2 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "scoreboard.qh"
7 #include "shownames.qh"
8 #include "quickmenu.qh"
10 #include "mutators/events.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/gamemodes/all.qh"
16 #include "../common/nades/all.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
21 #include "../common/vehicles/all.qh"
22 #include "../common/weapons/all.qh"
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
27 #include "../lib/csqcmodel/cl_player.qh"
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
34 void Porto_Draw(entity this)
36 vector p, dir, ang, q, nextdir;
37 float portal_number, portal1_idx;
39 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
41 if(g_balance_porto_secondary)
47 if (getstati(STAT_HEALTH) <= 0)
52 if(angles_held_status)
54 makevectors(angles_held);
68 traceline(p, p + 65536 * dir, true, porto);
69 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
71 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
77 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
80 ang = vectoangles2(trace_plane_normal, dir);
83 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
85 if(portal_number == 1)
88 if(portal_number >= 2)
99 if(idx-1 >= portal1_idx)
101 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
105 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
115 porto.draw = Porto_Draw;
116 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
121 vector GetCurrentFov(float fov)
123 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
124 float velocityzoom, curspeed;
127 zoomsensitivity = autocvar_cl_zoomsensitivity;
128 zoomfactor = autocvar_cl_zoomfactor;
129 if(zoomfactor < 1 || zoomfactor > 30)
131 zoomspeed = autocvar_cl_zoomspeed;
133 if(zoomspeed < 0.5 || zoomspeed > 16)
136 zoomdir = button_zoom;
137 if(hud == HUD_NORMAL)
138 if(switchweapon == activeweapon)
139 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
140 zoomdir += button_attack2;
141 if(spectatee_status > 0 || isdemo())
143 if(spectatorbutton_zoom)
150 // fteqcc failed twice here already, don't optimize this
153 if(zoomdir) { zoomin_effect = 0; }
157 current_viewzoom = min(1, current_viewzoom + drawframetime);
159 else if(autocvar_cl_spawnzoom && zoomin_effect)
161 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
163 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
164 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
165 if(current_viewzoom == 1) { zoomin_effect = 0; }
169 if(zoomspeed < 0) // instant zoom
172 current_viewzoom = 1 / zoomfactor;
174 current_viewzoom = 1;
179 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
181 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
185 if(almost_equals(current_viewzoom, 1))
186 current_zoomfraction = 0;
187 else if(almost_equals(current_viewzoom, 1/zoomfactor))
188 current_zoomfraction = 1;
190 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
192 if(zoomsensitivity < 1)
193 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
195 setsensitivityscale(1);
197 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
199 if(intermission) { curspeed = 0; }
203 makevectors(view_angles);
206 v = csqcplayer.velocity;
208 switch(autocvar_cl_velocityzoom_type)
210 case 3: curspeed = max(0, v_forward * v); break;
211 case 2: curspeed = (v_forward * v); break;
212 case 1: default: curspeed = vlen(v); break;
216 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
217 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
218 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
220 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
225 float frustumx, frustumy, fovx, fovy;
226 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
227 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
228 fovx = atan2(frustumx, 1) / M_PI * 360.0;
229 fovy = atan2(frustumy, 1) / M_PI * 360.0;
231 return '1 0 0' * fovx + '0 1 0' * fovy;
234 vector GetViewLocationFOV(float fov)
236 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
237 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
238 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
239 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
240 return '1 0 0' * fovx + '0 1 0' * fovy;
243 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
246 float width = (ov_worldmax.x - ov_worldmin.x);
247 float height = (ov_worldmax.y - ov_worldmin.y);
248 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
249 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
250 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
251 return '1 0 0' * fovx + '0 1 0' * fovy;
254 // this function must match W_SetupShot!
255 float zoomscript_caught;
257 vector wcross_origin;
258 float wcross_scale_prev, wcross_alpha_prev;
259 vector wcross_color_prev;
260 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
261 vector wcross_color_goal_prev;
262 float wcross_changedonetime;
264 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
265 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
266 float wcross_name_changestarttime, wcross_name_changedonetime;
267 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
269 float wcross_ring_prev;
272 entity trueaim_rifle;
274 const float SHOTTYPE_HITTEAM = 1;
275 const float SHOTTYPE_HITOBSTRUCTION = 2;
276 const float SHOTTYPE_HITWORLD = 3;
277 const float SHOTTYPE_HITENEMY = 4;
281 trueaim = new(trueaim);
283 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
284 trueaim_rifle = new(trueaim_rifle);
285 make_pure(trueaim_rifle);
286 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
289 float EnemyHitCheck()
292 wcross_origin = project_3d_to_2d(trace_endpos);
295 n = trace_ent.entnum;
297 n = trace_networkentity;
299 return SHOTTYPE_HITWORLD;
301 return SHOTTYPE_HITWORLD;
302 t = GetPlayerColor(n - 1);
305 return SHOTTYPE_HITTEAM;
306 if(t == NUM_SPECTATOR)
307 return SHOTTYPE_HITWORLD;
308 return SHOTTYPE_HITENEMY;
313 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?
