3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
12 #include "mutators/events.qh"
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/debug.qh>
21 #include <common/mapinfo.qh>
22 #include <common/gamemodes/_mod.qh>
23 #include <common/physics/player.qh>
24 #include <common/stats.qh>
25 #include <common/triggers/target/music.qh>
26 #include <common/teams.qh>
27 #include <common/wepent.qh>
29 #include <common/weapons/weapon/tuba.qh>
31 #include <common/vehicles/all.qh>
32 #include <common/weapons/_all.qh>
33 #include <common/mutators/mutator/overkill/oknex.qh>
34 #include <common/viewloc.qh>
35 #include <common/triggers/trigger/viewloc.qh>
36 #include <common/minigames/cl_minigames.qh>
37 #include <common/minigames/cl_minigames_hud.qh>
39 #include <lib/csqcmodel/cl_player.qh>
40 #include <lib/csqcmodel/cl_model.qh>
41 #include "csqcmodel_hooks.qh"
43 #include <lib/warpzone/client.qh>
44 #include <lib/warpzone/common.qh>
46 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
48 float autocvar_cl_viewmodel_scale;
50 bool autocvar_cl_bobmodel;
51 float autocvar_cl_bobmodel_speed;
52 float autocvar_cl_bobmodel_side;
53 float autocvar_cl_bobmodel_up;
55 float autocvar_cl_followmodel;
56 float autocvar_cl_followmodel_speed = 0.3;
57 float autocvar_cl_followmodel_limit = 135;
58 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
59 float autocvar_cl_followmodel_highpass = 0.05;
60 float autocvar_cl_followmodel_lowpass = 0.03;
61 bool autocvar_cl_followmodel_velocity_absolute;
63 float autocvar_cl_leanmodel;
64 float autocvar_cl_leanmodel_speed = 0.3;
65 float autocvar_cl_leanmodel_limit = 30;
66 float autocvar_cl_leanmodel_highpass1 = 0.2;
67 float autocvar_cl_leanmodel_highpass = 0.2;
68 float autocvar_cl_leanmodel_lowpass = 0.05;
70 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
72 #define lowpass(value, frac, ref_store, ret) \
73 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
75 #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 \
83 float __f = 0; lowpass(value, frac, ref_store, __f); \
84 ret = (value) - __f; \
87 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
89 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
90 ret = (value) - __f; \
93 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
95 lowpass(value.x, frac, ref_store.x, ref_out.x); \
96 lowpass(value.y, frac, ref_store.y, ref_out.y); \
99 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
101 highpass(value.x, frac, ref_store.x, ref_out.x); \
102 highpass(value.y, frac, ref_store.y, ref_out.y); \
105 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
107 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
108 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
111 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
113 lowpass(value.x, frac, ref_store.x, ref_out.x); \
114 lowpass(value.y, frac, ref_store.y, ref_out.y); \
115 lowpass(value.z, frac, ref_store.z, ref_out.z); \
118 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
120 highpass(value.x, frac, ref_store.x, ref_out.x); \
121 highpass(value.y, frac, ref_store.y, ref_out.y); \
122 highpass(value.z, frac, ref_store.z, ref_out.z); \
125 void calc_followmodel_ofs(entity view)
127 if(cl_followmodel_time == time)
128 return; // cl_followmodel_ofs already calculated for this frame
131 vector gunorg = '0 0 0';
132 static vector vel_average;
133 static vector gunorg_adjustment_highpass;
134 static vector gunorg_adjustment_lowpass;
137 if (autocvar_cl_followmodel_velocity_absolute)
141 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
142 MAKEVECTORS(makevectors, view_angles, forward, right, up);
143 vel.x = view.velocity * forward;
144 vel.y = view.velocity * right * -1;
145 vel.z = view.velocity * up;
148 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
149 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
150 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
152 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
153 lowpass3(vel, frac, vel_average, gunorg);
155 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
157 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
158 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
159 frac = avg_factor(autocvar_cl_followmodel_highpass);
160 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
161 frac = avg_factor(autocvar_cl_followmodel_lowpass);
162 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
164 if (autocvar_cl_followmodel_velocity_absolute)
167 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
168 MAKEVECTORS(makevectors, view_angles, forward, right, up);
169 fixed_gunorg.x = gunorg * forward;
170 fixed_gunorg.y = gunorg * right * -1;
171 fixed_gunorg.z = gunorg * up;
172 gunorg = fixed_gunorg;
175 cl_followmodel_ofs = gunorg;
176 cl_followmodel_time = time;
179 vector leanmodel_ofs(entity view)
182 vector gunangles = '0 0 0';
183 static vector gunangles_prev = '0 0 0';
184 static vector gunangles_highpass = '0 0 0';
185 static vector gunangles_adjustment_highpass;
186 static vector gunangles_adjustment_lowpass;
188 if (view.csqcmodel_teleported)
189 gunangles_prev = view_angles;
191 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
192 gunangles_highpass += gunangles_prev;
193 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
194 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
195 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
196 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
197 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
198 gunangles_prev = view_angles;
199 gunangles_highpass -= gunangles_prev;
201 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
202 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
204 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
205 frac = avg_factor(autocvar_cl_leanmodel_highpass);
206 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
207 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
208 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
210 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
215 vector bobmodel_ofs(entity view)
217 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
218 static bool oldonground;
219 static float hitgroundtime;
222 float f = time; // cl.movecmd[0].time
226 oldonground = clonground;
228 // calculate for swinging gun model
229 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
230 vector gunorg = '0 0 0';
231 static float bobmodel_scale = 0;
232 static float time_ofs = 0; // makes the effect always restart in the same way
235 if (time - hitgroundtime > 0.05)
236 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
239 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
241 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
242 if (bobmodel_scale && xyspeed)
244 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
245 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
246 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
247 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
255 void viewmodel_animate(entity this)
257 if (autocvar_chase_active) return;
258 if (STAT(HEALTH) <= 0) return;
260 entity view = CSQCModel_server2csqc(player_localentnum - 1);
262 if (autocvar_cl_followmodel)
264 calc_followmodel_ofs(view);
265 this.origin += cl_followmodel_ofs;
268 if (autocvar_cl_leanmodel)
269 this.angles += leanmodel_ofs(view);
271 // vertical view bobbing code
274 // horizontal view bobbing code
278 // causes the view to swing down and back up when touching the ground
281 // gun model bobbing code
282 if (autocvar_cl_bobmodel)
283 this.origin += bobmodel_ofs(view);
286 .vector viewmodel_origin, viewmodel_angles;
287 .float weapon_nextthink;
