3 #include <client/announcer.qh>
4 #include <client/csqcmodel_hooks.qh>
5 #include <client/draw.qh>
6 #include <client/hud/_mod.qh>
7 #include <client/hud/panel/quickmenu.qh>
8 #include <client/hud/panel/scoreboard.qh>
9 #include <client/mapvoting.qh>
10 #include <client/mutators/_mod.qh>
11 #include <client/shownames.qh>
12 #include <common/anim.qh>
13 #include <common/animdecide.qh>
14 #include <common/constants.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/debug.qh>
17 #include <common/ent_cs.qh>
18 #include <common/gamemodes/_mod.qh>
19 #include <common/mapinfo.qh>
20 #include <common/mapobjects/target/music.qh>
21 #include <common/mapobjects/trigger/viewloc.qh>
22 #include <common/minigames/cl_minigames.qh>
23 #include <common/minigames/cl_minigames_hud.qh>
24 #include <common/mutators/mutator/powerups/_mod.qh>
25 #include <common/mutators/mutator/status_effects/_mod.qh>
26 #include <common/mutators/mutator/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/physics/player.qh>
30 #include <common/stats.qh>
31 #include <common/teams.qh>
32 #include <common/vehicles/all.qh>
33 #include <common/viewloc.qh>
34 #include <common/weapons/_all.qh>
35 #include <common/weapons/weapon/tuba.qh>
36 #include <common/wepent.qh>
37 #include <lib/csqcmodel/cl_model.qh>
38 #include <lib/csqcmodel/cl_player.qh>
39 #include <lib/warpzone/client.qh>
40 #include <lib/warpzone/common.qh>
42 float autocvar_cl_viewmodel_scale;
43 float autocvar_cl_viewmodel_alpha = 1;
45 bool autocvar_cl_bobmodel;
46 float autocvar_cl_bobmodel_speed;
47 float autocvar_cl_bobmodel_side;
48 float autocvar_cl_bobmodel_up;
50 float autocvar_cl_followmodel;
51 float autocvar_cl_followmodel_speed = 0.3;
52 float autocvar_cl_followmodel_limit = 135;
53 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
54 float autocvar_cl_followmodel_highpass = 0.05;
55 float autocvar_cl_followmodel_lowpass = 0.03;
56 bool autocvar_cl_followmodel_velocity_absolute;
58 float autocvar_cl_leanmodel;
59 float autocvar_cl_leanmodel_speed = 0.3;
60 float autocvar_cl_leanmodel_limit = 30;
61 float autocvar_cl_leanmodel_highpass1 = 0.2;
62 float autocvar_cl_leanmodel_highpass = 0.2;
63 float autocvar_cl_leanmodel_lowpass = 0.05;
65 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
67 #define lowpass(value, frac, ref_store, ret) \
68 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
71 float __ignore; lowpass(value, frac, ref_store, __ignore); \
72 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
75 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
76 float __f = 0; lowpass(value, frac, ref_store, __f); \
77 ret = (value) - __f; \
80 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
81 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
82 ret = (value) - __f; \
85 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
86 lowpass(value.x, frac, ref_store.x, ref_out.x); \
87 lowpass(value.y, frac, ref_store.y, ref_out.y); \
90 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
91 highpass(value.x, frac, ref_store.x, ref_out.x); \
92 highpass(value.y, frac, ref_store.y, ref_out.y); \
95 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
96 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
97 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
100 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
101 lowpass(value.x, frac, ref_store.x, ref_out.x); \
102 lowpass(value.y, frac, ref_store.y, ref_out.y); \
103 lowpass(value.z, frac, ref_store.z, ref_out.z); \
106 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 highpass(value.x, frac, ref_store.x, ref_out.x); \
108 highpass(value.y, frac, ref_store.y, ref_out.y); \
109 highpass(value.z, frac, ref_store.z, ref_out.z); \
112 void calc_followmodel_ofs(entity view)
114 if(cl_followmodel_time == time)
115 return; // cl_followmodel_ofs already calculated for this frame
118 vector gunorg = '0 0 0';
119 static vector vel_average;
120 static vector gunorg_adjustment_highpass;
121 static vector gunorg_adjustment_lowpass;
124 if (autocvar_cl_followmodel_velocity_absolute)
128 vector forward, right, up;
129 MAKE_VECTORS(view_angles, forward, right, up);
130 vel.x = view.velocity * forward;
131 vel.y = view.velocity * right * -1;
132 vel.z = view.velocity * up;
135 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
136 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
137 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
139 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
140 lowpass3(vel, frac, vel_average, gunorg);
142 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
144 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
145 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
146 frac = avg_factor(autocvar_cl_followmodel_highpass);
147 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
148 frac = avg_factor(autocvar_cl_followmodel_lowpass);
149 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
151 if (autocvar_cl_followmodel_velocity_absolute)
154 vector forward, right, up;
155 MAKE_VECTORS(view_angles, forward, right, up);
156 fixed_gunorg.x = gunorg * forward;
157 fixed_gunorg.y = gunorg * right * -1;
158 fixed_gunorg.z = gunorg * up;
159 gunorg = fixed_gunorg;
162 cl_followmodel_ofs = gunorg;
163 cl_followmodel_time = time;
166 vector leanmodel_ofs(entity view)
169 vector gunangles = '0 0 0';
170 static vector gunangles_prev = '0 0 0';
171 static vector gunangles_highpass = '0 0 0';
172 static vector gunangles_adjustment_highpass;
173 static vector gunangles_adjustment_lowpass;
175 if (view.csqcmodel_teleported)
176 gunangles_prev = view_angles;
178 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
179 gunangles_highpass += gunangles_prev;
180 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
181 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