314 vector vecs, trueaimpoint, w_shotorg;
322 mv = MOVE_NOMONSTERS;
324 switch(activeweapon) // WEAPONTODO
326 case WEP_TUBA.m_id: // no aim
327 case WEP_PORTO.m_id: // shoots from eye
328 case WEP_NEXBALL.m_id: // shoots from eye
329 case WEP_HOOK.m_id: // no trueaim
330 case WEP_MORTAR.m_id: // toss curve
331 return SHOTTYPE_HITWORLD;
332 case WEP_VORTEX.m_id:
333 case WEP_VAPORIZER.m_id:
339 if(zoomscript_caught)
341 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
342 return EnemyHitCheck();
345 case WEP_DEVASTATOR.m_id: // projectile has a size!
349 case WEP_FIREBALL.m_id: // projectile has a size!
353 case WEP_SEEKER.m_id: // projectile has a size!
357 case WEP_ELECTRO.m_id: // projectile has a size!
363 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
365 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
367 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
368 trueaimpoint = trace_endpos;
370 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
371 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
378 dv = view_right * vecs.y + view_up * vecs.z;
379 w_shotorg = traceorigin + dv;
381 // now move the vecs forward as much as requested if possible
382 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
383 w_shotorg = trace_endpos - view_forward * nudge;
385 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
386 shottype = EnemyHitCheck();
387 if(shottype != SHOTTYPE_HITWORLD)
391 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
392 // or rather, I know why, but see no fix
393 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
394 // 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
395 return SHOTTYPE_HITOBSTRUCTION;
398 return SHOTTYPE_HITWORLD;
402 void CSQC_Demo_Camera();
403 float HUD_WouldDrawScoreboard();
405 const float CAMERA_FREE = 1;
406 const float CAMERA_CHASE = 2;
408 string reticle_image;
409 string NextFrameCommand;
411 vector freeze_org, freeze_ang;
412 entity nightvision_noise, nightvision_noise2;
414 const float MAX_TIME_DIFF = 5;
415 float pickup_crosshair_time, pickup_crosshair_size;
416 float hitindication_crosshair_size;
417 float use_vortex_chargepool;
419 float myhealth, myhealth_prev;
420 float myhealth_flash;
422 float old_blurradius, old_bluralpha;
423 float old_sharpen_intensity;
425 vector myhealth_gentlergb;
427 float contentavgalpha, liquidalpha_prev;
428 vector liquidcolor_prev;
430 float eventchase_current_distance;
431 float eventchase_running;
432 bool WantEventchase()
434 if(autocvar_cl_orthoview)
440 if(spectatee_status >= 0)
442 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
444 if(MUTATOR_CALLHOOK(WantEventchase, self))
446 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
448 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
450 if(autocvar_cl_eventchase_death == 2)
452 // don't stop eventchase once it's started (even if velocity changes afterwards)
453 if(self.velocity == '0 0 0' || eventchase_running)
462 void HUD_Crosshair_Vehicle()
464 if(hud != HUD_BUMBLEBEE_GUN)
466 Vehicle info = get_vehicleinfo(hud);
467 info.vr_crosshair(info);
471 vector damage_blurpostprocess, content_blurpostprocess;
473 float unaccounted_damage = 0;
476 // accumulate damage with each stat update
477 static float damage_total_prev = 0;
478 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
479 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
480 damage_total_prev = damage_total;
482 static float damage_dealt_time_prev = 0;
483 float damage_dealt_time = getstatf(STAT_HIT_TIME);
484 if (damage_dealt_time != damage_dealt_time_prev)
486 unaccounted_damage += unaccounted_damage_new;
487 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
489 damage_dealt_time_prev = damage_dealt_time;
491 // prevent hitsound when switching spectatee
492 static float spectatee_status_prev = 0;
493 if (spectatee_status != spectatee_status_prev)
494 unaccounted_damage = 0;
495 spectatee_status_prev = spectatee_status;
500 // varying sound pitch
502 static float hitsound_time_prev = 0;
503 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
504 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
505 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
507 if (autocvar_cl_hitsound && unaccounted_damage)
509 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
510 float a = autocvar_cl_hitsound_max_pitch;
511 float b = autocvar_cl_hitsound_min_pitch;
512 float c = autocvar_cl_hitsound_nom_damage;
513 float x = unaccounted_damage;
514 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
516 // if sound variation is disabled, set pitch_shift to 1
517 if (autocvar_cl_hitsound == 1)
520 // if pitch shift is reversed, mirror in (max-min)/2 + min
521 if (autocvar_cl_hitsound == 3)
523 float mirror_value = (a-b)/2 + b;
524 pitch_shift = mirror_value + (mirror_value - pitch_shift);
527 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
529 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
530 // todo: normalize sound pressure levels? seems unnecessary
532 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
534 unaccounted_damage = 0;
535 hitsound_time_prev = time;
538 static float typehit_time_prev = 0;
539 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