288 .float weapon_eta_last;
289 .float weapon_switchdelay;
293 void viewmodel_draw(entity this)
295 if(!this.activeweapon || !autocvar_r_drawviewmodel)
297 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
298 float a = this.alpha;
299 static bool wasinvehicle;
300 bool invehicle = player_localentnum > maxclients;
301 if (invehicle) a = -1;
302 else if (wasinvehicle) a = 1;
303 wasinvehicle = invehicle;
304 Weapon wep = this.activeweapon;
305 int c = entcs_GetClientColors(current_player);
306 vector g = weaponentity_glowmod(wep, NULL, c, this);
307 entity me = CSQCModel_server2csqc(player_localentnum - 1);
308 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
310 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
311 for (entity e = this; e; e = e.weaponchild)
315 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
317 e.csqcmodel_effects = fx;
318 CSQCModel_Effects_Apply(e);
322 string name = wep.mdl;
323 string newname = wep.wr_viewmodel(wep, this);
326 bool swap = name != this.name_last;
329 this.name_last = name;
330 CL_WeaponEntity_SetModel(this, name, swap);
331 this.viewmodel_origin = this.origin;
332 this.viewmodel_angles = this.angles;
335 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
336 anim_set(this, this.anim_idle, true, false, false);
338 float f = 0; // 0..1; 0: fully active
339 float rate = STAT(WEAPONRATEFACTOR);
340 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
341 if (eta <= 0) f = this.weapon_eta_last;
342 else switch (this.state)
346 f = eta / max(eta, this.weapon_switchdelay);
351 f = 1 - eta / max(eta, this.weapon_switchdelay);
360 this.weapon_eta_last = f;
361 this.origin = this.viewmodel_origin;
362 this.angles = this.viewmodel_angles;
363 this.angles_x = (-90 * f * f);
364 viewmodel_animate(this);
365 MUTATOR_CALLHOOK(DrawViewModel, this);
366 setorigin(this, this.origin);
369 STATIC_INIT(viewmodel) {
370 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
371 viewmodels[slot] = new(viewmodel);
374 float showfps_prevfps;
375 float showfps_prevfps_time;
376 int showfps_framecounter;
378 void fpscounter_update()
383 float currentTime = gettime(GETTIME_REALTIME);
384 showfps_framecounter += 1;
385 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
387 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
388 showfps_framecounter = 0;
389 showfps_prevfps_time = currentTime;
391 int channel = MSG_C2S;
392 WriteHeader(channel, fpsreport);
393 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
397 STATIC_INIT(fpscounter_init)
399 float currentTime = gettime(GETTIME_REALTIME);
400 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
403 void Porto_Draw(entity this);
406 entity e = new_pure(porto);
408 IL_PUSH(g_drawables, e);
409 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
412 const int polyline_length = 16;
413 .vector polyline[polyline_length];
414 void Porto_Draw(entity this)
416 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
418 entity wepent = viewmodels[slot];
420 if (wepent.activeweapon != WEP_PORTO) continue;
421 if (spectatee_status) continue;
422 if (WEP_CVAR(porto, secondary)) continue;
423 if (intermission == 1) continue;
424 if (intermission == 2) continue;
425 if (STAT(HEALTH) <= 0) continue;
427 vector pos = view_origin;
428 vector dir = view_forward;
429 if (wepent.angles_held_status)
431 makevectors(wepent.angles_held);
435 wepent.polyline[0] = pos;
437 int portal_number = 0, portal1_idx = 1, portal_max = 2;
438 int n = 1 + 2; // 2 lines == 3 points
439 for (int idx = 0; idx < n && idx < polyline_length - 1; )
441 traceline(pos, pos + 65536 * dir, true, this);
442 dir = reflect(dir, trace_plane_normal);
444 wepent.polyline[++idx] = pos;
445 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
450 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
457 vector ang = vectoangles2(trace_plane_normal, dir);
460 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
467 if (portal_number >= portal_max) break;
468 if (portal_number == 1) portal1_idx = idx;
470 for (int idx = 0; idx < n - 1; ++idx)
472 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
473 if (idx == 0) p -= view_up * 16; // line from player
474 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
475 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
482 vector GetCurrentFov(float fov)
484 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
485 float velocityzoom, curspeed;
488 zoomsensitivity = autocvar_cl_zoomsensitivity;
489 zoomfactor = autocvar_cl_zoomfactor;
490 if(zoomfactor < 1 || zoomfactor > 30)
492 zoomspeed = autocvar_cl_zoomspeed;
494 if(zoomspeed < 0.5 || zoomspeed > 16)
497 zoomdir = button_zoom;
499 if(hud == HUD_NORMAL && !spectatee_status)
501 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
503 entity wepent = viewmodels[slot];
504 if(wepent.switchweapon != wepent.activeweapon)
506 Weapon wep = wepent.activeweapon;
507 if(wep != WEP_Null && wep.wr_zoomdir)
509 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
514 if(spectatee_status > 0 || isdemo())
516 if(spectatorbutton_zoom)
523 // fteqcc failed twice here already, don't optimize this
526 if(zoomdir) { zoomin_effect = 0; }
530 current_viewzoom = min(1, current_viewzoom + drawframetime);
532 else if(autocvar_cl_spawnzoom && zoomin_effect)
534 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
536 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
537 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
538 if(current_viewzoom == 1) { zoomin_effect = 0; }
542 if(zoomspeed < 0) // instant zoom
545 current_viewzoom = 1 / zoomfactor;
547 current_viewzoom = 1;
552 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
554 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
558 if(almost_equals(current_viewzoom, 1))
559 current_zoomfraction = 0;
560 else if(almost_equals(current_viewzoom, 1/zoomfactor))
561 current_zoomfraction = 1;
563 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
565 if(zoomsensitivity < 1)
566 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
568 setsensitivityscale(1);
570 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
572 if(intermission) { curspeed = 0; }
576 makevectors(view_angles);
579 v = csqcplayer.velocity;
581 switch(autocvar_cl_velocityzoom_type)
583 case 3: curspeed = max(0, v_forward * v); break;
584 case 2: curspeed = (v_forward * v); break;
585 case 1: default: curspeed = vlen(v); break;
589 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
590 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
591 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
593 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
598 float frustumx, frustumy, fovx, fovy;
599 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
600 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
601 fovx = atan2(frustumx, 1) / M_PI * 360.0;
602 fovy = atan2(frustumy, 1) / M_PI * 360.0;
604 return '1 0 0' * fovx + '0 1 0' * fovy;
607 vector GetViewLocationFOV(float fov)
609 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
610 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
611 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
612 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
613 return '1 0 0' * fovx + '0 1 0' * fovy;
616 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
619 float width = (ov_worldmax.x - ov_worldmin.x);
620 float height = (ov_worldmax.y - ov_worldmin.y);
621 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
622 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
623 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
624 return '1 0 0' * fovx + '0 1 0' * fovy;
627 // this function must match W_SetupShot!
