2 #include "announcer.qh"
4 #include "mapvoting.qh"
5 #include "scoreboard.qh"
6 #include "shownames.qh"
7 #include "quickmenu.qh"
9 #include "mutators/events.qh"
11 #include "../common/anim.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/physics/player.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"
32 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
34 float autocvar_cl_viewmodel_scale;
36 bool autocvar_cl_bobmodel;
37 float autocvar_cl_bobmodel_speed;
38 float autocvar_cl_bobmodel_side;
39 float autocvar_cl_bobmodel_up;
41 float autocvar_cl_followmodel;
42 float autocvar_cl_followmodel_speed = 0.3;
43 float autocvar_cl_followmodel_limit = 1000;
44 float autocvar_cl_followmodel_highpass1 = 0.05;
45 float autocvar_cl_followmodel_highpass = 0.05;
46 float autocvar_cl_followmodel_lowpass = 0.03;
48 float autocvar_cl_leanmodel;
49 float autocvar_cl_leanmodel_speed = 0.3;
50 float autocvar_cl_leanmodel_limit = 1000;
51 float autocvar_cl_leanmodel_highpass1 = 0.2;
52 float autocvar_cl_leanmodel_highpass = 0.2;
53 float autocvar_cl_leanmodel_lowpass = 0.05;
55 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
56 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
58 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
61 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
63 float __ignore; lowpass(value, frac, ref_store, __ignore); \
64 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
67 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
69 float __f = 0; lowpass(value, frac, ref_store, __f); \
70 ret = (value) - __f; \
73 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
75 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
76 ret = (value) - __f; \
79 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
81 lowpass(value.x, frac, ref_store.x, ref_out.x); \
82 lowpass(value.y, frac, ref_store.y, ref_out.y); \
85 #define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
87 lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
88 lowpass_limited(value.y, frac, limit, 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 #define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
119 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
120 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
121 highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
124 #define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
126 lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
127 lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
128 lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
131 void viewmodel_animate(entity this)
133 static float prevtime;
134 float frametime = (time - prevtime);
137 if (autocvar_chase_active) return;
138 if (STAT(HEALTH) <= 0) return;
140 entity view = CSQCModel_server2csqc(player_localentnum - 1);
142 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
143 static bool oldonground;
144 static float hitgroundtime;
145 static float lastongroundtime;
148 float f = time; // cl.movecmd[0].time
151 lastongroundtime = f;
153 oldonground = clonground;
156 bool teleported = view.csqcmodel_teleported;
159 if(autocvar_cl_followmodel)
161 vector gunorg = '0 0 0';
162 static vector vel_average;
163 static vector gunorg_prev = '0 0 0';
164 static vector gunorg_adjustment_highpass;
165 static vector gunorg_adjustment_lowpass;
168 vector forward, right = '0 0 0', up = '0 0 0';
169 MAKEVECTORS(makevectors, view_angles, forward, right, up);
170 vel.x = view.velocity * forward;
171 vel.y = view.velocity * right * -1;
172 vel.z = view.velocity * up;
173 frac = avg_factor(autocvar_cl_followmodel_highpass1);
174 lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg);
176 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
178 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
179 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
180 frac = avg_factor(autocvar_cl_followmodel_highpass);
181 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
182 frac = avg_factor(autocvar_cl_followmodel_lowpass);
183 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
185 this.origin += gunorg;
188 if(autocvar_cl_leanmodel)
190 vector gunangles = '0 0 0';
191 static vector gunangles_prev = '0 0 0';
192 static vector gunangles_highpass = '0 0 0';
193 static vector gunangles_adjustment_highpass;
194 static vector gunangles_adjustment_lowpass;
197 gunangles_prev = view_angles;
199 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
200 gunangles_highpass += gunangles_prev;
201 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
202 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
203 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
204 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
205 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
206 gunangles_prev = view_angles;
207 gunangles_highpass -= gunangles_prev;
209 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
210 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
212 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
213 frac = avg_factor(autocvar_cl_leanmodel_highpass);
214 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
215 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
216 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
218 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
219 this.angles += gunangles;
222 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
224 // vertical view bobbing code
227 // horizontal view bobbing code
231 // causes the view to swing down and back up when touching the ground
234 // gun model bobbing code
235 if (autocvar_cl_bobmodel)
237 // calculate for swinging gun model
238 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
239 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
240 // for the most part, but for some reason when you go through a message trigger or
241 // pick up an item or anything like that it will momentarily jolt the gun.
