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_velocity_lowpass = 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 bool autocvar_cl_followmodel_velocity_absolute;
132 void viewmodel_animate(entity this)
134 static float prevtime;
135 float frametime = (time - prevtime);
138 if (autocvar_chase_active) return;
139 if (STAT(HEALTH) <= 0) return;
141 entity view = CSQCModel_server2csqc(player_localentnum - 1);
143 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
144 static bool oldonground;
145 static float hitgroundtime;
146 static float lastongroundtime;
149 float f = time; // cl.movecmd[0].time
152 lastongroundtime = f;
154 oldonground = clonground;
157 bool teleported = view.csqcmodel_teleported;
160 if(autocvar_cl_followmodel)
162 vector gunorg = '0 0 0';
163 static vector vel_average;
164 static vector gunorg_prev = '0 0 0';
165 static vector gunorg_adjustment_highpass;
166 static vector gunorg_adjustment_lowpass;
169 if(autocvar_cl_followmodel_velocity_absolute)
173 vector forward, right = '0 0 0', up = '0 0 0';
174 MAKEVECTORS(makevectors, view_angles, forward, right, up);
175 vel.x = view.velocity * forward;
176 vel.y = view.velocity * right * -1;
177 vel.z = view.velocity * up;
180 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
181 lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg);
183 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
185 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
186 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
187 frac = avg_factor(autocvar_cl_followmodel_highpass);
188 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
189 frac = avg_factor(autocvar_cl_followmodel_lowpass);
190 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
192 if(autocvar_cl_followmodel_velocity_absolute)
195 vector forward, right = '0 0 0', up = '0 0 0';
196 MAKEVECTORS(makevectors, view_angles, forward, right, up);
197 fixed_gunorg.x = gunorg * forward;
198 fixed_gunorg.y = gunorg * right * -1;
199 fixed_gunorg.z = gunorg * up;
200 gunorg = fixed_gunorg;
203 this.origin += gunorg;
206 if(autocvar_cl_leanmodel)
208 vector gunangles = '0 0 0';
209 static vector gunangles_prev = '0 0 0';
210 static vector gunangles_highpass = '0 0 0';
211 static vector gunangles_adjustment_highpass;
212 static vector gunangles_adjustment_lowpass;
215 gunangles_prev = view_angles;
217 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
218 gunangles_highpass += gunangles_prev;
219 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
220 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
221 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
222 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
223 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
224 gunangles_prev = view_angles;
225 gunangles_highpass -= gunangles_prev;
227 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
228 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
230 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
231 frac = avg_factor(autocvar_cl_leanmodel_highpass);
232 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
233 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
234 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
236 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
237 this.angles += gunangles;
240 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
242 // vertical view bobbing code
245 // horizontal view bobbing code
249 // causes the view to swing down and back up when touching the ground
252 // gun model bobbing code
253 if (autocvar_cl_bobmodel)
255 // calculate for swinging gun model
256 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
257 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
258 // for the most part, but for some reason when you go through a message trigger or
259 // pick up an item or anything like that it will momentarily jolt the gun.
262 float s = time * autocvar_cl_bobmodel_speed;
265 if (time - hitgroundtime < 0.2)
267 // just hit the ground, speed the bob back up over the next 0.2 seconds
268 t = time - hitgroundtime;
269 t = bound(0, t, 0.2);
275 // recently left the ground, slow the bob down over the next 0.2 seconds
276 t = time - lastongroundtime;
277 t = 0.2 - bound(0, t, 0.2);
280 bspeed = xyspeed * 0.01;
281 vector gunorg = '0 0 0';
282 gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
283 gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
285 this.origin += gunorg;
289 .vector viewmodel_origin, viewmodel_angles;
290 .float weapon_nextthink;
291 .float weapon_eta_last;
292 .float weapon_switchdelay;
294 void viewmodel_draw(entity this)
298 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
299 float a = this.alpha;
300 static bool wasinvehicle;
301 bool invehicle = player_localentnum > maxclients;
302 if (invehicle) a = -1;
303 else if (wasinvehicle) a = 1;
304 wasinvehicle = invehicle;
305 Weapon wep = activeweapon;
306 int c = stof(getplayerkeyvalue(current_player, "colors"));
307 vector g = weaponentity_glowmod(wep, c);
308 entity me = CSQCModel_server2csqc(player_localentnum - 1);
309 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
311 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
312 for (entity e = this; e; e = e.weaponchild)
316 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
318 e.csqcmodel_effects = fx;
319 CSQCModel_Effects_Apply(e);
322 static string name_last;
323 string name = wep.mdl;
324 if (name != name_last)
327 CL_WeaponEntity_SetModel(this, name);
328 this.viewmodel_origin = this.origin;
329 this.viewmodel_angles = this.angles;
332 if (!this.animstate_override)
333 anim_set(this, this.anim_idle, true, false, false);
335 float f = 0; // 0..1; 0: fully active
336 float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
337 if (eta <= 0) f = this.weapon_eta_last;
338 else switch (this.state)
342 f = eta / max(eta, this.weapon_switchdelay);
347 f = 1 - eta / max(eta, this.weapon_switchdelay);
356 this.weapon_eta_last = f;
357 this.origin = this.viewmodel_origin;
358 this.angles = this.viewmodel_angles;
359 this.angles_x = (-90 * f * f);
360 viewmodel_animate(this);
361 setorigin(this, this.origin);
365 STATIC_INIT(viewmodel) {