628 float zoomscript_caught;
630 vector wcross_origin;
631 float wcross_scale_prev, wcross_alpha_prev;
632 vector wcross_color_prev;
633 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
634 vector wcross_color_goal_prev;
635 float wcross_changedonetime;
637 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
638 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
639 float wcross_name_changestarttime, wcross_name_changedonetime;
640 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
642 float wcross_ring_prev;
645 entity trueaim_rifle;
647 const float SHOTTYPE_HITTEAM = 1;
648 const float SHOTTYPE_HITOBSTRUCTION = 2;
649 const float SHOTTYPE_HITWORLD = 3;
650 const float SHOTTYPE_HITENEMY = 4;
654 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
655 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
658 float EnemyHitCheck()
661 wcross_origin = project_3d_to_2d(trace_endpos);
664 n = trace_ent.entnum;
666 n = trace_networkentity;
668 return SHOTTYPE_HITWORLD;
670 return SHOTTYPE_HITWORLD;
671 t = entcs_GetTeam(n - 1);
674 return SHOTTYPE_HITTEAM;
675 if(t == NUM_SPECTATOR)
676 return SHOTTYPE_HITWORLD;
677 return SHOTTYPE_HITENEMY;
680 float TrueAimCheck(entity wepent)
682 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
683 vector vecs, trueaimpoint, w_shotorg;
691 mv = MOVE_NOMONSTERS;
693 switch(wepent.activeweapon) // WEAPONTODO
695 case WEP_TUBA: // no aim
696 case WEP_PORTO: // shoots from eye
697 case WEP_NEXBALL: // shoots from eye
698 case WEP_HOOK: // no trueaim
699 case WEP_MORTAR: // toss curve
700 return SHOTTYPE_HITWORLD;
702 case WEP_OVERKILL_NEX:
709 if(zoomscript_caught)
711 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
712 return EnemyHitCheck();
715 case WEP_DEVASTATOR: // projectile has a size!
719 case WEP_FIREBALL: // projectile has a size!
723 case WEP_SEEKER: // projectile has a size!
727 case WEP_ELECTRO: // projectile has a size!
733 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
735 vecs = decompressShotOrigin(STAT(SHOTORG));
737 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
738 trueaimpoint = trace_endpos;
740 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
741 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
748 dv = view_right * vecs.y + view_up * vecs.z;
749 w_shotorg = traceorigin + dv;
751 // now move the vecs forward as much as requested if possible
752 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs.x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
753 w_shotorg = trace_endpos - view_forward * nudge;
755 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
756 shottype = EnemyHitCheck();
757 if(shottype != SHOTTYPE_HITWORLD)
761 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
762 // or rather, I know why, but see no fix
763 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
764 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
765 return SHOTTYPE_HITOBSTRUCTION;
768 return SHOTTYPE_HITWORLD;
772 void CSQC_Demo_Camera();
774 const float CAMERA_FREE = 1;
775 const float CAMERA_CHASE = 2;
777 string NextFrameCommand;
779 vector freeze_org, freeze_ang;
780 entity nightvision_noise, nightvision_noise2;
782 const float MAX_TIME_DIFF = 5;
783 float pickup_crosshair_time, pickup_crosshair_size;
784 float hitindication_crosshair_size;
785 float use_vortex_chargepool;
787 float myhealth, myhealth_prev;
788 float myhealth_flash;
790 float old_blurradius, old_bluralpha;
791 float old_sharpen_intensity;
793 vector myhealth_gentlergb;
795 float contentavgalpha, liquidalpha_prev;
796 vector liquidcolor_prev;
798 float eventchase_current_distance;
799 float eventchase_running;
800 bool WantEventchase(entity this)
802 if(autocvar_cl_orthoview)
804 if(STAT(GAME_STOPPED) || intermission)
808 if(spectatee_status >= 0)
810 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
812 if(MUTATOR_CALLHOOK(WantEventchase, this))
814 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
816 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
818 if(autocvar_cl_eventchase_death == 2)
820 // don't stop eventchase once it's started (even if velocity changes afterwards)
821 if(this.velocity == '0 0 0' || eventchase_running)
830 void HUD_Crosshair_Vehicle(entity this)
832 if(hud != HUD_BUMBLEBEE_GUN)
834 Vehicle info = Vehicles_from(hud);
835 info.vr_crosshair(info, this);
839 vector damage_blurpostprocess, content_blurpostprocess;
841 float unaccounted_damage = 0;
844 // accumulate damage with each stat update
845 static float damage_total_prev = 0;
846 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
847 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
848 damage_total_prev = damage_total;
850 static float damage_dealt_time_prev = 0;
851 float damage_dealt_time = STAT(HIT_TIME);
852 if (damage_dealt_time != damage_dealt_time_prev)
854 unaccounted_damage += unaccounted_damage_new;
855 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
857 damage_dealt_time_prev = damage_dealt_time;
859 // prevent hitsound when switching spectatee
860 static float spectatee_status_prev = 0;
861 if (spectatee_status != spectatee_status_prev)
862 unaccounted_damage = 0;
863 spectatee_status_prev = spectatee_status;
868 // varying sound pitch
870 bool have_arc = false;
871 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
873 entity wepent = viewmodels[slot];
875 if(wepent.activeweapon == WEP_ARC)
879 static float hitsound_time_prev = 0;
880 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
881 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
882 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
884 if (autocvar_cl_hitsound && unaccounted_damage)
886 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
887 float a = autocvar_cl_hitsound_max_pitch;
888 float b = autocvar_cl_hitsound_min_pitch;
889 float c = autocvar_cl_hitsound_nom_damage;
890 float d = unaccounted_damage;
891 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
893 // if sound variation is disabled, set pitch_shift to 1
894 if (autocvar_cl_hitsound == 1)
897 // if pitch shift is reversed, mirror in (max-min)/2 + min
898 if (autocvar_cl_hitsound == 3)
900 float mirror_value = (a-b)/2 + b;
901 pitch_shift = mirror_value + (mirror_value - pitch_shift);
904 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
906 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
907 // todo: normalize sound pressure levels? seems unnecessary
909 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