244 float s = time * autocvar_cl_bobmodel_speed;
247 if (time - hitgroundtime < 0.2)
249 // just hit the ground, speed the bob back up over the next 0.2 seconds
250 t = time - hitgroundtime;
251 t = bound(0, t, 0.2);
257 // recently left the ground, slow the bob down over the next 0.2 seconds
258 t = time - lastongroundtime;
259 t = 0.2 - bound(0, t, 0.2);
262 bspeed = xyspeed * 0.01;
263 vector gunorg = '0 0 0';
264 gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
265 gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
267 this.origin += gunorg;
271 .vector viewmodel_origin, viewmodel_angles;
272 .float weapon_nextthink;
273 .float weapon_eta_last;
274 .float weapon_switchdelay;
276 void viewmodel_draw(entity this)
278 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
279 float a = this.alpha;
280 static bool wasinvehicle;
281 bool invehicle = player_localentnum > maxclients;
282 if (invehicle) a = -1;
283 else if (wasinvehicle) a = 1;
284 wasinvehicle = invehicle;
285 Weapon wep = activeweapon;
286 int c = stof(getplayerkeyvalue(current_player, "colors"));
287 vector g = weaponentity_glowmod(wep, c);
288 entity me = CSQCModel_server2csqc(player_localentnum - 1);
289 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
291 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
292 for (entity e = this; e; e = e.weaponchild)
296 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
298 e.csqcmodel_effects = fx;
299 CSQCModel_Effects_Apply(e);
302 static string name_last;
303 string name = wep.mdl;
304 if (name != name_last)
307 CL_WeaponEntity_SetModel(this, name);
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 eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
317 if (eta <= 0) f = this.weapon_eta_last;
318 else switch (this.state)
322 f = eta / max(eta, this.weapon_switchdelay);
327 f = 1 - eta / max(eta, this.weapon_switchdelay);
336 this.weapon_eta_last = f;
337 this.origin = this.viewmodel_origin;
338 this.angles = this.viewmodel_angles;
339 this.angles_x = (-90 * f * f);
340 viewmodel_animate(this);
341 setorigin(this, this.origin);
345 STATIC_INIT(viewmodel) {
346 viewmodel = new(viewmodel);
347 make_pure(viewmodel);
348 viewmodel.draw = viewmodel_draw;
353 void Porto_Draw(entity this)
355 vector p, dir, ang, q, nextdir;
356 float portal_number, portal1_idx;
358 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
360 if(WEP_CVAR(porto, secondary))
362 if(intermission == 1)
364 if(intermission == 2)
366 if (STAT(HEALTH) <= 0)
371 if(angles_held_status)
373 makevectors(angles_held);
387 traceline(p, p + 65536 * dir, true, porto);
388 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
390 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
396 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
399 ang = vectoangles2(trace_plane_normal, dir);
402 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
404 if(portal_number == 1)
407 if(portal_number >= 2)
417 p = p - view_up * 16;
418 if(idx-1 >= portal1_idx)
420 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
424 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
434 porto.draw = Porto_Draw;
435 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
440 vector GetCurrentFov(float fov)
442 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
443 float velocityzoom, curspeed;
446 zoomsensitivity = autocvar_cl_zoomsensitivity;
447 zoomfactor = autocvar_cl_zoomfactor;
448 if(zoomfactor < 1 || zoomfactor > 30)
450 zoomspeed = autocvar_cl_zoomspeed;
452 if(zoomspeed < 0.5 || zoomspeed > 16)
455 zoomdir = button_zoom;
456 if(hud == HUD_NORMAL)
457 if(switchweapon == activeweapon)
458 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
459 zoomdir += button_attack2;
460 if(spectatee_status > 0 || isdemo())
462 if(spectatorbutton_zoom)
469 // fteqcc failed twice here already, don't optimize this
472 if(zoomdir) { zoomin_effect = 0; }
476 current_viewzoom = min(1, current_viewzoom + drawframetime);
478 else if(autocvar_cl_spawnzoom && zoomin_effect)
480 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
482 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
483 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
484 if(current_viewzoom == 1) { zoomin_effect = 0; }
488 if(zoomspeed < 0) // instant zoom
491 current_viewzoom = 1 / zoomfactor;
493 current_viewzoom = 1;
498 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
500 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
504 if(almost_equals(current_viewzoom, 1))
505 current_zoomfraction = 0;
506 else if(almost_equals(current_viewzoom, 1/zoomfactor))
507 current_zoomfraction = 1;
509 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
511 if(zoomsensitivity < 1)
512 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
514 setsensitivityscale(1);
516 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
518 if(intermission) { curspeed = 0; }
522 makevectors(view_angles);
525 v = csqcplayer.velocity;
527 switch(autocvar_cl_velocityzoom_type)
529 case 3: curspeed = max(0, v_forward * v); break;
530 case 2: curspeed = (v_forward * v); break;
531 case 1: default: curspeed = vlen(v); break;
535 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
536 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
537 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
539 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
544 float frustumx, frustumy, fovx, fovy;
545 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
546 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
547 fovx = atan2(frustumx, 1) / M_PI * 360.0;
548 fovy = atan2(frustumy, 1) / M_PI * 360.0;
550 return '1 0 0' * fovx + '0 1 0' * fovy;
553 vector GetViewLocationFOV(float fov)
555 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
556 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
557 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
558 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
559 return '1 0 0' * fovx + '0 1 0' * fovy;
562 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
565 float width = (ov_worldmax.x - ov_worldmin.x);
566 float height = (ov_worldmax.y - ov_worldmin.y);
567 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
568 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
569 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
570 return '1 0 0' * fovx + '0 1 0' * fovy;
573 // this function must match W_SetupShot!
574 float zoomscript_caught;
576 vector wcross_origin;
577 float wcross_scale_prev, wcross_alpha_prev;
578 vector wcross_color_prev;
579 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
580 vector wcross_color_goal_prev;
581 float wcross_changedonetime;
583 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
584 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
585 float wcross_name_changestarttime, wcross_name_changedonetime;
586 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
588 float wcross_ring_prev;
591 entity trueaim_rifle;
593 const float SHOTTYPE_HITTEAM = 1;
594 const float SHOTTYPE_HITOBSTRUCTION = 2;
595 const float SHOTTYPE_HITWORLD = 3;
596 const float SHOTTYPE_HITENEMY = 4;
600 trueaim = new(trueaim);
602 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
603 trueaim_rifle = new(trueaim_rifle);
604 make_pure(trueaim_rifle);
605 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
608 float EnemyHitCheck()
611 wcross_origin = project_3d_to_2d(trace_endpos);
614 n = trace_ent.entnum;
616 n = trace_networkentity;
618 return SHOTTYPE_HITWORLD;
620 return SHOTTYPE_HITWORLD;
621 t = entcs_GetTeam(n - 1);
624 return SHOTTYPE_HITTEAM;
625 if(t == NUM_SPECTATOR)
626 return SHOTTYPE_HITWORLD;
627 return SHOTTYPE_HITENEMY;
632 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?