366 viewmodel = new(viewmodel);
367 make_pure(viewmodel);
372 void Porto_Draw(entity this)
374 vector p, dir, ang, q, nextdir;
375 float portal_number, portal1_idx;
377 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
379 if(WEP_CVAR(porto, secondary))
381 if(intermission == 1)
383 if(intermission == 2)
385 if (STAT(HEALTH) <= 0)
390 if(angles_held_status)
392 makevectors(angles_held);
406 traceline(p, p + 65536 * dir, true, porto);
407 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
409 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
415 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
418 ang = vectoangles2(trace_plane_normal, dir);
421 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
423 if(portal_number == 1)
426 if(portal_number >= 2)
436 p = p - view_up * 16;
437 if(idx-1 >= portal1_idx)
439 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
443 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
453 porto.draw = Porto_Draw;
454 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
459 vector GetCurrentFov(float fov)
461 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
462 float velocityzoom, curspeed;
465 zoomsensitivity = autocvar_cl_zoomsensitivity;
466 zoomfactor = autocvar_cl_zoomfactor;
467 if(zoomfactor < 1 || zoomfactor > 30)
469 zoomspeed = autocvar_cl_zoomspeed;
471 if(zoomspeed < 0.5 || zoomspeed > 16)
474 zoomdir = button_zoom;
475 if(hud == HUD_NORMAL)
476 if(switchweapon == activeweapon)
477 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
478 zoomdir += button_attack2;
479 if(spectatee_status > 0 || isdemo())
481 if(spectatorbutton_zoom)
488 // fteqcc failed twice here already, don't optimize this
491 if(zoomdir) { zoomin_effect = 0; }
495 current_viewzoom = min(1, current_viewzoom + drawframetime);
497 else if(autocvar_cl_spawnzoom && zoomin_effect)
499 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
501 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
502 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
503 if(current_viewzoom == 1) { zoomin_effect = 0; }
507 if(zoomspeed < 0) // instant zoom
510 current_viewzoom = 1 / zoomfactor;
512 current_viewzoom = 1;
517 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
519 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
523 if(almost_equals(current_viewzoom, 1))
524 current_zoomfraction = 0;
525 else if(almost_equals(current_viewzoom, 1/zoomfactor))
526 current_zoomfraction = 1;
528 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
530 if(zoomsensitivity < 1)
531 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
533 setsensitivityscale(1);
535 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
537 if(intermission) { curspeed = 0; }
541 makevectors(view_angles);
544 v = csqcplayer.velocity;
546 switch(autocvar_cl_velocityzoom_type)
548 case 3: curspeed = max(0, v_forward * v); break;
549 case 2: curspeed = (v_forward * v); break;
550 case 1: default: curspeed = vlen(v); break;
554 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
555 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
556 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
558 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
563 float frustumx, frustumy, fovx, fovy;
564 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
565 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
566 fovx = atan2(frustumx, 1) / M_PI * 360.0;
567 fovy = atan2(frustumy, 1) / M_PI * 360.0;
569 return '1 0 0' * fovx + '0 1 0' * fovy;
572 vector GetViewLocationFOV(float fov)
574 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
575 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
576 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
577 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
578 return '1 0 0' * fovx + '0 1 0' * fovy;
581 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
584 float width = (ov_worldmax.x - ov_worldmin.x);
585 float height = (ov_worldmax.y - ov_worldmin.y);
586 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
587 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
588 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
589 return '1 0 0' * fovx + '0 1 0' * fovy;
592 // this function must match W_SetupShot!
593 float zoomscript_caught;
595 vector wcross_origin;
596 float wcross_scale_prev, wcross_alpha_prev;
597 vector wcross_color_prev;
598 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
599 vector wcross_color_goal_prev;
600 float wcross_changedonetime;
602 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
603 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
604 float wcross_name_changestarttime, wcross_name_changedonetime;
605 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
607 float wcross_ring_prev;
610 entity trueaim_rifle;
612 const float SHOTTYPE_HITTEAM = 1;
613 const float SHOTTYPE_HITOBSTRUCTION = 2;
614 const float SHOTTYPE_HITWORLD = 3;
615 const float SHOTTYPE_HITENEMY = 4;
619 trueaim = new(trueaim);
621 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
622 trueaim_rifle = new(trueaim_rifle);
623 make_pure(trueaim_rifle);
624 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
627 float EnemyHitCheck()
630 wcross_origin = project_3d_to_2d(trace_endpos);
633 n = trace_ent.entnum;
635 n = trace_networkentity;
637 return SHOTTYPE_HITWORLD;
639 return SHOTTYPE_HITWORLD;
640 t = entcs_GetTeam(n - 1);
643 return SHOTTYPE_HITTEAM;
644 if(t == NUM_SPECTATOR)
645 return SHOTTYPE_HITWORLD;
646 return SHOTTYPE_HITENEMY;
651 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?
652 vector vecs, trueaimpoint, w_shotorg;
660 mv = MOVE_NOMONSTERS;
662 switch(activeweapon) // WEAPONTODO
664 case WEP_TUBA: // no aim
665 case WEP_PORTO: // shoots from eye
666 case WEP_NEXBALL: // shoots from eye
667 case WEP_HOOK: // no trueaim
668 case WEP_MORTAR: // toss curve
669 return SHOTTYPE_HITWORLD;
677 if(zoomscript_caught)
679 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
680 return EnemyHitCheck();
683 case WEP_DEVASTATOR: // projectile has a size!
687 case WEP_FIREBALL: // projectile has a size!
691 case WEP_SEEKER: // projectile has a size!
695 case WEP_ELECTRO: // projectile has a size!