911 unaccounted_damage = 0;
912 hitsound_time_prev = time;
915 static float typehit_time_prev = 0;
916 float typehit_time = STAT(TYPEHIT_TIME);
917 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
919 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
920 typehit_time_prev = typehit_time;
923 static float kill_time_prev = 0;
924 float kill_time = STAT(KILL_TIME);
925 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
927 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
928 kill_time_prev = kill_time;
932 vector crosshair_getcolor(entity this, float health_stat)
934 static float rainbow_last_flicker;
935 static vector rainbow_prev_color;
936 vector wcross_color = '0 0 0';
937 switch(autocvar_crosshair_color_special)
939 case 1: // crosshair_color_per_weapon
941 if(this != WEP_Null && hud == HUD_NORMAL)
943 wcross_color = this.wpcolor;
946 else { goto normalcolor; }
949 case 2: // crosshair_color_by_health
951 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
952 float hp = floor(v.x + 1);
967 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
968 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
972 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
973 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
974 wcross_color.z = 1 - (hp-100)*0.02;
980 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
985 wcross_color.y = (hp-20)*90/27/100;
986 wcross_color.z = (hp-20)*90/27/100 * 0.2;
996 case 3: // crosshair_color_rainbow
998 if(time >= rainbow_last_flicker)
1000 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1001 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1003 wcross_color = rainbow_prev_color;
1007 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1010 return wcross_color;
1013 void HUD_Crosshair(entity this)
1017 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
1018 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
1019 !HUD_MinigameMenu_IsOpened() )
1021 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
1024 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
1027 if (hud != HUD_NORMAL)
1029 HUD_Crosshair_Vehicle(this);
1033 string wcross_style;
1034 float wcross_alpha, wcross_resolution;
1035 wcross_style = autocvar_crosshair;
1036 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
1037 wcross_style = autocvar_crosshair_2d;
1038 if (wcross_style == "0")
1040 wcross_resolution = autocvar_crosshair_size;
1041 if (wcross_resolution == 0)
1043 wcross_alpha = autocvar_crosshair_alpha;
1044 if (wcross_alpha == 0)
1050 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1051 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1052 wcross_origin = viewloc_mousepos;
1054 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1055 wcross_origin.z = 0;
1056 if(autocvar_crosshair_hittest)
1058 vector wcross_oldorigin;
1059 entity thiswep = viewmodels[0]; // TODO: unhardcode
1060 wcross_oldorigin = wcross_origin;
1061 shottype = TrueAimCheck(thiswep);
1062 if(shottype == SHOTTYPE_HITWORLD)
1064 v = wcross_origin - wcross_oldorigin;
1065 v.x /= vid_conwidth;
1066 v.y /= vid_conheight;
1067 if(vdist(v, >, 0.01))
1068 shottype = SHOTTYPE_HITOBSTRUCTION;
1070 if(!autocvar_crosshair_hittest_showimpact)
1071 wcross_origin = wcross_oldorigin;
1074 shottype = SHOTTYPE_HITWORLD;
1076 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1077 string wcross_name = "";
1078 float wcross_scale, wcross_blur;
1080 entity e = WEP_Null;
1081 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1083 entity wepent = viewmodels[0]; // TODO: unhardcode
1084 e = wepent.switchingweapon;
1087 if(autocvar_crosshair_per_weapon)
1089 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1090 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1091 //if (wcross_resolution == 0)
1094 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1095 wcross_resolution *= e.w_crosshair_size;
1096 wcross_name = e.w_crosshair;
1101 if(wcross_name == "")
1102 wcross_name = strcat("gfx/crosshair", wcross_style);
1104 // MAIN CROSSHAIR COLOR DECISION
1105 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1107 if(autocvar_crosshair_effect_scalefade)
1109 wcross_scale = wcross_resolution;
1110 wcross_resolution = 1;
1117 if(autocvar_crosshair_pickup)
1119 float stat_pickup_time = STAT(LAST_PICKUP);
1121 if(pickup_crosshair_time < stat_pickup_time)
1123 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1124 pickup_crosshair_size = 1;
1126 pickup_crosshair_time = stat_pickup_time;
1129 if(pickup_crosshair_size > 0)
1130 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1132 pickup_crosshair_size = 0;
1134 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1137 // todo: make crosshair hit indication dependent on damage dealt
1138 if(autocvar_crosshair_hitindication)
1140 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1142 if(unaccounted_damage)
1144 hitindication_crosshair_size = 1;
1147 if(hitindication_crosshair_size > 0)
1148 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1150 hitindication_crosshair_size = 0;
1152 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1153 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1154 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1155 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1158 if(shottype == SHOTTYPE_HITENEMY)
1159 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1160 if(shottype == SHOTTYPE_HITTEAM)
1161 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1163 f = fabs(autocvar_crosshair_effect_time);
1164 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1166 wcross_changedonetime = time + f;
1168 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1170 wcross_name_changestarttime = time;
1171 wcross_name_changedonetime = time + f;
1172 if(wcross_name_goal_prev_prev)
1173 strunzone(wcross_name_goal_prev_prev);
1174 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1175 wcross_name_goal_prev = strzone(wcross_name);
1176 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1177 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1178 wcross_resolution_goal_prev = wcross_resolution;
1181 wcross_scale_goal_prev = wcross_scale;
1182 wcross_alpha_goal_prev = wcross_alpha;
1183 wcross_color_goal_prev = wcross_color;
1185 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1188 wcross_alpha *= 0.75;
1192 // *_prev is at time-frametime
1193 // * is at wcross_changedonetime+f
1194 // what do we have at time?
