 reticle_type = 1; // normal zoom
812 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
813 reticle_type = 2; // nex zoom
815 if(reticle_type && autocvar_cl_reticle)
817 if(autocvar_cl_reticle_stretch)
819 reticle_size_x = vid_conwidth;
820 reticle_size_y = vid_conheight;
826 reticle_size_x = max(vid_conwidth, vid_conheight);
827 reticle_size_y = max(vid_conwidth, vid_conheight);
828 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
829 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
832 f = current_zoomfraction;
833 if(zoomscript_caught)
835 if(autocvar_cl_reticle_item_normal)
837 if(reticle_type == 1 && f)
838 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
840 if(autocvar_cl_reticle_item_nex)
842 if(reticle_type == 2 && f)
843 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
848 // improved polyblend
849 if(autocvar_hud_contents)
851 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
854 switch(pointcontents(view_origin))
857 liquidalpha = autocvar_hud_contents_water_alpha;
858 liquidcolor = stov(autocvar_hud_contents_water_color);
863 liquidalpha = autocvar_hud_contents_lava_alpha;
864 liquidcolor = stov(autocvar_hud_contents_lava_color);
869 liquidalpha = autocvar_hud_contents_slime_alpha;
870 liquidcolor = stov(autocvar_hud_contents_slime_color);
876 liquidcolor = '0 0 0';
881 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
882 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
883 contentfadetime = autocvar_hud_contents_fadeintime;
884 liquidalpha_prev = liquidalpha;
885 liquidcolor_prev = liquidcolor;
888 contentfadetime = autocvar_hud_contents_fadeouttime;
890 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
891 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
894 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
896 if(autocvar_hud_postprocessing)
898 if(autocvar_hud_contents_blur && contentavgalpha)
900 content_blurpostprocess_x = 1;
901 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
902 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
906 content_blurpostprocess_x = 0;
907 content_blurpostprocess_y = 0;
908 content_blurpostprocess_z = 0;
913 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
915 splash_size_x = max(vid_conwidth, vid_conheight);
916 splash_size_y = max(vid_conwidth, vid_conheight);
917 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
918 splash_pos_y = (vid_conheight - splash_size_y) / 2;
920 float myhealth_flash_temp;
921 myhealth = getstati(STAT_HEALTH);
924 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
926 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
928 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
929 pain_threshold = autocvar_hud_damage_pain_threshold;
930 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
931 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
933 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
935 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);
938 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
940 if(myhealth_prev < 1)
944 myhealth_flash = 0; // just spawned, clear the flash immediately
945 myhealth_flash_temp = 0;
949 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
953 if(spectatee_status == -1 || intermission)
955 myhealth_flash = 0; // observing, or match ended
956 myhealth_flash_temp = 0;
959 myhealth_prev = myhealth;
961 // IDEA: change damage color/picture based on player model for robot/alien species?
962 // pro: matches model better
963 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
964 // maybe different reddish pics?
965 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
967 if(autocvar_cl_gentle_damage == 2)
969 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
971 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
975 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
977 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);
980 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
982 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.
984 if(autocvar_hud_damage_blur && myhealth_flash_temp)
986 damage_blurpostprocess_x = 1;
987 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
988 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
992 damage_blurpostprocess_x = 0;
993 damage_blurpostprocess_y = 0;
994 damage_blurpostprocess_z = 0;
999 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1000 float e2 = (autocvar_hud_powerup != 0);
1001 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1003 // enable or disable rendering types if they are used or not
1004 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1005 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1007 // blur postprocess handling done first (used by hud_damage and hud_contents)
1008 if((damage_blurpostprocess_x || content_blurpostprocess_x))
1010 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1011 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1012 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1014 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1015 old_blurradius = blurradius;
1016 old_bluralpha = bluralpha;
1019 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1021 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1026 // edge detection postprocess handling done second (used by hud_powerup)
1027 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1028 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1029 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1031 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.
