2 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "scoreboard.qh"
7 #include "shownames.qh"
8 #include "quickmenu.qh"
10 #include "mutators/events.qh"
12 #include "../common/anim.qh"
13 #include "../common/constants.qh"
14 #include "../common/debug.qh"
15 #include "../common/mapinfo.qh"
16 #include "../common/gamemodes/all.qh"
17 #include "../common/physics.qh"
18 #include "../common/stats.qh"
19 #include "../common/triggers/target/music.qh"
20 #include "../common/teams.qh"
22 #include "../common/vehicles/all.qh"
23 #include "../common/weapons/all.qh"
24 #include "../common/viewloc.qh"
25 #include "../common/minigames/cl_minigames.qh"
26 #include "../common/minigames/cl_minigames_hud.qh"
28 #include "../lib/csqcmodel/cl_player.qh"
30 #include "../lib/warpzone/client.qh"
31 #include "../lib/warpzone/common.qh"
33 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
35 float autocvar_cl_viewmodel_scale;
37 bool autocvar_cl_bobmodel;
38 float autocvar_cl_bobmodel_speed;
39 float autocvar_cl_bobmodel_side;
40 float autocvar_cl_bobmodel_up;
42 float autocvar_cl_followmodel;
43 float autocvar_cl_followmodel_side_speed;
44 float autocvar_cl_followmodel_side_highpass;
45 float autocvar_cl_followmodel_side_highpass1;
46 float autocvar_cl_followmodel_side_limit;
47 float autocvar_cl_followmodel_side_lowpass;
48 float autocvar_cl_followmodel_up_speed;
49 float autocvar_cl_followmodel_up_highpass;
50 float autocvar_cl_followmodel_up_highpass1;
51 float autocvar_cl_followmodel_up_limit;
52 float autocvar_cl_followmodel_up_lowpass;
54 float autocvar_cl_leanmodel;
55 float autocvar_cl_leanmodel_side_speed;
56 float autocvar_cl_leanmodel_side_highpass;
57 float autocvar_cl_leanmodel_side_highpass1;
58 float autocvar_cl_leanmodel_side_lowpass;
59 float autocvar_cl_leanmodel_side_limit;
60 float autocvar_cl_leanmodel_up_speed;
61 float autocvar_cl_leanmodel_up_highpass;
62 float autocvar_cl_leanmodel_up_highpass1;
63 float autocvar_cl_leanmodel_up_lowpass;
64 float autocvar_cl_leanmodel_up_limit;
66 #define lowpass(value, frac, ref_store, ret) do \
68 float __frac = bound(0, frac, 1); \
69 ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
72 #define lowpass_limited(value, frac, limit, ref_store, ret) do \
74 float __ignore; lowpass(value, frac, ref_store, __ignore); \
75 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
78 #define highpass(value, frac, ref_store, ret) do \
80 float __f; lowpass(value, frac, ref_store, __f); \
81 ret = (value) - __f; \
84 #define highpass_limited(value, frac, limit, ref_store, ret) do \
86 float __f; lowpass_limited(value, frac, limit, ref_store, __f); \
87 ret = (value) - __f; \
90 #define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
92 lowpass(value.x, fracx, ref_store.x, ref_out.x); \
93 lowpass(value.y, fracy, ref_store.y, ref_out.y); \
94 lowpass(value.z, fracz, ref_store.z, ref_out.z); \
97 #define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
99 highpass(value.x, fracx, ref_store.x, ref_out.x); \
100 highpass(value.y, fracy, ref_store.y, ref_out.y); \
101 highpass(value.z, fracz, ref_store.z, ref_out.z); \
104 #define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) do \
106 highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
107 highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
108 highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
111 void viewmodel_animate(entity this)
113 static float prevtime;
114 float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
117 if (autocvar_chase_active) return;
118 if (getstati(STAT_HEALTH) <= 0) return;
120 entity view = CSQCModel_server2csqc(player_localentnum - 1);
122 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
123 static bool oldonground;
124 static float hitgroundtime;
125 static float lastongroundtime;
128 float f = time; // cl.movecmd[0].time
131 lastongroundtime = f;
133 oldonground = clonground;
135 vector gunorg = '0 0 0', gunangles = '0 0 0';
136 static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
138 bool teleported = view.csqcmodel_teleported;
140 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
143 // try to fix the first highpass; result is NOT
144 // perfect! TODO find a better fix
145 gunangles_prev = view_angles;
146 gunorg_prev = view_origin;
149 static vector gunorg_highpass = '0 0 0';
151 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
152 gunorg_highpass += gunorg_prev;
153 highpass3_limited(view_origin,
154 frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
155 frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
156 frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
157 gunorg_highpass, gunorg);
