3 #include "autocvars.qh"
4 #include <client/draw.qh>
5 #include "announcer.qh"
8 #include "mapvoting.qh"
9 #include "shownames.qh"
10 #include "hud/panel/scoreboard.qh"
11 #include "hud/panel/quickmenu.qh"
13 #include <client/mutators/_mod.qh>
15 #include <common/animdecide.qh>
16 #include <common/deathtypes/all.qh>
17 #include <common/ent_cs.qh>
18 #include <common/anim.qh>
19 #include <common/constants.qh>
20 #include <common/net_linked.qh>
21 #include <common/net_notice.qh>
22 #include <common/debug.qh>
23 #include <common/mapinfo.qh>
24 #include <common/gamemodes/_mod.qh>
25 #include <common/physics/player.qh>
26 #include <common/stats.qh>
27 #include <common/mapobjects/target/music.qh>
28 #include <common/teams.qh>
29 #include <common/wepent.qh>
31 #include <common/weapons/weapon/tuba.qh>
33 #include <common/vehicles/all.qh>
34 #include <common/weapons/_all.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
48 float autocvar_cl_viewmodel_scale;
49 float autocvar_cl_viewmodel_alpha = 1;
51 bool autocvar_cl_bobmodel;
52 float autocvar_cl_bobmodel_speed;
53 float autocvar_cl_bobmodel_side;
54 float autocvar_cl_bobmodel_up;
56 float autocvar_cl_followmodel;
57 float autocvar_cl_followmodel_speed = 0.3;
58 float autocvar_cl_followmodel_limit = 135;
59 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
60 float autocvar_cl_followmodel_highpass = 0.05;
61 float autocvar_cl_followmodel_lowpass = 0.03;
62 bool autocvar_cl_followmodel_velocity_absolute;
64 float autocvar_cl_leanmodel;
65 float autocvar_cl_leanmodel_speed = 0.3;
66 float autocvar_cl_leanmodel_limit = 30;
67 float autocvar_cl_leanmodel_highpass1 = 0.2;
68 float autocvar_cl_leanmodel_highpass = 0.2;
69 float autocvar_cl_leanmodel_lowpass = 0.05;
71 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
73 #define lowpass(value, frac, ref_store, ret) \
74 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
76 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
77 float __ignore; lowpass(value, frac, ref_store, __ignore); \
78 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
81 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
82 float __f = 0; lowpass(value, frac, ref_store, __f); \
83 ret = (value) - __f; \
86 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
87 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
88 ret = (value) - __f; \
91 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
92 lowpass(value.x, frac, ref_store.x, ref_out.x); \
93 lowpass(value.y, frac, ref_store.y, ref_out.y); \
96 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
97 highpass(value.x, frac, ref_store.x, ref_out.x); \
98 highpass(value.y, frac, ref_store.y, ref_out.y); \
101 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
102 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
103 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
106 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 lowpass(value.x, frac, ref_store.x, ref_out.x); \
108 lowpass(value.y, frac, ref_store.y, ref_out.y); \
109 lowpass(value.z, frac, ref_store.z, ref_out.z); \
112 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
113 highpass(value.x, frac, ref_store.x, ref_out.x); \
114 highpass(value.y, frac, ref_store.y, ref_out.y); \
115 highpass(value.z, frac, ref_store.z, ref_out.z); \
118 void calc_followmodel_ofs(entity view)
120 if(cl_followmodel_time == time)
121 return; // cl_followmodel_ofs already calculated for this frame
124 vector gunorg = '0 0 0';
125 static vector vel_average;
126 static vector gunorg_adjustment_highpass;
127 static vector gunorg_adjustment_lowpass;
130 if (autocvar_cl_followmodel_velocity_absolute)
134 vector forward, right, up;
135 MAKE_VECTORS(view_angles, forward, right, up);
136 vel.x = view.velocity * forward;
137 vel.y = view.velocity * right * -1;
138 vel.z = view.velocity * up;
141 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
142 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
143 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
145 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
146 lowpass3(vel, frac, vel_average, gunorg);
148 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
150 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
151 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
152 frac = avg_factor(autocvar_cl_followmodel_highpass);
153 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
154 frac = avg_factor(autocvar_cl_followmodel_lowpass);
155 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
157 if (autocvar_cl_followmodel_velocity_absolute)
160 vector forward, right, up;
161 MAKE_VECTORS(view_angles, forward, right, up);
162 fixed_gunorg.x = gunorg * forward;
163 fixed_gunorg.y = gunorg * right * -1;
164 fixed_gunorg.z = gunorg * up;
165 gunorg = fixed_gunorg;
168 cl_followmodel_ofs = gunorg;
169 cl_followmodel_time = time;
172 vector leanmodel_ofs(entity view)
175 vector gunangles = '0 0 0';
176 static vector gunangles_prev = '0 0 0';
177 static vector gunangles_highpass = '0 0 0';
178 static vector gunangles_adjustment_highpass;
179 static vector gunangles_adjustment_lowpass;
181 if (view.csqcmodel_teleported)
182 gunangles_prev = view_angles;
184 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
185 gunangles_highpass += gunangles_prev;
186 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
187 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
188 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
189 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
190 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
191 gunangles_prev = view_angles;
192 gunangles_highpass -= gunangles_prev;