1033 if(autocvar_hud_powerup && sharpen_intensity > 0)
1035 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1037 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1038 old_sharpen_intensity = sharpen_intensity;
1041 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1043 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1044 old_sharpen_intensity = 0;
1047 if(cvar("r_glsl_postprocess") == 0)
1048 cvar_set("r_glsl_postprocess", "2");
1050 else if(cvar("r_glsl_postprocess") == 2)
1051 cvar_set("r_glsl_postprocess", "0");
1056 /*if(gametype == MAPINFO_TYPE_CTF)
1063 for(self = world; (self = nextent(self)); )
1067 Draw_ShowNames_All();
1069 scoreboard_active = HUD_WouldDrawScoreboard();
1071 hit_time = getstatf(STAT_HIT_TIME);
1072 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1074 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1075 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1077 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1079 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1080 if(typehit_time > nextsound_typehit_time)
1082 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1083 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1085 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1090 if(getstati(STAT_FROZEN))
1091 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1092 if(getstatf(STAT_REVIVE_PROGRESS))
1094 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);
1095 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1098 if(autocvar_r_letterbox == 0)
1099 if(autocvar_viewsize < 120)
1102 // crosshair goes VERY LAST
1103 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1105 if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1108 string wcross_style;
1109 float wcross_alpha, wcross_resolution;
1110 wcross_style = autocvar_crosshair;
1111 if (wcross_style == "0")
1113 wcross_resolution = autocvar_crosshair_size;
1114 if (wcross_resolution == 0)
1116 wcross_alpha = autocvar_crosshair_alpha;
1117 if (wcross_alpha == 0)
1123 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1124 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1125 wcross_origin_z = 0;
1126 if(autocvar_crosshair_hittest)
1128 vector wcross_oldorigin;
1129 wcross_oldorigin = wcross_origin;
1130 shottype = TrueAimCheck();
1131 if(shottype == SHOTTYPE_HITWORLD)
1133 v = wcross_origin - wcross_oldorigin;
1134 v_x /= vid_conwidth;
1135 v_y /= vid_conheight;
1137 shottype = SHOTTYPE_HITOBSTRUCTION;
1139 if(!autocvar_crosshair_hittest_showimpact)
1140 wcross_origin = wcross_oldorigin;
1143 shottype = SHOTTYPE_HITWORLD;
1145 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1146 string wcross_wep = "", wcross_name;
1147 float wcross_scale, wcross_blur;
1149 if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1151 e = get_weaponinfo(switchingweapon);
1152 if (e && e.netname != "")
1154 wcross_wep = e.netname;
1155 if(autocvar_crosshair_per_weapon)
1157 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1158 if (wcross_resolution == 0)
1160 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1161 if (wcross_alpha == 0)
1164 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1165 if(wcross_style == "" || wcross_style == "0")
1166 wcross_style = wcross_wep;
1171 //print(sprintf("crosshair style: %s\n", wcross_style));
1172 wcross_name = strcat("gfx/crosshair", wcross_style);
1174 // MAIN CROSSHAIR COLOR DECISION
1175 switch(autocvar_crosshair_color_special)
1177 case 1: // crosshair_color_per_weapon
1179 if(wcross_wep != "")
1181 wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
1184 else { goto normalcolor; }
1187 case 2: // crosshair_color_by_health
1189 float x = getstati(STAT_HEALTH);
1204 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1205 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1209 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1210 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1211 wcross_color_z = 1 - (x-100)*0.02;
1217 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1222 wcross_color_y = (x-20)*90/27/100;
1223 wcross_color_z = (x-20)*90/27/100 * 0.2;
1233 case 3: // crosshair_color_rainbow
1235 if(time >= rainbow_last_flicker)
1237 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1238 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1240 wcross_color = rainbow_prev_color;
1244 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1247 if(autocvar_crosshair_effect_scalefade)
1249 wcross_scale = wcross_resolution;
1250 wcross_resolution = 1;
1257 if(autocvar_crosshair_pickup)
1259 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1261 if(pickup_crosshair_time < stat_pickup_time)
1263 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1264 pickup_crosshair_size = 1;
1266 pickup_crosshair_time = stat_pickup_time;
1269 if(pickup_crosshair_size > 0)
1270 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1272 pickup_crosshair_size = 0;
1274 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1277 if(autocvar_crosshair_hitindication)
1279 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1281 if(hitindication_crosshair_time < hit_time)
1283 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1284 hitindication_crosshair_size = 1;
1286 hitindication_crosshair_time = hit_time;
1289 if(hitindication_crosshair_size > 0)
1290 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1292 hitindication_crosshair_size = 0;
1294 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1295 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1296 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1297 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1300 if(shottype == SHOTTYPE_HITENEMY)
1301 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1302 if(shottype == SHOTTYPE_HITTEAM)
1303 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1305 f = fabs(autocvar_crosshair_effect_time);
1306 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1308 wcross_changedonetime = time + f;
1310 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1312 wcross_name_changestarttime = time;
1313 wcross_name_changedonetime = time + f;
1314 if(wcross_name_goal_prev_prev)
1315 strunzone(wcross_name_goal_prev_prev);
1316 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1317 wcross_name_goal_prev = strzone(wcross_name);
1318 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1319 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1320 wcross_resolution_goal_prev = wcross_resolution;
1323 wcross_scale_goal_prev = wcross_scale;
1324 wcross_alpha_goal_prev = wcross_alpha;
1325 wcross_color_goal_prev = wcross_color;
1327 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1330 wcross_alpha *= 0.75;
1334 // *_prev is at time-frametime
1335 // * is at wcross_changedonetime+f
1336 // what do we have at time?