182 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
183 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
184 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
185 gunangles_prev = view_angles;
186 gunangles_highpass -= gunangles_prev;
188 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
189 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
191 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
192 frac = avg_factor(autocvar_cl_leanmodel_highpass);
193 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
194 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
195 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
197 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
202 vector bobmodel_ofs(entity view)
204 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
205 static bool oldonground;
206 static float hitgroundtime;
209 float f = time; // cl.movecmd[0].time
213 oldonground = clonground;
215 // calculate for swinging gun model
216 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
217 vector gunorg = '0 0 0';
218 static float bobmodel_scale = 0;
219 static float time_ofs = 0; // makes the effect always restart in the same way
222 if (time - hitgroundtime > 0.05)
223 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
226 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
228 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
229 if (bobmodel_scale && xyspeed)
231 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
232 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
233 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
234 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
242 void viewmodel_animate(entity this)
244 if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
246 entity view = CSQCModel_server2csqc(player_localentnum - 1);
248 if (autocvar_cl_followmodel)
250 calc_followmodel_ofs(view);
251 this.origin += cl_followmodel_ofs;
254 if (autocvar_cl_leanmodel)
255 this.angles += leanmodel_ofs(view);
257 // vertical view bobbing code
260 // horizontal view bobbing code
264 // causes the view to swing down and back up when touching the ground
267 // gun model bobbing code
268 if (autocvar_cl_bobmodel)
269 this.origin += bobmodel_ofs(view);
272 .vector viewmodel_origin, viewmodel_angles;
273 .float weapon_nextthink;
274 .float weapon_eta_last;
275 .float weapon_switchdelay;
279 void viewmodel_draw(entity this)
281 if(!this.activeweapon || !autocvar_r_drawviewmodel)
283 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
284 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
285 int wepskin = this.m_skin;
286 bool invehicle = player_localentnum > maxclients;
287 if (invehicle) a = -1;
288 Weapon wep = this.activeweapon;
289 int c = entcs_GetClientColors(current_player);
290 vector g = weaponentity_glowmod(wep, NULL, c, this);
291 entity me = CSQCModel_server2csqc(player_localentnum - 1);
292 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
294 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
295 for (entity e = this; e; e = e.weaponchild)
300 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
302 e.csqcmodel_effects = fx;
303 CSQCModel_Effects_Apply(e);
307 string name = wep.mdl;
308 string newname = wep.wr_viewmodel(wep, this);
311 bool swap = name != this.name_last;
314 this.name_last = name;
315 CL_WeaponEntity_SetModel(this, name, swap);
316 this.viewmodel_origin = this.origin;
317 this.viewmodel_angles = this.angles;
320 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
321 anim_set(this, this.anim_idle, true, false, false);
323 float f = 0; // 0..1; 0: fully active
324 float rate = STAT(WEAPONRATEFACTOR);
325 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
326 if (eta <= 0) f = this.weapon_eta_last;
327 else switch (this.state)
331 f = eta / max(eta, this.weapon_switchdelay);
336 f = 1 - eta / max(eta, this.weapon_switchdelay);
345 this.weapon_eta_last = f;
346 this.origin = this.viewmodel_origin;
347 this.angles = this.viewmodel_angles;
348 this.angles_x = (-90 * f * f);
349 viewmodel_animate(this);
350 MUTATOR_CALLHOOK(DrawViewModel, this);
351 setorigin(this, this.origin);
354 STATIC_INIT(viewmodel) {
355 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
356 viewmodels[slot] = new(viewmodel);
359 vector project_3d_to_2d(vector vec)
361 vec = cs_project(vec);
362 if(cs_project_is_b0rked > 0)
364 vec.x *= vid_conwidth / vid_width;
365 vec.y *= vid_conheight / vid_height;
370 bool projected_on_screen(vector screen_pos)
372 return screen_pos.z >= 0
375 && screen_pos.x < vid_conwidth
376 && screen_pos.y < vid_conheight;
379 void update_mousepos()
381 mousepos += getmousepos() * autocvar_menu_mouse_speed;
382 mousepos.x = bound(0, mousepos.x, vid_conwidth);
383 mousepos.y = bound(0, mousepos.y, vid_conheight);
386 float showfps_prevfps_time;
387 int showfps_framecounter;
389 void fpscounter_update()
394 float currentTime = gettime(GETTIME_FRAMESTART);
396 showfps_framecounter += 1;
397 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
399 float fps = showfps_framecounter / (currentTime - showfps_prevfps_time);
400 showfps_framecounter = 0;
401 showfps_prevfps_time = currentTime;
403 int channel = MSG_C2S;
404 WriteHeader(channel, fpsreport);
405 WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values
409 STATIC_INIT(fpscounter_init)
411 float currentTime = gettime(GETTIME_FRAMESTART);
412 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
416 vector GetCurrentFov(float fov)
418 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
419 float velocityzoom, curspeed;
422 zoomsensitivity = autocvar_cl_zoomsensitivity;
423 zoomfactor = autocvar_cl_zoomfactor;
424 if(zoomfactor < 1 || zoomfactor > 30)
426 zoomspeed = autocvar_cl_zoomspeed;
427 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