633 vector vecs, trueaimpoint, w_shotorg;
641 mv = MOVE_NOMONSTERS;
643 switch(activeweapon) // WEAPONTODO
645 case WEP_TUBA: // no aim
646 case WEP_PORTO: // shoots from eye
647 case WEP_NEXBALL: // shoots from eye
648 case WEP_HOOK: // no trueaim
649 case WEP_MORTAR: // toss curve
650 return SHOTTYPE_HITWORLD;
658 if(zoomscript_caught)
660 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
661 return EnemyHitCheck();
664 case WEP_DEVASTATOR: // projectile has a size!
668 case WEP_FIREBALL: // projectile has a size!
672 case WEP_SEEKER: // projectile has a size!
676 case WEP_ELECTRO: // projectile has a size!
682 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
684 vecs = decompressShotOrigin(STAT(SHOTORG));
686 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
687 trueaimpoint = trace_endpos;
689 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
690 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
697 dv = view_right * vecs.y + view_up * vecs.z;
698 w_shotorg = traceorigin + dv;
700 // now move the vecs forward as much as requested if possible
701 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
702 w_shotorg = trace_endpos - view_forward * nudge;
704 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
705 shottype = EnemyHitCheck();
706 if(shottype != SHOTTYPE_HITWORLD)
710 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
711 // or rather, I know why, but see no fix
712 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
713 // 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
714 return SHOTTYPE_HITOBSTRUCTION;
717 return SHOTTYPE_HITWORLD;
721 void CSQC_Demo_Camera();
722 float HUD_WouldDrawScoreboard();
724 const float CAMERA_FREE = 1;
725 const float CAMERA_CHASE = 2;
727 string reticle_image;
728 string NextFrameCommand;
730 vector freeze_org, freeze_ang;
731 entity nightvision_noise, nightvision_noise2;
733 const float MAX_TIME_DIFF = 5;
734 float pickup_crosshair_time, pickup_crosshair_size;
735 float hitindication_crosshair_size;
736 float use_vortex_chargepool;
738 float myhealth, myhealth_prev;
739 float myhealth_flash;
741 float old_blurradius, old_bluralpha;
742 float old_sharpen_intensity;
744 vector myhealth_gentlergb;
746 float contentavgalpha, liquidalpha_prev;
747 vector liquidcolor_prev;
749 float eventchase_current_distance;
750 float eventchase_running;
751 bool WantEventchase(entity this)
753 if(autocvar_cl_orthoview)
759 if(spectatee_status >= 0)
761 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
763 if(MUTATOR_CALLHOOK(WantEventchase, this))
765 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
767 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
769 if(autocvar_cl_eventchase_death == 2)
771 // don't stop eventchase once it's started (even if velocity changes afterwards)
772 if(this.velocity == '0 0 0' || eventchase_running)
781 void HUD_Crosshair_Vehicle()
783 if(hud != HUD_BUMBLEBEE_GUN)
785 Vehicle info = Vehicles_from(hud);
786 info.vr_crosshair(info);
790 vector damage_blurpostprocess, content_blurpostprocess;
792 float unaccounted_damage = 0;
795 // accumulate damage with each stat update
796 static float damage_total_prev = 0;
797 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
798 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
799 damage_total_prev = damage_total;
801 static float damage_dealt_time_prev = 0;
802 float damage_dealt_time = STAT(HIT_TIME);
803 if (damage_dealt_time != damage_dealt_time_prev)
805 unaccounted_damage += unaccounted_damage_new;
806 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
808 damage_dealt_time_prev = damage_dealt_time;
810 // prevent hitsound when switching spectatee
811 static float spectatee_status_prev = 0;
812 if (spectatee_status != spectatee_status_prev)
813 unaccounted_damage = 0;
814 spectatee_status_prev = spectatee_status;
819 // varying sound pitch
821 static float hitsound_time_prev = 0;
822 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
823 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
824 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
826 if (autocvar_cl_hitsound && unaccounted_damage)
828 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
829 float a = autocvar_cl_hitsound_max_pitch;
830 float b = autocvar_cl_hitsound_min_pitch;
831 float c = autocvar_cl_hitsound_nom_damage;
832 float x = unaccounted_damage;
833 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
835 // if sound variation is disabled, set pitch_shift to 1
836 if (autocvar_cl_hitsound == 1)
839 // if pitch shift is reversed, mirror in (max-min)/2 + min
840 if (autocvar_cl_hitsound == 3)
842 float mirror_value = (a-b)/2 + b;
843 pitch_shift = mirror_value + (mirror_value - pitch_shift);
846 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
848 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
849 // todo: normalize sound pressure levels? seems unnecessary
851 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
853 unaccounted_damage = 0;
854 hitsound_time_prev = time;
857 static float typehit_time_prev = 0;
858 float typehit_time = STAT(TYPEHIT_TIME);
859 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
861 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
862 typehit_time_prev = typehit_time;
868 static float rainbow_last_flicker;
869 static vector rainbow_prev_color;
873 if(!scoreboard_active && !camera_active && intermission != 2 &&
874 spectatee_status != -1 && !csqcplayer.viewloc &&
875 !HUD_MinigameMenu_IsOpened() )
877 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
880 if (hud != HUD_NORMAL)
882 HUD_Crosshair_Vehicle();
887 float wcross_alpha, wcross_resolution;
888 wcross_style = autocvar_crosshair;
889 if (wcross_style == "0")
891 wcross_resolution = autocvar_crosshair_size;
892 if (wcross_resolution == 0)
894 wcross_alpha = autocvar_crosshair_alpha;
895 if (wcross_alpha == 0)
901 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
902 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
904 if(autocvar_crosshair_hittest)
906 vector wcross_oldorigin;
907 wcross_oldorigin = wcross_origin;
908 shottype = TrueAimCheck();
909 if(shottype == SHOTTYPE_HITWORLD)
911 v = wcross_origin - wcross_oldorigin;
913 v.y /= vid_conheight;
915 shottype = SHOTTYPE_HITOBSTRUCTION;
917 if(!autocvar_crosshair_hittest_showimpact)
918 wcross_origin = wcross_oldorigin;
921 shottype = SHOTTYPE_HITWORLD;