1337 if(time < wcross_changedonetime)
1339 f = frametime / (wcross_changedonetime - time + frametime);
1340 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1341 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1342 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1345 wcross_scale_prev = wcross_scale;
1346 wcross_alpha_prev = wcross_alpha;
1347 wcross_color_prev = wcross_color;
1349 wcross_scale *= 1 - autocvar__menu_alpha;
1350 wcross_alpha *= 1 - autocvar__menu_alpha;
1351 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1353 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1355 // crosshair rings for weapon stats
1356 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1358 // declarations and stats
1359 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1360 string ring_image = string_null, ring_inner_image = string_null;
1361 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1363 ring_scale = autocvar_crosshair_ring_size;
1365 float weapon_clipload, weapon_clipsize;
1366 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1367 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1369 float nex_charge, nex_chargepool;
1370 nex_charge = getstatf(STAT_NEX_CHARGE);
1371 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1373 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1374 nex_charge_movingavg = nex_charge;
1377 // handle the values
1378 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1380 if (nex_chargepool || use_nex_chargepool) {
1381 use_nex_chargepool = 1;
1382 ring_inner_value = nex_chargepool;
1384 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1385 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1388 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1389 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;
1390 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1392 // draw the outer ring to show the current charge of the weapon
1393 ring_value = nex_charge;
1394 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1395 ring_rgb = wcross_color;
1396 ring_image = "gfx/crosshair_ring_nexgun.tga";
1398 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1400 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.
1401 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1402 ring_rgb = wcross_color;
1403 ring_image = "gfx/crosshair_ring.tga";
1405 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1407 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1408 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1409 ring_rgb = wcross_color;
1410 ring_image = "gfx/crosshair_ring.tga";
1413 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1415 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1416 ring_scale = autocvar_crosshair_ring_reload_size;
1417 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1418 ring_rgb = wcross_color;
1420 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1421 // if a new image for another weapon is added, add the code (and its respective file/value) here
1422 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1423 ring_image = "gfx/crosshair_ring_rifle.tga";
1425 ring_image = "gfx/crosshair_ring.tga";
1428 // if in weapon switch animation, fade ring out/in
1429 if(autocvar_crosshair_effect_time > 0)
1431 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1434 wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
1437 if(wcross_ring_prev)
1440 ring_alpha *= fabs(1 - bound(0, f, 1));
1445 ring_alpha *= bound(0, f, 1);
1449 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1450 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1453 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1456 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1459 if(wcross_blur > 0) \
1461 for(i = -2; i <= 2; ++i) \
1462 for(j = -2; j <= 2; ++j) \
1463 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1467 M(0,0,sz,wcross_name,wcross_alpha); \
1472 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1473 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)
1475 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1476 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1478 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1480 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1481 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1482 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1489 wcross_name_alpha_goal_prev = f;
1491 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1492 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1494 if(autocvar_crosshair_dot)
1496 vector wcross_color_old;
1497 wcross_color_old = wcross_color;
1499 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1500 wcross_color = stov(autocvar_crosshair_dot_color);
1502 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1503 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1504 wcross_color = wcross_color_old;
1510 wcross_scale_prev = 0;
1511 wcross_alpha_prev = 0;
1512 wcross_scale_goal_prev = 0;
1513 wcross_alpha_goal_prev = 0;
1514 wcross_changedonetime = 0;
1515 if(wcross_name_goal_prev)
1516 strunzone(wcross_name_goal_prev);
1517 wcross_name_goal_prev = string_null;
1518 if(wcross_name_goal_prev_prev)
1519 strunzone(wcross_name_goal_prev_prev);
1520 wcross_name_goal_prev_prev = string_null;
1521 wcross_name_changestarttime = 0;
1522 wcross_name_changedonetime = 0;
1523 wcross_name_alpha_goal_prev = 0;