430 zoomdir = button_zoom;
432 if(hud == HUD_NORMAL && !spectatee_status)
434 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
436 entity wepent = viewmodels[slot];
437 if(wepent.switchweapon != wepent.activeweapon)
439 Weapon wep = wepent.activeweapon;
440 if(wep != WEP_Null && wep.wr_zoomdir)
442 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
447 if(spectatee_status > 0 || isdemo())
449 if(spectatorbutton_zoom)
456 // fteqcc failed twice here already, don't optimize this
459 if(zoomdir) { zoomin_effect = 0; }
461 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
463 current_viewzoom = 1;
465 else if (camera_active)
467 current_viewzoom = min(1, current_viewzoom + drawframetime);
469 else if(autocvar_cl_spawnzoom && zoomin_effect)
471 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
473 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
474 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
475 if(current_viewzoom == 1) { zoomin_effect = 0; }
479 if(zoomspeed < 0) // instant zoom
482 current_viewzoom = 1 / zoomfactor;
484 current_viewzoom = 1;
489 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
491 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
495 if(almost_equals(current_viewzoom, 1))
496 current_zoomfraction = 0;
497 else if(almost_equals(current_viewzoom, 1/zoomfactor))
498 current_zoomfraction = 1;
500 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
502 if(zoomsensitivity < 1)
503 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
505 setsensitivityscale(1);
507 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
509 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
513 vector forward, right, up;
514 MAKE_VECTORS(view_angles, forward, right, up);
517 v = csqcplayer.velocity;
519 switch(autocvar_cl_velocityzoom_type)
521 case 3: curspeed = max(0, forward * v); break;
522 case 2: curspeed = (forward * v); break;
523 case 1: default: curspeed = vlen(v); break;
527 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
528 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
529 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
531 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
536 float frustumx, frustumy, fovx, fovy;
537 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
538 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
539 fovx = atan2(frustumx, 1) / M_PI * 360.0;
540 fovy = atan2(frustumy, 1) / M_PI * 360.0;
542 return '1 0 0' * fovx + '0 1 0' * fovy;
545 vector GetViewLocationFOV(float fov)
547 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
548 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
549 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
550 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
551 return '1 0 0' * fovx + '0 1 0' * fovy;
554 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
557 float width = (ov_worldmax.x - ov_worldmin.x);
558 float height = (ov_worldmax.y - ov_worldmin.y);
559 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
560 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
561 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
562 return '1 0 0' * fovx + '0 1 0' * fovy;
565 // this function must match W_SetupShot!
567 bool minigame_wasactive;
570 const float CAMERA_FREE = 1;
571 const float CAMERA_CHASE = 2;
572 string NextFrameCommand;
574 vector freeze_org, freeze_ang;
575 entity nightvision_noise, nightvision_noise2;
577 float myhealth, myhealth_prev;
578 float myhealth_flash;
580 float old_blurradius, old_bluralpha;
581 float old_sharpen_intensity;
583 vector myhealth_gentlergb;
585 float contentavgalpha, liquidalpha_prev;
586 vector liquidcolor_prev;
588 float eventchase_current_distance;
589 float eventchase_running;
590 int WantEventchase(entity this, bool want_vehiclechase)
592 if(autocvar_cl_orthoview)
594 if(STAT(GAME_STOPPED) || intermission)
598 if(spectatee_status >= 0)
600 if(want_vehiclechase)
602 if(MUTATOR_CALLHOOK(WantEventchase, this))
604 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
606 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
608 if(autocvar_cl_eventchase_death == 2)
610 // don't stop eventchase once it's started (even if velocity changes afterwards)
611 if(this.velocity == '0 0 0' || eventchase_running)
616 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
618 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
620 else if (eventchase_running)
621 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
627 void View_EventChase(entity this)
629 // event chase camera
630 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
632 if(STAT(CAMERA_SPECTATOR))
634 if(spectatee_status > 0)
636 if(!autocvar_chase_active)
638 cvar_set("chase_active", "-2");
642 else if(autocvar_chase_active == -2)
643 cvar_set("chase_active", "0");
645 if(autocvar_chase_active == -2)
648 else if(autocvar_chase_active == -2)
649 cvar_set("chase_active", "0");
651 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
653 float vehicle_viewdist = 0;
654 vector vehicle_viewofs = '0 0 0';
658 if(hud != HUD_BUMBLEBEE_GUN)
660 Vehicle info = REGISTRY_GET(Vehicles, hud);
661 vehicle_viewdist = info.height;
662 vehicle_viewofs = info.view_ofs;
663 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
664 vehicle_chase = false;
667 vehicle_chase = false;
670 int eventchase = WantEventchase(this, vehicle_chase);
673 vector current_view_origin_override = '0 0 0';
674 vector view_offset_override = '0 0 0';
675 float chase_distance_override = 0;
676 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
677 if(custom_eventchase)
679 current_view_origin_override = M_ARGV(0, vector);
680 view_offset_override = M_ARGV(1, vector);
681 chase_distance_override = M_ARGV(0, float);
683 eventchase_running = true;
685 // 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.)