923 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
924 string wcross_name = "";
925 float wcross_scale, wcross_blur;
927 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
932 if(autocvar_crosshair_per_weapon)
934 // WEAPONTODO: access these through some general settings (with non-balance config settings)
935 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
936 //if (wcross_resolution == 0)
939 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
940 wcross_resolution *= e.w_crosshair_size;
941 wcross_name = e.w_crosshair;
946 if(wcross_name == "")
947 wcross_name = strcat("gfx/crosshair", wcross_style);
949 // MAIN CROSSHAIR COLOR DECISION
950 switch(autocvar_crosshair_color_special)
952 case 1: // crosshair_color_per_weapon
956 wcross_color = e.wpcolor;
959 else { goto normalcolor; }
962 case 2: // crosshair_color_by_health
964 float x = STAT(HEALTH);
979 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
980 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
984 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
985 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
986 wcross_color.z = 1 - (x-100)*0.02;
992 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
997 wcross_color.y = (x-20)*90/27/100;
998 wcross_color.z = (x-20)*90/27/100 * 0.2;
1008 case 3: // crosshair_color_rainbow
1010 if(time >= rainbow_last_flicker)
1012 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1013 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1015 wcross_color = rainbow_prev_color;
1019 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1022 if(autocvar_crosshair_effect_scalefade)
1024 wcross_scale = wcross_resolution;
1025 wcross_resolution = 1;
1032 if(autocvar_crosshair_pickup)
1034 float stat_pickup_time = STAT(LAST_PICKUP);
1036 if(pickup_crosshair_time < stat_pickup_time)
1038 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1039 pickup_crosshair_size = 1;
1041 pickup_crosshair_time = stat_pickup_time;
1044 if(pickup_crosshair_size > 0)
1045 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1047 pickup_crosshair_size = 0;
1049 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1052 // todo: make crosshair hit indication dependent on damage dealt
1053 if(autocvar_crosshair_hitindication)
1055 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1057 if(unaccounted_damage)
1059 hitindication_crosshair_size = 1;
1062 if(hitindication_crosshair_size > 0)
1063 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1065 hitindication_crosshair_size = 0;
1067 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1068 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1069 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1070 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1073 if(shottype == SHOTTYPE_HITENEMY)
1074 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1075 if(shottype == SHOTTYPE_HITTEAM)
1076 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1078 f = fabs(autocvar_crosshair_effect_time);
1079 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1081 wcross_changedonetime = time + f;
1083 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1085 wcross_name_changestarttime = time;
1086 wcross_name_changedonetime = time + f;
1087 if(wcross_name_goal_prev_prev)
1088 strunzone(wcross_name_goal_prev_prev);
1089 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1090 wcross_name_goal_prev = strzone(wcross_name);
1091 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1092 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1093 wcross_resolution_goal_prev = wcross_resolution;
1096 wcross_scale_goal_prev = wcross_scale;
1097 wcross_alpha_goal_prev = wcross_alpha;
1098 wcross_color_goal_prev = wcross_color;
1100 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1103 wcross_alpha *= 0.75;
1107 // *_prev is at time-frametime
1108 // * is at wcross_changedonetime+f
1109 // what do we have at time?
1110 if(time < wcross_changedonetime)
1112 f = frametime / (wcross_changedonetime - time + frametime);
1113 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1114 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1115 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1118 wcross_scale_prev = wcross_scale;
1119 wcross_alpha_prev = wcross_alpha;
1120 wcross_color_prev = wcross_color;
1122 MUTATOR_CALLHOOK(UpdateCrosshair);
1124 wcross_scale *= 1 - autocvar__menu_alpha;
1125 wcross_alpha *= 1 - autocvar__menu_alpha;
1126 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1128 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1130 // crosshair rings for weapon stats
1131 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1133 // declarations and stats
1134 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1135 string ring_image = string_null, ring_inner_image = string_null;
1136 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1138 ring_scale = autocvar_crosshair_ring_size;
1140 float weapon_clipload, weapon_clipsize;
1141 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1142 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1144 float ok_ammo_charge, ok_ammo_chargepool;
1145 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1146 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1148 float vortex_charge, vortex_chargepool;
1149 vortex_charge = STAT(VORTEX_CHARGE);
1150 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1152 float arc_heat = STAT(ARC_HEAT);
1154 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1155 vortex_charge_movingavg = vortex_charge;
1158 // handle the values
1159 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1161 if (vortex_chargepool || use_vortex_chargepool) {
1162 use_vortex_chargepool = 1;
1163 ring_inner_value = vortex_chargepool;
1165 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1166 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1169 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1170 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;
1171 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1173 // draw the outer ring to show the current charge of the weapon
1174 ring_value = vortex_charge;
1175 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1176 ring_rgb = wcross_color;
1177 ring_image = "gfx/crosshair_ring_nexgun.tga";
1179 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1181 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.