701 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
703 vecs = decompressShotOrigin(STAT(SHOTORG));
705 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
706 trueaimpoint = trace_endpos;
708 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
709 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
716 dv = view_right * vecs.y + view_up * vecs.z;
717 w_shotorg = traceorigin + dv;
719 // now move the vecs forward as much as requested if possible
720 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
721 w_shotorg = trace_endpos - view_forward * nudge;
723 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
724 shottype = EnemyHitCheck();
725 if(shottype != SHOTTYPE_HITWORLD)
729 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
730 // or rather, I know why, but see no fix
731 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
732 // 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
733 return SHOTTYPE_HITOBSTRUCTION;
736 return SHOTTYPE_HITWORLD;
740 void CSQC_Demo_Camera();
741 float HUD_WouldDrawScoreboard();
743 const float CAMERA_FREE = 1;
744 const float CAMERA_CHASE = 2;
746 string reticle_image;
747 string NextFrameCommand;
749 vector freeze_org, freeze_ang;
750 entity nightvision_noise, nightvision_noise2;
752 const float MAX_TIME_DIFF = 5;
753 float pickup_crosshair_time, pickup_crosshair_size;
754 float hitindication_crosshair_size;
755 float use_vortex_chargepool;
757 float myhealth, myhealth_prev;
758 float myhealth_flash;
760 float old_blurradius, old_bluralpha;
761 float old_sharpen_intensity;
763 vector myhealth_gentlergb;
765 float contentavgalpha, liquidalpha_prev;
766 vector liquidcolor_prev;
768 float eventchase_current_distance;
769 float eventchase_running;
770 bool WantEventchase(entity this)
772 if(autocvar_cl_orthoview)
778 if(spectatee_status >= 0)
780 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
782 if(MUTATOR_CALLHOOK(WantEventchase, this))
784 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
786 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
788 if(autocvar_cl_eventchase_death == 2)
790 // don't stop eventchase once it's started (even if velocity changes afterwards)
791 if(this.velocity == '0 0 0' || eventchase_running)
800 void HUD_Crosshair_Vehicle()
802 if(hud != HUD_BUMBLEBEE_GUN)
804 Vehicle info = Vehicles_from(hud);
805 info.vr_crosshair(info);
809 vector damage_blurpostprocess, content_blurpostprocess;
811 float unaccounted_damage = 0;
814 // accumulate damage with each stat update
815 static float damage_total_prev = 0;
816 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
817 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
818 damage_total_prev = damage_total;
820 static float damage_dealt_time_prev = 0;
821 float damage_dealt_time = STAT(HIT_TIME);
822 if (damage_dealt_time != damage_dealt_time_prev)
824 unaccounted_damage += unaccounted_damage_new;
825 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
827 damage_dealt_time_prev = damage_dealt_time;
829 // prevent hitsound when switching spectatee
830 static float spectatee_status_prev = 0;
831 if (spectatee_status != spectatee_status_prev)
832 unaccounted_damage = 0;
833 spectatee_status_prev = spectatee_status;
838 // varying sound pitch
840 static float hitsound_time_prev = 0;
841 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
842 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
843 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
845 if (autocvar_cl_hitsound && unaccounted_damage)
847 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
848 float a = autocvar_cl_hitsound_max_pitch;
849 float b = autocvar_cl_hitsound_min_pitch;
850 float c = autocvar_cl_hitsound_nom_damage;
851 float x = unaccounted_damage;
852 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
854 // if sound variation is disabled, set pitch_shift to 1
855 if (autocvar_cl_hitsound == 1)
858 // if pitch shift is reversed, mirror in (max-min)/2 + min
859 if (autocvar_cl_hitsound == 3)
861 float mirror_value = (a-b)/2 + b;
862 pitch_shift = mirror_value + (mirror_value - pitch_shift);
865 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
867 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
868 // todo: normalize sound pressure levels? seems unnecessary
870 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
872 unaccounted_damage = 0;
873 hitsound_time_prev = time;
876 static float typehit_time_prev = 0;
877 float typehit_time = STAT(TYPEHIT_TIME);
878 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
880 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
881 typehit_time_prev = typehit_time;
887 static float rainbow_last_flicker;
888 static vector rainbow_prev_color;
892 if(!scoreboard_active && !camera_active && intermission != 2 &&
893 spectatee_status != -1 && !csqcplayer.viewloc &&
894 !HUD_MinigameMenu_IsOpened() )
896 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
899 if (hud != HUD_NORMAL)
901 HUD_Crosshair_Vehicle();
906 float wcross_alpha, wcross_resolution;
907 wcross_style = autocvar_crosshair;
908 if (wcross_style == "0")
910 wcross_resolution = autocvar_crosshair_size;
911 if (wcross_resolution == 0)
913 wcross_alpha = autocvar_crosshair_alpha;
914 if (wcross_alpha == 0)
920 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
921 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
923 if(autocvar_crosshair_hittest)
925 vector wcross_oldorigin;
926 wcross_oldorigin = wcross_origin;
927 shottype = TrueAimCheck();
928 if(shottype == SHOTTYPE_HITWORLD)
930 v = wcross_origin - wcross_oldorigin;
932 v.y /= vid_conheight;
934 shottype = SHOTTYPE_HITOBSTRUCTION;
936 if(!autocvar_crosshair_hittest_showimpact)
937 wcross_origin = wcross_oldorigin;
940 shottype = SHOTTYPE_HITWORLD;
942 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
943 string wcross_name = "";
944 float wcross_scale, wcross_blur;
946 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
951 if(autocvar_crosshair_per_weapon)
953 // WEAPONTODO: access these through some general settings (with non-balance config settings)