158 gunorg_prev = view_origin;
159 gunorg_highpass -= gunorg_prev;
161 static vector gunangles_highpass = '0 0 0';
163 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
164 gunangles_highpass += gunangles_prev;
165 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
166 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
167 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
168 highpass3_limited(view_angles,
169 frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
170 frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
172 gunangles_highpass, gunangles);
173 gunangles_prev = view_angles;
174 gunangles_highpass -= gunangles_prev;
176 // 3. calculate the RAW adjustment vectors
177 gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
178 gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
179 gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
181 PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
182 YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
185 static vector gunorg_adjustment_highpass;
186 static vector gunorg_adjustment_lowpass;
187 static vector gunangles_adjustment_highpass;
188 static vector gunangles_adjustment_lowpass;
190 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
191 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
193 frametime * autocvar_cl_followmodel_side_highpass,
194 frametime * autocvar_cl_followmodel_side_highpass,
195 frametime * autocvar_cl_followmodel_up_highpass,
196 gunorg_adjustment_highpass, gunorg);
198 frametime * autocvar_cl_followmodel_side_lowpass,
199 frametime * autocvar_cl_followmodel_side_lowpass,
200 frametime * autocvar_cl_followmodel_up_lowpass,
201 gunorg_adjustment_lowpass, gunorg);
202 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
204 frametime * autocvar_cl_leanmodel_up_highpass,
205 frametime * autocvar_cl_leanmodel_side_highpass,
207 gunangles_adjustment_highpass, gunangles);
209 frametime * autocvar_cl_leanmodel_up_lowpass,
210 frametime * autocvar_cl_leanmodel_side_lowpass,
212 gunangles_adjustment_lowpass, gunangles);
213 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
215 // vertical view bobbing code
218 // horizontal view bobbing code
222 // causes the view to swing down and back up when touching the ground
225 // gun model bobbing code
226 if (autocvar_cl_bobmodel)
228 // calculate for swinging gun model
229 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
230 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
231 // for the most part, but for some reason when you go through a message trigger or
232 // pick up an item or anything like that it will momentarily jolt the gun.
233 vector forward, right, up;
236 float s = time * autocvar_cl_bobmodel_speed;
239 if (time - hitgroundtime < 0.2)
241 // just hit the ground, speed the bob back up over the next 0.2 seconds
242 t = time - hitgroundtime;
243 t = bound(0, t, 0.2);
249 // recently left the ground, slow the bob down over the next 0.2 seconds
250 t = time - lastongroundtime;
251 t = 0.2 - bound(0, t, 0.2);
254 bspeed = xyspeed * 0.01;
255 MAKEVECTORS(makevectors, view_angles, forward, right, up);
256 float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
257 gunorg += bobr * right;
258 float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
261 vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
264 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
265 this.angles += gunangles;
268 .vector viewmodel_origin, viewmodel_angles;
269 .float weapon_nextthink;
270 .float weapon_eta_last;
271 .float weapon_switchdelay;
273 void viewmodel_draw(entity this)
275 int mask = (intermission || (getstati(STAT_HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
276 float a = this.alpha;
277 int c = stof(getplayerkeyvalue(current_player, "colors"));
279 Weapon wep = Weapons_from(activeweapon);
280 if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
281 entity me = CSQCModel_server2csqc(player_localentnum - 1);
282 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
284 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
285 for (entity e = this; e; e = e.weaponchild)
291 e.csqcmodel_effects = fx;
292 WITH(entity, self, e, CSQCModel_Effects_Apply());
295 static string name_last;
296 string name = Weapons_from(activeweapon).mdl;
297 if (name != name_last)
300 CL_WeaponEntity_SetModel(this, name);
301 this.viewmodel_origin = this.origin;
302 this.viewmodel_angles = this.angles;
305 if (!this.animstate_override)
306 anim_set(this, this.anim_idle, true, false, false);
308 float f = 0; // 0..1; 0: fully active
309 float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