540 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
542 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
543 typehit_time_prev = typehit_time;
549 static float rainbow_last_flicker;
550 static vector rainbow_prev_color;
554 if(!scoreboard_active && !camera_active && intermission != 2 &&
555 spectatee_status != -1 && !csqcplayer.viewloc &&
556 !HUD_MinigameMenu_IsOpened() )
558 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
561 if (hud != HUD_NORMAL)
563 HUD_Crosshair_Vehicle();
568 float wcross_alpha, wcross_resolution;
569 wcross_style = autocvar_crosshair;
570 if (wcross_style == "0")
572 wcross_resolution = autocvar_crosshair_size;
573 if (wcross_resolution == 0)
575 wcross_alpha = autocvar_crosshair_alpha;
576 if (wcross_alpha == 0)
582 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
583 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
585 if(autocvar_crosshair_hittest)
587 vector wcross_oldorigin;
588 wcross_oldorigin = wcross_origin;
589 shottype = TrueAimCheck();
590 if(shottype == SHOTTYPE_HITWORLD)
592 v = wcross_origin - wcross_oldorigin;
594 v.y /= vid_conheight;
596 shottype = SHOTTYPE_HITOBSTRUCTION;
598 if(!autocvar_crosshair_hittest_showimpact)
599 wcross_origin = wcross_oldorigin;
602 shottype = SHOTTYPE_HITWORLD;
604 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
605 string wcross_name = "";
606 float wcross_scale, wcross_blur;
608 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
610 e = get_weaponinfo(switchingweapon);
613 if(autocvar_crosshair_per_weapon)
615 // WEAPONTODO: access these through some general settings (with non-balance config settings)
616 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
617 //if (wcross_resolution == 0)
620 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
621 wcross_resolution *= e.w_crosshair_size;
622 wcross_name = e.w_crosshair;
627 if(wcross_name == "")
628 wcross_name = strcat("gfx/crosshair", wcross_style);
630 // MAIN CROSSHAIR COLOR DECISION
631 switch(autocvar_crosshair_color_special)
633 case 1: // crosshair_color_per_weapon
637 wcross_color = e.wpcolor;
640 else { goto normalcolor; }
643 case 2: // crosshair_color_by_health
645 float x = getstati(STAT_HEALTH);
660 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
661 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
665 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
666 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
667 wcross_color.z = 1 - (x-100)*0.02;
673 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
678 wcross_color.y = (x-20)*90/27/100;
679 wcross_color.z = (x-20)*90/27/100 * 0.2;
689 case 3: // crosshair_color_rainbow
691 if(time >= rainbow_last_flicker)
693 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
694 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
696 wcross_color = rainbow_prev_color;
700 default: { wcross_color = stov(autocvar_crosshair_color); break; }
703 if(autocvar_crosshair_effect_scalefade)
705 wcross_scale = wcross_resolution;
706 wcross_resolution = 1;
713 if(autocvar_crosshair_pickup)
715 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
717 if(pickup_crosshair_time < stat_pickup_time)
719 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
720 pickup_crosshair_size = 1;
722 pickup_crosshair_time = stat_pickup_time;
725 if(pickup_crosshair_size > 0)
726 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
728 pickup_crosshair_size = 0;
730 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
733 // todo: make crosshair hit indication dependent on damage dealt
734 if(autocvar_crosshair_hitindication)
736 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
738 if(unaccounted_damage)
740 hitindication_crosshair_size = 1;
743 if(hitindication_crosshair_size > 0)
744 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
746 hitindication_crosshair_size = 0;
748 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
749 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
750 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
751 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
754 if(shottype == SHOTTYPE_HITENEMY)
755 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
756 if(shottype == SHOTTYPE_HITTEAM)
757 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
759 f = fabs(autocvar_crosshair_effect_time);
760 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
762 wcross_changedonetime = time + f;
764 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
766 wcross_name_changestarttime = time;
767 wcross_name_changedonetime = time + f;
768 if(wcross_name_goal_prev_prev)
769 strunzone(wcross_name_goal_prev_prev);
770 wcross_name_goal_prev_prev = wcross_name_goal_prev;
771 wcross_name_goal_prev = strzone(wcross_name);
772 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
773 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
774 wcross_resolution_goal_prev = wcross_resolution;
777 wcross_scale_goal_prev = wcross_scale;
778 wcross_alpha_goal_prev = wcross_alpha;
779 wcross_color_goal_prev = wcross_color;
781 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
784 wcross_alpha *= 0.75;
788 // *_prev is at time-frametime
789 // * is at wcross_changedonetime+f
790 // what do we have at time?