1195 if(time < wcross_changedonetime)
1197 f = frametime / (wcross_changedonetime - time + frametime);
1198 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1199 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1200 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1203 wcross_scale_prev = wcross_scale;
1204 wcross_alpha_prev = wcross_alpha;
1205 wcross_color_prev = wcross_color;
1207 MUTATOR_CALLHOOK(UpdateCrosshair);
1209 wcross_scale *= 1 - autocvar__menu_alpha;
1210 wcross_alpha *= 1 - autocvar__menu_alpha;
1211 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1213 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1215 // crosshair rings for weapon stats
1216 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1218 // declarations and stats
1219 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1220 string ring_image = string_null, ring_inner_image = string_null;
1221 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1223 ring_scale = autocvar_crosshair_ring_size;
1225 entity wepent = viewmodels[0]; // TODO: unhardcode
1227 int weapon_clipload = wepent.clip_load;
1228 int weapon_clipsize = wepent.clip_size;
1230 float arc_heat = wepent.arc_heat_percent;
1231 float vcharge = wepent.vortex_charge;
1232 float vchargepool = wepent.vortex_chargepool_ammo;
1233 float oknex_charge_ = wepent.oknex_charge;
1234 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
1236 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1237 vortex_charge_movingavg = vcharge;
1239 // handle the values
1240 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1242 if (vchargepool || use_vortex_chargepool) {
1243 use_vortex_chargepool = 1;
1244 ring_inner_value = vchargepool;
1246 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1247 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1250 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1251 ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1252 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1254 // draw the outer ring to show the current charge of the weapon
1255 ring_value = vcharge;
1256 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1257 ring_rgb = wcross_color;
1258 ring_image = "gfx/crosshair_ring_nexgun.tga";
1260 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
1262 if (oknex_chargepool_ || use_vortex_chargepool) {
1263 use_vortex_chargepool = 1;
1264 ring_inner_value = oknex_chargepool_;
1266 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
1267 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
1270 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1271 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1272 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1274 // draw the outer ring to show the current charge of the weapon
1275 ring_value = oknex_charge_;
1276 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1277 ring_rgb = wcross_color;
1278 ring_image = "gfx/crosshair_ring_nexgun.tga";
1280 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1282 ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1283 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1284 ring_rgb = wcross_color;
1285 ring_image = "gfx/crosshair_ring.tga";
1287 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1289 ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1290 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1291 ring_rgb = wcross_color;
1292 ring_image = "gfx/crosshair_ring.tga";
1294 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1296 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1297 ring_scale = autocvar_crosshair_ring_reload_size;
1298 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1299 ring_rgb = wcross_color;
1301 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1302 // if a new image for another weapon is added, add the code (and its respective file/value) here
1303 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1304 ring_image = "gfx/crosshair_ring_rifle.tga";
1306 ring_image = "gfx/crosshair_ring.tga";
1308 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1310 ring_value = arc_heat;
1311 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1312 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1313 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1314 ring_image = "gfx/crosshair_ring.tga";
1317 // if in weapon switch animation, fade ring out/in
1318 if(autocvar_crosshair_effect_time > 0)
1320 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1323 wcross_ring_prev = ((ring_image) ? true : false);
1326 if(wcross_ring_prev)
1329 ring_alpha *= fabs(1 - bound(0, f, 1));
1334 ring_alpha *= bound(0, f, 1);
1338 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1339 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1342 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1345 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1347 if(wcross_blur > 0) \
1349 for(i = -2; i <= 2; ++i) \
1350 for(j = -2; j <= 2; ++j) \
1351 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1355 M(0,0,sz,wcross_name,wcross_alpha); \
1359 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1360 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size.x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size.y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1362 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1363 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1365 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1367 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1368 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1369 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1376 wcross_name_alpha_goal_prev = f;
1378 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1379 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1381 if(autocvar_crosshair_dot)
1383 vector wcross_color_old;
1384 wcross_color_old = wcross_color;
1386 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1387 wcross_color = stov(autocvar_crosshair_dot_color);
1389 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1390 // FIXME why don't we use wcross_alpha here?
1391 wcross_color = wcross_color_old;
1397 wcross_scale_prev = 0;
1398 wcross_alpha_prev = 0;
1399 wcross_scale_goal_prev = 0;
1400 wcross_alpha_goal_prev = 0;
1401 wcross_changedonetime = 0;
1402 strfree(wcross_name_goal_prev);
1403 strfree(wcross_name_goal_prev_prev);
1404 wcross_name_changestarttime = 0;
1405 wcross_name_changedonetime = 0;
1406 wcross_name_alpha_goal_prev = 0;
1407 wcross_name_alpha_goal_prev_prev = 0;
1408 wcross_resolution_goal_prev = 0;
1409 wcross_resolution_goal_prev_prev = 0;
1413 const int MAX_SPECIALCOMMAND = 15;
1414 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1415 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1416 const float SPECIALCOMMAND_SPEED = 150;
1417 const float SPECIALCOMMAND_TURNSPEED = 2;
1418 const float SPECIALCOMMAND_SIZE = 0.025;
1419 const float SPECIALCOMMAND_CHANCE = 0.35;
1420 float sc_spawntime, sc_changetime;
1421 vector sc_color = '1 1 1';
1422 void SpecialCommand()
1424 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1427 if(time >= sc_changetime)
1429 sc_changetime = time + 1;
1430 sc_color = randomvec() * 1.5;
1431 sc_color.x = bound(0.2, sc_color.x, 0.75);
1432 sc_color.y = bound(0.2, sc_color.y, 0.75);
1433 sc_color.z = bound(0.2, sc_color.z, 0.75);
1435 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);
1437 if(!precache_pic("gfx/smile"))
1438 return; // damn party poopers
1440 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1442 vector slot = specialcommand_slots[j];
1444 slot.y += SPECIALCOMMAND_SPEED * frametime;
1446 //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1447 if(slot.y >= vid_conheight)
1452 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1454 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1455 slot.y = 1; // start it off 0 so we can use it
1456 slot.z = floor(random() * Weapons_MAX);
1457 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1458 vector newcolor = randomvec() * 2;
1459 newcolor.x = bound(0.4, newcolor.x, 1);
1460 newcolor.y = bound(0.4, newcolor.y, 1);
1461 newcolor.z = bound(0.4, newcolor.z, 1);
1462 specialcommand_colors[j] = newcolor;
1467 vector splash_size = '0 0 0';
1468 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1469 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1470 entity wep = Weapons_from(slot.z);
1472 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1474 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1475 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1478 specialcommand_slots[j] = slot;
1482 void HUD_Draw(entity this)
1484 // if we don't know gametype and scores yet avoid drawing the scoreboard
1485 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1486 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1487 // cl_deathscoreboard would show the scoreboard and so on
1491 Hud_Dynamic_Frame();
1494 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1496 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1498 else if(STAT(FROZEN))
1500 vector col = '0.25 0.90 1';
1501 if(STAT(REVIVE_PROGRESS))
1502 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1503 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1508 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1510 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1511 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);
1512 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);
1514 else if(STAT(CAPTURE_PROGRESS))
1516 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);
1517 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1519 else if(STAT(REVIVE_PROGRESS))
1521 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);
1522 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1524 HUD_Scale_Disable();
1526 if(autocvar_r_letterbox == 0)
1527 if(autocvar_viewsize < 120)
1529 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1530 Accuracy_LoadLevels();
1533 HUD_Scale_Disable();
1536 // crosshair goes VERY LAST
1539 HUD_Crosshair(this);
1543 void ViewLocation_Mouse()
1545 if(spectatee_status)
1546 return; // don't draw it as spectator!
1548 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1549 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1550 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1552 //float cursor_alpha = 1 - autocvar__menu_alpha;
1553 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1557 float oldr_nearclip;
1558 float oldr_farclip_base;
1559 float oldr_farclip_world;
1561 float oldr_useportalculling;
1562 float oldr_useinfinitefarclip;
1564 void cl_notice_run();
1568 float vh_notice_time;
1569 void WaypointSprite_Load();
1570 void CSQC_UpdateView(entity this, float w, float h)
1572 TC(int, w); TC(int, h);
1576 vector vf_size, vf_min;
1579 execute_next_frame();
1586 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1587 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1591 HUD_Scale_Disable();
1593 if(autocvar__hud_showbinds_reload) // menu can set this one
1596 binddb = db_create();
1597 cvar_set("_hud_showbinds_reload", "0");
1600 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1601 view_quality = getproperty(VF_MINFPS_QUALITY);
1605 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1606 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1608 vf_size = getpropertyvec(VF_SIZE);
1609 vf_min = getpropertyvec(VF_MIN);
1610 vid_width = vf_size.x;
1611 vid_height = vf_size.y;
1613 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1614 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1616 WaypointSprite_Load();
1618 CSQCPlayer_SetCamera();
1620 if(player_localentnum <= maxclients) // is it a client?
