3 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "scoreboard.qh"
7 #include "shownames.qh"
8 #include "hud/panel/quickmenu.qh"
10 #include "mutators/events.qh"
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/debug.qh>
17 #include <common/mapinfo.qh>
18 #include <common/gamemodes/all.qh>
19 #include <common/physics/player.qh>
20 #include <common/stats.qh>
21 #include <common/triggers/target/music.qh>
22 #include <common/teams.qh>
24 #include <common/vehicles/all.qh>
25 #include <common/weapons/all.qh>
26 #include <common/viewloc.qh>
27 #include <common/minigames/cl_minigames.qh>
28 #include <common/minigames/cl_minigames_hud.qh>
30 #include <lib/csqcmodel/cl_player.qh>
31 #include <lib/csqcmodel/cl_model.qh>
32 #include "csqcmodel_hooks.qh"
34 #include <lib/warpzone/client.qh>
35 #include <lib/warpzone/common.qh>
37 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
39 float autocvar_cl_viewmodel_scale;
41 bool autocvar_cl_bobmodel;
42 float autocvar_cl_bobmodel_speed;
43 float autocvar_cl_bobmodel_side;
44 float autocvar_cl_bobmodel_up;
46 float autocvar_cl_followmodel;
47 float autocvar_cl_followmodel_speed = 0.3;
48 float autocvar_cl_followmodel_limit = 135;
49 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
50 float autocvar_cl_followmodel_highpass = 0.05;
51 float autocvar_cl_followmodel_lowpass = 0.03;
52 bool autocvar_cl_followmodel_velocity_absolute;
54 float autocvar_cl_leanmodel;
55 float autocvar_cl_leanmodel_speed = 0.3;
56 float autocvar_cl_leanmodel_limit = 30;
57 float autocvar_cl_leanmodel_highpass1 = 0.2;
58 float autocvar_cl_leanmodel_highpass = 0.2;
59 float autocvar_cl_leanmodel_lowpass = 0.05;
61 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
62 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
64 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
67 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
69 float __ignore; lowpass(value, frac, ref_store, __ignore); \
70 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
73 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
75 float __f = 0; lowpass(value, frac, ref_store, __f); \
76 ret = (value) - __f; \
79 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
81 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
82 ret = (value) - __f; \
85 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
87 lowpass(value.x, frac, ref_store.x, ref_out.x); \
88 lowpass(value.y, frac, ref_store.y, ref_out.y); \
91 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
93 highpass(value.x, frac, ref_store.x, ref_out.x); \
94 highpass(value.y, frac, ref_store.y, ref_out.y); \
97 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
99 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
100 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
103 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
105 lowpass(value.x, frac, ref_store.x, ref_out.x); \
106 lowpass(value.y, frac, ref_store.y, ref_out.y); \
107 lowpass(value.z, frac, ref_store.z, ref_out.z); \
110 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
112 highpass(value.x, frac, ref_store.x, ref_out.x); \
113 highpass(value.y, frac, ref_store.y, ref_out.y); \
114 highpass(value.z, frac, ref_store.z, ref_out.z); \
117 void viewmodel_animate(entity this)
119 static float prevtime;
120 float frametime = (time - prevtime);
123 if (autocvar_chase_active) return;
124 if (STAT(HEALTH) <= 0) return;
126 entity view = CSQCModel_server2csqc(player_localentnum - 1);
128 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
129 static bool oldonground;
130 static float hitgroundtime;
133 float f = time; // cl.movecmd[0].time
137 oldonground = clonground;
140 bool teleported = view.csqcmodel_teleported;
143 if(autocvar_cl_followmodel)
145 vector gunorg = '0 0 0';
146 static vector vel_average;
147 static vector gunorg_prev = '0 0 0';
148 static vector gunorg_adjustment_highpass;
149 static vector gunorg_adjustment_lowpass;
152 if(autocvar_cl_followmodel_velocity_absolute)
156 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
157 MAKEVECTORS(makevectors, view_angles, forward, right, up);
158 vel.x = view.velocity * forward;
159 vel.y = view.velocity * right * -1;
160 vel.z = view.velocity * up;
163 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
164 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
165 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
167 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
168 lowpass3(vel, frac, vel_average, gunorg);
170 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
172 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
173 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
174 frac = avg_factor(autocvar_cl_followmodel_highpass);
175 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
176 frac = avg_factor(autocvar_cl_followmodel_lowpass);
177 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
179 if(autocvar_cl_followmodel_velocity_absolute)
182 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
183 MAKEVECTORS(makevectors, view_angles, forward, right, up);
184 fixed_gunorg.x = gunorg * forward;
185 fixed_gunorg.y = gunorg * right * -1;
186 fixed_gunorg.z = gunorg * up;
187 gunorg = fixed_gunorg;
190 this.origin += gunorg;
193 if(autocvar_cl_leanmodel)
195 vector gunangles = '0 0 0';
196 static vector gunangles_prev = '0 0 0';
197 static vector gunangles_highpass = '0 0 0';
198 static vector gunangles_adjustment_highpass;
199 static vector gunangles_adjustment_lowpass;
202 gunangles_prev = view_angles;
204 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
205 gunangles_highpass += gunangles_prev;
206 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
207 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
208 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
209 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
210 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
211 gunangles_prev = view_angles;
212 gunangles_highpass -= gunangles_prev;
214 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
215 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
217 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
218 frac = avg_factor(autocvar_cl_leanmodel_highpass);
219 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
220 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
221 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
223 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
224 this.angles += gunangles;
227 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
229 // vertical view bobbing code
232 // horizontal view bobbing code
236 // causes the view to swing down and back up when touching the ground
239 // gun model bobbing code
240 if (autocvar_cl_bobmodel)
242 // calculate for swinging gun model
243 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
244 static float bobmodel_scale = 0;
245 static float time_ofs = 0; // makes the effect always restart in the same way