194 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
195 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
197 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
198 frac = avg_factor(autocvar_cl_leanmodel_highpass);
199 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
200 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
201 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
203 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
208 vector bobmodel_ofs(entity view)
210 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
211 static bool oldonground;
212 static float hitgroundtime;
215 float f = time; // cl.movecmd[0].time
219 oldonground = clonground;
221 // calculate for swinging gun model
222 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
223 vector gunorg = '0 0 0';
224 static float bobmodel_scale = 0;
225 static float time_ofs = 0; // makes the effect always restart in the same way
228 if (time - hitgroundtime > 0.05)
229 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
232 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
234 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
235 if (bobmodel_scale && xyspeed)
237 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
238 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
239 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
240 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
248 void viewmodel_animate(entity this)
250 if (autocvar_chase_active) return;
251 if (STAT(HEALTH) <= 0) return;
253 entity view = CSQCModel_server2csqc(player_localentnum - 1);
255 if (autocvar_cl_followmodel)
257 calc_followmodel_ofs(view);
258 this.origin += cl_followmodel_ofs;
261 if (autocvar_cl_leanmodel)
262 this.angles += leanmodel_ofs(view);
264 // vertical view bobbing code
267 // horizontal view bobbing code
271 // causes the view to swing down and back up when touching the ground
274 // gun model bobbing code
275 if (autocvar_cl_bobmodel)
276 this.origin += bobmodel_ofs(view);
279 .vector viewmodel_origin, viewmodel_angles;
280 .float weapon_nextthink;
281 .float weapon_eta_last;
282 .float weapon_switchdelay;
286 void viewmodel_draw(entity this)
288 if(!this.activeweapon || !autocvar_r_drawviewmodel)
290 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
291 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
292 int wepskin = this.m_skin;
293 bool invehicle = player_localentnum > maxclients;
294 if (invehicle) a = -1;
295 Weapon wep = this.activeweapon;
296 int c = entcs_GetClientColors(current_player);
297 vector g = weaponentity_glowmod(wep, NULL, c, this);
298 entity me = CSQCModel_server2csqc(player_localentnum - 1);
299 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
301 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
302 for (entity e = this; e; e = e.weaponchild)
307 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
309 e.csqcmodel_effects = fx;
310 CSQCModel_Effects_Apply(e);
314 string name = wep.mdl;
315 string newname = wep.wr_viewmodel(wep, this);
318 bool swap = name != this.name_last;
321 this.name_last = name;
322 CL_WeaponEntity_SetModel(this, name, swap);
323 this.viewmodel_origin = this.origin;
324 this.viewmodel_angles = this.angles;
327 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
328 anim_set(this, this.anim_idle, true, false, false);
330 float f = 0; // 0..1; 0: fully active
331 float rate = STAT(WEAPONRATEFACTOR);
332 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
333 if (eta <= 0) f = this.weapon_eta_last;
334 else switch (this.state)
338 f = eta / max(eta, this.weapon_switchdelay);
343 f = 1 - eta / max(eta, this.weapon_switchdelay);
352 this.weapon_eta_last = f;
353 this.origin = this.viewmodel_origin;
354 this.angles = this.viewmodel_angles;
355 this.angles_x = (-90 * f * f);
356 viewmodel_animate(this);
357 MUTATOR_CALLHOOK(DrawViewModel, this);
358 setorigin(this, this.origin);
361 STATIC_INIT(viewmodel) {
362 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363 viewmodels[slot] = new(viewmodel);
366 vector project_3d_to_2d(vector vec)
368 vec = cs_project(vec);
369 if(cs_project_is_b0rked > 0)
371 vec.x *= vid_conwidth / vid_width;
372 vec.y *= vid_conheight / vid_height;
377 bool projected_on_screen(vector screen_pos)
379 return screen_pos.z >= 0
382 && screen_pos.x < vid_conwidth
383 && screen_pos.y < vid_conheight;
386 void update_mousepos()
388 mousepos += getmousepos() * autocvar_menu_mouse_speed;
389 mousepos.x = bound(0, mousepos.x, vid_conwidth);
390 mousepos.y = bound(0, mousepos.y, vid_conheight);
393 float showfps_prevfps;
394 float showfps_prevfps_time;
395 int showfps_framecounter;
397 void fpscounter_update()
402 float currentTime = gettime(GETTIME_FRAMESTART);
404 showfps_framecounter += 1;
405 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
407 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
408 showfps_framecounter = 0;
409 showfps_prevfps_time = currentTime;
411 int channel = MSG_C2S;
412 WriteHeader(channel, fpsreport);
413 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
417 STATIC_INIT(fpscounter_init)
419 float currentTime = gettime(GETTIME_FRAMESTART);
420 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
424 vector GetCurrentFov(float fov)
426 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
427 float velocityzoom, curspeed;
430 zoomsensitivity = autocvar_cl_zoomsensitivity;
431 zoomfactor = autocvar_cl_zoomfactor;
432 if(zoomfactor < 1 || zoomfactor > 30)
434 zoomspeed = autocvar_cl_zoomspeed;
435 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
438 zoomdir = button_zoom;
440 if(hud == HUD_NORMAL && !spectatee_status)
442 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