791 if(time < wcross_changedonetime)
793 f = frametime / (wcross_changedonetime - time + frametime);
794 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
795 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
796 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
799 wcross_scale_prev = wcross_scale;
800 wcross_alpha_prev = wcross_alpha;
801 wcross_color_prev = wcross_color;
803 MUTATOR_CALLHOOK(UpdateCrosshair);
805 wcross_scale *= 1 - autocvar__menu_alpha;
806 wcross_alpha *= 1 - autocvar__menu_alpha;
807 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
809 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
811 // crosshair rings for weapon stats
812 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
814 // declarations and stats
815 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
816 string ring_image = string_null, ring_inner_image = string_null;
817 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
819 ring_scale = autocvar_crosshair_ring_size;
821 float weapon_clipload, weapon_clipsize;
822 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
823 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
825 float ok_ammo_charge, ok_ammo_chargepool;
826 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
827 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
829 float vortex_charge, vortex_chargepool;
830 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
831 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
833 float arc_heat = getstatf(STAT_ARC_HEAT);
835 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
836 vortex_charge_movingavg = vortex_charge;
840 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
842 if (vortex_chargepool || use_vortex_chargepool) {
843 use_vortex_chargepool = 1;
844 ring_inner_value = vortex_chargepool;
846 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
847 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
850 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
851 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;
852 ring_inner_image = "gfx/crosshair_ring_inner.tga";
854 // draw the outer ring to show the current charge of the weapon
855 ring_value = vortex_charge;
856 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
857 ring_rgb = wcross_color;
858 ring_image = "gfx/crosshair_ring_nexgun.tga";
860 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
862 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
863 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
864 ring_rgb = wcross_color;
865 ring_image = "gfx/crosshair_ring.tga";
867 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
869 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
870 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
871 ring_rgb = wcross_color;
872 ring_image = "gfx/crosshair_ring.tga";
874 else if (ok_ammo_charge)
876 ring_value = ok_ammo_chargepool;
877 ring_alpha = autocvar_crosshair_ring_reload_alpha;
878 ring_rgb = wcross_color;
879 ring_image = "gfx/crosshair_ring.tga";
881 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
883 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
884 ring_scale = autocvar_crosshair_ring_reload_size;
885 ring_alpha = autocvar_crosshair_ring_reload_alpha;
886 ring_rgb = wcross_color;
888 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
889 // if a new image for another weapon is added, add the code (and its respective file/value) here
890 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
891 ring_image = "gfx/crosshair_ring_rifle.tga";
893 ring_image = "gfx/crosshair_ring.tga";
895 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
897 ring_value = arc_heat;
898 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
899 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
900 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
901 ring_image = "gfx/crosshair_ring.tga";
904 // if in weapon switch animation, fade ring out/in
905 if(autocvar_crosshair_effect_time > 0)
907 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
910 wcross_ring_prev = ((ring_image) ? true : false);
916 ring_alpha *= fabs(1 - bound(0, f, 1));
921 ring_alpha *= bound(0, f, 1);
925 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
926 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
929 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
932 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
935 if(wcross_blur > 0) \
937 for(i = -2; i <= 2; ++i) \
938 for(j = -2; j <= 2; ++j) \
939 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
943 M(0,0,sz,wcross_name,wcross_alpha); \
948 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
949 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)
951 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
952 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
954 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
956 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
957 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
958 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
965 wcross_name_alpha_goal_prev = f;
967 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
968 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
970 if(autocvar_crosshair_dot)
972 vector wcross_color_old;
973 wcross_color_old = wcross_color;
975 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
976 wcross_color = stov(autocvar_crosshair_dot_color);
978 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
979 // FIXME why don't we use wcross_alpha here?cl_notice_run();
980 wcross_color = wcross_color_old;
986 wcross_scale_prev = 0;
987 wcross_alpha_prev = 0;
988 wcross_scale_goal_prev = 0;
989 wcross_alpha_goal_prev = 0;
990 wcross_changedonetime = 0;
991 if(wcross_name_goal_prev)
992 strunzone(wcross_name_goal_prev);
993 wcross_name_goal_prev = string_null;
994 if(wcross_name_goal_prev_prev)