686 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
687 if (custom_eventchase)
688 current_view_origin = current_view_origin_override;
690 // detect maximum viewoffset and use it
691 vector view_offset = autocvar_cl_eventchase_viewoffset;
695 view_offset = vehicle_viewofs;
697 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
699 if (custom_eventchase)
700 view_offset = view_offset_override;
704 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
705 if(trace_fraction == 1) { current_view_origin += view_offset; }
706 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
709 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
710 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
711 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
712 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
714 // make the camera smooth back
715 float chase_distance = autocvar_cl_eventchase_distance;
719 chase_distance = vehicle_viewdist;
721 chase_distance = autocvar_cl_eventchase_vehicle_distance;
723 if (custom_eventchase)
724 chase_distance = chase_distance_override;
726 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
727 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
728 else if(eventchase_current_distance != chase_distance)
729 eventchase_current_distance = chase_distance;
731 vector forward, right, up;
732 MAKE_VECTORS(view_angles, forward, right, up);
734 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
735 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
737 // If the boxtrace fails, revert back to line tracing.
741 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
742 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
743 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
745 else { setproperty(VF_ORIGIN, trace_endpos); }
748 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
751 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
753 eventchase_running = false;
754 cvar_set("chase_active", "0");
755 eventchase_current_distance = 0; // start from 0 next time
758 // workaround for camera stuck between player's legs when using chase_active 1
759 // because the engine stops updating the chase_active camera when the game ends
760 else if(intermission)
762 cvar_settemp("chase_active", "-1");
763 eventchase_current_distance = 0;
767 vector damage_blurpostprocess, content_blurpostprocess;
771 // accumulate damage with each stat update
772 static float damage_total_prev = 0;
773 float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
774 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
775 damage_total_prev = damage_total;
777 static float damage_dealt_time_prev = 0;
778 float damage_dealt_time = STAT(HIT_TIME);
779 if (damage_dealt_time != damage_dealt_time_prev)
781 unaccounted_damage += unaccounted_damage_new;
782 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
784 damage_dealt_time_prev = damage_dealt_time;
786 // prevent hitsound when switching spectatee
787 static float spectatee_status_prev = 0;
788 if (spectatee_status != spectatee_status_prev)
789 unaccounted_damage = 0;
790 spectatee_status_prev = spectatee_status;
795 // varying sound pitch
797 bool have_arc = false;
798 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
800 entity wepent = viewmodels[slot];
802 if(wepent.activeweapon == WEP_ARC)
806 static float hitsound_time_prev = 0;
807 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
808 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
809 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
811 if (autocvar_cl_hitsound && unaccounted_damage)
813 float pitch_shift = 1;
814 if (autocvar_cl_hitsound == 2 || autocvar_cl_hitsound == 3)
816 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
817 float a = autocvar_cl_hitsound_max_pitch;
818 float b = autocvar_cl_hitsound_min_pitch;
819 float c = autocvar_cl_hitsound_nom_damage;
820 float d = unaccounted_damage;
821 pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
823 // if pitch shift is reversed, mirror in (max-min)/2 + min
824 if (autocvar_cl_hitsound == 3)
826 float mirror_value = (a-b)/2 + b;
827 pitch_shift = mirror_value + (mirror_value - pitch_shift);
831 //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
833 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
834 // todo: normalize sound pressure levels? seems unnecessary
836 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
838 unaccounted_damage = 0;
839 hitsound_time_prev = time;
842 static float typehit_time_prev = 0;
843 float typehit_time = STAT(TYPEHIT_TIME);
844 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
846 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
847 typehit_time_prev = typehit_time;
850 static float kill_time_prev = 0;
851 float kill_time = STAT(KILL_TIME);
852 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
854 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
855 kill_time_prev = kill_time;
859 void HUD_Draw(entity this)
861 // if we don't know gametype and scores yet avoid drawing the scoreboard
862 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
863 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
864 // cl_deathscoreboard would show the scoreboard and so on
871 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
873 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
875 else if(STAT(FROZEN))
877 vector col = '0.25 0.90 1';
878 float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
879 float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
881 col += vec3(col_fade, -col_fade, -col_fade);
882 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
887 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
889 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
890 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
891 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
893 else if(STAT(CAPTURE_PROGRESS))
895 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
896 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
898 else if(STAT(REVIVE_PROGRESS))
900 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
901 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
905 if(autocvar_r_letterbox == 0)
906 if(autocvar_viewsize < 120)
908 if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
909 Accuracy_LoadLevels();
915 // crosshair goes VERY LAST
921 void ViewLocation_Mouse()
924 return; // don't draw it as spectator!