310 if (eta <= 0) f = this.weapon_eta_last;
311 else switch (this.state)
315 f = eta / max(eta, this.weapon_switchdelay);
320 f = 1 - eta / max(eta, this.weapon_switchdelay);
329 this.weapon_eta_last = f;
330 this.origin = this.viewmodel_origin;
331 this.angles = this.viewmodel_angles;
332 this.angles_x = (-90 * f * f);
333 viewmodel_animate(this);
334 setorigin(this, this.origin);
338 STATIC_INIT(viewmodel) {
339 viewmodel = new(viewmodel);
340 viewmodel.draw = viewmodel_draw;
345 void Porto_Draw(entity this)
347 vector p, dir, ang, q, nextdir;
348 float portal_number, portal1_idx;
350 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
352 if(g_balance_porto_secondary)
354 if(intermission == 1)
356 if(intermission == 2)
358 if (getstati(STAT_HEALTH) <= 0)
363 if(angles_held_status)
365 makevectors(angles_held);
379 traceline(p, p + 65536 * dir, true, porto);
380 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
382 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
388 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
391 ang = vectoangles2(trace_plane_normal, dir);
394 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
396 if(portal_number == 1)
399 if(portal_number >= 2)
409 p = p - view_up * 16;
410 if(idx-1 >= portal1_idx)
412 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
416 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
426 porto.draw = Porto_Draw;
427 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
432 vector GetCurrentFov(float fov)
434 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
435 float velocityzoom, curspeed;
438 zoomsensitivity = autocvar_cl_zoomsensitivity;
439 zoomfactor = autocvar_cl_zoomfactor;
440 if(zoomfactor < 1 || zoomfactor > 30)
442 zoomspeed = autocvar_cl_zoomspeed;
444 if(zoomspeed < 0.5 || zoomspeed > 16)
447 zoomdir = button_zoom;
448 if(hud == HUD_NORMAL)
449 if(switchweapon == activeweapon)
450 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
451 zoomdir += button_attack2;
452 if(spectatee_status > 0 || isdemo())
454 if(spectatorbutton_zoom)
461 // fteqcc failed twice here already, don't optimize this
464 if(zoomdir) { zoomin_effect = 0; }
468 current_viewzoom = min(1, current_viewzoom + drawframetime);
470 else if(autocvar_cl_spawnzoom && zoomin_effect)
472 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
474 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
475 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
476 if(current_viewzoom == 1) { zoomin_effect = 0; }
480 if(zoomspeed < 0) // instant zoom
483 current_viewzoom = 1 / zoomfactor;
485 current_viewzoom = 1;
490 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
492 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
496 if(almost_equals(current_viewzoom, 1))
497 current_zoomfraction = 0;
498 else if(almost_equals(current_viewzoom, 1/zoomfactor))
499 current_zoomfraction = 1;
501 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
503 if(zoomsensitivity < 1)
504 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
506 setsensitivityscale(1);
508 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
510 if(intermission) { curspeed = 0; }
514 makevectors(view_angles);
517 v = csqcplayer.velocity;
519 switch(autocvar_cl_velocityzoom_type)
521 case 3: curspeed = max(0, v_forward * v); break;
522 case 2: curspeed = (v_forward * v); break;
523 case 1: default: curspeed = vlen(v); break;
527 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
528 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
529 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
531 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
536 float frustumx, frustumy, fovx, fovy;
537 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
538 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
539 fovx = atan2(frustumx, 1) / M_PI * 360.0;
540 fovy = atan2(frustumy, 1) / M_PI * 360.0;
542 return '1 0 0' * fovx + '0 1 0' * fovy;
545 vector GetViewLocationFOV(float fov)
547 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
548 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
549 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
550 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
551 return '1 0 0' * fovx + '0 1 0' * fovy;
554 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
557 float width = (ov_worldmax.x - ov_worldmin.x);
558 float height = (ov_worldmax.y - ov_worldmin.y);
559 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
560 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
561 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
562 return '1 0 0' * fovx + '0 1 0' * fovy;
565 // this function must match W_SetupShot!