444 entity wepent = viewmodels[slot];
445 if(wepent.switchweapon != wepent.activeweapon)
447 Weapon wep = wepent.activeweapon;
448 if(wep != WEP_Null && wep.wr_zoomdir)
450 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
455 if(spectatee_status > 0 || isdemo())
457 if(spectatorbutton_zoom)
464 // fteqcc failed twice here already, don't optimize this
467 if(zoomdir) { zoomin_effect = 0; }
469 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
471 current_viewzoom = 1;
473 else if (camera_active)
475 current_viewzoom = min(1, current_viewzoom + drawframetime);
477 else if(autocvar_cl_spawnzoom && zoomin_effect)
479 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
481 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
482 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
483 if(current_viewzoom == 1) { zoomin_effect = 0; }
487 if(zoomspeed < 0) // instant zoom
490 current_viewzoom = 1 / zoomfactor;
492 current_viewzoom = 1;
497 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
499 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
503 if(almost_equals(current_viewzoom, 1))
504 current_zoomfraction = 0;
505 else if(almost_equals(current_viewzoom, 1/zoomfactor))
506 current_zoomfraction = 1;
508 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
510 if(zoomsensitivity < 1)
511 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
513 setsensitivityscale(1);
515 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
517 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
521 vector forward, right, up;
522 MAKE_VECTORS(view_angles, forward, right, up);
525 v = csqcplayer.velocity;
527 switch(autocvar_cl_velocityzoom_type)
529 case 3: curspeed = max(0, forward * v); break;
530 case 2: curspeed = (forward * v); break;
531 case 1: default: curspeed = vlen(v); break;
535 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
536 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
537 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
539 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
544 float frustumx, frustumy, fovx, fovy;
545 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
546 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
547 fovx = atan2(frustumx, 1) / M_PI * 360.0;
548 fovy = atan2(frustumy, 1) / M_PI * 360.0;
550 return '1 0 0' * fovx + '0 1 0' * fovy;
553 vector GetViewLocationFOV(float fov)
555 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
556 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
557 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
558 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
559 return '1 0 0' * fovx + '0 1 0' * fovy;
562 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
565 float width = (ov_worldmax.x - ov_worldmin.x);
566 float height = (ov_worldmax.y - ov_worldmin.y);
567 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
568 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
569 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
570 return '1 0 0' * fovx + '0 1 0' * fovy;
573 // this function must match W_SetupShot!
575 bool minigame_wasactive;
578 const float CAMERA_FREE = 1;
579 const float CAMERA_CHASE = 2;
580 string NextFrameCommand;
582 vector freeze_org, freeze_ang;
583 entity nightvision_noise, nightvision_noise2;
585 float myhealth, myhealth_prev;
586 float myhealth_flash;
588 float old_blurradius, old_bluralpha;
589 float old_sharpen_intensity;
591 vector myhealth_gentlergb;
593 float contentavgalpha, liquidalpha_prev;
594 vector liquidcolor_prev;
596 float eventchase_current_distance;
597 float eventchase_running;
598 int WantEventchase(entity this, bool want_vehiclechase)
600 if(autocvar_cl_orthoview)
602 if(STAT(GAME_STOPPED) || intermission)
606 if(spectatee_status >= 0)
608 if(want_vehiclechase)
610 if(MUTATOR_CALLHOOK(WantEventchase, this))
612 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
614 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
616 if(autocvar_cl_eventchase_death == 2)
618 // don't stop eventchase once it's started (even if velocity changes afterwards)
619 if(this.velocity == '0 0 0' || eventchase_running)
624 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
626 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
628 else if (eventchase_running)
629 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
635 void View_EventChase(entity this)
637 // event chase camera
638 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
640 if(STAT(CAMERA_SPECTATOR))
642 if(spectatee_status > 0)
644 if(!autocvar_chase_active)
646 cvar_set("chase_active", "-2");
650 else if(autocvar_chase_active == -2)
651 cvar_set("chase_active", "0");
653 if(autocvar_chase_active == -2)
656 else if(autocvar_chase_active == -2)
657 cvar_set("chase_active", "0");
659 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
661 float vehicle_viewdist = 0;
662 vector vehicle_viewofs = '0 0 0';
666 if(hud != HUD_BUMBLEBEE_GUN)
668 Vehicle info = REGISTRY_GET(Vehicles, hud);
669 vehicle_viewdist = info.height;
670 vehicle_viewofs = info.view_ofs;
671 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
672 vehicle_chase = false;
675 vehicle_chase = false;
678 int eventchase = WantEventchase(this, vehicle_chase);
681 vector current_view_origin_override = '0 0 0';
682 vector view_offset_override = '0 0 0';
683 float chase_distance_override = 0;
684 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
685 if(custom_eventchase)
687 current_view_origin_override = M_ARGV(0, vector);
688 view_offset_override = M_ARGV(1, vector);
689 chase_distance_override = M_ARGV(0, float);
691 eventchase_running = true;
693 // 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.)