954 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
955 //if (wcross_resolution == 0)
958 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
959 wcross_resolution *= e.w_crosshair_size;
960 wcross_name = e.w_crosshair;
965 if(wcross_name == "")
966 wcross_name = strcat("gfx/crosshair", wcross_style);
968 // MAIN CROSSHAIR COLOR DECISION
969 switch(autocvar_crosshair_color_special)
971 case 1: // crosshair_color_per_weapon
975 wcross_color = e.wpcolor;
978 else { goto normalcolor; }
981 case 2: // crosshair_color_by_health
983 float x = STAT(HEALTH);
998 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
999 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
1003 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
1004 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
1005 wcross_color.z = 1 - (x-100)*0.02;
1011 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
1016 wcross_color.y = (x-20)*90/27/100;
1017 wcross_color.z = (x-20)*90/27/100 * 0.2;
1027 case 3: // crosshair_color_rainbow
1029 if(time >= rainbow_last_flicker)
1031 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1032 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1034 wcross_color = rainbow_prev_color;
1038 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1041 if(autocvar_crosshair_effect_scalefade)
1043 wcross_scale = wcross_resolution;
1044 wcross_resolution = 1;
1051 if(autocvar_crosshair_pickup)
1053 float stat_pickup_time = STAT(LAST_PICKUP);
1055 if(pickup_crosshair_time < stat_pickup_time)
1057 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1058 pickup_crosshair_size = 1;
1060 pickup_crosshair_time = stat_pickup_time;
1063 if(pickup_crosshair_size > 0)
1064 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1066 pickup_crosshair_size = 0;
1068 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1071 // todo: make crosshair hit indication dependent on damage dealt
1072 if(autocvar_crosshair_hitindication)
1074 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1076 if(unaccounted_damage)
1078 hitindication_crosshair_size = 1;
1081 if(hitindication_crosshair_size > 0)
1082 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1084 hitindication_crosshair_size = 0;
1086 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1087 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1088 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1089 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1092 if(shottype == SHOTTYPE_HITENEMY)
1093 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1094 if(shottype == SHOTTYPE_HITTEAM)
1095 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1097 f = fabs(autocvar_crosshair_effect_time);
1098 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1100 wcross_changedonetime = time + f;
1102 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1104 wcross_name_changestarttime = time;
1105 wcross_name_changedonetime = time + f;
1106 if(wcross_name_goal_prev_prev)
1107 strunzone(wcross_name_goal_prev_prev);
1108 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1109 wcross_name_goal_prev = strzone(wcross_name);
1110 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1111 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1112 wcross_resolution_goal_prev = wcross_resolution;
1115 wcross_scale_goal_prev = wcross_scale;
1116 wcross_alpha_goal_prev = wcross_alpha;
1117 wcross_color_goal_prev = wcross_color;
1119 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1122 wcross_alpha *= 0.75;
1126 // *_prev is at time-frametime
1127 // * is at wcross_changedonetime+f
1128 // what do we have at time?
1129 if(time < wcross_changedonetime)
1131 f = frametime / (wcross_changedonetime - time + frametime);
1132 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1133 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1134 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1137 wcross_scale_prev = wcross_scale;
1138 wcross_alpha_prev = wcross_alpha;
1139 wcross_color_prev = wcross_color;
1141 MUTATOR_CALLHOOK(UpdateCrosshair);
1143 wcross_scale *= 1 - autocvar__menu_alpha;
1144 wcross_alpha *= 1 - autocvar__menu_alpha;
1145 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1147 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1149 // crosshair rings for weapon stats
1150 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1152 // declarations and stats
1153 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1154 string ring_image = string_null, ring_inner_image = string_null;
1155 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1157 ring_scale = autocvar_crosshair_ring_size;
1159 float weapon_clipload, weapon_clipsize;
1160 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1161 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1163 float ok_ammo_charge, ok_ammo_chargepool;
1164 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1165 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1167 float vortex_charge, vortex_chargepool;
1168 vortex_charge = STAT(VORTEX_CHARGE);
1169 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1171 float arc_heat = STAT(ARC_HEAT);
1173 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1174 vortex_charge_movingavg = vortex_charge;
1177 // handle the values
1178 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1180 if (vortex_chargepool || use_vortex_chargepool) {
1181 use_vortex_chargepool = 1;
1182 ring_inner_value = vortex_chargepool;
1184 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1185 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1188 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1189 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;
1190 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1192 // draw the outer ring to show the current charge of the weapon
1193 ring_value = vortex_charge;
1194 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1195 ring_rgb = wcross_color;
1196 ring_image = "gfx/crosshair_ring_nexgun.tga";
1198 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1200 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.