1182 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1183 ring_rgb = wcross_color;
1184 ring_image = "gfx/crosshair_ring.tga";
1186 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1188 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1189 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1190 ring_rgb = wcross_color;
1191 ring_image = "gfx/crosshair_ring.tga";
1193 else if (ok_ammo_charge)
1195 ring_value = ok_ammo_chargepool;
1196 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1197 ring_rgb = wcross_color;
1198 ring_image = "gfx/crosshair_ring.tga";
1200 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1202 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1203 ring_scale = autocvar_crosshair_ring_reload_size;
1204 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1205 ring_rgb = wcross_color;
1207 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1208 // if a new image for another weapon is added, add the code (and its respective file/value) here
1209 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1210 ring_image = "gfx/crosshair_ring_rifle.tga";
1212 ring_image = "gfx/crosshair_ring.tga";
1214 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1216 ring_value = arc_heat;
1217 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1218 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1219 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1220 ring_image = "gfx/crosshair_ring.tga";
1223 // if in weapon switch animation, fade ring out/in
1224 if(autocvar_crosshair_effect_time > 0)
1226 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1229 wcross_ring_prev = ((ring_image) ? true : false);
1232 if(wcross_ring_prev)
1235 ring_alpha *= fabs(1 - bound(0, f, 1));
1240 ring_alpha *= bound(0, f, 1);
1244 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1245 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1248 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1251 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1253 if(wcross_blur > 0) \
1255 for(i = -2; i <= 2; ++i) \
1256 for(j = -2; j <= 2; ++j) \
1257 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1261 M(0,0,sz,wcross_name,wcross_alpha); \
1265 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1266 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)
1268 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1269 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1271 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1273 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1274 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1275 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1282 wcross_name_alpha_goal_prev = f;
1284 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1285 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1287 if(autocvar_crosshair_dot)
1289 vector wcross_color_old;
1290 wcross_color_old = wcross_color;
1292 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1293 wcross_color = stov(autocvar_crosshair_dot_color);
1295 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1296 // FIXME why don't we use wcross_alpha here?
1297 wcross_color = wcross_color_old;
1303 wcross_scale_prev = 0;
1304 wcross_alpha_prev = 0;
1305 wcross_scale_goal_prev = 0;
1306 wcross_alpha_goal_prev = 0;
1307 wcross_changedonetime = 0;
1308 if(wcross_name_goal_prev)
1309 strunzone(wcross_name_goal_prev);
1310 wcross_name_goal_prev = string_null;
1311 if(wcross_name_goal_prev_prev)
1312 strunzone(wcross_name_goal_prev_prev);
1313 wcross_name_goal_prev_prev = string_null;
1314 wcross_name_changestarttime = 0;
1315 wcross_name_changedonetime = 0;
1316 wcross_name_alpha_goal_prev = 0;
1317 wcross_name_alpha_goal_prev_prev = 0;
1318 wcross_resolution_goal_prev = 0;
1319 wcross_resolution_goal_prev_prev = 0;
1325 vector rgb = '0 0 0';
1327 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1329 rgb = MUTATOR_ARGV(0, vector);
1330 a = MUTATOR_ARGV(0, float);
1332 else if(STAT(FROZEN))
1334 rgb = ((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');
1336 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1338 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1340 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);
1341 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);
1343 else if(STAT(REVIVE_PROGRESS))
1345 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);
1346 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1349 if(autocvar_r_letterbox == 0)
1350 if(autocvar_viewsize < 120)
1352 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1353 Accuracy_LoadLevels();
1356 HUD_DrawScoreboard();
1359 // crosshair goes VERY LAST
1366 float oldr_nearclip;
1367 float oldr_farclip_base;
1368 float oldr_farclip_world;
1370 float oldr_useportalculling;
1371 float oldr_useinfinitefarclip;
1373 void cl_notice_run();
1376 float vh_notice_time;
1377 void WaypointSprite_Load();
1378 void CSQC_UpdateView(float w, float h)
1383 vector vf_size, vf_min;
1386 execute_next_frame();
1393 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1394 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1398 if(autocvar__hud_showbinds_reload) // menu can set this one
1401 binddb = db_create();
1402 cvar_set("_hud_showbinds_reload", "0");
1405 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1406 view_quality = getproperty(VF_MINFPS_QUALITY);
1410 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1411 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1413 vf_size = getpropertyvec(VF_SIZE);
1414 vf_min = getpropertyvec(VF_MIN);
1415 vid_width = vf_size.x;
1416 vid_height = vf_size.y;
1418 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1419 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1421 WaypointSprite_Load();
1423 CSQCPlayer_SetCamera();
1425 if(player_localentnum <= maxclients) // is it a client?
1426 current_player = player_localentnum - 1;
1427 else // then player_localentnum is the vehicle I'm driving
1428 current_player = player_localnum;
1429 myteam = entcs_GetTeam(current_player);
1431 if(myteam != prev_myteam)
1433 myteamcolors = colormapPaletteColor(myteam, 1);
1434 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1435 prev_myteam = myteam;
1438 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1440 float is_dead = (STAT(HEALTH) <= 0);
1442 // FIXME do we need this hack?
1445 // in demos, input_buttons do not work
1446 button_zoom = (autocvar__togglezoom == "-");
1449 && autocvar_cl_unpress_zoom_on_death
1450 && (spectatee_status >= 0)
1451 && (is_dead || intermission))
1453 // no zoom while dead or in intermission please
1454 localcmd("-zoom\n");
1455 button_zoom = false;
1458 // event chase camera
1459 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1461 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1462 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1465 float vehicle_viewdist = 0;
1466 vector vehicle_viewofs = '0 0 0';
1470 if(hud != HUD_BUMBLEBEE_GUN)
1472 Vehicle info = Vehicles_from(hud);
1473 vehicle_viewdist = info.height;
1474 vehicle_viewofs = info.view_ofs;
1480 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1485 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1487 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1489 eventchase_running = true;
1491 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1493 local_player = self; // fall back!