995 strunzone(wcross_name_goal_prev_prev);
996 wcross_name_goal_prev_prev = string_null;
997 wcross_name_changestarttime = 0;
998 wcross_name_changedonetime = 0;
999 wcross_name_alpha_goal_prev = 0;
1000 wcross_name_alpha_goal_prev_prev = 0;
1001 wcross_resolution_goal_prev = 0;
1002 wcross_resolution_goal_prev_prev = 0;
1008 if(getstati(STAT_FROZEN))
1009 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1010 else if (getstatf(STAT_HEALING_ORB)>time)
1011 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1013 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1015 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1016 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);
1018 else if(getstatf(STAT_REVIVE_PROGRESS))
1020 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1021 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1024 if(autocvar_r_letterbox == 0)
1025 if(autocvar_viewsize < 120)
1027 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1028 Accuracy_LoadLevels();
1031 HUD_DrawScoreboard();
1034 // crosshair goes VERY LAST
1041 float oldr_nearclip;
1042 float oldr_farclip_base;
1043 float oldr_farclip_world;
1045 float oldr_useportalculling;
1046 float oldr_useinfinitefarclip;
1048 const int BUTTON_3 = 4;
1049 const int BUTTON_4 = 8;
1050 float cl_notice_run();
1053 float vh_notice_time;
1054 void WaypointSprite_Load();
1055 void CSQC_UpdateView(float w, float h)
1060 vector vf_size, vf_min;
1063 execute_next_frame();
1067 hud = getstati(STAT_HUD);
1069 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1070 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1074 if(autocvar__hud_showbinds_reload) // menu can set this one
1077 binddb = db_create();
1078 cvar_set("_hud_showbinds_reload", "0");
1081 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1082 view_quality = getproperty(VF_MINFPS_QUALITY);
1086 button_attack2 = (input_buttons & BUTTON_3);
1087 button_zoom = (input_buttons & BUTTON_4);
1089 vf_size = getpropertyvec(VF_SIZE);
1090 vf_min = getpropertyvec(VF_MIN);
1091 vid_width = vf_size.x;
1092 vid_height = vf_size.y;
1094 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1095 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1097 WaypointSprite_Load();
1099 CSQCPlayer_SetCamera();
1101 if(player_localentnum <= maxclients) // is it a client?
1102 current_player = player_localentnum - 1;
1103 else // then player_localentnum is the vehicle I'm driving
1104 current_player = player_localnum;
1105 myteam = GetPlayerColor(current_player);
1107 if(myteam != prev_myteam)
1109 myteamcolors = colormapPaletteColor(myteam, 1);
1110 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1111 prev_myteam = myteam;
1114 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1116 float is_dead = (getstati(STAT_HEALTH) <= 0);
1118 // FIXME do we need this hack?
1121 // in demos, input_buttons do not work
1122 button_zoom = (autocvar__togglezoom == "-");
1125 && autocvar_cl_unpress_zoom_on_death
1126 && (spectatee_status >= 0)
1127 && (is_dead || intermission))
1129 // no zoom while dead or in intermission please
1130 localcmd("-zoom\n");
1131 button_zoom = false;
1134 // event chase camera
1135 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1137 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1138 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1144 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1153 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1155 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1157 eventchase_running = true;
1159 // 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.)
1160 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1161 if(ons_roundlost) { current_view_origin = gen.origin; }
1163 // detect maximum viewoffset and use it
1164 vector view_offset = autocvar_cl_eventchase_viewoffset;
1165 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1166 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1170 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1171 if(trace_fraction == 1) { current_view_origin += view_offset; }
1172 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1175 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1176 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1177 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1178 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1180 // make the camera smooth back
1181 float chase_distance = autocvar_cl_eventchase_distance;
1182 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1183 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1185 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1186 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1187 else if(eventchase_current_distance != chase_distance)
1188 eventchase_current_distance = chase_distance;
1190 makevectors(view_angles);
1192 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1193 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1195 // If the boxtrace fails, revert back to line tracing.
1197 if(trace_startsolid)
1199 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1200 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1201 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1203 else { setproperty(VF_ORIGIN, trace_endpos); }
1206 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1208 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1210 eventchase_running = false;
1211 cvar_set("chase_active", "0");
1212 eventchase_current_distance = 0; // start from 0 next time
1215 // workaround for camera stuck between player's legs when using chase_active 1
1216 // because the engine stops updating the chase_active camera when the game ends
1217 else if(intermission)
1219 cvar_settemp("chase_active", "-1");
1220 eventchase_current_distance = 0;
1223 // do lockview after event chase camera so that it still applies whenever necessary.