1201 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1202 ring_rgb = wcross_color;
1203 ring_image = "gfx/crosshair_ring.tga";
1205 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1207 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1208 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1209 ring_rgb = wcross_color;
1210 ring_image = "gfx/crosshair_ring.tga";
1212 else if (ok_ammo_charge)
1214 ring_value = ok_ammo_chargepool;
1215 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1216 ring_rgb = wcross_color;
1217 ring_image = "gfx/crosshair_ring.tga";
1219 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1221 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1222 ring_scale = autocvar_crosshair_ring_reload_size;
1223 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1224 ring_rgb = wcross_color;
1226 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1227 // if a new image for another weapon is added, add the code (and its respective file/value) here
1228 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1229 ring_image = "gfx/crosshair_ring_rifle.tga";
1231 ring_image = "gfx/crosshair_ring.tga";
1233 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1235 ring_value = arc_heat;
1236 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1237 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1238 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1239 ring_image = "gfx/crosshair_ring.tga";
1242 // if in weapon switch animation, fade ring out/in
1243 if(autocvar_crosshair_effect_time > 0)
1245 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1248 wcross_ring_prev = ((ring_image) ? true : false);
1251 if(wcross_ring_prev)
1254 ring_alpha *= fabs(1 - bound(0, f, 1));
1259 ring_alpha *= bound(0, f, 1);
1263 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1264 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1267 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1270 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1272 if(wcross_blur > 0) \
1274 for(i = -2; i <= 2; ++i) \
1275 for(j = -2; j <= 2; ++j) \
1276 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1280 M(0,0,sz,wcross_name,wcross_alpha); \
1284 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1285 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)
1287 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1288 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1290 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1292 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1293 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1294 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1301 wcross_name_alpha_goal_prev = f;
1303 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1304 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1306 if(autocvar_crosshair_dot)
1308 vector wcross_color_old;
1309 wcross_color_old = wcross_color;
1311 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1312 wcross_color = stov(autocvar_crosshair_dot_color);
1314 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1315 // FIXME why don't we use wcross_alpha here?
1316 wcross_color = wcross_color_old;
1322 wcross_scale_prev = 0;
1323 wcross_alpha_prev = 0;
1324 wcross_scale_goal_prev = 0;
1325 wcross_alpha_goal_prev = 0;
1326 wcross_changedonetime = 0;
1327 if(wcross_name_goal_prev)
1328 strunzone(wcross_name_goal_prev);
1329 wcross_name_goal_prev = string_null;
1330 if(wcross_name_goal_prev_prev)
1331 strunzone(wcross_name_goal_prev_prev);
1332 wcross_name_goal_prev_prev = string_null;
1333 wcross_name_changestarttime = 0;
1334 wcross_name_changedonetime = 0;
1335 wcross_name_alpha_goal_prev = 0;
1336 wcross_name_alpha_goal_prev_prev = 0;
1337 wcross_resolution_goal_prev = 0;
1338 wcross_resolution_goal_prev_prev = 0;
1344 vector rgb = '0 0 0';
1346 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1348 rgb = MUTATOR_ARGV(0, vector);
1349 a = MUTATOR_ARGV(0, float);
1351 else if(STAT(FROZEN))
1353 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');
1355 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1357 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1359 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);
1360 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);
1362 else if(STAT(REVIVE_PROGRESS))
1364 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);
1365 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1368 if(autocvar_r_letterbox == 0)
1369 if(autocvar_viewsize < 120)
1371 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1372 Accuracy_LoadLevels();
1375 HUD_DrawScoreboard();
1378 // crosshair goes VERY LAST
1385 float oldr_nearclip;
1386 float oldr_farclip_base;
1387 float oldr_farclip_world;
1389 float oldr_useportalculling;
1390 float oldr_useinfinitefarclip;
1392 void cl_notice_run();
1395 float vh_notice_time;
1396 void WaypointSprite_Load();
1397 void CSQC_UpdateView(float w, float h)
1402 vector vf_size, vf_min;
1405 execute_next_frame();
1412 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1413 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1417 if(autocvar__hud_showbinds_reload) // menu can set this one
1420 binddb = db_create();
1421 cvar_set("_hud_showbinds_reload", "0");
1424 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1425 view_quality = getproperty(VF_MINFPS_QUALITY);
1429 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1430 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1432 vf_size = getpropertyvec(VF_SIZE);
1433 vf_min = getpropertyvec(VF_MIN);
1434 vid_width = vf_size.x;
1435 vid_height = vf_size.y;
1437 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1438 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1440 WaypointSprite_Load();
1442 CSQCPlayer_SetCamera();
1444 if(player_localentnum <= maxclients) // is it a client?
1445 current_player = player_localentnum - 1;
1446 else // then player_localentnum is the vehicle I'm driving
1447 current_player = player_localnum;
1448 myteam = entcs_GetTeam(current_player);
1450 if(myteam != prev_myteam)
1452 myteamcolors = colormapPaletteColor(myteam, 1);
1453 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1454 prev_myteam = myteam;
1457 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1459 float is_dead = (STAT(HEALTH) <= 0);
1461 // FIXME do we need this hack?
1464 // in demos, input_buttons do not work
1465 button_zoom = (autocvar__togglezoom == "-");
1468 && autocvar_cl_unpress_zoom_on_death
1469 && (spectatee_status >= 0)
1470 && (is_dead || intermission))
1472 // no zoom while dead or in intermission please
1473 localcmd("-zoom\n");
1474 button_zoom = false;
1477 // event chase camera
1478 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1480 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1481 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1484 float vehicle_viewdist = 0;
1485 vector vehicle_viewofs = '0 0 0';
1489 if(hud != HUD_BUMBLEBEE_GUN)
1491 Vehicle info = Vehicles_from(hud);
1492 vehicle_viewdist = info.height;
1493 vehicle_viewofs = info.view_ofs;
1499 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1504 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1506 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1508 eventchase_running = true;
1510 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1512 local_player = self; // fall back!
1514 // 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.)