1621 current_player = player_localentnum - 1;
1622 else // then player_localentnum is the vehicle I'm driving
1623 current_player = player_localnum;
1624 myteam = entcs_GetTeam(current_player);
1626 if(myteam != prev_myteam)
1628 myteamcolors = colormapPaletteColor(myteam, 1);
1629 FOREACH(hud_panels, true, it.update_time = time);
1630 prev_myteam = myteam;
1633 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1635 float is_dead = (STAT(HEALTH) <= 0);
1637 // FIXME do we need this hack?
1640 // in demos, input_buttons do not work
1641 button_zoom = (autocvar__togglezoom == "-");
1644 && autocvar_cl_unpress_zoom_on_death
1645 && (spectatee_status >= 0)
1646 && (is_dead || intermission))
1648 // no zoom while dead or in intermission please
1649 localcmd("-zoom\n");
1650 button_zoom = false;
1653 // abused multiple places below
1654 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1656 local_player = this; // fall back!
1658 // event chase camera
1659 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1661 if(STAT(CAMERA_SPECTATOR))
1663 if(spectatee_status > 0)
1665 if(!autocvar_chase_active)
1667 cvar_set("chase_active", "-2");
1668 goto skip_eventchase_death;
1671 else if(autocvar_chase_active == -2)
1672 cvar_set("chase_active", "0");
1674 if(autocvar_chase_active == -2)
1675 goto skip_eventchase_death;
1677 else if(autocvar_chase_active == -2)
1678 cvar_set("chase_active", "0");
1680 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1682 float vehicle_viewdist = 0;
1683 vector vehicle_viewofs = '0 0 0';
1687 if(hud != HUD_BUMBLEBEE_GUN)
1689 Vehicle info = Vehicles_from(hud);
1690 vehicle_viewdist = info.height;
1691 vehicle_viewofs = info.view_ofs;
1695 if(WantEventchase(this))
1697 vector current_view_origin_override = '0 0 0';
1698 vector view_offset_override = '0 0 0';
1699 float chase_distance_override = 0;
1700 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1701 if(custom_eventchase)
1703 current_view_origin_override = M_ARGV(0, vector);
1704 view_offset_override = M_ARGV(1, vector);
1705 chase_distance_override = M_ARGV(0, float);
1707 eventchase_running = true;
1709 // 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.)
1710 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1711 if (custom_eventchase)
1712 current_view_origin = current_view_origin_override;
1714 // detect maximum viewoffset and use it
1715 vector view_offset = autocvar_cl_eventchase_viewoffset;
1719 view_offset = vehicle_viewofs;
1721 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1723 if (custom_eventchase)
1724 view_offset = view_offset_override;
1728 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1729 if(trace_fraction == 1) { current_view_origin += view_offset; }
1730 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1733 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1734 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1735 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1736 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1738 // make the camera smooth back
1739 float chase_distance = autocvar_cl_eventchase_distance;
1743 chase_distance = vehicle_viewdist;
1745 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1747 if (custom_eventchase)
1748 chase_distance = chase_distance_override;
1750 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1751 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1752 else if(eventchase_current_distance != chase_distance)
1753 eventchase_current_distance = chase_distance;
1755 makevectors(view_angles);
1757 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1758 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1760 // If the boxtrace fails, revert back to line tracing.
1761 if(!local_player.viewloc)
1762 if(trace_startsolid)
1764 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1765 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1766 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1768 else { setproperty(VF_ORIGIN, trace_endpos); }
1770 if(!local_player.viewloc)
1771 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1773 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1775 eventchase_running = false;
1776 cvar_set("chase_active", "0");
1777 eventchase_current_distance = 0; // start from 0 next time
1780 // workaround for camera stuck between player's legs when using chase_active 1
1781 // because the engine stops updating the chase_active camera when the game ends
1782 else if(intermission)
1784 cvar_settemp("chase_active", "-1");
1785 eventchase_current_distance = 0;
1788 LABEL(skip_eventchase_death);
1790 // do lockview after event chase camera so that it still applies whenever necessary.
1791 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1793 setproperty(VF_ORIGIN, freeze_org);
1794 setproperty(VF_ANGLES, freeze_ang);
1798 freeze_org = getpropertyvec(VF_ORIGIN);
1799 freeze_ang = getpropertyvec(VF_ANGLES);
1803 //WarpZone_FixPMove();
1805 vector ov_org = '0 0 0';
1806 vector ov_mid = '0 0 0';
1807 vector ov_worldmin = '0 0 0';
1808 vector ov_worldmax = '0 0 0';
1809 if(autocvar_cl_orthoview)
1811 ov_worldmin = mi_picmin;
1812 ov_worldmax = mi_picmax;
1814 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1815 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1816 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1818 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1819 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1821 float ov_nearest = vlen(ov_org - vec3(
1822 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1823 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1824 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1827 float ov_furthest = 0;
1830 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1831 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1832 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1833 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1834 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1835 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1836 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1837 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1841 oldr_nearclip = cvar("r_nearclip");
1842 oldr_farclip_base = cvar("r_farclip_base");
1843 oldr_farclip_world = cvar("r_farclip_world");
1844 oldr_novis = cvar("r_novis");
1845 oldr_useportalculling = cvar("r_useportalculling");
1846 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1849 cvar_settemp("r_nearclip", ftos(ov_nearest));
1850 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1851 cvar_settemp("r_farclip_world", "0");
1852 cvar_settemp("r_novis", "1");
1853 cvar_settemp("r_useportalculling", "0");
1854 cvar_settemp("r_useinfinitefarclip", "0");
1856 setproperty(VF_ORIGIN, ov_org);
1857 setproperty(VF_ANGLES, '90 0 0');
1862 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1864 vtos(getpropertyvec(VF_ANGLES)),
1874 cvar_set("r_nearclip", ftos(oldr_nearclip));
1875 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1876 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1877 cvar_set("r_novis", ftos(oldr_novis));
1878 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1879 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1884 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1885 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1886 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1887 viewmodel_draw(viewmodels[slot]);
1890 view_origin = getpropertyvec(VF_ORIGIN);
1891 view_angles = getpropertyvec(VF_ANGLES);
1892 makevectors(view_angles);
1893 view_forward = v_forward;
1894 view_right = v_right;
1898 if(time > blurtest_time0 && time < blurtest_time1)
1902 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1903 r = t * blurtest_radius;
1904 f = 1 / (t ** blurtest_power) - 1;
1906 cvar_set("r_glsl_postprocess", "1");
1907 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1911 cvar_set("r_glsl_postprocess", "0");
1912 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1916 TargetMusic_Advance();
1918 fpscounter_update();
1921 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1923 drawframetime = bound(0.000001, time - drawtime, 1);
1926 // watch for gametype changes here...