1495 // 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.)
1496 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1497 if(ons_roundlost) { current_view_origin = gen.origin; }
1499 // detect maximum viewoffset and use it
1500 vector view_offset = autocvar_cl_eventchase_viewoffset;
1504 view_offset = vehicle_viewofs;
1506 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1508 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1512 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1513 if(trace_fraction == 1) { current_view_origin += view_offset; }
1514 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1517 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1518 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1519 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1520 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1522 // make the camera smooth back
1523 float chase_distance = autocvar_cl_eventchase_distance;
1527 chase_distance = vehicle_viewdist;
1529 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1531 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1533 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1534 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1535 else if(eventchase_current_distance != chase_distance)
1536 eventchase_current_distance = chase_distance;
1538 makevectors(view_angles);
1540 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1541 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1543 // If the boxtrace fails, revert back to line tracing.
1544 if(!local_player.viewloc)
1545 if(trace_startsolid)
1547 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1548 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1549 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1551 else { setproperty(VF_ORIGIN, trace_endpos); }
1553 if(!local_player.viewloc)
1554 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1556 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1558 eventchase_running = false;
1559 cvar_set("chase_active", "0");
1560 eventchase_current_distance = 0; // start from 0 next time
1563 // workaround for camera stuck between player's legs when using chase_active 1
1564 // because the engine stops updating the chase_active camera when the game ends
1565 else if(intermission)
1567 cvar_settemp("chase_active", "-1");
1568 eventchase_current_distance = 0;
1571 // do lockview after event chase camera so that it still applies whenever necessary.
1572 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1574 setproperty(VF_ORIGIN, freeze_org);
1575 setproperty(VF_ANGLES, freeze_ang);
1579 freeze_org = getpropertyvec(VF_ORIGIN);
1580 freeze_ang = getpropertyvec(VF_ANGLES);
1584 //WarpZone_FixPMove();
1586 vector ov_org = '0 0 0';
1587 vector ov_mid = '0 0 0';
1588 vector ov_worldmin = '0 0 0';
1589 vector ov_worldmax = '0 0 0';
1590 if(autocvar_cl_orthoview)
1592 ov_worldmin = mi_picmin;
1593 ov_worldmax = mi_picmax;
1595 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1596 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1597 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1599 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1600 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1602 float ov_nearest = vlen(ov_org - vec3(
1603 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1604 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1605 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1608 float ov_furthest = 0;
1611 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1612 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1613 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1614 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1615 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1616 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1617 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1618 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1622 oldr_nearclip = cvar("r_nearclip");
1623 oldr_farclip_base = cvar("r_farclip_base");
1624 oldr_farclip_world = cvar("r_farclip_world");
1625 oldr_novis = cvar("r_novis");
1626 oldr_useportalculling = cvar("r_useportalculling");
1627 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1630 cvar_settemp("r_nearclip", ftos(ov_nearest));
1631 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1632 cvar_settemp("r_farclip_world", "0");
1633 cvar_settemp("r_novis", "1");
1634 cvar_settemp("r_useportalculling", "0");
1635 cvar_settemp("r_useinfinitefarclip", "0");
1637 setproperty(VF_ORIGIN, ov_org);
1638 setproperty(VF_ANGLES, '90 0 0');
1643 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1645 vtos(getpropertyvec(VF_ANGLES)),
1655 cvar_set("r_nearclip", ftos(oldr_nearclip));
1656 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1657 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1658 cvar_set("r_novis", ftos(oldr_novis));
1659 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1660 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1666 view_origin = getpropertyvec(VF_ORIGIN);
1667 view_angles = getpropertyvec(VF_ANGLES);
1668 makevectors(view_angles);
1669 view_forward = v_forward;
1670 view_right = v_right;
1674 if(time > blurtest_time0 && time < blurtest_time1)
1678 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1679 r = t * blurtest_radius;
1680 f = 1 / pow(t, blurtest_power) - 1;
1682 cvar_set("r_glsl_postprocess", "1");
1683 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1687 cvar_set("r_glsl_postprocess", "0");
1688 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1692 TargetMusic_Advance();
1696 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1698 drawframetime = bound(0.000001, time - drawtime, 1);
1701 // watch for gametype changes here...
1702 // in ParseStuffCMD the cmd isn't executed yet :/
1703 // might even be better to add the gametype to TE_CSQC_INIT...?