248 if (time - hitgroundtime > 0.05)
249 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
252 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
253 if(bobmodel_scale && xyspeed)
255 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
256 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
257 vector gunorg = '0 0 0';
258 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
259 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
261 this.origin += gunorg;
268 .vector viewmodel_origin, viewmodel_angles;
269 .float weapon_nextthink;
270 .float weapon_eta_last;
271 .float weapon_switchdelay;
273 void viewmodel_draw(entity this)
277 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
278 float a = this.alpha;
279 static bool wasinvehicle;
280 bool invehicle = player_localentnum > maxclients;
281 if (invehicle) a = -1;
282 else if (wasinvehicle) a = 1;
283 wasinvehicle = invehicle;
284 Weapon wep = activeweapon;
285 int c = stof(getplayerkeyvalue(current_player, "colors"));
286 vector g = weaponentity_glowmod(wep, c);
287 entity me = CSQCModel_server2csqc(player_localentnum - 1);
288 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
290 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
291 for (entity e = this; e; e = e.weaponchild)
295 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
297 e.csqcmodel_effects = fx;
298 CSQCModel_Effects_Apply(e);
301 static string name_last;
302 string name = wep.mdl;
303 bool swap = name != name_last;
307 CL_WeaponEntity_SetModel(this, name, swap);
308 this.viewmodel_origin = this.origin;
309 this.viewmodel_angles = this.angles;
312 if (!this.animstate_override)
313 anim_set(this, this.anim_idle, true, false, false);
315 float f = 0; // 0..1; 0: fully active
316 float rate = STAT(WEAPONRATEFACTOR);
317 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
318 if (eta <= 0) f = this.weapon_eta_last;
319 else switch (this.state)
323 f = eta / max(eta, this.weapon_switchdelay);
328 f = 1 - eta / max(eta, this.weapon_switchdelay);
337 this.weapon_eta_last = f;
338 this.origin = this.viewmodel_origin;
339 this.angles = this.viewmodel_angles;
340 this.angles_x = (-90 * f * f);
341 viewmodel_animate(this);
342 setorigin(this, this.origin);
346 STATIC_INIT(viewmodel) {
347 viewmodel = new(viewmodel);
350 void Porto_Draw(entity this);
353 entity e = new_pure(porto);
355 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
358 const int polyline_length = 16;
359 vector polyline[polyline_length];
360 void Porto_Draw(entity this)
362 if (activeweapon != WEP_PORTO) return;
363 if (spectatee_status) return;
364 if (WEP_CVAR(porto, secondary)) return;
365 if (intermission == 1) return;
366 if (intermission == 2) return;
367 if (STAT(HEALTH) <= 0) return;
369 vector pos = view_origin;
370 vector dir = view_forward;
371 if (angles_held_status)
373 makevectors(angles_held);
379 int portal_number = 0, portal1_idx = 1, portal_max = 2;
380 int n = 1 + 2; // 2 lines == 3 points
381 for (int idx = 0; idx < n && idx < polyline_length - 1; )
383 traceline(pos, pos + 65536 * dir, true, this);
384 dir = reflect(dir, trace_plane_normal);
386 polyline[++idx] = pos;
387 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
392 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
399 vector ang = vectoangles2(trace_plane_normal, dir);
402 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
409 if (portal_number >= portal_max) break;
410 if (portal_number == 1) portal1_idx = idx;
412 for (int idx = 0; idx < n - 1; ++idx)
414 vector p = polyline[idx], q = polyline[idx + 1];
415 if (idx == 0) p -= view_up * 16; // line from player
416 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
417 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
423 vector GetCurrentFov(float fov)
425 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
426 float velocityzoom, curspeed;
429 zoomsensitivity = autocvar_cl_zoomsensitivity;
430 zoomfactor = autocvar_cl_zoomfactor;
431 if(zoomfactor < 1 || zoomfactor > 30)
433 zoomspeed = autocvar_cl_zoomspeed;
435 if(zoomspeed < 0.5 || zoomspeed > 16)
438 zoomdir = button_zoom;
439 if(hud == HUD_NORMAL)
440 if(switchweapon == activeweapon)
441 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
442 zoomdir += button_attack2;
443 if(spectatee_status > 0 || isdemo())
445 if(spectatorbutton_zoom)
452 // fteqcc failed twice here already, don't optimize this
455 if(zoomdir) { zoomin_effect = 0; }
459 current_viewzoom = min(1, current_viewzoom + drawframetime);
461 else if(autocvar_cl_spawnzoom && zoomin_effect)
463 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
465 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
466 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
467 if(current_viewzoom == 1) { zoomin_effect = 0; }
471 if(zoomspeed < 0) // instant zoom
474 current_viewzoom = 1 / zoomfactor;
476 current_viewzoom = 1;
481 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
483 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
487 if(almost_equals(current_viewzoom, 1))
488 current_zoomfraction = 0;
489 else if(almost_equals(current_viewzoom, 1/zoomfactor))
490 current_zoomfraction = 1;
492 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
494 if(zoomsensitivity < 1)
495 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
497 setsensitivityscale(1);
499 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
501 if(intermission) { curspeed = 0; }
505 makevectors(view_angles);
508 v = csqcplayer.velocity;
510 switch(autocvar_cl_velocityzoom_type)
512 case 3: curspeed = max(0, v_forward * v); break;
513 case 2: curspeed = (v_forward * v); break;
514 case 1: default: curspeed = vlen(v); break;
518 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
519 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
520 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
522 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
527 float frustumx, frustumy, fovx, fovy;
528 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
529 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
530 fovx = atan2(frustumx, 1) / M_PI * 360.0;
531 fovy = atan2(frustumy, 1) / M_PI * 360.0;
533 return '1 0 0' * fovx + '0 1 0' * fovy;
536 vector GetViewLocationFOV(float fov)
538 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
539 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
540 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
541 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
542 return '1 0 0' * fovx + '0 1 0' * fovy;
545 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
548 float width = (ov_worldmax.x - ov_worldmin.x);
549 float height = (ov_worldmax.y - ov_worldmin.y);
550 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
551 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
552 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
553 return '1 0 0' * fovx + '0 1 0' * fovy;
556 // this function must match W_SetupShot!