566 float zoomscript_caught;
568 vector wcross_origin;
569 float wcross_scale_prev, wcross_alpha_prev;
570 vector wcross_color_prev;
571 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
572 vector wcross_color_goal_prev;
573 float wcross_changedonetime;
575 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
576 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
577 float wcross_name_changestarttime, wcross_name_changedonetime;
578 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
580 float wcross_ring_prev;
583 entity trueaim_rifle;
585 const float SHOTTYPE_HITTEAM = 1;
586 const float SHOTTYPE_HITOBSTRUCTION = 2;
587 const float SHOTTYPE_HITWORLD = 3;
588 const float SHOTTYPE_HITENEMY = 4;
592 trueaim = new(trueaim);
594 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
595 trueaim_rifle = new(trueaim_rifle);
596 make_pure(trueaim_rifle);
597 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
600 float EnemyHitCheck()
603 wcross_origin = project_3d_to_2d(trace_endpos);
606 n = trace_ent.entnum;
608 n = trace_networkentity;
610 return SHOTTYPE_HITWORLD;
612 return SHOTTYPE_HITWORLD;
613 t = GetPlayerColor(n - 1);
616 return SHOTTYPE_HITTEAM;
617 if(t == NUM_SPECTATOR)
618 return SHOTTYPE_HITWORLD;
619 return SHOTTYPE_HITENEMY;
624 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?
625 vector vecs, trueaimpoint, w_shotorg;
633 mv = MOVE_NOMONSTERS;
635 switch(activeweapon) // WEAPONTODO
637 case WEP_TUBA.m_id: // no aim
638 case WEP_PORTO.m_id: // shoots from eye
639 case WEP_NEXBALL.m_id: // shoots from eye
640 case WEP_HOOK.m_id: // no trueaim
641 case WEP_MORTAR.m_id: // toss curve
642 return SHOTTYPE_HITWORLD;
643 case WEP_VORTEX.m_id:
644 case WEP_VAPORIZER.m_id:
650 if(zoomscript_caught)
652 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
653 return EnemyHitCheck();
656 case WEP_DEVASTATOR.m_id: // projectile has a size!
660 case WEP_FIREBALL.m_id: // projectile has a size!
664 case WEP_SEEKER.m_id: // projectile has a size!
668 case WEP_ELECTRO.m_id: // projectile has a size!
674 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * getstati(STAT_VIEWHEIGHT));
676 vecs = decompressShotOrigin(STAT(SHOTORG));
678 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
679 trueaimpoint = trace_endpos;
681 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
682 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
689 dv = view_right * vecs.y + view_up * vecs.z;
690 w_shotorg = traceorigin + dv;
692 // now move the vecs forward as much as requested if possible
693 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
694 w_shotorg = trace_endpos - view_forward * nudge;
696 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
697 shottype = EnemyHitCheck();
698 if(shottype != SHOTTYPE_HITWORLD)
702 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
703 // or rather, I know why, but see no fix
704 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
705 // 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
706 return SHOTTYPE_HITOBSTRUCTION;
709 return SHOTTYPE_HITWORLD;
713 void CSQC_Demo_Camera();
714 float HUD_WouldDrawScoreboard();
716 const float CAMERA_FREE = 1;
717 const float CAMERA_CHASE = 2;
719 string reticle_image;
720 string NextFrameCommand;
722 vector freeze_org, freeze_ang;
723 entity nightvision_noise, nightvision_noise2;
725 const float MAX_TIME_DIFF = 5;
726 float pickup_crosshair_time, pickup_crosshair_size;
727 float hitindication_crosshair_size;
728 float use_vortex_chargepool;
730 float myhealth, myhealth_prev;
731 float myhealth_flash;
733 float old_blurradius, old_bluralpha;
734 float old_sharpen_intensity;
736 vector myhealth_gentlergb;
738 float contentavgalpha, liquidalpha_prev;
739 vector liquidcolor_prev;
741 float eventchase_current_distance;
742 float eventchase_running;
743 bool WantEventchase()
745 if(autocvar_cl_orthoview)
751 if(spectatee_status >= 0)
753 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
755 if(MUTATOR_CALLHOOK(WantEventchase, self))
757 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
759 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
761 if(autocvar_cl_eventchase_death == 2)
763 // don't stop eventchase once it's started (even if velocity changes afterwards)
764 if(self.velocity == '0 0 0' || eventchase_running)
773 void HUD_Crosshair_Vehicle()
775 if(hud != HUD_BUMBLEBEE_GUN)
777 Vehicle info = get_vehicleinfo(hud);
778 info.vr_crosshair(info);
782 vector damage_blurpostprocess, content_blurpostprocess;
784 float unaccounted_damage = 0;
787 // accumulate damage with each stat update
788 static float damage_total_prev = 0;
789 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
790 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
791 damage_total_prev = damage_total;
793 static float damage_dealt_time_prev = 0;
794 float damage_dealt_time = STAT(HIT_TIME);
795 if (damage_dealt_time != damage_dealt_time_prev)
797 unaccounted_damage += unaccounted_damage_new;
798 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
800 damage_dealt_time_prev = damage_dealt_time;