1524 wcross_name_alpha_goal_prev_prev = 0;
1525 wcross_resolution_goal_prev = 0;
1526 wcross_resolution_goal_prev_prev = 0;
1530 if(NextFrameCommand)
1532 localcmd("\n", NextFrameCommand, "\n");
1533 NextFrameCommand = string_null;
1536 // we must do this check AFTER a frame was rendered, or it won't work
1537 if(cs_project_is_b0rked == 0)
1540 w0 = ftos(autocvar_vid_conwidth);
1541 h0 = ftos(autocvar_vid_conheight);
1542 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1543 //setproperty(VF_FOV, '90 90 0');
1544 setproperty(VF_ORIGIN, '0 0 0');
1545 setproperty(VF_ANGLES, '0 0 0');
1546 setproperty(VF_PERSPECTIVE, 1);
1547 makevectors('0 0 0');
1549 cvar_set("vid_conwidth", "800");
1550 cvar_set("vid_conheight", "600");
1551 v1 = cs_project(v_forward);
1552 cvar_set("vid_conwidth", "640");
1553 cvar_set("vid_conheight", "480");
1554 v2 = cs_project(v_forward);
1556 cs_project_is_b0rked = 1;
1558 cs_project_is_b0rked = -1;
1559 cvar_set("vid_conwidth", w0);
1560 cvar_set("vid_conheight", h0);
1563 if(autocvar__hud_configure)
1566 if(hud && !intermission)
1568 if(hud == HUD_SPIDERBOT)
1570 else if(hud == HUD_WAKIZASHI)
1571 CSQC_WAKIZASHI_HUD();
1572 else if(hud == HUD_RAPTOR)
1574 else if(hud == HUD_BUMBLEBEE)
1576 else if(hud == HUD_BUMBLEBEE_GUN)
1577 CSQC_BUMBLE_GUN_HUD();
1582 // let's reset the view back to normal for the end
1583 setproperty(VF_MIN, '0 0 0');
1584 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1588 void CSQC_common_hud(void)
1590 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1591 Accuracy_LoadLevels();
1593 HUD_Main(); // always run these functions for alpha checks
1594 HUD_DrawScoreboard();
1596 if (scoreboard_active) // scoreboard/accuracy
1598 else if (intermission == 2) // map voting screen
1600 HUD_FinaleOverlay();
1611 CSQC_WAKIZASHI_HUD();
1622 // following vectors must be global to allow seamless switching between camera modes
1623 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1624 void CSQC_Demo_Camera()
1626 float speed, attenuation, dimensions;
1629 if( autocvar_camera_reset || !camera_mode )
1631 camera_offset = '0 0 0';
1632 current_angles = '0 0 0';
1633 camera_direction = '0 0 0';
1634 camera_offset_z += 30;
1635 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1636 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1637 current_origin = view_origin;
1638 current_camera_offset = camera_offset;
1639 cvar_set("camera_reset", "0");
1640 camera_mode = CAMERA_CHASE;
1645 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1647 if(autocvar_camera_look_player)
1652 dir = normalize(view_origin - current_position);
1654 mouse_angles = vectoangles(dir);
1655 mouse_angles_x = mouse_angles_x * -1;
1660 tmp = getmousepos() * 0.1;
1661 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1663 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1664 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1668 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1669 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1670 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1671 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1673 // Fix difference when angles don't have the same sign
1675 if(mouse_angles_y < -60 && current_angles_y > 60)
1677 if(mouse_angles_y > 60 && current_angles_y < -60)
1680 if(autocvar_camera_look_player)
1681 attenuation = autocvar_camera_look_attenuation;
1683 attenuation = autocvar_camera_speed_attenuation;
1685 attenuation = 1 / max(1, attenuation);
1686 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1688 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1689 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1690 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1691 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1697 if( camera_direction_x )
1699 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1700 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1701 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1702 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1706 if( camera_direction_y )
1708 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1709 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1710 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1714 if( camera_direction_z )
1716 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1720 if(autocvar_camera_free)
1721 speed = autocvar_camera_speed_free;
1723 speed = autocvar_camera_speed_chase;
1727 speed = speed * sqrt(1 / dimensions);
1728 camera_offset += tmp * speed;
1731 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1734 if( autocvar_camera_free )
1736 if ( camera_mode == CAMERA_CHASE )
1738 current_camera_offset = current_origin + current_camera_offset;
1739 camera_offset = current_origin + camera_offset;
1742 camera_mode = CAMERA_FREE;
1743 current_position = current_camera_offset;
1747 if ( camera_mode == CAMERA_FREE )
1749 current_origin = view_origin;
1750 camera_offset = camera_offset - current_origin;
1751 current_camera_offset = current_camera_offset - current_origin;
1754 camera_mode = CAMERA_CHASE;
1756 if(autocvar_camera_chase_smoothly)
1757 current_origin += (view_origin - current_origin) * attenuation;
1759 current_origin = view_origin;
1761 current_position = current_origin + current_camera_offset;
1764 setproperty(VF_ANGLES, current_angles);
1765 setproperty(VF_ORIGIN, current_position);