1707 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1709 if(calledhooks & HOOK_START)
1711 localcmd("\ncl_hook_gameend\n");
1712 calledhooks |= HOOK_END;
1721 if(!zoomscript_caught)
1723 localcmd("+button9\n");
1724 zoomscript_caught = 1;
1729 if(zoomscript_caught)
1731 localcmd("-button9\n");
1732 zoomscript_caught = 0;
1736 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1738 // currently switching-to weapon (for crosshair)
1739 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1741 // actually active weapon (for zoom)
1742 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1744 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1746 f = (serverflags & SERVERFLAG_TEAMPLAY);
1753 if(last_switchweapon != switchweapon)
1756 last_switchweapon = switchweapon;
1757 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1759 localcmd("-zoom\n");
1760 button_zoom = false;
1762 if(autocvar_cl_unpress_attack_on_weapon_switch)
1764 localcmd("-fire\n");
1765 localcmd("-fire2\n");
1766 button_attack2 = false;
1769 if(last_activeweapon != activeweapon)
1771 last_activeweapon = activeweapon;
1775 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1777 localcmd("\ncl_hook_activeweapon none\n");
1780 // ALWAYS Clear Current Scene First
1783 setproperty(VF_ORIGIN, view_origin);
1784 setproperty(VF_ANGLES, view_angles);
1786 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1787 setproperty(VF_SIZE, vf_size);
1788 setproperty(VF_MIN, vf_min);
1790 // Assign Standard Viewflags
1791 // Draw the World (and sky)
1792 setproperty(VF_DRAWWORLD, 1);
1794 // Set the console size vars
1795 vid_conwidth = autocvar_vid_conwidth;
1796 vid_conheight = autocvar_vid_conheight;
1797 vid_pixelheight = autocvar_vid_pixelheight;
1799 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1800 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1801 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1803 // Camera for demo playback
1806 if(autocvar_camera_enable)
1810 cvar_set("chase_active", ftos(chase_active_backup));
1811 cvar_set("cl_demo_mousegrab", "0");
1812 camera_active = false;
1818 if(autocvar_camera_enable)
1820 if(autocvar_camera_enable && isdemo())
1823 // Enable required Darkplaces cvars
1824 chase_active_backup = autocvar_chase_active;
1825 cvar_set("chase_active", "2");
1826 cvar_set("cl_demo_mousegrab", "1");
1827 camera_active = true;
1828 camera_mode = false;
1832 // Draw the Crosshair
1833 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1835 // Draw the Engine Status Bar (the default Quake HUD)
1836 setproperty(VF_DRAWENGINESBAR, 0);
1838 // Update the mouse position
1840 mousepos_x = vid_conwidth;
1841 mousepos_y = vid_conheight;
1842 mousepos = mousepos*0.5 + getmousepos();
1845 FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1847 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1850 // now switch to 2D drawing mode by calling a 2D drawing function
1851 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1852 // next R_RenderScene call
1853 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1855 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1856 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1858 // apply night vision effect
1859 vector tc_00, tc_01, tc_10, tc_11;
1860 vector rgb = '0 0 0';
1862 if(!nightvision_noise)
1864 nightvision_noise = new(nightvision_noise);
1866 if(!nightvision_noise2)
1868 nightvision_noise2 = new(nightvision_noise2);
1871 // color tint in yellow
1872 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1875 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1877 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1878 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1879 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1880 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1881 tc_11 = tc_01 + tc_10 - tc_00;
1882 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1883 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1884 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1885 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1886 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1890 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1891 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1892 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1893 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1894 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1895 tc_11 = tc_01 + tc_10 - tc_00;
1896 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1897 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1898 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1899 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1900 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1904 if(autocvar_cl_reticle)
1906 Weapon wep = activeweapon;
1907 // Draw the aiming reticle for weapons that use it
1908 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1909 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1910 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1911 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1913 // no zoom reticle while dead
1916 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1918 if(reticle_image != "") { reticle_type = 2; }
1919 else { reticle_type = 0; }
1921 else if(button_zoom || zoomscript_caught)
1929 if(autocvar_cl_reticle_stretch)
1931 reticle_size.x = vid_conwidth;
1932 reticle_size.y = vid_conheight;
1938 reticle_size.x = max(vid_conwidth, vid_conheight);
1939 reticle_size.y = max(vid_conwidth, vid_conheight);
1940 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1941 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1944 if(zoomscript_caught)
1947 f = current_zoomfraction;
1951 switch(reticle_type)
1953 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1954 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1961 if(reticle_type != 0) { reticle_type = 0; }
1965 // improved polyblend
1966 if(autocvar_hud_contents)
1968 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1971 switch(pointcontents(view_origin))
1974 liquidalpha = autocvar_hud_contents_water_alpha;
1975 liquidcolor = stov(autocvar_hud_contents_water_color);
1980 liquidalpha = autocvar_hud_contents_lava_alpha;
1981 liquidcolor = stov(autocvar_hud_contents_lava_color);
1986 liquidalpha = autocvar_hud_contents_slime_alpha;
1987 liquidcolor = stov(autocvar_hud_contents_slime_color);
1993 liquidcolor = '0 0 0';
1998 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1999 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2000 contentfadetime = autocvar_hud_contents_fadeintime;
2001 liquidalpha_prev = liquidalpha;
2002 liquidcolor_prev = liquidcolor;
2005 contentfadetime = autocvar_hud_contents_fadeouttime;
2007 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2008 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2011 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2013 if(autocvar_hud_postprocessing)
2015 if(autocvar_hud_contents_blur && contentavgalpha)
2017 content_blurpostprocess.x = 1;
2018 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2019 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2023 content_blurpostprocess.x = 0;
2024 content_blurpostprocess.y = 0;
2025 content_blurpostprocess.z = 0;
2030 if(autocvar_hud_damage && !STAT(FROZEN))
2032 splash_size.x = max(vid_conwidth, vid_conheight);
2033 splash_size.y = max(vid_conwidth, vid_conheight);
2034 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2035 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2037 float myhealth_flash_temp;
2038 myhealth = STAT(HEALTH);
2041 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2043 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2045 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2046 pain_threshold = autocvar_hud_damage_pain_threshold;
2047 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2048 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2050 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2052 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);
2055 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2057 if(myhealth_prev < 1)
2061 myhealth_flash = 0; // just spawned, clear the flash immediately
2062 myhealth_flash_temp = 0;
2066 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2070 if(spectatee_status == -1 || intermission)
2072 myhealth_flash = 0; // observing, or match ended
2073 myhealth_flash_temp = 0;
2076 myhealth_prev = myhealth;
2078 // IDEA: change damage color/picture based on player model for robot/alien species?
2079 // pro: matches model better
2080 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2081 // maybe different reddish pics?