1224 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1226 setproperty(VF_ORIGIN, freeze_org);
1227 setproperty(VF_ANGLES, freeze_ang);
1231 freeze_org = getpropertyvec(VF_ORIGIN);
1232 freeze_ang = getpropertyvec(VF_ANGLES);
1236 //WarpZone_FixPMove();
1238 vector ov_org = '0 0 0';
1239 vector ov_mid = '0 0 0';
1240 vector ov_worldmin = '0 0 0';
1241 vector ov_worldmax = '0 0 0';
1242 if(autocvar_cl_orthoview)
1244 ov_worldmin = mi_picmin;
1245 ov_worldmax = mi_picmax;
1247 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1248 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1249 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1251 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1252 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1254 float ov_nearest = vlen(ov_org - vec3(
1255 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1256 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1257 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1260 float ov_furthest = 0;
1263 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1264 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1265 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1266 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1267 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1268 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1269 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1270 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1274 oldr_nearclip = cvar("r_nearclip");
1275 oldr_farclip_base = cvar("r_farclip_base");
1276 oldr_farclip_world = cvar("r_farclip_world");
1277 oldr_novis = cvar("r_novis");
1278 oldr_useportalculling = cvar("r_useportalculling");
1279 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1282 cvar_settemp("r_nearclip", ftos(ov_nearest));
1283 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1284 cvar_settemp("r_farclip_world", "0");
1285 cvar_settemp("r_novis", "1");
1286 cvar_settemp("r_useportalculling", "0");
1287 cvar_settemp("r_useinfinitefarclip", "0");
1289 setproperty(VF_ORIGIN, ov_org);
1290 setproperty(VF_ANGLES, '90 0 0');
1295 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1297 vtos(getpropertyvec(VF_ANGLES)),
1307 cvar_set("r_nearclip", ftos(oldr_nearclip));
1308 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1309 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1310 cvar_set("r_novis", ftos(oldr_novis));
1311 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1312 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1318 view_origin = getpropertyvec(VF_ORIGIN);
1319 view_angles = getpropertyvec(VF_ANGLES);
1320 makevectors(view_angles);
1321 view_forward = v_forward;
1322 view_right = v_right;
1326 if(time > blurtest_time0 && time < blurtest_time1)
1330 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1331 r = t * blurtest_radius;
1332 f = 1 / pow(t, blurtest_power) - 1;
1334 cvar_set("r_glsl_postprocess", "1");
1335 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1339 cvar_set("r_glsl_postprocess", "0");
1340 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1344 TargetMusic_Advance();
1348 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1350 drawframetime = bound(0.000001, time - drawtime, 1);
1353 // watch for gametype changes here...
1354 // in ParseStuffCMD the cmd isn't executed yet :/
1355 // might even be better to add the gametype to TE_CSQC_INIT...?
1359 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1361 if(calledhooks & HOOK_START)
1363 localcmd("\ncl_hook_gameend\n");
1364 calledhooks |= HOOK_END;
1373 if(!zoomscript_caught)
1375 localcmd("+button9\n");
1376 zoomscript_caught = 1;
1381 if(zoomscript_caught)
1383 localcmd("-button9\n");
1384 zoomscript_caught = 0;
1388 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1390 // next WANTED weapon (for HUD)
1391 switchweapon = getstati(STAT_SWITCHWEAPON);
1393 // currently switching-to weapon (for crosshair)
1394 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1396 // actually active weapon (for zoom)
1397 activeweapon = getstati(STAT_ACTIVEWEAPON);
1399 f = (serverflags & SERVERFLAG_TEAMPLAY);
1406 if(last_switchweapon != switchweapon)
1409 last_switchweapon = switchweapon;
1410 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1412 localcmd("-zoom\n");
1413 button_zoom = false;
1415 if(autocvar_cl_unpress_attack_on_weapon_switch)
1417 localcmd("-fire\n");
1418 localcmd("-fire2\n");
1419 button_attack2 = false;
1422 if(last_activeweapon != activeweapon)
1424 last_activeweapon = activeweapon;
1426 e = get_weaponinfo(activeweapon);
1428 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1430 localcmd("\ncl_hook_activeweapon none\n");
1433 // ALWAYS Clear Current Scene First
1436 setproperty(VF_ORIGIN, view_origin);
1437 setproperty(VF_ANGLES, view_angles);
1439 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1440 setproperty(VF_SIZE, vf_size);
1441 setproperty(VF_MIN, vf_min);
1443 // Assign Standard Viewflags
1444 // Draw the World (and sky)
1445 setproperty(VF_DRAWWORLD, 1);
1447 // Set the console size vars
1448 vid_conwidth = autocvar_vid_conwidth;
1449 vid_conheight = autocvar_vid_conheight;
1450 vid_pixelheight = autocvar_vid_pixelheight;
1452 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1453 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1454 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1456 // Camera for demo playback
1459 if(autocvar_camera_enable)
1463 cvar_set("chase_active", ftos(chase_active_backup));
1464 cvar_set("cl_demo_mousegrab", "0");
1465 camera_active = false;
1471 if(autocvar_camera_enable)
1473 if(autocvar_camera_enable && isdemo())
1476 // Enable required Darkplaces cvars
1477 chase_active_backup = autocvar_chase_active;
1478 cvar_set("chase_active", "2");
1479 cvar_set("cl_demo_mousegrab", "1");
1480 camera_active = true;
1481 camera_mode = false;
1485 // Draw the Crosshair
1486 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1488 // Draw the Engine Status Bar (the default Quake HUD)
1489 setproperty(VF_DRAWENGINESBAR, 0);
1491 // Update the mouse position
1493 mousepos_x = vid_conwidth;
1494 mousepos_y = vid_conheight;
1495 mousepos = mousepos*0.5 + getmousepos();
1498 for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1499 WITH(entity, self, e, e.draw(e));
1502 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1505 // now switch to 2D drawing mode by calling a 2D drawing function