802 // prevent hitsound when switching spectatee
803 static float spectatee_status_prev = 0;
804 if (spectatee_status != spectatee_status_prev)
805 unaccounted_damage = 0;
806 spectatee_status_prev = spectatee_status;
811 // varying sound pitch
813 static float hitsound_time_prev = 0;
814 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
815 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
816 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
818 if (autocvar_cl_hitsound && unaccounted_damage)
820 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
821 float a = autocvar_cl_hitsound_max_pitch;
822 float b = autocvar_cl_hitsound_min_pitch;
823 float c = autocvar_cl_hitsound_nom_damage;
824 float x = unaccounted_damage;
825 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
827 // if sound variation is disabled, set pitch_shift to 1
828 if (autocvar_cl_hitsound == 1)
831 // if pitch shift is reversed, mirror in (max-min)/2 + min
832 if (autocvar_cl_hitsound == 3)
834 float mirror_value = (a-b)/2 + b;
835 pitch_shift = mirror_value + (mirror_value - pitch_shift);
838 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
840 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
841 // todo: normalize sound pressure levels? seems unnecessary
843 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
845 unaccounted_damage = 0;
846 hitsound_time_prev = time;
849 static float typehit_time_prev = 0;
850 float typehit_time = STAT(TYPEHIT_TIME);
851 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
853 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
854 typehit_time_prev = typehit_time;
860 static float rainbow_last_flicker;
861 static vector rainbow_prev_color;
865 if(!scoreboard_active && !camera_active && intermission != 2 &&
866 spectatee_status != -1 && !csqcplayer.viewloc &&
867 !HUD_MinigameMenu_IsOpened() )
869 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
872 if (hud != HUD_NORMAL)
874 HUD_Crosshair_Vehicle();
879 float wcross_alpha, wcross_resolution;
880 wcross_style = autocvar_crosshair;
881 if (wcross_style == "0")
883 wcross_resolution = autocvar_crosshair_size;
884 if (wcross_resolution == 0)
886 wcross_alpha = autocvar_crosshair_alpha;
887 if (wcross_alpha == 0)
893 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
894 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
896 if(autocvar_crosshair_hittest)
898 vector wcross_oldorigin;
899 wcross_oldorigin = wcross_origin;
900 shottype = TrueAimCheck();
901 if(shottype == SHOTTYPE_HITWORLD)
903 v = wcross_origin - wcross_oldorigin;
905 v.y /= vid_conheight;
907 shottype = SHOTTYPE_HITOBSTRUCTION;
909 if(!autocvar_crosshair_hittest_showimpact)
910 wcross_origin = wcross_oldorigin;
913 shottype = SHOTTYPE_HITWORLD;
915 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
916 string wcross_name = "";
917 float wcross_scale, wcross_blur;
919 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
921 e = get_weaponinfo(switchingweapon);
924 if(autocvar_crosshair_per_weapon)
926 // WEAPONTODO: access these through some general settings (with non-balance config settings)
927 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
928 //if (wcross_resolution == 0)
931 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
932 wcross_resolution *= e.w_crosshair_size;
933 wcross_name = e.w_crosshair;
938 if(wcross_name == "")
939 wcross_name = strcat("gfx/crosshair", wcross_style);
941 // MAIN CROSSHAIR COLOR DECISION
942 switch(autocvar_crosshair_color_special)
944 case 1: // crosshair_color_per_weapon
948 wcross_color = e.wpcolor;
951 else { goto normalcolor; }
954 case 2: // crosshair_color_by_health
956 float x = getstati(STAT_HEALTH);
971 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
972 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
976 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
977 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
978 wcross_color.z = 1 - (x-100)*0.02;
984 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
989 wcross_color.y = (x-20)*90/27/100;
990 wcross_color.z = (x-20)*90/27/100 * 0.2;
1000 case 3: // crosshair_color_rainbow
1002 if(time >= rainbow_last_flicker)
1004 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1005 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1007 wcross_color = rainbow_prev_color;
1011 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1014 if(autocvar_crosshair_effect_scalefade)
1016 wcross_scale = wcross_resolution;
1017 wcross_resolution = 1;
1024 if(autocvar_crosshair_pickup)
1026 float stat_pickup_time = STAT(LAST_PICKUP);
1028 if(pickup_crosshair_time < stat_pickup_time)
1030 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1031 pickup_crosshair_size = 1;
1033 pickup_crosshair_time = stat_pickup_time;
1036 if(pickup_crosshair_size > 0)
1037 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1039 pickup_crosshair_size = 0;
1041 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1044 // todo: make crosshair hit indication dependent on damage dealt