557 float zoomscript_caught;
559 vector wcross_origin;
560 float wcross_scale_prev, wcross_alpha_prev;
561 vector wcross_color_prev;
562 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
563 vector wcross_color_goal_prev;
564 float wcross_changedonetime;
566 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
567 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
568 float wcross_name_changestarttime, wcross_name_changedonetime;
569 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
571 float wcross_ring_prev;
574 entity trueaim_rifle;
576 const float SHOTTYPE_HITTEAM = 1;
577 const float SHOTTYPE_HITOBSTRUCTION = 2;
578 const float SHOTTYPE_HITWORLD = 3;
579 const float SHOTTYPE_HITENEMY = 4;
583 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
584 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
587 float EnemyHitCheck()
590 wcross_origin = project_3d_to_2d(trace_endpos);
593 n = trace_ent.entnum;
595 n = trace_networkentity;
597 return SHOTTYPE_HITWORLD;
599 return SHOTTYPE_HITWORLD;
600 t = entcs_GetTeam(n - 1);
603 return SHOTTYPE_HITTEAM;
604 if(t == NUM_SPECTATOR)
605 return SHOTTYPE_HITWORLD;
606 return SHOTTYPE_HITENEMY;
611 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?
612 vector vecs, trueaimpoint, w_shotorg;
620 mv = MOVE_NOMONSTERS;
622 switch(activeweapon) // WEAPONTODO
624 case WEP_TUBA: // no aim
625 case WEP_PORTO: // shoots from eye
626 case WEP_NEXBALL: // shoots from eye
627 case WEP_HOOK: // no trueaim
628 case WEP_MORTAR: // toss curve
629 return SHOTTYPE_HITWORLD;
637 if(zoomscript_caught)
639 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
640 return EnemyHitCheck();
643 case WEP_DEVASTATOR: // projectile has a size!
647 case WEP_FIREBALL: // projectile has a size!
651 case WEP_SEEKER: // projectile has a size!
655 case WEP_ELECTRO: // projectile has a size!
661 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
663 vecs = decompressShotOrigin(STAT(SHOTORG));
665 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
666 trueaimpoint = trace_endpos;
668 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
669 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
676 dv = view_right * vecs.y + view_up * vecs.z;
677 w_shotorg = traceorigin + dv;
679 // now move the vecs forward as much as requested if possible
680 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
681 w_shotorg = trace_endpos - view_forward * nudge;
683 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
684 shottype = EnemyHitCheck();
685 if(shottype != SHOTTYPE_HITWORLD)
689 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
690 // or rather, I know why, but see no fix
691 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
692 // 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
693 return SHOTTYPE_HITOBSTRUCTION;
696 return SHOTTYPE_HITWORLD;
700 void CSQC_Demo_Camera();
701 float HUD_WouldDrawScoreboard();
703 const float CAMERA_FREE = 1;
704 const float CAMERA_CHASE = 2;
706 string reticle_image;
707 string NextFrameCommand;
709 vector freeze_org, freeze_ang;
710 entity nightvision_noise, nightvision_noise2;
712 const float MAX_TIME_DIFF = 5;
713 float pickup_crosshair_time, pickup_crosshair_size;
714 float hitindication_crosshair_size;
715 float use_vortex_chargepool;
717 float myhealth, myhealth_prev;
718 float myhealth_flash;
720 float old_blurradius, old_bluralpha;
721 float old_sharpen_intensity;
723 vector myhealth_gentlergb;
725 float contentavgalpha, liquidalpha_prev;
726 vector liquidcolor_prev;
728 float eventchase_current_distance;
729 float eventchase_running;
730 bool WantEventchase(entity this)
732 if(autocvar_cl_orthoview)
738 if(spectatee_status >= 0)
740 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
742 if(MUTATOR_CALLHOOK(WantEventchase, this))
744 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
746 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
748 if(autocvar_cl_eventchase_death == 2)
750 // don't stop eventchase once it's started (even if velocity changes afterwards)
751 if(this.velocity == '0 0 0' || eventchase_running)
760 void HUD_Crosshair_Vehicle()
762 if(hud != HUD_BUMBLEBEE_GUN)
764 Vehicle info = Vehicles_from(hud);
765 info.vr_crosshair(info);
769 vector damage_blurpostprocess, content_blurpostprocess;
771 float unaccounted_damage = 0;
774 // accumulate damage with each stat update
775 static float damage_total_prev = 0;
776 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
777 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
778 damage_total_prev = damage_total;
780 static float damage_dealt_time_prev = 0;
781 float damage_dealt_time = STAT(HIT_TIME);
782 if (damage_dealt_time != damage_dealt_time_prev)
784 unaccounted_damage += unaccounted_damage_new;
785 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
787 damage_dealt_time_prev = damage_dealt_time;
789 // prevent hitsound when switching spectatee
790 static float spectatee_status_prev = 0;
791 if (spectatee_status != spectatee_status_prev)
792 unaccounted_damage = 0;
793 spectatee_status_prev = spectatee_status;
798 // varying sound pitch
800 static float hitsound_time_prev = 0;
801 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
802 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
803 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
805 if (autocvar_cl_hitsound && unaccounted_damage)
807 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
808 float a = autocvar_cl_hitsound_max_pitch;
809 float b = autocvar_cl_hitsound_min_pitch;
810 float c = autocvar_cl_hitsound_nom_damage;
811 float x = unaccounted_damage;
812 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
814 // if sound variation is disabled, set pitch_shift to 1
815 if (autocvar_cl_hitsound == 1)
818 // if pitch shift is reversed, mirror in (max-min)/2 + min
819 if (autocvar_cl_hitsound == 3)
821 float mirror_value = (a-b)/2 + b;
822 pitch_shift = mirror_value + (mirror_value - pitch_shift);
825 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
827 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
828 // todo: normalize sound pressure levels? seems unnecessary
830 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
832 unaccounted_damage = 0;
833 hitsound_time_prev = time;
836 static float typehit_time_prev = 0;
837 float typehit_time = STAT(TYPEHIT_TIME);
838 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
840 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
841 typehit_time_prev = typehit_time;
847 static float rainbow_last_flicker;
848 static vector rainbow_prev_color;
852 if(!scoreboard_active && !camera_active && intermission != 2 &&
853 spectatee_status != -1 && !csqcplayer.viewloc &&
854 !HUD_MinigameMenu_IsOpened() )
856 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
859 if (hud != HUD_NORMAL)
861 HUD_Crosshair_Vehicle();
866 float wcross_alpha, wcross_resolution;
867 wcross_style = autocvar_crosshair;
868 if (wcross_style == "0")
870 wcross_resolution = autocvar_crosshair_size;
871 if (wcross_resolution == 0)