926 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
927 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
928 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
930 //float cursor_alpha = 1 - autocvar__menu_alpha;
931 //cursor_type = CURSOR_NORMAL;
932 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
935 void HUD_Cursor_Show()
937 float cursor_alpha = 1 - autocvar__menu_alpha;
938 if(cursor_type == CURSOR_NORMAL)
939 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
940 else if(cursor_type == CURSOR_MOVE)
941 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
942 else if(cursor_type == CURSOR_RESIZE)
943 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
944 else if(cursor_type == CURSOR_RESIZE2)
945 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
948 void HUD_Mouse(entity player)
950 if(autocvar__menu_alpha == 1)
955 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
956 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
960 if (cursor_active == -1) // starting to display the cursor
962 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
963 // in the first frame mousepos is the mouse position of the last time
964 // the cursor was displayed, thus we ignore it to avoid a glictch
969 if(!autocvar_hud_cursormode)
972 cursor_type = CURSOR_NORMAL;
973 if(autocvar__hud_configure)
977 if (HUD_MinigameMenu_IsOpened())
978 HUD_Minigame_Mouse();
979 if (QuickMenu_IsOpened())
981 if (HUD_Radar_Clickable())
985 prevMouseClicked = mouseClicked;
990 void View_NightVision()
992 if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
995 // apply night vision effect
996 vector tc_00, tc_01, tc_10, tc_11;
997 vector rgb = '0 0 0';
1000 if(!nightvision_noise)
1002 nightvision_noise = new(nightvision_noise);
1004 if(!nightvision_noise2)
1006 nightvision_noise2 = new(nightvision_noise2);
1009 // color tint in yellow
1010 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1013 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1015 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1016 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1017 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1018 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1019 tc_11 = tc_01 + tc_10 - tc_00;
1020 R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true);
1021 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1022 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1023 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1024 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1028 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1029 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1030 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1031 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1032 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1033 tc_11 = tc_01 + tc_10 - tc_00;
1034 R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true);
1035 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1036 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1037 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1038 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1042 // visual overlay while in liquids
1043 // provides some effects to the postprocessing function
1046 if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1049 // improved polyblend
1050 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1053 switch(pointcontents(view_origin))
1056 liquidalpha = autocvar_hud_contents_water_alpha;
1057 liquidcolor = stov(autocvar_hud_contents_water_color);
1062 liquidalpha = autocvar_hud_contents_lava_alpha;
1063 liquidcolor = stov(autocvar_hud_contents_lava_color);
1068 liquidalpha = autocvar_hud_contents_slime_alpha;
1069 liquidcolor = stov(autocvar_hud_contents_slime_color);
1075 liquidcolor = '0 0 0';
1080 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1081 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1082 contentfadetime = autocvar_hud_contents_fadeintime;
1083 liquidalpha_prev = liquidalpha;
1084 liquidcolor_prev = liquidcolor;
1087 contentfadetime = autocvar_hud_contents_fadeouttime;
1089 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1090 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1093 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1095 if(autocvar_hud_postprocessing)
1097 if(autocvar_hud_contents_blur && contentavgalpha)
1099 content_blurpostprocess.x = 1;
1100 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1101 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1105 content_blurpostprocess.x = 0;
1106 content_blurpostprocess.y = 0;
1107 content_blurpostprocess.z = 0;
1112 // visual pain effects on the screen
1113 // provides some effects to the postprocessing function
1116 if(!autocvar_hud_damage || STAT(FROZEN))
1119 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1120 splash_size.x = max(vid_conwidth, vid_conheight);
1121 splash_size.y = max(vid_conwidth, vid_conheight);
1122 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1123 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1125 float myhealth_flash_temp;
1126 myhealth = STAT(HEALTH);
1129 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1131 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1133 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1134 pain_threshold = autocvar_hud_damage_pain_threshold;
1135 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1136 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1138 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1140 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);
1143 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1145 if(myhealth_prev < 1)
1149 myhealth_flash = 0; // just spawned, clear the flash immediately
1150 myhealth_flash_temp = 0;
1154 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1158 if(spectatee_status == -1 || intermission)
1160 myhealth_flash = 0; // observing, or match ended
1161 myhealth_flash_temp = 0;
1164 myhealth_prev = myhealth;
1166 // IDEA: change damage color/picture based on player model for robot/alien species?
1167 // pro: matches model better
1168 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1169 // maybe different reddish pics?
1170 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1172 if(autocvar_cl_gentle_damage == 2)
1174 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1175 myhealth_gentlergb = randomvec();
1178 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1180 if(myhealth_flash_temp > 0)
1181 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1183 else if(myhealth_flash_temp > 0)
1184 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1186 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.