1045 if(autocvar_crosshair_hitindication)
1047 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1049 if(unaccounted_damage)
1051 hitindication_crosshair_size = 1;
1054 if(hitindication_crosshair_size > 0)
1055 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1057 hitindication_crosshair_size = 0;
1059 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1060 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1061 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1062 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1065 if(shottype == SHOTTYPE_HITENEMY)
1066 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1067 if(shottype == SHOTTYPE_HITTEAM)
1068 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1070 f = fabs(autocvar_crosshair_effect_time);
1071 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1073 wcross_changedonetime = time + f;
1075 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1077 wcross_name_changestarttime = time;
1078 wcross_name_changedonetime = time + f;
1079 if(wcross_name_goal_prev_prev)
1080 strunzone(wcross_name_goal_prev_prev);
1081 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1082 wcross_name_goal_prev = strzone(wcross_name);
1083 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1084 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1085 wcross_resolution_goal_prev = wcross_resolution;
1088 wcross_scale_goal_prev = wcross_scale;
1089 wcross_alpha_goal_prev = wcross_alpha;
1090 wcross_color_goal_prev = wcross_color;
1092 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1095 wcross_alpha *= 0.75;
1099 // *_prev is at time-frametime
1100 // * is at wcross_changedonetime+f
1101 // what do we have at time?
1102 if(time < wcross_changedonetime)
1104 f = frametime / (wcross_changedonetime - time + frametime);
1105 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1106 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1107 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1110 wcross_scale_prev = wcross_scale;
1111 wcross_alpha_prev = wcross_alpha;
1112 wcross_color_prev = wcross_color;
1114 MUTATOR_CALLHOOK(UpdateCrosshair);
1116 wcross_scale *= 1 - autocvar__menu_alpha;
1117 wcross_alpha *= 1 - autocvar__menu_alpha;
1118 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1120 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1122 // crosshair rings for weapon stats
1123 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1125 // declarations and stats
1126 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1127 string ring_image = string_null, ring_inner_image = string_null;
1128 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1130 ring_scale = autocvar_crosshair_ring_size;
1132 float weapon_clipload, weapon_clipsize;
1133 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1134 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1136 float ok_ammo_charge, ok_ammo_chargepool;
1137 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1138 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1140 float vortex_charge, vortex_chargepool;
1141 vortex_charge = STAT(VORTEX_CHARGE);
1142 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1144 float arc_heat = STAT(ARC_HEAT);
1146 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1147 vortex_charge_movingavg = vortex_charge;
1150 // handle the values
1151 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1153 if (vortex_chargepool || use_vortex_chargepool) {
1154 use_vortex_chargepool = 1;
1155 ring_inner_value = vortex_chargepool;
1157 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1158 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1161 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1162 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;
1163 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1165 // draw the outer ring to show the current charge of the weapon
1166 ring_value = vortex_charge;
1167 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1168 ring_rgb = wcross_color;
1169 ring_image = "gfx/crosshair_ring_nexgun.tga";
1171 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1173 ring_value = bound(0, STAT(LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1174 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1175 ring_rgb = wcross_color;
1176 ring_image = "gfx/crosshair_ring.tga";
1178 else if (activeweapon == WEP_HAGAR.m_id && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1180 ring_value = bound(0, STAT(HAGAR_LOAD) / hagar_maxrockets, 1);
1181 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1182 ring_rgb = wcross_color;
1183 ring_image = "gfx/crosshair_ring.tga";
1185 else if (ok_ammo_charge)
1187 ring_value = ok_ammo_chargepool;
1188 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1189 ring_rgb = wcross_color;
1190 ring_image = "gfx/crosshair_ring.tga";
1192 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1194 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1195 ring_scale = autocvar_crosshair_ring_reload_size;
1196 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1197 ring_rgb = wcross_color;