1515 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1516 if(ons_roundlost) { current_view_origin = gen.origin; }
1518 // detect maximum viewoffset and use it
1519 vector view_offset = autocvar_cl_eventchase_viewoffset;
1523 view_offset = vehicle_viewofs;
1525 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1527 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1531 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1532 if(trace_fraction == 1) { current_view_origin += view_offset; }
1533 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1536 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1537 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1538 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1539 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1541 // make the camera smooth back
1542 float chase_distance = autocvar_cl_eventchase_distance;
1546 chase_distance = vehicle_viewdist;
1548 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1550 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1552 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1553 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1554 else if(eventchase_current_distance != chase_distance)
1555 eventchase_current_distance = chase_distance;
1557 makevectors(view_angles);
1559 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1560 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1562 // If the boxtrace fails, revert back to line tracing.
1563 if(!local_player.viewloc)
1564 if(trace_startsolid)
1566 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1567 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1568 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1570 else { setproperty(VF_ORIGIN, trace_endpos); }
1572 if(!local_player.viewloc)
1573 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1575 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1577 eventchase_running = false;
1578 cvar_set("chase_active", "0");
1579 eventchase_current_distance = 0; // start from 0 next time
1582 // workaround for camera stuck between player's legs when using chase_active 1
1583 // because the engine stops updating the chase_active camera when the game ends
1584 else if(intermission)
1586 cvar_settemp("chase_active", "-1");
1587 eventchase_current_distance = 0;
1590 // do lockview after event chase camera so that it still applies whenever necessary.
1591 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1593 setproperty(VF_ORIGIN, freeze_org);
1594 setproperty(VF_ANGLES, freeze_ang);
1598 freeze_org = getpropertyvec(VF_ORIGIN);
1599 freeze_ang = getpropertyvec(VF_ANGLES);
1603 //WarpZone_FixPMove();
1605 vector ov_org = '0 0 0';
1606 vector ov_mid = '0 0 0';
1607 vector ov_worldmin = '0 0 0';
1608 vector ov_worldmax = '0 0 0';
1609 if(autocvar_cl_orthoview)
1611 ov_worldmin = mi_picmin;
1612 ov_worldmax = mi_picmax;
1614 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1615 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1616 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1618 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1619 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1621 float ov_nearest = vlen(ov_org - vec3(
1622 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1623 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1624 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1627 float ov_furthest = 0;
1630 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1631 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1632 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1633 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1634 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1635 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1636 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1637 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1641 oldr_nearclip = cvar("r_nearclip");
1642 oldr_farclip_base = cvar("r_farclip_base");
1643 oldr_farclip_world = cvar("r_farclip_world");
1644 oldr_novis = cvar("r_novis");
1645 oldr_useportalculling = cvar("r_useportalculling");
1646 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1649 cvar_settemp("r_nearclip", ftos(ov_nearest));
1650 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1651 cvar_settemp("r_farclip_world", "0");
1652 cvar_settemp("r_novis", "1");
1653 cvar_settemp("r_useportalculling", "0");
1654 cvar_settemp("r_useinfinitefarclip", "0");
1656 setproperty(VF_ORIGIN, ov_org);
1657 setproperty(VF_ANGLES, '90 0 0');
1662 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1664 vtos(getpropertyvec(VF_ANGLES)),
1674 cvar_set("r_nearclip", ftos(oldr_nearclip));
1675 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1676 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1677 cvar_set("r_novis", ftos(oldr_novis));
1678 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1679 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1684 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1685 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1686 viewmodel_draw(viewmodel);
1689 view_origin = getpropertyvec(VF_ORIGIN);
1690 view_angles = getpropertyvec(VF_ANGLES);
1691 makevectors(view_angles);
1692 view_forward = v_forward;
1693 view_right = v_right;
1697 if(time > blurtest_time0 && time < blurtest_time1)
1701 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1702 r = t * blurtest_radius;
1703 f = 1 / pow(t, blurtest_power) - 1;
1705 cvar_set("r_glsl_postprocess", "1");
1706 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1710 cvar_set("r_glsl_postprocess", "0");
1711 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1715 TargetMusic_Advance();
1719 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1721 drawframetime = bound(0.000001, time - drawtime, 1);
1724 // watch for gametype changes here...
1725 // in ParseStuffCMD the cmd isn't executed yet :/
1726 // might even be better to add the gametype to TE_CSQC_INIT...?