1188 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1190 damage_blurpostprocess.x = 1;
1191 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1192 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1196 damage_blurpostprocess.x = 0;
1197 damage_blurpostprocess.y = 0;
1198 damage_blurpostprocess.z = 0;
1203 void View_PostProcessing()
1205 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1206 float e2 = (autocvar_hud_powerup != 0);
1207 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1209 // enable or disable rendering types if they are used or not
1210 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1211 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1213 // blur postprocess handling done first (used by hud_damage and hud_contents)
1214 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1216 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1217 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1218 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1220 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1221 old_blurradius = blurradius;
1222 old_bluralpha = bluralpha;
1225 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1227 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1232 // edge detection postprocess handling done second (used by hud_powerup)
1233 float sharpen_intensity = 0;
1234 FOREACH(StatusEffect, it.instanceOfPowerups,
1236 float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
1237 if(powerup_finished > 0)
1238 sharpen_intensity += powerup_finished;
1241 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1243 if(autocvar_hud_powerup && sharpen_intensity > 0)
1245 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1247 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1248 old_sharpen_intensity = sharpen_intensity;
1251 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1253 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1254 old_sharpen_intensity = 0;
1257 if(cvar("r_glsl_postprocess") == 0)
1258 cvar_set("r_glsl_postprocess", "2");
1260 else if(cvar("r_glsl_postprocess") == 2)
1261 cvar_set("r_glsl_postprocess", "0");
1266 int lock_type = autocvar_cl_lockview;
1268 if (!autocvar_hud_cursormode
1269 && ((autocvar__hud_configure && spectatee_status <= 0)
1271 || HUD_Radar_Clickable()
1272 || HUD_MinigameMenu_IsOpened()
1273 || QuickMenu_IsOpened()
1278 // lock_type 1: lock origin and angles
1279 // lock_type 2: lock only origin
1281 setproperty(VF_ORIGIN, freeze_org);
1283 freeze_org = getpropertyvec(VF_ORIGIN);
1285 setproperty(VF_ANGLES, freeze_ang);
1287 freeze_ang = getpropertyvec(VF_ANGLES);
1290 void View_DemoCamera()
1292 if(camera_active) // Camera for demo playback
1294 if(autocvar_camera_enable)
1298 cvar_set("chase_active", ftos(chase_active_backup));
1299 cvar_set("cl_demo_mousegrab", "0");
1300 camera_active = false;
1306 if(autocvar_camera_enable)
1308 if(autocvar_camera_enable && isdemo())
1311 // Enable required Darkplaces cvars
1312 chase_active_backup = autocvar_chase_active;
1313 cvar_set("chase_active", "2");
1314 cvar_set("cl_demo_mousegrab", "1");
1315 camera_active = true;
1316 camera_mode = false;
1322 void View_BlurTest()
1324 if(time > blurtest_time0 && time < blurtest_time1)
1326 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1327 float r = t * blurtest_radius;
1328 float f = 1 / (t ** blurtest_power) - 1;
1330 cvar_set("r_glsl_postprocess", "1");
1331 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1335 cvar_set("r_glsl_postprocess", "0");
1336 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1341 void View_CheckButtonStatus()
1343 float is_dead = (STAT(HEALTH) <= 0);
1345 // FIXME do we need this hack?
1348 // in demos, input_buttons do not work
1349 button_zoom = (autocvar__togglezoom == "-");
1352 && autocvar_cl_unpress_zoom_on_death
1353 && (spectatee_status >= 0)
1354 && (is_dead || intermission))
1356 // no zoom while dead or in intermission please
1357 localcmd("-zoom\n");
1358 button_zoom = false;
1361 if(autocvar_fov <= 59.5)
1363 if(!zoomscript_caught)
1365 localcmd("+button9\n");
1366 zoomscript_caught = 1;
1371 if(zoomscript_caught)
1373 localcmd("-button9\n");
1374 zoomscript_caught = 0;
1378 if(active_minigame && HUD_MinigameMenu_IsOpened())
1380 if(!minigame_wasactive)
1382 localcmd("+button12\n");
1383 minigame_wasactive = true;
1386 else if(minigame_wasactive)
1388 localcmd("-button12\n");
1389 minigame_wasactive = false;
1392 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1394 entity wepent = viewmodels[slot];
1396 if(wepent.last_switchweapon != wepent.switchweapon)
1399 wepent.last_switchweapon = wepent.switchweapon;
1400 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1402 localcmd("-zoom\n");
1403 button_zoom = false;
1405 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1407 localcmd("-fire\n");
1408 localcmd("-fire2\n");
1409 button_attack2 = false;
1412 if(wepent.last_activeweapon != wepent.activeweapon)
1414 wepent.last_activeweapon = wepent.activeweapon;
1416 entity e = wepent.activeweapon;
1418 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1420 localcmd("\ncl_hook_activeweapon none\n");
1426 float oldr_nearclip;
1427 float oldr_farclip_base;
1428 float oldr_farclip_world;