694 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
695 if (custom_eventchase)
696 current_view_origin = current_view_origin_override;
698 // detect maximum viewoffset and use it
699 vector view_offset = autocvar_cl_eventchase_viewoffset;
703 view_offset = vehicle_viewofs;
705 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
707 if (custom_eventchase)
708 view_offset = view_offset_override;
712 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
713 if(trace_fraction == 1) { current_view_origin += view_offset; }
714 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
717 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
718 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
719 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
720 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
722 // make the camera smooth back
723 float chase_distance = autocvar_cl_eventchase_distance;
727 chase_distance = vehicle_viewdist;
729 chase_distance = autocvar_cl_eventchase_vehicle_distance;
731 if (custom_eventchase)
732 chase_distance = chase_distance_override;
734 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
735 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
736 else if(eventchase_current_distance != chase_distance)
737 eventchase_current_distance = chase_distance;
739 vector forward, right, up;
740 MAKE_VECTORS(view_angles, forward, right, up);
742 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
743 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
745 // If the boxtrace fails, revert back to line tracing.
749 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
750 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
751 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
753 else { setproperty(VF_ORIGIN, trace_endpos); }
756 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
759 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
761 eventchase_running = false;
762 cvar_set("chase_active", "0");
763 eventchase_current_distance = 0; // start from 0 next time
766 // workaround for camera stuck between player's legs when using chase_active 1
767 // because the engine stops updating the chase_active camera when the game ends
768 else if(intermission)
770 cvar_settemp("chase_active", "-1");
771 eventchase_current_distance = 0;
775 vector damage_blurpostprocess, content_blurpostprocess;
779 // accumulate damage with each stat update
780 static float damage_total_prev = 0;
781 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
782 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
783 damage_total_prev = damage_total;
785 static float damage_dealt_time_prev = 0;
786 float damage_dealt_time = STAT(HIT_TIME);
787 if (damage_dealt_time != damage_dealt_time_prev)
789 unaccounted_damage += unaccounted_damage_new;
790 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
792 damage_dealt_time_prev = damage_dealt_time;
794 // prevent hitsound when switching spectatee
795 static float spectatee_status_prev = 0;
796 if (spectatee_status != spectatee_status_prev)
797 unaccounted_damage = 0;
798 spectatee_status_prev = spectatee_status;
803 // varying sound pitch
805 bool have_arc = false;
806 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
808 entity wepent = viewmodels[slot];
810 if(wepent.activeweapon == WEP_ARC)
814 static float hitsound_time_prev = 0;
815 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
816 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
817 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
819 if (autocvar_cl_hitsound && unaccounted_damage)
821 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
822 float a = autocvar_cl_hitsound_max_pitch;
823 float b = autocvar_cl_hitsound_min_pitch;
824 float c = autocvar_cl_hitsound_nom_damage;
825 float d = unaccounted_damage;
826 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
828 // if sound variation is disabled, set pitch_shift to 1
829 if (autocvar_cl_hitsound == 1)
832 // if pitch shift is reversed, mirror in (max-min)/2 + min
833 if (autocvar_cl_hitsound == 3)
835 float mirror_value = (a-b)/2 + b;
836 pitch_shift = mirror_value + (mirror_value - pitch_shift);
839 //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
841 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
842 // todo: normalize sound pressure levels? seems unnecessary
844 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
846 unaccounted_damage = 0;
847 hitsound_time_prev = time;
850 static float typehit_time_prev = 0;
851 float typehit_time = STAT(TYPEHIT_TIME);
852 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
854 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
855 typehit_time_prev = typehit_time;
858 static float kill_time_prev = 0;
859 float kill_time = STAT(KILL_TIME);
860 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
862 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
863 kill_time_prev = kill_time;
867 const int MAX_SPECIALCOMMAND = 15;
868 vector specialcommand_slots[MAX_SPECIALCOMMAND];
869 vector specialcommand_colors[MAX_SPECIALCOMMAND];
870 const float SPECIALCOMMAND_SPEED = 150;
871 const float SPECIALCOMMAND_TURNSPEED = 2;
872 const float SPECIALCOMMAND_SIZE = 0.025;
873 const float SPECIALCOMMAND_CHANCE = 0.35;
874 float sc_spawntime, sc_changetime;
875 vector sc_color = '1 1 1';
876 void SpecialCommand()
878 if(!STAT(MOVEVARS_SPECIALCOMMAND))
881 if(time >= sc_changetime)
883 sc_changetime = time + 1;
884 sc_color = randomvec() * 1.5;
885 sc_color.x = bound(0.2, sc_color.x, 0.75);
886 sc_color.y = bound(0.2, sc_color.y, 0.75);
887 sc_color.z = bound(0.2, sc_color.z, 0.75);
889 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
891 if(!precache_pic("gfx/smile"))
892 return; // damn party poopers
894 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
896 vector slot = specialcommand_slots[j];
898 slot.y += SPECIALCOMMAND_SPEED * frametime;
900 //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
901 if(slot.y >= vid_conheight)
906 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
908 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
909 slot.y = 1; // start it off 0 so we can use it
910 slot.z = floor(random() * REGISTRY_MAX(Weapons));
911 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
912 vector newcolor = randomvec() * 2;
913 newcolor.x = bound(0.4, newcolor.x, 1);
914 newcolor.y = bound(0.4, newcolor.y, 1);
915 newcolor.z = bound(0.4, newcolor.z, 1);
916 specialcommand_colors[j] = newcolor;
921 vector splash_size = '0 0 0';
922 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
923 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
924 entity wep = REGISTRY_GET(Weapons, slot.z);
926 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
928 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
929 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
932 specialcommand_slots[j] = slot;
936 void HUD_Draw(entity this)
938 // if we don't know gametype and scores yet avoid drawing the scoreboard
939 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
940 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
941 // cl_deathscoreboard would show the scoreboard and so on
948 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
950 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
952 else if(STAT(FROZEN))
954 vector col = '0.25 0.90 1';
955 if(STAT(REVIVE_PROGRESS))
956 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
957 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
962 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
964 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
965 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
966 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);
968 else if(STAT(CAPTURE_PROGRESS))
970 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
971 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
973 else if(STAT(REVIVE_PROGRESS))
975 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
976 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
980 if(autocvar_r_letterbox == 0)
981 if(autocvar_viewsize < 120)
983 if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
984 Accuracy_LoadLevels();
990 // crosshair goes VERY LAST
997 void ViewLocation_Mouse()
1000 return; // don't draw it as spectator!