1199 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1200 // if a new image for another weapon is added, add the code (and its respective file/value) here
1201 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
1202 ring_image = "gfx/crosshair_ring_rifle.tga";
1204 ring_image = "gfx/crosshair_ring.tga";
1206 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
1208 ring_value = arc_heat;
1209 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1210 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1211 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1212 ring_image = "gfx/crosshair_ring.tga";
1215 // if in weapon switch animation, fade ring out/in
1216 if(autocvar_crosshair_effect_time > 0)
1218 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1221 wcross_ring_prev = ((ring_image) ? true : false);
1224 if(wcross_ring_prev)
1227 ring_alpha *= fabs(1 - bound(0, f, 1));
1232 ring_alpha *= bound(0, f, 1);
1236 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1237 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1240 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1243 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1246 if(wcross_blur > 0) \
1248 for(i = -2; i <= 2; ++i) \
1249 for(j = -2; j <= 2; ++j) \
1250 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1254 M(0,0,sz,wcross_name,wcross_alpha); \
1259 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1260 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)
1262 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1263 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1265 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1267 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1268 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1269 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1276 wcross_name_alpha_goal_prev = f;
1278 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1279 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1281 if(autocvar_crosshair_dot)
1283 vector wcross_color_old;
1284 wcross_color_old = wcross_color;
1286 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1287 wcross_color = stov(autocvar_crosshair_dot_color);
1289 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1290 // FIXME why don't we use wcross_alpha here?
1291 wcross_color = wcross_color_old;
1297 wcross_scale_prev = 0;
1298 wcross_alpha_prev = 0;
1299 wcross_scale_goal_prev = 0;
1300 wcross_alpha_goal_prev = 0;
1301 wcross_changedonetime = 0;
1302 if(wcross_name_goal_prev)
1303 strunzone(wcross_name_goal_prev);
1304 wcross_name_goal_prev = string_null;
1305 if(wcross_name_goal_prev_prev)
1306 strunzone(wcross_name_goal_prev_prev);
1307 wcross_name_goal_prev_prev = string_null;
1308 wcross_name_changestarttime = 0;
1309 wcross_name_changedonetime = 0;
1310 wcross_name_alpha_goal_prev = 0;
1311 wcross_name_alpha_goal_prev_prev = 0;
1312 wcross_resolution_goal_prev = 0;
1313 wcross_resolution_goal_prev_prev = 0;
1319 vector rgb = '0 0 0';
1321 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1323 rgb = MUTATOR_ARGV(0, vector);
1324 a = MUTATOR_ARGV(0, float);
1326 else if(STAT(FROZEN))
1328 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');
1330 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1332 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1334 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);
1335 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);
1337 else if(STAT(REVIVE_PROGRESS))
1339 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);
1340 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1343 if(autocvar_r_letterbox == 0)
1344 if(autocvar_viewsize < 120)
1346 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1347 Accuracy_LoadLevels();
1350 HUD_DrawScoreboard();
1353 // crosshair goes VERY LAST
1360 float oldr_nearclip;
1361 float oldr_farclip_base;
1362 float oldr_farclip_world;
1364 float oldr_useportalculling;
1365 float oldr_useinfinitefarclip;
1367 void cl_notice_run();
1370 float vh_notice_time;
1371 void WaypointSprite_Load();
1372 void CSQC_UpdateView(float w, float h)
1377 vector vf_size, vf_min;
1380 execute_next_frame();
1387 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1388 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1392 if(autocvar__hud_showbinds_reload) // menu can set this one
1395 binddb = db_create();
1396 cvar_set("_hud_showbinds_reload", "0");
1399 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1400 view_quality = getproperty(VF_MINFPS_QUALITY);
1404 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(self);
1405 button_zoom = PHYS_INPUT_BUTTON_ZOOM(self);
1407 vf_size = getpropertyvec(VF_SIZE);
1408 vf_min = getpropertyvec(VF_MIN);
1409 vid_width = vf_size.x;
1410 vid_height = vf_size.y;
1412 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1413 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1415 WaypointSprite_Load();
1417 CSQCPlayer_SetCamera();
1419 if(player_localentnum <= maxclients) // is it a client?