873 wcross_alpha = autocvar_crosshair_alpha;
874 if (wcross_alpha == 0)
880 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
881 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
883 if(autocvar_crosshair_hittest)
885 vector wcross_oldorigin;
886 wcross_oldorigin = wcross_origin;
887 shottype = TrueAimCheck();
888 if(shottype == SHOTTYPE_HITWORLD)
890 v = wcross_origin - wcross_oldorigin;
892 v.y /= vid_conheight;
894 shottype = SHOTTYPE_HITOBSTRUCTION;
896 if(!autocvar_crosshair_hittest_showimpact)
897 wcross_origin = wcross_oldorigin;
900 shottype = SHOTTYPE_HITWORLD;
902 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
903 string wcross_name = "";
904 float wcross_scale, wcross_blur;
906 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
911 if(autocvar_crosshair_per_weapon)
913 // WEAPONTODO: access these through some general settings (with non-balance config settings)
914 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
915 //if (wcross_resolution == 0)
918 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
919 wcross_resolution *= e.w_crosshair_size;
920 wcross_name = e.w_crosshair;
925 if(wcross_name == "")
926 wcross_name = strcat("gfx/crosshair", wcross_style);
928 // MAIN CROSSHAIR COLOR DECISION
929 switch(autocvar_crosshair_color_special)
931 case 1: // crosshair_color_per_weapon
935 wcross_color = e.wpcolor;
938 else { goto normalcolor; }
941 case 2: // crosshair_color_by_health
943 float x = STAT(HEALTH);
958 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
959 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
963 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
964 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
965 wcross_color.z = 1 - (x-100)*0.02;
971 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
976 wcross_color.y = (x-20)*90/27/100;
977 wcross_color.z = (x-20)*90/27/100 * 0.2;
987 case 3: // crosshair_color_rainbow
989 if(time >= rainbow_last_flicker)
991 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
992 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
994 wcross_color = rainbow_prev_color;
998 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1001 if(autocvar_crosshair_effect_scalefade)
1003 wcross_scale = wcross_resolution;
1004 wcross_resolution = 1;
1011 if(autocvar_crosshair_pickup)
1013 float stat_pickup_time = STAT(LAST_PICKUP);
1015 if(pickup_crosshair_time < stat_pickup_time)
1017 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1018 pickup_crosshair_size = 1;
1020 pickup_crosshair_time = stat_pickup_time;
1023 if(pickup_crosshair_size > 0)
1024 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1026 pickup_crosshair_size = 0;
1028 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1031 // todo: make crosshair hit indication dependent on damage dealt
1032 if(autocvar_crosshair_hitindication)
1034 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1036 if(unaccounted_damage)
1038 hitindication_crosshair_size = 1;
1041 if(hitindication_crosshair_size > 0)
1042 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1044 hitindication_crosshair_size = 0;
1046 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1047 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1048 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1049 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1052 if(shottype == SHOTTYPE_HITENEMY)
1053 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1054 if(shottype == SHOTTYPE_HITTEAM)
1055 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1057 f = fabs(autocvar_crosshair_effect_time);
1058 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1060 wcross_changedonetime = time + f;
1062 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1064 wcross_name_changestarttime = time;
1065 wcross_name_changedonetime = time + f;
1066 if(wcross_name_goal_prev_prev)
1067 strunzone(wcross_name_goal_prev_prev);
1068 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1069 wcross_name_goal_prev = strzone(wcross_name);
1070 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1071 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1072 wcross_resolution_goal_prev = wcross_resolution;
1075 wcross_scale_goal_prev = wcross_scale;
1076 wcross_alpha_goal_prev = wcross_alpha;
1077 wcross_color_goal_prev = wcross_color;
1079 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1082 wcross_alpha *= 0.75;
1086 // *_prev is at time-frametime
1087 // * is at wcross_changedonetime+f
1088 // what do we have at time?
1089 if(time < wcross_changedonetime)
1091 f = frametime / (wcross_changedonetime - time + frametime);
1092 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1093 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1094 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1097 wcross_scale_prev = wcross_scale;
1098 wcross_alpha_prev = wcross_alpha;
1099 wcross_color_prev = wcross_color;
1101 MUTATOR_CALLHOOK(UpdateCrosshair);
1103 wcross_scale *= 1 - autocvar__menu_alpha;
1104 wcross_alpha *= 1 - autocvar__menu_alpha;
1105 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1107 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1109 // crosshair rings for weapon stats
1110 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1112 // declarations and stats
1113 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1114 string ring_image = string_null, ring_inner_image = string_null;
1115 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1117 ring_scale = autocvar_crosshair_ring_size;
1119 float weapon_clipload, weapon_clipsize;
1120 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1121 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1123 float ok_ammo_charge, ok_ammo_chargepool;
1124 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1125 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1127 float vortex_charge, vortex_chargepool;
1128 vortex_charge = STAT(VORTEX_CHARGE);
1129 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1131 float arc_heat = STAT(ARC_HEAT);
1133 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1134 vortex_charge_movingavg = vortex_charge;
1137 // handle the values
1138 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1140 if (vortex_chargepool || use_vortex_chargepool) {
1141 use_vortex_chargepool = 1;
1142 ring_inner_value = vortex_chargepool;
1144 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1145 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1148 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1149 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;
1150 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1152 // draw the outer ring to show the current charge of the weapon
1153 ring_value = vortex_charge;
1154 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1155 ring_rgb = wcross_color;
1156 ring_image = "gfx/crosshair_ring_nexgun.tga";
1158 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1160 ring_value = bound(0, STAT(LAYED_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.