1730 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1732 if(calledhooks & HOOK_START)
1734 localcmd("\ncl_hook_gameend\n");
1735 calledhooks |= HOOK_END;
1744 if(!zoomscript_caught)
1746 localcmd("+button9\n");
1747 zoomscript_caught = 1;
1752 if(zoomscript_caught)
1754 localcmd("-button9\n");
1755 zoomscript_caught = 0;
1759 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1761 // currently switching-to weapon (for crosshair)
1762 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1764 // actually active weapon (for zoom)
1765 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1767 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1769 f = (serverflags & SERVERFLAG_TEAMPLAY);
1776 if(last_switchweapon != switchweapon)
1779 last_switchweapon = switchweapon;
1780 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1782 localcmd("-zoom\n");
1783 button_zoom = false;
1785 if(autocvar_cl_unpress_attack_on_weapon_switch)
1787 localcmd("-fire\n");
1788 localcmd("-fire2\n");
1789 button_attack2 = false;
1792 if(last_activeweapon != activeweapon)
1794 last_activeweapon = activeweapon;
1798 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1800 localcmd("\ncl_hook_activeweapon none\n");
1803 // ALWAYS Clear Current Scene First
1806 setproperty(VF_ORIGIN, view_origin);
1807 setproperty(VF_ANGLES, view_angles);
1809 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1810 setproperty(VF_SIZE, vf_size);
1811 setproperty(VF_MIN, vf_min);
1813 // Assign Standard Viewflags
1814 // Draw the World (and sky)
1815 setproperty(VF_DRAWWORLD, 1);
1817 // Set the console size vars
1818 vid_conwidth = autocvar_vid_conwidth;
1819 vid_conheight = autocvar_vid_conheight;
1820 vid_pixelheight = autocvar_vid_pixelheight;
1822 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1823 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1824 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1826 // Camera for demo playback
1829 if(autocvar_camera_enable)
1833 cvar_set("chase_active", ftos(chase_active_backup));
1834 cvar_set("cl_demo_mousegrab", "0");
1835 camera_active = false;
1841 if(autocvar_camera_enable)
1843 if(autocvar_camera_enable && isdemo())
1846 // Enable required Darkplaces cvars
1847 chase_active_backup = autocvar_chase_active;
1848 cvar_set("chase_active", "2");
1849 cvar_set("cl_demo_mousegrab", "1");
1850 camera_active = true;
1851 camera_mode = false;
1855 // Draw the Crosshair
1856 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1858 // Draw the Engine Status Bar (the default Quake HUD)
1859 setproperty(VF_DRAWENGINESBAR, 0);
1861 // Update the mouse position
1863 mousepos_x = vid_conwidth;
1864 mousepos_y = vid_conheight;
1865 mousepos = mousepos*0.5 + getmousepos();
1868 FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1870 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1873 // now switch to 2D drawing mode by calling a 2D drawing function
1874 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1875 // next R_RenderScene call
1876 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1878 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1879 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1881 // apply night vision effect
1882 vector tc_00, tc_01, tc_10, tc_11;
1883 vector rgb = '0 0 0';
1885 if(!nightvision_noise)
1887 nightvision_noise = new(nightvision_noise);
1889 if(!nightvision_noise2)
1891 nightvision_noise2 = new(nightvision_noise2);
1894 // color tint in yellow
1895 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1898 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1900 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1901 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1902 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1903 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1904 tc_11 = tc_01 + tc_10 - tc_00;
1905 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1906 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1907 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1908 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1909 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1913 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1914 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1915 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1916 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1917 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1918 tc_11 = tc_01 + tc_10 - tc_00;
1919 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1920 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1921 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1922 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1923 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1927 if(autocvar_cl_reticle)
1929 Weapon wep = activeweapon;
1930 // Draw the aiming reticle for weapons that use it
1931 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1932 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1933 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1934 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1936 // no zoom reticle while dead
1939 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1941 if(reticle_image != "") { reticle_type = 2; }
1942 else { reticle_type = 0; }
1944 else if(button_zoom || zoomscript_caught)
1952 if(autocvar_cl_reticle_stretch)
1954 reticle_size.x = vid_conwidth;
1955 reticle_size.y = vid_conheight;
1961 reticle_size.x = max(vid_conwidth, vid_conheight);
1962 reticle_size.y = max(vid_conwidth, vid_conheight);
1963 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1964 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1967 if(zoomscript_caught)
1970 f = current_zoomfraction;
1974 switch(reticle_type)
1976 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1977 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1984 if(reticle_type != 0) { reticle_type = 0; }
1988 // improved polyblend
1989 if(autocvar_hud_contents)
1991 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1994 switch(pointcontents(view_origin))
1997 liquidalpha = autocvar_hud_contents_water_alpha;
1998 liquidcolor = stov(autocvar_hud_contents_water_color);
2003 liquidalpha = autocvar_hud_contents_lava_alpha;
2004 liquidcolor = stov(autocvar_hud_contents_lava_color);
2009 liquidalpha = autocvar_hud_contents_slime_alpha;
2010 liquidcolor = stov(autocvar_hud_contents_slime_color);
2016 liquidcolor = '0 0 0';
2021 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2022 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2023 contentfadetime = autocvar_hud_contents_fadeintime;
2024 liquidalpha_prev = liquidalpha;
2025 liquidcolor_prev = liquidcolor;
2028 contentfadetime = autocvar_hud_contents_fadeouttime;
2030 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2031 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2034 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2036 if(autocvar_hud_postprocessing)
2038 if(autocvar_hud_contents_blur && contentavgalpha)
2040 content_blurpostprocess.x = 1;
2041 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2042 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2046 content_blurpostprocess.x = 0;
2047 content_blurpostprocess.y = 0;
2048 content_blurpostprocess.z = 0;
2053 if(autocvar_hud_damage && !STAT(FROZEN))
2055 splash_size.x = max(vid_conwidth, vid_conheight);
2056 splash_size.y = max(vid_conwidth, vid_conheight);
2057 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2058 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2060 float myhealth_flash_temp;
2061 myhealth = STAT(HEALTH);
2064 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2066 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2068 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2069 pain_threshold = autocvar_hud_damage_pain_threshold;
2070 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2071 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2073 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2075 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);
2078 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2080 if(myhealth_prev < 1)
2084 myhealth_flash = 0; // just spawned, clear the flash immediately
2085 myhealth_flash_temp = 0;
2089 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2093 if(spectatee_status == -1 || intermission)
2095 myhealth_flash = 0; // observing, or match ended
2096 myhealth_flash_temp = 0;
2099 myhealth_prev = myhealth;
2101 // IDEA: change damage color/picture based on player model for robot/alien species?
2102 // pro: matches model better
2103 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2104 // maybe different reddish pics?
2105 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2107 if(autocvar_cl_gentle_damage == 2)
2109 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2110 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2113 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2115 if(myhealth_flash_temp > 0)
2116 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);
2118 else if(myhealth_flash_temp > 0)
2119 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2121 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.