1002 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1003 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1004 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1006 //float cursor_alpha = 1 - autocvar__menu_alpha;
1007 //cursor_type = CURSOR_NORMAL;
1008 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1011 void HUD_Cursor_Show()
1013 float cursor_alpha = 1 - autocvar__menu_alpha;
1014 if(cursor_type == CURSOR_NORMAL)
1015 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
1016 else if(cursor_type == CURSOR_MOVE)
1017 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1018 else if(cursor_type == CURSOR_RESIZE)
1019 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
1020 else if(cursor_type == CURSOR_RESIZE2)
1021 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
1024 void HUD_Mouse(entity player)
1026 if(autocvar__menu_alpha == 1)
1031 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1032 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1036 if (cursor_active == -1) // starting to display the cursor
1038 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1039 // in the first frame mousepos is the mouse position of the last time
1040 // the cursor was displayed, thus we ignore it to avoid a glictch
1045 if(!autocvar_hud_cursormode)
1048 cursor_type = CURSOR_NORMAL;
1049 if(autocvar__hud_configure)
1053 if (HUD_MinigameMenu_IsOpened())
1054 HUD_Minigame_Mouse();
1055 if (QuickMenu_IsOpened())
1057 if (HUD_Radar_Clickable())
1061 prevMouseClicked = mouseClicked;
1066 void View_NightVision()
1068 if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1071 // apply night vision effect
1072 vector tc_00, tc_01, tc_10, tc_11;
1073 vector rgb = '0 0 0';
1076 if(!nightvision_noise)
1078 nightvision_noise = new(nightvision_noise);
1080 if(!nightvision_noise2)
1082 nightvision_noise2 = new(nightvision_noise2);
1085 // color tint in yellow
1086 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1089 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1091 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1092 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1093 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1094 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1095 tc_11 = tc_01 + tc_10 - tc_00;
1096 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
1097 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1098 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1099 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1100 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1104 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1105 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1106 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1107 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1108 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1109 tc_11 = tc_01 + tc_10 - tc_00;
1110 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
1111 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1112 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1113 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1114 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1118 // visual overlay while in liquids
1119 // provides some effects to the postprocessing function
1122 if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1125 // improved polyblend
1126 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1129 switch(pointcontents(view_origin))
1132 liquidalpha = autocvar_hud_contents_water_alpha;
1133 liquidcolor = stov(autocvar_hud_contents_water_color);
1138 liquidalpha = autocvar_hud_contents_lava_alpha;
1139 liquidcolor = stov(autocvar_hud_contents_lava_color);
1144 liquidalpha = autocvar_hud_contents_slime_alpha;
1145 liquidcolor = stov(autocvar_hud_contents_slime_color);
1151 liquidcolor = '0 0 0';
1156 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1157 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1158 contentfadetime = autocvar_hud_contents_fadeintime;
1159 liquidalpha_prev = liquidalpha;
1160 liquidcolor_prev = liquidcolor;
1163 contentfadetime = autocvar_hud_contents_fadeouttime;
1165 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1166 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1169 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1171 if(autocvar_hud_postprocessing)
1173 if(autocvar_hud_contents_blur && contentavgalpha)
1175 content_blurpostprocess.x = 1;
1176 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1177 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1181 content_blurpostprocess.x = 0;
1182 content_blurpostprocess.y = 0;
1183 content_blurpostprocess.z = 0;
1188 // visual pain effects on the screen
1189 // provides some effects to the postprocessing function
1192 if(!autocvar_hud_damage || STAT(FROZEN))
1195 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1196 splash_size.x = max(vid_conwidth, vid_conheight);
1197 splash_size.y = max(vid_conwidth, vid_conheight);
1198 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1199 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1201 float myhealth_flash_temp;
1202 myhealth = STAT(HEALTH);
1205 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1207 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1209 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1210 pain_threshold = autocvar_hud_damage_pain_threshold;
1211 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1212 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1214 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1216 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);
1219 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1221 if(myhealth_prev < 1)
1225 myhealth_flash = 0; // just spawned, clear the flash immediately
1226 myhealth_flash_temp = 0;
1230 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1234 if(spectatee_status == -1 || intermission)
1236 myhealth_flash = 0; // observing, or match ended
1237 myhealth_flash_temp = 0;
1240 myhealth_prev = myhealth;
1242 // IDEA: change damage color/picture based on player model for robot/alien species?