1161 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1162 ring_rgb = wcross_color;
1163 ring_image = "gfx/crosshair_ring.tga";
1165 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1167 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1168 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1169 ring_rgb = wcross_color;
1170 ring_image = "gfx/crosshair_ring.tga";
1172 else if (ok_ammo_charge)
1174 ring_value = ok_ammo_chargepool;
1175 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1176 ring_rgb = wcross_color;
1177 ring_image = "gfx/crosshair_ring.tga";
1179 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1181 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1182 ring_scale = autocvar_crosshair_ring_reload_size;
1183 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1184 ring_rgb = wcross_color;
1186 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1187 // if a new image for another weapon is added, add the code (and its respective file/value) here
1188 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1189 ring_image = "gfx/crosshair_ring_rifle.tga";
1191 ring_image = "gfx/crosshair_ring.tga";
1193 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1195 ring_value = arc_heat;
1196 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1197 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1198 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1199 ring_image = "gfx/crosshair_ring.tga";
1202 // if in weapon switch animation, fade ring out/in
1203 if(autocvar_crosshair_effect_time > 0)
1205 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1208 wcross_ring_prev = ((ring_image) ? true : false);
1211 if(wcross_ring_prev)
1214 ring_alpha *= fabs(1 - bound(0, f, 1));
1219 ring_alpha *= bound(0, f, 1);
1223 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1224 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1227 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1230 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1232 if(wcross_blur > 0) \
1234 for(i = -2; i <= 2; ++i) \
1235 for(j = -2; j <= 2; ++j) \
1236 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1240 M(0,0,sz,wcross_name,wcross_alpha); \
1244 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1245 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)
1247 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1248 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1250 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1252 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1253 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1254 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1261 wcross_name_alpha_goal_prev = f;
1263 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1264 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1266 if(autocvar_crosshair_dot)
1268 vector wcross_color_old;
1269 wcross_color_old = wcross_color;
1271 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1272 wcross_color = stov(autocvar_crosshair_dot_color);
1274 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1275 // FIXME why don't we use wcross_alpha here?
1276 wcross_color = wcross_color_old;
1282 wcross_scale_prev = 0;
1283 wcross_alpha_prev = 0;
1284 wcross_scale_goal_prev = 0;
1285 wcross_alpha_goal_prev = 0;
1286 wcross_changedonetime = 0;
1287 if(wcross_name_goal_prev)
1288 strunzone(wcross_name_goal_prev);
1289 wcross_name_goal_prev = string_null;
1290 if(wcross_name_goal_prev_prev)
1291 strunzone(wcross_name_goal_prev_prev);
1292 wcross_name_goal_prev_prev = string_null;
1293 wcross_name_changestarttime = 0;
1294 wcross_name_changedonetime = 0;
1295 wcross_name_alpha_goal_prev = 0;
1296 wcross_name_alpha_goal_prev_prev = 0;
1297 wcross_resolution_goal_prev = 0;
1298 wcross_resolution_goal_prev_prev = 0;
1304 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1306 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
1308 else if(STAT(FROZEN))
1310 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1313 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1315 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1316 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1318 else if(STAT(REVIVE_PROGRESS))
1320 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 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);
1321 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1324 if(autocvar_r_letterbox == 0)
1325 if(autocvar_viewsize < 120)
1327 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1328 Accuracy_LoadLevels();
1331 HUD_DrawScoreboard();
1334 // crosshair goes VERY LAST
1341 float oldr_nearclip;
1342 float oldr_farclip_base;
1343 float oldr_farclip_world;
1345 float oldr_useportalculling;
1346 float oldr_useinfinitefarclip;
1348 void cl_notice_run();
1351 float vh_notice_time;
1352 void WaypointSprite_Load();
1353 void CSQC_UpdateView(float w, float h)
1355 TC(int, w); TC(int, h);
1359 vector vf_size, vf_min;
1362 execute_next_frame();
1369 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1370 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1374 if(autocvar__hud_showbinds_reload) // menu can set this one
1377 binddb = db_create();
1378 cvar_set("_hud_showbinds_reload", "0");
1381 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1382 view_quality = getproperty(VF_MINFPS_QUALITY);
1386 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1387 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1389 vf_size = getpropertyvec(VF_SIZE);
1390 vf_min = getpropertyvec(VF_MIN);
1391 vid_width = vf_size.x;
1392 vid_height = vf_size.y;
1394 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1395 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1397 WaypointSprite_Load();
1399 CSQCPlayer_SetCamera();
1401 if(player_localentnum <= maxclients) // is it a client?
1402 current_player = player_localentnum - 1;
1403 else // then player_localentnum is the vehicle I'm driving
1404 current_player = player_localnum;
1405 myteam = entcs_GetTeam(current_player);
1407 if(myteam != prev_myteam)
1409 myteamcolors = colormapPaletteColor(myteam, 1);
1410 FOREACH(hud_panels, true, it.update_time = time);
1411 prev_myteam = myteam;
1414 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1416 float is_dead = (STAT(HEALTH) <= 0);
1418 // FIXME do we need this hack?