2123 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2125 damage_blurpostprocess.x = 1;
2126 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2127 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2131 damage_blurpostprocess.x = 0;
2132 damage_blurpostprocess.y = 0;
2133 damage_blurpostprocess.z = 0;
2138 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2139 float e2 = (autocvar_hud_powerup != 0);
2140 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2142 // enable or disable rendering types if they are used or not
2143 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2144 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2146 // blur postprocess handling done first (used by hud_damage and hud_contents)
2147 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2149 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2150 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2151 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2153 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2154 old_blurradius = blurradius;
2155 old_bluralpha = bluralpha;
2158 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2160 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2165 // edge detection postprocess handling done second (used by hud_powerup)
2166 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2167 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2168 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2170 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.
2172 if(autocvar_hud_powerup && sharpen_intensity > 0)
2174 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2176 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2177 old_sharpen_intensity = sharpen_intensity;
2180 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2182 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2183 old_sharpen_intensity = 0;
2186 if(cvar("r_glsl_postprocess") == 0)
2187 cvar_set("r_glsl_postprocess", "2");
2189 else if(cvar("r_glsl_postprocess") == 2)
2190 cvar_set("r_glsl_postprocess", "0");
2192 /*if(gametype == MAPINFO_TYPE_CTF)
2198 FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2199 Draw_ShowNames_All();
2202 scoreboard_active = HUD_WouldDrawScoreboard();
2206 if(NextFrameCommand)
2208 localcmd("\n", NextFrameCommand, "\n");
2209 NextFrameCommand = string_null;
2212 // we must do this check AFTER a frame was rendered, or it won't work
2213 if(cs_project_is_b0rked == 0)
2216 w0 = ftos(autocvar_vid_conwidth);
2217 h0 = ftos(autocvar_vid_conheight);
2218 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2219 //setproperty(VF_FOV, '90 90 0');
2220 setproperty(VF_ORIGIN, '0 0 0');
2221 setproperty(VF_ANGLES, '0 0 0');
2222 setproperty(VF_PERSPECTIVE, 1);
2223 makevectors('0 0 0');
2225 cvar_set("vid_conwidth", "800");
2226 cvar_set("vid_conheight", "600");
2227 v1 = cs_project(v_forward);
2228 cvar_set("vid_conwidth", "640");
2229 cvar_set("vid_conheight", "480");
2230 v2 = cs_project(v_forward);
2232 cs_project_is_b0rked = 1;
2234 cs_project_is_b0rked = -1;
2235 cvar_set("vid_conwidth", w0);
2236 cvar_set("vid_conheight", h0);
2239 if(autocvar__hud_configure)
2241 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2242 HUD_Minigame_Mouse();
2243 else if(QuickMenu_IsOpened())
2252 // let's reset the view back to normal for the end
2253 setproperty(VF_MIN, '0 0 0');
2254 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2258 // following vectors must be global to allow seamless switching between camera modes
2259 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2260 void CSQC_Demo_Camera()
2262 float speed, attenuation, dimensions;
2265 if( autocvar_camera_reset || !camera_mode )
2267 camera_offset = '0 0 0';
2268 current_angles = '0 0 0';
2269 camera_direction = '0 0 0';
2270 camera_offset.z += 30;
2271 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2272 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2273 current_origin = view_origin;
2274 current_camera_offset = camera_offset;
2275 cvar_set("camera_reset", "0");
2276 camera_mode = CAMERA_CHASE;
2281 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2283 if(autocvar_camera_look_player)
2288 dir = normalize(view_origin - current_position);
2290 mouse_angles = vectoangles(dir);
2291 mouse_angles.x = mouse_angles.x * -1;
2296 tmp = getmousepos() * 0.1;
2297 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2299 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2300 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2304 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2305 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2306 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2307 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2309 // Fix difference when angles don't have the same sign
2311 if(mouse_angles.y < -60 && current_angles.y > 60)
2313 if(mouse_angles.y > 60 && current_angles.y < -60)
2316 if(autocvar_camera_look_player)
2317 attenuation = autocvar_camera_look_attenuation;
2319 attenuation = autocvar_camera_speed_attenuation;
2321 attenuation = 1 / max(1, attenuation);
2322 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2324 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2325 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2326 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2327 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2333 if( camera_direction.x )
2335 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2336 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2337 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2338 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2342 if( camera_direction.y )
2344 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2345 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2346 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2350 if( camera_direction.z )
2352 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2356 if(autocvar_camera_free)
2357 speed = autocvar_camera_speed_free;
2359 speed = autocvar_camera_speed_chase;
2363 speed = speed * sqrt(1 / dimensions);
2364 camera_offset += tmp * speed;
2367 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2370 if( autocvar_camera_free )
2372 if ( camera_mode == CAMERA_CHASE )
2374 current_camera_offset = current_origin + current_camera_offset;
2375 camera_offset = current_origin + camera_offset;
2378 camera_mode = CAMERA_FREE;
2379 current_position = current_camera_offset;
2383 if ( camera_mode == CAMERA_FREE )
2385 current_origin = view_origin;
2386 camera_offset = camera_offset - current_origin;
2387 current_camera_offset = current_camera_offset - current_origin;
2390 camera_mode = CAMERA_CHASE;
2392 if(autocvar_camera_chase_smoothly)
2393 current_origin += (view_origin - current_origin) * attenuation;
2395 current_origin = view_origin;
2397 current_position = current_origin + current_camera_offset;
2400 setproperty(VF_ANGLES, current_angles);
2401 setproperty(VF_ORIGIN, current_position);