1243 // pro: matches model better
1244 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1245 // maybe different reddish pics?
1246 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1248 if(autocvar_cl_gentle_damage == 2)
1250 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1251 myhealth_gentlergb = randomvec();
1254 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1256 if(myhealth_flash_temp > 0)
1257 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);
1259 else if(myhealth_flash_temp > 0)
1260 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1262 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.
1264 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1266 damage_blurpostprocess.x = 1;
1267 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1268 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1272 damage_blurpostprocess.x = 0;
1273 damage_blurpostprocess.y = 0;
1274 damage_blurpostprocess.z = 0;
1279 void View_PostProcessing()
1281 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1282 float e2 = (autocvar_hud_powerup != 0);
1283 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1285 // enable or disable rendering types if they are used or not
1286 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1287 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1289 // blur postprocess handling done first (used by hud_damage and hud_contents)
1290 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1292 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1293 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1294 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1296 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1297 old_blurradius = blurradius;
1298 old_bluralpha = bluralpha;
1301 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1303 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1308 // edge detection postprocess handling done second (used by hud_powerup)
1309 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
1310 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1311 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1313 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.
1315 if(autocvar_hud_powerup && sharpen_intensity > 0)
1317 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1319 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1320 old_sharpen_intensity = sharpen_intensity;
1323 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1325 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1326 old_sharpen_intensity = 0;
1329 if(cvar("r_glsl_postprocess") == 0)
1330 cvar_set("r_glsl_postprocess", "2");
1332 else if(cvar("r_glsl_postprocess") == 2)
1333 cvar_set("r_glsl_postprocess", "0");
1338 int lock_type = autocvar_cl_lockview;
1340 if (!autocvar_hud_cursormode
1341 && ((autocvar__hud_configure && spectatee_status <= 0)
1343 || HUD_Radar_Clickable()
1344 || HUD_MinigameMenu_IsOpened()
1345 || QuickMenu_IsOpened()
1350 // lock_type 1: lock origin and angles
1351 // lock_type 2: lock only origin
1353 setproperty(VF_ORIGIN, freeze_org);
1355 freeze_org = getpropertyvec(VF_ORIGIN);
1357 setproperty(VF_ANGLES, freeze_ang);
1359 freeze_ang = getpropertyvec(VF_ANGLES);
1362 void View_DemoCamera()
1364 if(camera_active) // Camera for demo playback
1366 if(autocvar_camera_enable)
1370 cvar_set("chase_active", ftos(chase_active_backup));
1371 cvar_set("cl_demo_mousegrab", "0");
1372 camera_active = false;
1378 if(autocvar_camera_enable)
1380 if(autocvar_camera_enable && isdemo())
1383 // Enable required Darkplaces cvars
1384 chase_active_backup = autocvar_chase_active;
1385 cvar_set("chase_active", "2");
1386 cvar_set("cl_demo_mousegrab", "1");
1387 camera_active = true;
1388 camera_mode = false;
1394 void View_BlurTest()
1396 if(time > blurtest_time0 && time < blurtest_time1)
1398 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1399 float r = t * blurtest_radius;
1400 float f = 1 / (t ** blurtest_power) - 1;
1402 cvar_set("r_glsl_postprocess", "1");
1403 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1407 cvar_set("r_glsl_postprocess", "0");
1408 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1413 void View_CheckButtonStatus()
1415 float is_dead = (STAT(HEALTH) <= 0);
1417 // FIXME do we need this hack?