1506 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1507 // next R_RenderScene call
1508 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1510 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1511 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1513 // apply night vision effect
1514 vector tc_00, tc_01, tc_10, tc_11;
1515 vector rgb = '0 0 0';
1517 if(!nightvision_noise)
1519 nightvision_noise = new(nightvision_noise);
1521 if(!nightvision_noise2)
1523 nightvision_noise2 = new(nightvision_noise2);
1526 // color tint in yellow
1527 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1530 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1532 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1533 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1534 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1535 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1536 tc_11 = tc_01 + tc_10 - tc_00;
1537 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1538 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1539 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1540 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1541 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1545 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1546 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1547 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1548 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1549 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1550 tc_11 = tc_01 + tc_10 - tc_00;
1551 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1552 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1553 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1554 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1555 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1559 if(autocvar_cl_reticle)
1561 Weapon wep = get_weaponinfo(activeweapon);
1562 // Draw the aiming reticle for weapons that use it
1563 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1564 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1565 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1566 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1568 // no zoom reticle while dead
1571 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1573 if(reticle_image != "") { reticle_type = 2; }
1574 else { reticle_type = 0; }
1576 else if(button_zoom || zoomscript_caught)
1584 if(autocvar_cl_reticle_stretch)
1586 reticle_size.x = vid_conwidth;
1587 reticle_size.y = vid_conheight;
1593 reticle_size.x = max(vid_conwidth, vid_conheight);
1594 reticle_size.y = max(vid_conwidth, vid_conheight);
1595 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1596 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1599 if(zoomscript_caught)
1602 f = current_zoomfraction;
1606 switch(reticle_type)
1608 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1609 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1616 if(reticle_type != 0) { reticle_type = 0; }
1620 // improved polyblend
1621 if(autocvar_hud_contents)
1623 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1626 switch(pointcontents(view_origin))
1629 liquidalpha = autocvar_hud_contents_water_alpha;
1630 liquidcolor = stov(autocvar_hud_contents_water_color);
1635 liquidalpha = autocvar_hud_contents_lava_alpha;
1636 liquidcolor = stov(autocvar_hud_contents_lava_color);
1641 liquidalpha = autocvar_hud_contents_slime_alpha;
1642 liquidcolor = stov(autocvar_hud_contents_slime_color);
1648 liquidcolor = '0 0 0';
1653 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1654 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1655 contentfadetime = autocvar_hud_contents_fadeintime;
1656 liquidalpha_prev = liquidalpha;
1657 liquidcolor_prev = liquidcolor;
1660 contentfadetime = autocvar_hud_contents_fadeouttime;
1662 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1663 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1666 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1668 if(autocvar_hud_postprocessing)
1670 if(autocvar_hud_contents_blur && contentavgalpha)
1672 content_blurpostprocess.x = 1;
1673 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1674 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1678 content_blurpostprocess.x = 0;
1679 content_blurpostprocess.y = 0;
1680 content_blurpostprocess.z = 0;
1685 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1687 splash_size.x = max(vid_conwidth, vid_conheight);
1688 splash_size.y = max(vid_conwidth, vid_conheight);
1689 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1690 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1692 float myhealth_flash_temp;
1693 myhealth = getstati(STAT_HEALTH);
1696 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1698 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1700 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1701 pain_threshold = autocvar_hud_damage_pain_threshold;
1702 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1703 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1705 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1707 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);
1710 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1712 if(myhealth_prev < 1)
1716 myhealth_flash = 0; // just spawned, clear the flash immediately
1717 myhealth_flash_temp = 0;
1721 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1725 if(spectatee_status == -1 || intermission)
1727 myhealth_flash = 0; // observing, or match ended
1728 myhealth_flash_temp = 0;
1731 myhealth_prev = myhealth;
1733 // IDEA: change damage color/picture based on player model for robot/alien species?
1734 // pro: matches model better
1735 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1736 // maybe different reddish pics?
1737 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1739 if(autocvar_cl_gentle_damage == 2)
1741 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1742 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1745 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1747 if(myhealth_flash_temp > 0)
1748 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);
1750 else if(myhealth_flash_temp > 0)
1751 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1753 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.