1927 // in ParseStuffCMD the cmd isn't executed yet :/
1928 // might even be better to add the gametype to TE_CSQC_INIT...?
1932 if(intermission && !intermission_time)
1933 intermission_time = time;
1935 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1937 if(calledhooks & HOOK_START)
1939 localcmd("\ncl_hook_gameend\n");
1940 calledhooks |= HOOK_END;
1949 if(!zoomscript_caught)
1951 localcmd("+button9\n");
1952 zoomscript_caught = 1;
1957 if(zoomscript_caught)
1959 localcmd("-button9\n");
1960 zoomscript_caught = 0;
1964 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1966 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1968 entity wepent = viewmodels[slot];
1970 if(wepent.last_switchweapon != wepent.switchweapon)
1973 wepent.last_switchweapon = wepent.switchweapon;
1974 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1976 localcmd("-zoom\n");
1977 button_zoom = false;
1979 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1981 localcmd("-fire\n");
1982 localcmd("-fire2\n");
1983 button_attack2 = false;
1986 if(wepent.last_activeweapon != wepent.activeweapon)
1988 wepent.last_activeweapon = wepent.activeweapon;
1990 e = wepent.activeweapon;
1992 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1994 localcmd("\ncl_hook_activeweapon none\n");
1998 // ALWAYS Clear Current Scene First
2001 setproperty(VF_ORIGIN, view_origin);
2002 setproperty(VF_ANGLES, view_angles);
2004 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
2005 setproperty(VF_SIZE, vf_size);
2006 setproperty(VF_MIN, vf_min);
2008 // Assign Standard Viewflags
2009 // Draw the World (and sky)
2010 setproperty(VF_DRAWWORLD, 1);
2012 // Set the console size vars
2013 vid_conwidth = autocvar_vid_conwidth;
2014 vid_conheight = autocvar_vid_conheight;
2015 vid_pixelheight = autocvar_vid_pixelheight;
2017 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
2018 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
2019 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
2021 if(camera_active) // Camera for demo playback
2023 if(autocvar_camera_enable)
2027 cvar_set("chase_active", ftos(chase_active_backup));
2028 cvar_set("cl_demo_mousegrab", "0");
2029 camera_active = false;
2035 if(autocvar_camera_enable)
2037 if(autocvar_camera_enable && isdemo())
2040 // Enable required Darkplaces cvars
2041 chase_active_backup = autocvar_chase_active;
2042 cvar_set("chase_active", "2");
2043 cvar_set("cl_demo_mousegrab", "1");
2044 camera_active = true;
2045 camera_mode = false;
2049 // Draw the Crosshair
2050 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2052 // Draw the Engine Status Bar (the default Quake HUD)
2053 setproperty(VF_DRAWENGINESBAR, 0);
2055 // Update the mouse position
2057 mousepos_x = vid_conwidth;
2058 mousepos_y = vid_conheight;
2059 mousepos = mousepos*0.5 + getmousepos();
2062 IL_EACH(g_drawables, it.draw, it.draw(it));
2064 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
2067 // now switch to 2D drawing mode by calling a 2D drawing function
2068 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2069 // next R_RenderScene call
2070 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2072 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2073 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2075 // apply night vision effect
2076 vector tc_00, tc_01, tc_10, tc_11;
2077 vector rgb = '0 0 0';
2079 if(!nightvision_noise)
2081 nightvision_noise = new(nightvision_noise);
2083 if(!nightvision_noise2)
2085 nightvision_noise2 = new(nightvision_noise2);
2088 // color tint in yellow
2089 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2092 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2094 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2095 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2096 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2097 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2098 tc_11 = tc_01 + tc_10 - tc_00;
2099 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2100 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2101 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2102 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2103 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2107 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2108 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2109 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2110 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2111 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2112 tc_11 = tc_01 + tc_10 - tc_00;
2113 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2114 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2115 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2116 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2117 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2121 if(autocvar_cl_reticle)
2123 string reticle_image = string_null;
2124 bool wep_zoomed = false;
2125 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2127 entity wepe = viewmodels[slot];
2128 Weapon wep = wepe.activeweapon;
2129 if(wep != WEP_Null && wep.wr_zoom)
2131 bool do_zoom = wep.wr_zoom(wep, NULL);
2132 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2133 reticle_image = wep.w_reticle;
2134 wep_zoomed += do_zoom;
2137 // Draw the aiming reticle for weapons that use it
2138 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2139 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2140 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2141 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2143 // no zoom reticle while dead
2146 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2148 if(reticle_image) { reticle_type = 2; }
2149 else { reticle_type = 0; }
2151 else if(button_zoom || zoomscript_caught)
2159 if(autocvar_cl_reticle_stretch)
2161 reticle_size.x = vid_conwidth;
2162 reticle_size.y = vid_conheight;
2168 reticle_size.x = max(vid_conwidth, vid_conheight);
2169 reticle_size.y = max(vid_conwidth, vid_conheight);
2170 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2171 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2174 if(zoomscript_caught)
2177 f = current_zoomfraction;
2181 switch(reticle_type)
2183 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2184 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2191 if(reticle_type != 0) { reticle_type = 0; }
2195 // improved polyblend
2196 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2198 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2201 switch(pointcontents(view_origin))
2204 liquidalpha = autocvar_hud_contents_water_alpha;
2205 liquidcolor = stov(autocvar_hud_contents_water_color);
2210 liquidalpha = autocvar_hud_contents_lava_alpha;
2211 liquidcolor = stov(autocvar_hud_contents_lava_color);
2216 liquidalpha = autocvar_hud_contents_slime_alpha;
2217 liquidcolor = stov(autocvar_hud_contents_slime_color);
2223 liquidcolor = '0 0 0';
2228 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2229 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2230 contentfadetime = autocvar_hud_contents_fadeintime;
2231 liquidalpha_prev = liquidalpha;
2232 liquidcolor_prev = liquidcolor;
2235 contentfadetime = autocvar_hud_contents_fadeouttime;
2237 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2238 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2241 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2243 if(autocvar_hud_postprocessing)
2245 if(autocvar_hud_contents_blur && contentavgalpha)
2247 content_blurpostprocess.x = 1;
2248 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2249 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2253 content_blurpostprocess.x = 0;
2254 content_blurpostprocess.y = 0;
2255 content_blurpostprocess.z = 0;
2260 if(autocvar_hud_damage && !STAT(FROZEN))
2262 splash_size.x = max(vid_conwidth, vid_conheight);
2263 splash_size.y = max(vid_conwidth, vid_conheight);
2264 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2265 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2267 float myhealth_flash_temp;
2268 myhealth = STAT(HEALTH);
2271 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2273 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2275 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2276 pain_threshold = autocvar_hud_damage_pain_threshold;
2277 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2278 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2280 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2282 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);
2285 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2287 if(myhealth_prev < 1)
2291 myhealth_flash = 0; // just spawned, clear the flash immediately
2292 myhealth_flash_temp = 0;
2296 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2300 if(spectatee_status == -1 || intermission)
2302 myhealth_flash = 0; // observing, or match ended
2303 myhealth_flash_temp = 0;
2306 myhealth_prev = myhealth;
2308 // IDEA: change damage color/picture based on player model for robot/alien species?