1430 float oldr_useportalculling;
1431 float oldr_useinfinitefarclip;
1432 vector ov_org = '0 0 0';
1433 vector ov_mid = '0 0 0';
1434 vector ov_worldmin = '0 0 0';
1435 vector ov_worldmax = '0 0 0';
1441 ov_worldmin = '0 0 0';
1442 ov_worldmax = '0 0 0';
1443 if(autocvar_cl_orthoview)
1445 ov_worldmin = mi_picmin;
1446 ov_worldmax = mi_picmax;
1448 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1449 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1450 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1452 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1453 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1455 float ov_nearest = vlen(ov_org - vec3(
1456 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1457 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1458 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1461 float ov_furthest = 0;
1464 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1465 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1466 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1467 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1468 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1469 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1470 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1471 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1475 oldr_nearclip = cvar("r_nearclip");
1476 oldr_farclip_base = cvar("r_farclip_base");
1477 oldr_farclip_world = cvar("r_farclip_world");
1478 oldr_novis = cvar("r_novis");
1479 oldr_useportalculling = cvar("r_useportalculling");
1480 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1483 cvar_settemp("r_nearclip", ftos(ov_nearest));
1484 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1485 cvar_settemp("r_farclip_world", "0");
1486 cvar_settemp("r_novis", "1");
1487 cvar_settemp("r_useportalculling", "0");
1488 cvar_settemp("r_useinfinitefarclip", "0");
1490 setproperty(VF_ORIGIN, ov_org);
1491 setproperty(VF_ANGLES, '90 0 0');
1496 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1498 vtos(getpropertyvec(VF_ANGLES)),
1508 cvar_set("r_nearclip", ftos(oldr_nearclip));
1509 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1510 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1511 cvar_set("r_novis", ftos(oldr_novis));
1512 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1513 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1519 void View_UpdateFov()
1522 if(autocvar_cl_orthoview)
1523 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1524 else if(csqcplayer.viewloc)
1525 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1527 fov = GetCurrentFov(autocvar_fov);
1529 setproperty(VF_FOV, fov);
1532 void CSQC_UpdateView(entity this, float w, float h)
1534 TC(int, w); TC(int, h);
1536 execute_next_frame();
1543 ReplicateVars(REPLICATEVARS_CHECK);
1545 HUD_Scale_Disable();
1547 if(autocvar__hud_showbinds_reload) // menu can set this one
1550 binddb = db_create();
1551 cvar_set("_hud_showbinds_reload", "0");
1554 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1555 view_quality = getproperty(VF_MINFPS_QUALITY);
1559 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1560 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1562 vector vf_size = getpropertyvec(VF_SIZE);
1563 vector vf_min = getpropertyvec(VF_MIN);
1564 vid_width = vf_size.x;
1565 vid_height = vf_size.y;
1567 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1569 if (autocvar_chase_active)
1571 // in first person view if r_drawviewmodel is off weapon isn't visible
1572 // and server doesn't throw any casing
1573 // switching to 3rd person view r_drawviewmodel is set to -1 to let know the server casings
1574 // can be thrown for self since own weapon model is visible
1575 if (autocvar_r_drawviewmodel == 0 && STAT(HEALTH) > 0)
1576 cvar_set("r_drawviewmodel", "-1");
1580 if (autocvar_r_drawviewmodel < 0)
1581 cvar_set("r_drawviewmodel", "0");
1584 WaypointSprite_Load();
1586 CSQCPlayer_SetCamera();
1588 if(player_localentnum <= maxclients) // is it a client?
1589 current_player = player_localentnum - 1;
1590 else // then player_localentnum is the vehicle I'm driving
1591 current_player = player_localnum;
1592 myteam = entcs_GetTeam(current_player);
1594 // abused multiple places below
1595 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1597 local_player = this; // fall back!
1599 View_EventChase(local_player);
1601 // do lockview after event chase camera so that it still applies whenever necessary.
1605 //WarpZone_FixPMove();
1609 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1610 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1611 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1612 viewmodel_draw(viewmodels[slot]);
1615 view_origin = getpropertyvec(VF_ORIGIN);
1616 view_angles = getpropertyvec(VF_ANGLES);
1617 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1623 TargetMusic_Advance();
1625 fpscounter_update();
1628 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1630 drawframetime = bound(0.000001, time - drawtime, 1);
1633 // watch for gametype changes here...
1634 // in ParseStuffCMD the cmd isn't executed yet :/
1635 // might even be better to add the gametype to TE_CSQC_INIT...?