2082 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2084 if(autocvar_cl_gentle_damage == 2)
2086 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2087 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2090 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2092 if(myhealth_flash_temp > 0)
2093 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);
2095 else if(myhealth_flash_temp > 0)
2096 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2098 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.
2100 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2102 damage_blurpostprocess.x = 1;
2103 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2104 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2108 damage_blurpostprocess.x = 0;
2109 damage_blurpostprocess.y = 0;
2110 damage_blurpostprocess.z = 0;
2115 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2116 float e2 = (autocvar_hud_powerup != 0);
2117 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2119 // enable or disable rendering types if they are used or not
2120 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2121 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2123 // blur postprocess handling done first (used by hud_damage and hud_contents)
2124 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2126 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2127 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2128 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2130 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2131 old_blurradius = blurradius;
2132 old_bluralpha = bluralpha;
2135 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2137 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2142 // edge detection postprocess handling done second (used by hud_powerup)
2143 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2144 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2145 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2147 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.
2149 if(autocvar_hud_powerup && sharpen_intensity > 0)
2151 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2153 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2154 old_sharpen_intensity = sharpen_intensity;
2157 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2159 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2160 old_sharpen_intensity = 0;
2163 if(cvar("r_glsl_postprocess") == 0)
2164 cvar_set("r_glsl_postprocess", "2");
2166 else if(cvar("r_glsl_postprocess") == 2)
2167 cvar_set("r_glsl_postprocess", "0");
2169 /*if(gametype == MAPINFO_TYPE_CTF)
2175 FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2176 Draw_ShowNames_All();
2179 scoreboard_active = HUD_WouldDrawScoreboard();
2183 if(NextFrameCommand)
2185 localcmd("\n", NextFrameCommand, "\n");
2186 NextFrameCommand = string_null;
2189 // we must do this check AFTER a frame was rendered, or it won't work
2190 if(cs_project_is_b0rked == 0)
2193 w0 = ftos(autocvar_vid_conwidth);
2194 h0 = ftos(autocvar_vid_conheight);
2195 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2196 //setproperty(VF_FOV, '90 90 0');
2197 setproperty(VF_ORIGIN, '0 0 0');
2198 setproperty(VF_ANGLES, '0 0 0');
2199 setproperty(VF_PERSPECTIVE, 1);
2200 makevectors('0 0 0');
2202 cvar_set("vid_conwidth", "800");
2203 cvar_set("vid_conheight", "600");
2204 v1 = cs_project(v_forward);
2205 cvar_set("vid_conwidth", "640");
2206 cvar_set("vid_conheight", "480");
2207 v2 = cs_project(v_forward);
2209 cs_project_is_b0rked = 1;
2211 cs_project_is_b0rked = -1;
2212 cvar_set("vid_conwidth", w0);
2213 cvar_set("vid_conheight", h0);
2216 if(autocvar__hud_configure)
2218 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2219 HUD_Minigame_Mouse();
2220 else if(QuickMenu_IsOpened())
2229 // let's reset the view back to normal for the end
2230 setproperty(VF_MIN, '0 0 0');
2231 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2235 // following vectors must be global to allow seamless switching between camera modes
2236 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2237 void CSQC_Demo_Camera()
2239 float speed, attenuation, dimensions;
2242 if( autocvar_camera_reset || !camera_mode )
2244 camera_offset = '0 0 0';
2245 current_angles = '0 0 0';
2246 camera_direction = '0 0 0';
2247 camera_offset.z += 30;
2248 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2249 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2250 current_origin = view_origin;
2251 current_camera_offset = camera_offset;
2252 cvar_set("camera_reset", "0");
2253 camera_mode = CAMERA_CHASE;
2258 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2260 if(autocvar_camera_look_player)
2265 dir = normalize(view_origin - current_position);
2267 mouse_angles = vectoangles(dir);
2268 mouse_angles.x = mouse_angles.x * -1;
2273 tmp = getmousepos() * 0.1;
2274 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2276 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2277 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2281 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2282 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2283 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2284 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2286 // Fix difference when angles don't have the same sign
2288 if(mouse_angles.y < -60 && current_angles.y > 60)
2290 if(mouse_angles.y > 60 && current_angles.y < -60)
2293 if(autocvar_camera_look_player)
2294 attenuation = autocvar_camera_look_attenuation;
2296 attenuation = autocvar_camera_speed_attenuation;
2298 attenuation = 1 / max(1, attenuation);
2299 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2301 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2302 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2303 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2304 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2310 if( camera_direction.x )
2312 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2313 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2314 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2315 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2319 if( camera_direction.y )
2321 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2322 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2323 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2327 if( camera_direction.z )
2329 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2333 if(autocvar_camera_free)
2334 speed = autocvar_camera_speed_free;
2336 speed = autocvar_camera_speed_chase;
2340 speed = speed * sqrt(1 / dimensions);
2341 camera_offset += tmp * speed;
2344 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2347 if( autocvar_camera_free )
2349 if ( camera_mode == CAMERA_CHASE )
2351 current_camera_offset = current_origin + current_camera_offset;
2352 camera_offset = current_origin + camera_offset;
2355 camera_mode = CAMERA_FREE;
2356 current_position = current_camera_offset;
2360 if ( camera_mode == CAMERA_FREE )
2362 current_origin = view_origin;
2363 camera_offset = camera_offset - current_origin;
2364 current_camera_offset = current_camera_offset - current_origin;
2367 camera_mode = CAMERA_CHASE;
2369 if(autocvar_camera_chase_smoothly)
2370 current_origin += (view_origin - current_origin) * attenuation;
2372 current_origin = view_origin;
2374 current_position = current_origin + current_camera_offset;
2377 setproperty(VF_ANGLES, current_angles);
2378 setproperty(VF_ORIGIN, current_position);