1420 // in demos, input_buttons do not work
1421 button_zoom = (autocvar__togglezoom == "-");
1424 && autocvar_cl_unpress_zoom_on_death
1425 && (spectatee_status >= 0)
1426 && (is_dead || intermission))
1428 // no zoom while dead or in intermission please
1429 localcmd("-zoom\n");
1430 button_zoom = false;
1433 if(autocvar_fov <= 59.5)
1435 if(!zoomscript_caught)
1437 localcmd("+button9\n");
1438 zoomscript_caught = 1;
1443 if(zoomscript_caught)
1445 localcmd("-button9\n");
1446 zoomscript_caught = 0;
1450 if(active_minigame && HUD_MinigameMenu_IsOpened())
1452 if(!minigame_wasactive)
1454 localcmd("+button12\n");
1455 minigame_wasactive = true;
1458 else if(minigame_wasactive)
1460 localcmd("-button12\n");
1461 minigame_wasactive = false;
1464 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1466 entity wepent = viewmodels[slot];
1468 if(wepent.last_switchweapon != wepent.switchweapon)
1471 wepent.last_switchweapon = wepent.switchweapon;
1472 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1474 localcmd("-zoom\n");
1475 button_zoom = false;
1477 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1479 localcmd("-fire\n");
1480 localcmd("-fire2\n");
1481 button_attack2 = false;
1484 if(wepent.last_activeweapon != wepent.activeweapon)
1486 wepent.last_activeweapon = wepent.activeweapon;
1488 entity e = wepent.activeweapon;
1490 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1492 localcmd("\ncl_hook_activeweapon none\n");
1498 float oldr_nearclip;
1499 float oldr_farclip_base;
1500 float oldr_farclip_world;
1502 float oldr_useportalculling;
1503 float oldr_useinfinitefarclip;
1504 vector ov_org = '0 0 0';
1505 vector ov_mid = '0 0 0';
1506 vector ov_worldmin = '0 0 0';
1507 vector ov_worldmax = '0 0 0';
1513 ov_worldmin = '0 0 0';
1514 ov_worldmax = '0 0 0';
1515 if(autocvar_cl_orthoview)
1517 ov_worldmin = mi_picmin;
1518 ov_worldmax = mi_picmax;
1520 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1521 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1522 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1524 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1525 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1527 float ov_nearest = vlen(ov_org - vec3(
1528 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1529 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1530 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1533 float ov_furthest = 0;
1536 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1537 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1538 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1539 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1540 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1541 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1542 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1543 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1547 oldr_nearclip = cvar("r_nearclip");
1548 oldr_farclip_base = cvar("r_farclip_base");
1549 oldr_farclip_world = cvar("r_farclip_world");
1550 oldr_novis = cvar("r_novis");
1551 oldr_useportalculling = cvar("r_useportalculling");
1552 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1555 cvar_settemp("r_nearclip", ftos(ov_nearest));
1556 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1557 cvar_settemp("r_farclip_world", "0");
1558 cvar_settemp("r_novis", "1");
1559 cvar_settemp("r_useportalculling", "0");
1560 cvar_settemp("r_useinfinitefarclip", "0");
1562 setproperty(VF_ORIGIN, ov_org);
1563 setproperty(VF_ANGLES, '90 0 0');
1568 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1570 vtos(getpropertyvec(VF_ANGLES)),
1580 cvar_set("r_nearclip", ftos(oldr_nearclip));
1581 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1582 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1583 cvar_set("r_novis", ftos(oldr_novis));
1584 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1585 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1591 void View_UpdateFov()
1594 if(autocvar_cl_orthoview)
1595 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1596 else if(csqcplayer.viewloc)
1597 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1599 fov = GetCurrentFov(autocvar_fov);
1601 setproperty(VF_FOV, fov);
1604 void CSQC_UpdateView(entity this, float w, float h)
1606 TC(int, w); TC(int, h);
1608 execute_next_frame();
1615 ReplicateVars(false);
1616 if (ReplicateVars_NOT_SENDING())
1617 ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
1619 HUD_Scale_Disable();
1621 if(autocvar__hud_showbinds_reload) // menu can set this one
1624 binddb = db_create();
1625 cvar_set("_hud_showbinds_reload", "0");
1628 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1629 view_quality = getproperty(VF_MINFPS_QUALITY);
1633 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1634 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1636 vector vf_size = getpropertyvec(VF_SIZE);
1637 vector vf_min = getpropertyvec(VF_MIN);
1638 vid_width = vf_size.x;
1639 vid_height = vf_size.y;
1641 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1643 WaypointSprite_Load();
1645 CSQCPlayer_SetCamera();
1647 if(player_localentnum <= maxclients) // is it a client?
1648 current_player = player_localentnum - 1;
1649 else // then player_localentnum is the vehicle I'm driving
1650 current_player = player_localnum;
1651 myteam = entcs_GetTeam(current_player);
1653 // abused multiple places below
1654 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1656 local_player = this; // fall back!
1658 View_EventChase(local_player);
1660 // do lockview after event chase camera so that it still applies whenever necessary.
1664 //WarpZone_FixPMove();
1668 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1669 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1670 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1671 viewmodel_draw(viewmodels[slot]);
1674 view_origin = getpropertyvec(VF_ORIGIN);
1675 view_angles = getpropertyvec(VF_ANGLES);
1676 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1682 TargetMusic_Advance();
1684 fpscounter_update();
1687 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1689 drawframetime = bound(0.000001, time - drawtime, 1);
1692 // watch for gametype changes here...
1693 // in ParseStuffCMD the cmd isn't executed yet :/
1694 // might even be better to add the gametype to TE_CSQC_INIT...?