1639 if(intermission && !intermission_time)
1640 intermission_time = time;
1642 if(STAT(GAME_STOPPED) && !game_stopped_time)
1643 game_stopped_time = time;
1644 else if(game_stopped_time && !STAT(GAME_STOPPED))
1645 game_stopped_time = 0;
1647 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1649 if(calledhooks & HOOK_START)
1651 localcmd("\ncl_hook_gameend\n");
1652 calledhooks |= HOOK_END;
1658 View_CheckButtonStatus();
1660 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1662 // ALWAYS Clear Current Scene First
1665 setproperty(VF_ORIGIN, view_origin);
1666 setproperty(VF_ANGLES, view_angles);
1668 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1669 setproperty(VF_SIZE, vf_size);
1670 setproperty(VF_MIN, vf_min);
1672 // Assign Standard Viewflags
1673 // Draw the World (and sky)
1674 setproperty(VF_DRAWWORLD, 1);
1676 // Set the console size vars
1677 vid_conwidth = autocvar_vid_conwidth;
1678 vid_conheight = autocvar_vid_conheight;
1679 vid_pixelheight = autocvar_vid_pixelheight;
1685 // Draw the Crosshair
1686 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1688 // Draw the Engine Status Bar (the default Quake HUD)
1689 setproperty(VF_DRAWENGINESBAR, 0);
1691 // Update the mouse position
1693 mousepos_x = vid_conwidth;
1694 mousepos_y = vid_conheight;
1695 mousepos = mousepos*0.5 + getmousepos();
1698 IL_EACH(g_drawables, it.draw, it.draw(it));
1700 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1703 // Now the the scene has been rendered, begin with the 2D drawing functions
1706 DrawReticle(local_player);
1709 View_PostProcessing();
1712 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1713 Draw_ShowNames_All();
1714 #if ENABLE_DEBUGDRAW
1718 scoreboard_active = Scoreboard_WouldDraw();
1720 HUD_Draw(this); // this parameter for deep vehicle function
1722 if(NextFrameCommand)
1724 localcmd("\n", NextFrameCommand, "\n");
1725 NextFrameCommand = string_null;
1728 // we must do this check AFTER a frame was rendered, or it won't work
1729 if(cs_project_is_b0rked == 0)
1732 w0 = ftos(autocvar_vid_conwidth);
1733 h0 = ftos(autocvar_vid_conheight);
1734 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1735 //setproperty(VF_FOV, '90 90 0');
1736 setproperty(VF_ORIGIN, '0 0 0');
1737 setproperty(VF_ANGLES, '0 0 0');
1738 setproperty(VF_PERSPECTIVE, 1);
1739 vector forward, right, up;
1740 MAKE_VECTORS('0 0 0', forward, right, up);
1742 cvar_set("vid_conwidth", "800");
1743 cvar_set("vid_conheight", "600");
1744 v1 = cs_project(forward);
1745 cvar_set("vid_conwidth", "640");
1746 cvar_set("vid_conheight", "480");
1747 v2 = cs_project(forward);
1749 cs_project_is_b0rked = 1;
1751 cs_project_is_b0rked = -1;
1752 cvar_set("vid_conwidth", w0);
1753 cvar_set("vid_conheight", h0);
1756 HUD_Mouse(local_player);
1762 // let's reset the view back to normal for the end
1763 setproperty(VF_MIN, '0 0 0');
1764 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1770 // following vectors must be global to allow seamless switching between camera modes
1771 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1772 void CSQC_Demo_Camera()
1774 float speed, attenuation, dimensions;
1777 if( autocvar_camera_reset || !camera_mode )
1779 camera_offset = '0 0 0';
1780 current_angles = '0 0 0';
1781 camera_direction = '0 0 0';
1782 camera_offset.z += 30;
1783 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1784 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1785 current_origin = view_origin;
1786 current_camera_offset = camera_offset;
1787 cvar_set("camera_reset", "0");
1788 camera_mode = CAMERA_CHASE;
1793 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1795 if(autocvar_camera_look_player)
1800 dir = normalize(view_origin - current_position);
1802 mouse_angles = vectoangles(dir);
1803 mouse_angles.x = mouse_angles.x * -1;
1808 tmp = getmousepos() * 0.1;
1809 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1811 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1812 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1816 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1817 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1818 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1819 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1821 // Fix difference when angles don't have the same sign
1823 if(mouse_angles.y < -60 && current_angles.y > 60)
1825 if(mouse_angles.y > 60 && current_angles.y < -60)
1828 if(autocvar_camera_look_player)
1829 attenuation = autocvar_camera_look_attenuation;
1831 attenuation = autocvar_camera_speed_attenuation;
1833 attenuation = 1 / max(1, attenuation);
1834 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1836 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1837 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1838 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1839 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1845 if( camera_direction.x )
1847 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1848 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1849 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1850 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1854 if( camera_direction.y )
1856 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1857 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1858 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1862 if( camera_direction.z )
1864 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1868 if(autocvar_camera_free)
1869 speed = autocvar_camera_speed_free;
1871 speed = autocvar_camera_speed_chase;
1875 speed = speed * sqrt(1 / dimensions);
1876 camera_offset += tmp * speed;
1879 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1882 if( autocvar_camera_free )
1884 if ( camera_mode == CAMERA_CHASE )
1886 current_camera_offset = current_origin + current_camera_offset;
1887 camera_offset = current_origin + camera_offset;
1890 camera_mode = CAMERA_FREE;
1891 current_position = current_camera_offset;
1895 if ( camera_mode == CAMERA_FREE )
1897 current_origin = view_origin;
1898 camera_offset = camera_offset - current_origin;
1899 current_camera_offset = current_camera_offset - current_origin;
1902 camera_mode = CAMERA_CHASE;
1904 if(autocvar_camera_chase_smoothly)
1905 current_origin += (view_origin - current_origin) * attenuation;
1907 current_origin = view_origin;
1909 current_position = current_origin + current_camera_offset;
1912 setproperty(VF_ANGLES, current_angles);
1913 setproperty(VF_ORIGIN, current_position);