1421 // in demos, input_buttons do not work
1422 button_zoom = (autocvar__togglezoom == "-");
1425 && autocvar_cl_unpress_zoom_on_death
1426 && (spectatee_status >= 0)
1427 && (is_dead || intermission))
1429 // no zoom while dead or in intermission please
1430 localcmd("-zoom\n");
1431 button_zoom = false;
1434 // event chase camera
1435 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1437 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1438 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1441 float vehicle_viewdist = 0;
1442 vector vehicle_viewofs = '0 0 0';
1446 if(hud != HUD_BUMBLEBEE_GUN)
1448 Vehicle info = Vehicles_from(hud);
1449 vehicle_viewdist = info.height;
1450 vehicle_viewofs = info.view_ofs;
1456 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, {
1461 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1463 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1465 eventchase_running = true;
1467 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1469 local_player = self; // fall back!
1471 // 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.)
1472 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1473 if(ons_roundlost) { current_view_origin = gen.origin; }
1475 // detect maximum viewoffset and use it
1476 vector view_offset = autocvar_cl_eventchase_viewoffset;
1480 view_offset = vehicle_viewofs;
1482 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1484 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1488 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1489 if(trace_fraction == 1) { current_view_origin += view_offset; }
1490 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1493 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1494 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1495 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1496 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1498 // make the camera smooth back
1499 float chase_distance = autocvar_cl_eventchase_distance;
1503 chase_distance = vehicle_viewdist;
1505 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1507 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1509 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1510 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1511 else if(eventchase_current_distance != chase_distance)
1512 eventchase_current_distance = chase_distance;
1514 makevectors(view_angles);
1516 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1517 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1519 // If the boxtrace fails, revert back to line tracing.
1520 if(!local_player.viewloc)
1521 if(trace_startsolid)
1523 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1524 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1525 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1527 else { setproperty(VF_ORIGIN, trace_endpos); }
1529 if(!local_player.viewloc)
1530 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1532 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1534 eventchase_running = false;
1535 cvar_set("chase_active", "0");
1536 eventchase_current_distance = 0; // start from 0 next time
1539 // workaround for camera stuck between player's legs when using chase_active 1
1540 // because the engine stops updating the chase_active camera when the game ends
1541 else if(intermission)
1543 cvar_settemp("chase_active", "-1");
1544 eventchase_current_distance = 0;
1547 // do lockview after event chase camera so that it still applies whenever necessary.
1548 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1550 setproperty(VF_ORIGIN, freeze_org);
1551 setproperty(VF_ANGLES, freeze_ang);
1555 freeze_org = getpropertyvec(VF_ORIGIN);
1556 freeze_ang = getpropertyvec(VF_ANGLES);
1560 //WarpZone_FixPMove();
1562 vector ov_org = '0 0 0';
1563 vector ov_mid = '0 0 0';
1564 vector ov_worldmin = '0 0 0';
1565 vector ov_worldmax = '0 0 0';
1566 if(autocvar_cl_orthoview)
1568 ov_worldmin = mi_picmin;
1569 ov_worldmax = mi_picmax;
1571 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1572 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1573 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1575 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1576 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1578 float ov_nearest = vlen(ov_org - vec3(
1579 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1580 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1581 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1584 float ov_furthest = 0;
1587 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1588 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1589 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1590 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1591 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1592 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1593 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1594 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1598 oldr_nearclip = cvar("r_nearclip");
1599 oldr_farclip_base = cvar("r_farclip_base");
1600 oldr_farclip_world = cvar("r_farclip_world");
1601 oldr_novis = cvar("r_novis");
1602 oldr_useportalculling = cvar("r_useportalculling");
1603 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1606 cvar_settemp("r_nearclip", ftos(ov_nearest));
1607 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1608 cvar_settemp("r_farclip_world", "0");
1609 cvar_settemp("r_novis", "1");
1610 cvar_settemp("r_useportalculling", "0");
1611 cvar_settemp("r_useinfinitefarclip", "0");
1613 setproperty(VF_ORIGIN, ov_org);
1614 setproperty(VF_ANGLES, '90 0 0');
1619 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1621 vtos(getpropertyvec(VF_ANGLES)),
1631 cvar_set("r_nearclip", ftos(oldr_nearclip));
1632 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1633 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1634 cvar_set("r_novis", ftos(oldr_novis));
1635 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1636 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1641 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1642 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1643 viewmodel_draw(viewmodel);
1646 view_origin = getpropertyvec(VF_ORIGIN);
1647 view_angles = getpropertyvec(VF_ANGLES);
1648 makevectors(view_angles);
1649 view_forward = v_forward;
1650 view_right = v_right;
1654 if(time > blurtest_time0 && time < blurtest_time1)
1658 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1659 r = t * blurtest_radius;
1660 f = 1 / pow(t, blurtest_power) - 1;
1662 cvar_set("r_glsl_postprocess", "1");
1663 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1667 cvar_set("r_glsl_postprocess", "0");
1668 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1672 TargetMusic_Advance();
1676 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1678 drawframetime = bound(0.000001, time - drawtime, 1);
1681 // watch for gametype changes here...
1682 // in ParseStuffCMD the cmd isn't executed yet :/
1683 // might even be better to add the gametype to TE_CSQC_INIT...?