2309 // pro: matches model better
2310 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2311 // maybe different reddish pics?
2312 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2314 if(autocvar_cl_gentle_damage == 2)
2316 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2317 myhealth_gentlergb = randomvec();
2320 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2322 if(myhealth_flash_temp > 0)
2323 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);
2325 else if(myhealth_flash_temp > 0)
2326 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2328 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.
2330 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2332 damage_blurpostprocess.x = 1;
2333 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2334 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2338 damage_blurpostprocess.x = 0;
2339 damage_blurpostprocess.y = 0;
2340 damage_blurpostprocess.z = 0;
2345 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2346 float e2 = (autocvar_hud_powerup != 0);
2347 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2349 // enable or disable rendering types if they are used or not
2350 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2351 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2353 // blur postprocess handling done first (used by hud_damage and hud_contents)
2354 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2356 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2357 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2358 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2360 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2361 old_blurradius = blurradius;
2362 old_bluralpha = bluralpha;
2365 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2367 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2372 // edge detection postprocess handling done second (used by hud_powerup)
2373 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2374 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2375 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2377 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.
2379 if(autocvar_hud_powerup && sharpen_intensity > 0)
2381 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2383 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2384 old_sharpen_intensity = sharpen_intensity;
2387 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2389 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2390 old_sharpen_intensity = 0;
2393 if(cvar("r_glsl_postprocess") == 0)
2394 cvar_set("r_glsl_postprocess", "2");
2396 else if(cvar("r_glsl_postprocess") == 2)
2397 cvar_set("r_glsl_postprocess", "0");
2399 /*if(gametype == MAPINFO_TYPE_CTF)
2405 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2406 Draw_ShowNames_All();
2407 #if ENABLE_DEBUGDRAW
2411 scoreboard_active = Scoreboard_WouldDraw();
2413 HUD_Draw(this); // this parameter for deep vehicle function
2415 if(NextFrameCommand)
2417 localcmd("\n", NextFrameCommand, "\n");
2418 NextFrameCommand = string_null;
2421 // we must do this check AFTER a frame was rendered, or it won't work
2422 if(cs_project_is_b0rked == 0)
2425 w0 = ftos(autocvar_vid_conwidth);
2426 h0 = ftos(autocvar_vid_conheight);
2427 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2428 //setproperty(VF_FOV, '90 90 0');
2429 setproperty(VF_ORIGIN, '0 0 0');
2430 setproperty(VF_ANGLES, '0 0 0');
2431 setproperty(VF_PERSPECTIVE, 1);
2432 makevectors('0 0 0');
2434 cvar_set("vid_conwidth", "800");
2435 cvar_set("vid_conheight", "600");
2436 v1 = cs_project(v_forward);
2437 cvar_set("vid_conwidth", "640");
2438 cvar_set("vid_conheight", "480");
2439 v2 = cs_project(v_forward);
2441 cs_project_is_b0rked = 1;
2443 cs_project_is_b0rked = -1;
2444 cvar_set("vid_conwidth", w0);
2445 cvar_set("vid_conheight", h0);
2448 if(autocvar__hud_configure)
2450 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2451 HUD_Minigame_Mouse();
2452 else if(QuickMenu_IsOpened())
2454 else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
2455 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
2463 // let's reset the view back to normal for the end
2464 setproperty(VF_MIN, '0 0 0');
2465 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2471 // following vectors must be global to allow seamless switching between camera modes
2472 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2473 void CSQC_Demo_Camera()
2475 float speed, attenuation, dimensions;
2478 if( autocvar_camera_reset || !camera_mode )
2480 camera_offset = '0 0 0';
2481 current_angles = '0 0 0';
2482 camera_direction = '0 0 0';
2483 camera_offset.z += 30;
2484 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2485 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2486 current_origin = view_origin;
2487 current_camera_offset = camera_offset;
2488 cvar_set("camera_reset", "0");
2489 camera_mode = CAMERA_CHASE;
2494 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2496 if(autocvar_camera_look_player)
2501 dir = normalize(view_origin - current_position);
2503 mouse_angles = vectoangles(dir);
2504 mouse_angles.x = mouse_angles.x * -1;
2509 tmp = getmousepos() * 0.1;
2510 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2512 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2513 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2517 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2518 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2519 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2520 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2522 // Fix difference when angles don't have the same sign
2524 if(mouse_angles.y < -60 && current_angles.y > 60)
2526 if(mouse_angles.y > 60 && current_angles.y < -60)
2529 if(autocvar_camera_look_player)
2530 attenuation = autocvar_camera_look_attenuation;
2532 attenuation = autocvar_camera_speed_attenuation;
2534 attenuation = 1 / max(1, attenuation);
2535 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2537 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2538 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2539 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2540 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2546 if( camera_direction.x )
2548 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2549 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2550 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2551 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2555 if( camera_direction.y )
2557 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2558 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2559 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2563 if( camera_direction.z )
2565 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2569 if(autocvar_camera_free)
2570 speed = autocvar_camera_speed_free;
2572 speed = autocvar_camera_speed_chase;
2576 speed = speed * sqrt(1 / dimensions);
2577 camera_offset += tmp * speed;
2580 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2583 if( autocvar_camera_free )
2585 if ( camera_mode == CAMERA_CHASE )
2587 current_camera_offset = current_origin + current_camera_offset;
2588 camera_offset = current_origin + camera_offset;
2591 camera_mode = CAMERA_FREE;
2592 current_position = current_camera_offset;
2596 if ( camera_mode == CAMERA_FREE )
2598 current_origin = view_origin;
2599 camera_offset = camera_offset - current_origin;
2600 current_camera_offset = current_camera_offset - current_origin;
2603 camera_mode = CAMERA_CHASE;
2605 if(autocvar_camera_chase_smoothly)
2606 current_origin += (view_origin - current_origin) * attenuation;
2608 current_origin = view_origin;
2610 current_position = current_origin + current_camera_offset;
2613 setproperty(VF_ANGLES, current_angles);
2614 setproperty(VF_ORIGIN, current_position);