1698 if(intermission && !intermission_time)
1699 intermission_time = time;
1701 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1703 if(calledhooks & HOOK_START)
1705 localcmd("\ncl_hook_gameend\n");
1706 calledhooks |= HOOK_END;
1712 View_CheckButtonStatus();
1714 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1716 // ALWAYS Clear Current Scene First
1719 setproperty(VF_ORIGIN, view_origin);
1720 setproperty(VF_ANGLES, view_angles);
1722 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1723 setproperty(VF_SIZE, vf_size);
1724 setproperty(VF_MIN, vf_min);
1726 // Assign Standard Viewflags
1727 // Draw the World (and sky)
1728 setproperty(VF_DRAWWORLD, 1);
1730 // Set the console size vars
1731 vid_conwidth = autocvar_vid_conwidth;
1732 vid_conheight = autocvar_vid_conheight;
1733 vid_pixelheight = autocvar_vid_pixelheight;
1739 // Draw the Crosshair
1740 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1742 // Draw the Engine Status Bar (the default Quake HUD)
1743 setproperty(VF_DRAWENGINESBAR, 0);
1745 // Update the mouse position
1747 mousepos_x = vid_conwidth;
1748 mousepos_y = vid_conheight;
1749 mousepos = mousepos*0.5 + getmousepos();
1752 IL_EACH(g_drawables, it.draw, it.draw(it));
1754 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1757 // Now the the scene has been rendered, begin with the 2D drawing functions
1760 DrawReticle(local_player);
1763 View_PostProcessing();
1766 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1767 Draw_ShowNames_All();
1768 #if ENABLE_DEBUGDRAW
1772 scoreboard_active = Scoreboard_WouldDraw();
1774 HUD_Draw(this); // this parameter for deep vehicle function
1776 if(NextFrameCommand)
1778 localcmd("\n", NextFrameCommand, "\n");
1779 NextFrameCommand = string_null;
1782 // we must do this check AFTER a frame was rendered, or it won't work
1783 if(cs_project_is_b0rked == 0)
1786 w0 = ftos(autocvar_vid_conwidth);
1787 h0 = ftos(autocvar_vid_conheight);
1788 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1789 //setproperty(VF_FOV, '90 90 0');
1790 setproperty(VF_ORIGIN, '0 0 0');
1791 setproperty(VF_ANGLES, '0 0 0');
1792 setproperty(VF_PERSPECTIVE, 1);
1793 vector forward, right, up;
1794 MAKE_VECTORS('0 0 0', forward, right, up);
1796 cvar_set("vid_conwidth", "800");
1797 cvar_set("vid_conheight", "600");
1798 v1 = cs_project(forward);
1799 cvar_set("vid_conwidth", "640");
1800 cvar_set("vid_conheight", "480");
1801 v2 = cs_project(forward);
1803 cs_project_is_b0rked = 1;
1805 cs_project_is_b0rked = -1;
1806 cvar_set("vid_conwidth", w0);
1807 cvar_set("vid_conheight", h0);
1810 HUD_Mouse(local_player);
1816 // let's reset the view back to normal for the end
1817 setproperty(VF_MIN, '0 0 0');
1818 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1824 // following vectors must be global to allow seamless switching between camera modes
1825 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1826 void CSQC_Demo_Camera()
1828 float speed, attenuation, dimensions;
1831 if( autocvar_camera_reset || !camera_mode )
1833 camera_offset = '0 0 0';
1834 current_angles = '0 0 0';
1835 camera_direction = '0 0 0';
1836 camera_offset.z += 30;
1837 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1838 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1839 current_origin = view_origin;
1840 current_camera_offset = camera_offset;
1841 cvar_set("camera_reset", "0");
1842 camera_mode = CAMERA_CHASE;
1847 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1849 if(autocvar_camera_look_player)
1854 dir = normalize(view_origin - current_position);
1856 mouse_angles = vectoangles(dir);
1857 mouse_angles.x = mouse_angles.x * -1;
1862 tmp = getmousepos() * 0.1;
1863 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1865 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1866 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1870 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1871 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1872 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1873 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1875 // Fix difference when angles don't have the same sign
1877 if(mouse_angles.y < -60 && current_angles.y > 60)
1879 if(mouse_angles.y > 60 && current_angles.y < -60)
1882 if(autocvar_camera_look_player)
1883 attenuation = autocvar_camera_look_attenuation;
1885 attenuation = autocvar_camera_speed_attenuation;
1887 attenuation = 1 / max(1, attenuation);
1888 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1890 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1891 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1892 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1893 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1899 if( camera_direction.x )
1901 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1902 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1903 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1904 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1908 if( camera_direction.y )
1910 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1911 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1912 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1916 if( camera_direction.z )
1918 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1922 if(autocvar_camera_free)
1923 speed = autocvar_camera_speed_free;
1925 speed = autocvar_camera_speed_chase;
1929 speed = speed * sqrt(1 / dimensions);
1930 camera_offset += tmp * speed;
1933 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1936 if( autocvar_camera_free )
1938 if ( camera_mode == CAMERA_CHASE )
1940 current_camera_offset = current_origin + current_camera_offset;
1941 camera_offset = current_origin + camera_offset;
1944 camera_mode = CAMERA_FREE;
1945 current_position = current_camera_offset;
1949 if ( camera_mode == CAMERA_FREE )
1951 current_origin = view_origin;
1952 camera_offset = camera_offset - current_origin;
1953 current_camera_offset = current_camera_offset - current_origin;
1956 camera_mode = CAMERA_CHASE;
1958 if(autocvar_camera_chase_smoothly)
1959 current_origin += (view_origin - current_origin) * attenuation;
1961 current_origin = view_origin;
1963 current_position = current_origin + current_camera_offset;
1966 setproperty(VF_ANGLES, current_angles);
1967 setproperty(VF_ORIGIN, current_position);