1755 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1757 damage_blurpostprocess.x = 1;
1758 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1759 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1763 damage_blurpostprocess.x = 0;
1764 damage_blurpostprocess.y = 0;
1765 damage_blurpostprocess.z = 0;
1770 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1771 float e2 = (autocvar_hud_powerup != 0);
1772 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1774 // enable or disable rendering types if they are used or not
1775 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1776 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1778 // blur postprocess handling done first (used by hud_damage and hud_contents)
1779 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1781 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1782 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1783 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1785 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1786 old_blurradius = blurradius;
1787 old_bluralpha = bluralpha;
1790 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1792 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1797 // edge detection postprocess handling done second (used by hud_powerup)
1798 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1799 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1800 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1802 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1804 if(autocvar_hud_powerup && sharpen_intensity > 0)
1806 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1808 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1809 old_sharpen_intensity = sharpen_intensity;
1812 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1814 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1815 old_sharpen_intensity = 0;
1818 if(cvar("r_glsl_postprocess") == 0)
1819 cvar_set("r_glsl_postprocess", "2");
1821 else if(cvar("r_glsl_postprocess") == 2)
1822 cvar_set("r_glsl_postprocess", "0");
1827 /*if(gametype == MAPINFO_TYPE_CTF)
1833 for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1834 WITH(entity, self, e, e.draw2d(e));
1836 Draw_ShowNames_All();
1839 scoreboard_active = HUD_WouldDrawScoreboard();
1843 if(NextFrameCommand)
1845 localcmd("\n", NextFrameCommand, "\n");
1846 NextFrameCommand = string_null;
1849 // we must do this check AFTER a frame was rendered, or it won't work
1850 if(cs_project_is_b0rked == 0)
1853 w0 = ftos(autocvar_vid_conwidth);
1854 h0 = ftos(autocvar_vid_conheight);
1855 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1856 //setproperty(VF_FOV, '90 90 0');
1857 setproperty(VF_ORIGIN, '0 0 0');
1858 setproperty(VF_ANGLES, '0 0 0');
1859 setproperty(VF_PERSPECTIVE, 1);
1860 makevectors('0 0 0');
1862 cvar_set("vid_conwidth", "800");
1863 cvar_set("vid_conheight", "600");
1864 v1 = cs_project(v_forward);
1865 cvar_set("vid_conwidth", "640");
1866 cvar_set("vid_conheight", "480");
1867 v2 = cs_project(v_forward);
1869 cs_project_is_b0rked = 1;
1871 cs_project_is_b0rked = -1;
1872 cvar_set("vid_conwidth", w0);
1873 cvar_set("vid_conheight", h0);
1876 if(autocvar__hud_configure)
1878 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1879 HUD_Minigame_Mouse();
1880 else if(QuickMenu_IsOpened())
1887 // let's reset the view back to normal for the end
1888 setproperty(VF_MIN, '0 0 0');
1889 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1893 // following vectors must be global to allow seamless switching between camera modes
1894 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1895 void CSQC_Demo_Camera()
1897 float speed, attenuation, dimensions;
1900 if( autocvar_camera_reset || !camera_mode )
1902 camera_offset = '0 0 0';
1903 current_angles = '0 0 0';
1904 camera_direction = '0 0 0';
1905 camera_offset.z += 30;
1906 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1907 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1908 current_origin = view_origin;
1909 current_camera_offset = camera_offset;
1910 cvar_set("camera_reset", "0");
1911 camera_mode = CAMERA_CHASE;
1916 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1918 if(autocvar_camera_look_player)
1923 dir = normalize(view_origin - current_position);
1925 mouse_angles = vectoangles(dir);
1926 mouse_angles.x = mouse_angles.x * -1;
1931 tmp = getmousepos() * 0.1;
1932 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1934 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1935 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1939 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1940 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1941 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1942 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1944 // Fix difference when angles don't have the same sign
1946 if(mouse_angles.y < -60 && current_angles.y > 60)
1948 if(mouse_angles.y > 60 && current_angles.y < -60)
1951 if(autocvar_camera_look_player)
1952 attenuation = autocvar_camera_look_attenuation;
1954 attenuation = autocvar_camera_speed_attenuation;
1956 attenuation = 1 / max(1, attenuation);
1957 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1959 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1960 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1961 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1962 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1968 if( camera_direction.x )
1970 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1971 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1972 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1973 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1977 if( camera_direction.y )
1979 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1980 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1981 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1985 if( camera_direction.z )
1987 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1991 if(autocvar_camera_free)
1992 speed = autocvar_camera_speed_free;
1994 speed = autocvar_camera_speed_chase;
1998 speed = speed * sqrt(1 / dimensions);
1999 camera_offset += tmp * speed;
2002 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2005 if( autocvar_camera_free )
2007 if ( camera_mode == CAMERA_CHASE )
2009 current_camera_offset = current_origin + current_camera_offset;
2010 camera_offset = current_origin + camera_offset;
2013 camera_mode = CAMERA_FREE;
2014 current_position = current_camera_offset;
2018 if ( camera_mode == CAMERA_FREE )
2020 current_origin = view_origin;
2021 camera_offset = camera_offset - current_origin;
2022 current_camera_offset = current_camera_offset - current_origin;
2025 camera_mode = CAMERA_CHASE;
2027 if(autocvar_camera_chase_smoothly)
2028 current_origin += (view_origin - current_origin) * attenuation;
2030 current_origin = view_origin;
2032 current_position = current_origin + current_camera_offset;
2035 setproperty(VF_ANGLES, current_angles);
2036 setproperty(VF_ORIGIN, current_position);