1687 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1689 if(calledhooks & HOOK_START)
1691 localcmd("\ncl_hook_gameend\n");
1692 calledhooks |= HOOK_END;
1701 if(!zoomscript_caught)
1703 localcmd("+button9\n");
1704 zoomscript_caught = 1;
1709 if(zoomscript_caught)
1711 localcmd("-button9\n");
1712 zoomscript_caught = 0;
1716 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1718 // currently switching-to weapon (for crosshair)
1719 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1721 // actually active weapon (for zoom)
1722 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1724 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1726 f = (serverflags & SERVERFLAG_TEAMPLAY);
1733 if(last_switchweapon != switchweapon)
1736 last_switchweapon = switchweapon;
1737 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1739 localcmd("-zoom\n");
1740 button_zoom = false;
1742 if(autocvar_cl_unpress_attack_on_weapon_switch)
1744 localcmd("-fire\n");
1745 localcmd("-fire2\n");
1746 button_attack2 = false;
1749 if(last_activeweapon != activeweapon)
1751 last_activeweapon = activeweapon;
1755 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1757 localcmd("\ncl_hook_activeweapon none\n");
1760 // ALWAYS Clear Current Scene First
1763 setproperty(VF_ORIGIN, view_origin);
1764 setproperty(VF_ANGLES, view_angles);
1766 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1767 setproperty(VF_SIZE, vf_size);
1768 setproperty(VF_MIN, vf_min);
1770 // Assign Standard Viewflags
1771 // Draw the World (and sky)
1772 setproperty(VF_DRAWWORLD, 1);
1774 // Set the console size vars
1775 vid_conwidth = autocvar_vid_conwidth;
1776 vid_conheight = autocvar_vid_conheight;
1777 vid_pixelheight = autocvar_vid_pixelheight;
1779 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1780 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1781 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1783 // Camera for demo playback
1786 if(autocvar_camera_enable)
1790 cvar_set("chase_active", ftos(chase_active_backup));
1791 cvar_set("cl_demo_mousegrab", "0");
1792 camera_active = false;
1798 if(autocvar_camera_enable)
1800 if(autocvar_camera_enable && isdemo())
1803 // Enable required Darkplaces cvars
1804 chase_active_backup = autocvar_chase_active;
1805 cvar_set("chase_active", "2");
1806 cvar_set("cl_demo_mousegrab", "1");
1807 camera_active = true;
1808 camera_mode = false;
1812 // Draw the Crosshair
1813 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1815 // Draw the Engine Status Bar (the default Quake HUD)
1816 setproperty(VF_DRAWENGINESBAR, 0);
1818 // Update the mouse position
1820 mousepos_x = vid_conwidth;
1821 mousepos_y = vid_conheight;
1822 mousepos = mousepos*0.5 + getmousepos();
1825 FOREACH_ENTITY(it.draw, it.draw(it));
1827 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1830 // now switch to 2D drawing mode by calling a 2D drawing function
1831 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1832 // next R_RenderScene call
1833 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1835 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1836 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1838 // apply night vision effect
1839 vector tc_00, tc_01, tc_10, tc_11;
1840 vector rgb = '0 0 0';
1842 if(!nightvision_noise)
1844 nightvision_noise = new(nightvision_noise);
1846 if(!nightvision_noise2)
1848 nightvision_noise2 = new(nightvision_noise2);
1851 // color tint in yellow
1852 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1855 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1857 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1858 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1859 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1860 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1861 tc_11 = tc_01 + tc_10 - tc_00;
1862 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1863 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1864 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1865 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1866 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1870 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1871 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1872 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1873 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1874 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1875 tc_11 = tc_01 + tc_10 - tc_00;
1876 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1877 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1878 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1879 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1880 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1884 if(autocvar_cl_reticle)
1886 Weapon wep = activeweapon;
1887 // Draw the aiming reticle for weapons that use it
1888 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1889 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1890 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1891 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1893 // no zoom reticle while dead
1896 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1898 if(reticle_image != "") { reticle_type = 2; }
1899 else { reticle_type = 0; }
1901 else if(button_zoom || zoomscript_caught)
1909 if(autocvar_cl_reticle_stretch)
1911 reticle_size.x = vid_conwidth;
1912 reticle_size.y = vid_conheight;
1918 reticle_size.x = max(vid_conwidth, vid_conheight);
1919 reticle_size.y = max(vid_conwidth, vid_conheight);
1920 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1921 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1924 if(zoomscript_caught)
1927 f = current_zoomfraction;
1931 switch(reticle_type)
1933 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1934 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1941 if(reticle_type != 0) { reticle_type = 0; }
1945 // improved polyblend
1946 if(autocvar_hud_contents)
1948 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1951 switch(pointcontents(view_origin))
1954 liquidalpha = autocvar_hud_contents_water_alpha;
1955 liquidcolor = stov(autocvar_hud_contents_water_color);
1960 liquidalpha = autocvar_hud_contents_lava_alpha;
1961 liquidcolor = stov(autocvar_hud_contents_lava_color);
1966 liquidalpha = autocvar_hud_contents_slime_alpha;
1967 liquidcolor = stov(autocvar_hud_contents_slime_color);
1973 liquidcolor = '0 0 0';
1978 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1979 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1980 contentfadetime = autocvar_hud_contents_fadeintime;
1981 liquidalpha_prev = liquidalpha;
1982 liquidcolor_prev = liquidcolor;
1985 contentfadetime = autocvar_hud_contents_fadeouttime;
1987 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1988 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1991 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1993 if(autocvar_hud_postprocessing)
1995 if(autocvar_hud_contents_blur && contentavgalpha)
1997 content_blurpostprocess.x = 1;
1998 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1999 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2003 content_blurpostprocess.x = 0;
2004 content_blurpostprocess.y = 0;
2005 content_blurpostprocess.z = 0;
2010 if(autocvar_hud_damage && !STAT(FROZEN))
2012 splash_size.x = max(vid_conwidth, vid_conheight);
2013 splash_size.y = max(vid_conwidth, vid_conheight);
2014 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2015 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2017 float myhealth_flash_temp;
2018 myhealth = STAT(HEALTH);
2021 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2023 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2025 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2026 pain_threshold = autocvar_hud_damage_pain_threshold;
2027 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2028 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2030 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2032 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);
2035 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2037 if(myhealth_prev < 1)
2041 myhealth_flash = 0; // just spawned, clear the flash immediately
2042 myhealth_flash_temp = 0;
2046 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2050 if(spectatee_status == -1 || intermission)
2052 myhealth_flash = 0; // observing, or match ended
2053 myhealth_flash_temp = 0;
2056 myhealth_prev = myhealth;
2058 // IDEA: change damage color/picture based on player model for robot/alien species?
2059 // pro: matches model better
2060 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2061 // maybe different reddish pics?
2062 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2064 if(autocvar_cl_gentle_damage == 2)
2066 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2067 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2070 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2072 if(myhealth_flash_temp > 0)
2073 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2075 else if(myhealth_flash_temp > 0)
2076 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2078 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.
2080 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2082 damage_blurpostprocess.x = 1;
2083 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2084 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2088 damage_blurpostprocess.x = 0;
2089 damage_blurpostprocess.y = 0;
2090 damage_blurpostprocess.z = 0;
2095 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2096 float e2 = (autocvar_hud_powerup != 0);
2097 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2099 // enable or disable rendering types if they are used or not
2100 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2101 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2103 // blur postprocess handling done first (used by hud_damage and hud_contents)
2104 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2106 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2107 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2108 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2110 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2111 old_blurradius = blurradius;
2112 old_bluralpha = bluralpha;
2115 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2117 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2122 // edge detection postprocess handling done second (used by hud_powerup)
2123 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2124 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2125 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2127 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.
2129 if(autocvar_hud_powerup && sharpen_intensity > 0)
2131 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2133 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2134 old_sharpen_intensity = sharpen_intensity;
2137 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2139 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2140 old_sharpen_intensity = 0;
2143 if(cvar("r_glsl_postprocess") == 0)
2144 cvar_set("r_glsl_postprocess", "2");
2146 else if(cvar("r_glsl_postprocess") == 2)
2147 cvar_set("r_glsl_postprocess", "0");
2149 /*if(gametype == MAPINFO_TYPE_CTF)
2155 FOREACH_ENTITY(it.draw2d, it.draw2d(it));
2156 Draw_ShowNames_All();
2159 scoreboard_active = HUD_WouldDrawScoreboard();
2163 if(NextFrameCommand)
2165 localcmd("\n", NextFrameCommand, "\n");
2166 NextFrameCommand = string_null;
2169 // we must do this check AFTER a frame was rendered, or it won't work
2170 if(cs_project_is_b0rked == 0)
2173 w0 = ftos(autocvar_vid_conwidth);
2174 h0 = ftos(autocvar_vid_conheight);
2175 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2176 //setproperty(VF_FOV, '90 90 0');
2177 setproperty(VF_ORIGIN, '0 0 0');
2178 setproperty(VF_ANGLES, '0 0 0');
2179 setproperty(VF_PERSPECTIVE, 1);
2180 makevectors('0 0 0');
2182 cvar_set("vid_conwidth", "800");
2183 cvar_set("vid_conheight", "600");
2184 v1 = cs_project(v_forward);
2185 cvar_set("vid_conwidth", "640");
2186 cvar_set("vid_conheight", "480");
2187 v2 = cs_project(v_forward);
2189 cs_project_is_b0rked = 1;
2191 cs_project_is_b0rked = -1;
2192 cvar_set("vid_conwidth", w0);
2193 cvar_set("vid_conheight", h0);
2196 if(autocvar__hud_configure)
2198 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2199 HUD_Minigame_Mouse();
2200 else if(QuickMenu_IsOpened())
2209 // let's reset the view back to normal for the end
2210 setproperty(VF_MIN, '0 0 0');
2211 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2215 // following vectors must be global to allow seamless switching between camera modes
2216 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2217 void CSQC_Demo_Camera()
2219 float speed, attenuation, dimensions;
2222 if( autocvar_camera_reset || !camera_mode )
2224 camera_offset = '0 0 0';
2225 current_angles = '0 0 0';
2226 camera_direction = '0 0 0';
2227 camera_offset.z += 30;
2228 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2229 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2230 current_origin = view_origin;
2231 current_camera_offset = camera_offset;
2232 cvar_set("camera_reset", "0");
2233 camera_mode = CAMERA_CHASE;
2238 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2240 if(autocvar_camera_look_player)
2245 dir = normalize(view_origin - current_position);
2247 mouse_angles = vectoangles(dir);
2248 mouse_angles.x = mouse_angles.x * -1;
2253 tmp = getmousepos() * 0.1;
2254 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2256 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2257 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2261 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2262 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2263 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2264 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2266 // Fix difference when angles don't have the same sign
2268 if(mouse_angles.y < -60 && current_angles.y > 60)
2270 if(mouse_angles.y > 60 && current_angles.y < -60)
2273 if(autocvar_camera_look_player)
2274 attenuation = autocvar_camera_look_attenuation;
2276 attenuation = autocvar_camera_speed_attenuation;
2278 attenuation = 1 / max(1, attenuation);
2279 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2281 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2282 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2283 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2284 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2290 if( camera_direction.x )
2292 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2293 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2294 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2295 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2299 if( camera_direction.y )
2301 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2302 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2303 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2307 if( camera_direction.z )
2309 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2313 if(autocvar_camera_free)
2314 speed = autocvar_camera_speed_free;
2316 speed = autocvar_camera_speed_chase;
2320 speed = speed * sqrt(1 / dimensions);
2321 camera_offset += tmp * speed;
2324 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2327 if( autocvar_camera_free )
2329 if ( camera_mode == CAMERA_CHASE )
2331 current_camera_offset = current_origin + current_camera_offset;
2332 camera_offset = current_origin + camera_offset;
2335 camera_mode = CAMERA_FREE;
2336 current_position = current_camera_offset;
2340 if ( camera_mode == CAMERA_FREE )
2342 current_origin = view_origin;
2343 camera_offset = camera_offset - current_origin;
2344 current_camera_offset = current_camera_offset - current_origin;
2347 camera_mode = CAMERA_CHASE;
2349 if(autocvar_camera_chase_smoothly)
2350 current_origin += (view_origin - current_origin) * attenuation;
2352 current_origin = view_origin;
2354 current_position = current_origin + current_camera_offset;
2357 setproperty(VF_ANGLES, current_angles);
2358 setproperty(VF_ORIGIN, current_position);