1420 current_player = player_localentnum - 1;
1421 else // then player_localentnum is the vehicle I'm driving
1422 current_player = player_localnum;
1423 myteam = GetPlayerColor(current_player);
1425 if(myteam != prev_myteam)
1427 myteamcolors = colormapPaletteColor(myteam, 1);
1428 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1429 prev_myteam = myteam;
1432 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1434 float is_dead = (getstati(STAT_HEALTH) <= 0);
1436 // FIXME do we need this hack?
1439 // in demos, input_buttons do not work
1440 button_zoom = (autocvar__togglezoom == "-");
1443 && autocvar_cl_unpress_zoom_on_death
1444 && (spectatee_status >= 0)
1445 && (is_dead || intermission))
1447 // no zoom while dead or in intermission please
1448 localcmd("-zoom\n");
1449 button_zoom = false;
1452 // event chase camera
1453 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1455 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1456 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1462 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1471 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1473 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1475 eventchase_running = true;
1477 // 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.)
1478 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1479 if(ons_roundlost) { current_view_origin = gen.origin; }
1481 // detect maximum viewoffset and use it
1482 vector view_offset = autocvar_cl_eventchase_viewoffset;
1483 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1484 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1488 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1489 if(trace_fraction == 1) { current_view_origin += view_offset; }
1490 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1493 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1494 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1495 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1496 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1498 // make the camera smooth back
1499 float chase_distance = autocvar_cl_eventchase_distance;
1500 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1501 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1503 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1504 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1505 else if(eventchase_current_distance != chase_distance)
1506 eventchase_current_distance = chase_distance;
1508 makevectors(view_angles);
1510 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1511 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1513 // If the boxtrace fails, revert back to line tracing.
1515 if(trace_startsolid)
1517 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1518 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1519 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1521 else { setproperty(VF_ORIGIN, trace_endpos); }
1524 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1526 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1528 eventchase_running = false;
1529 cvar_set("chase_active", "0");
1530 eventchase_current_distance = 0; // start from 0 next time
1533 // workaround for camera stuck between player's legs when using chase_active 1
1534 // because the engine stops updating the chase_active camera when the game ends
1535 else if(intermission)
1537 cvar_settemp("chase_active", "-1");
1538 eventchase_current_distance = 0;
1541 // do lockview after event chase camera so that it still applies whenever necessary.
1542 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1544 setproperty(VF_ORIGIN, freeze_org);
1545 setproperty(VF_ANGLES, freeze_ang);
1549 freeze_org = getpropertyvec(VF_ORIGIN);
1550 freeze_ang = getpropertyvec(VF_ANGLES);
1554 //WarpZone_FixPMove();
1556 vector ov_org = '0 0 0';
1557 vector ov_mid = '0 0 0';
1558 vector ov_worldmin = '0 0 0';
1559 vector ov_worldmax = '0 0 0';
1560 if(autocvar_cl_orthoview)
1562 ov_worldmin = mi_picmin;
1563 ov_worldmax = mi_picmax;
1565 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1566 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1567 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1569 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1570 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1572 float ov_nearest = vlen(ov_org - vec3(
1573 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1574 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1575 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1578 float ov_furthest = 0;
1581 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1582 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1583 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1584 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1585 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1586 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1587 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1588 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1592 oldr_nearclip = cvar("r_nearclip");
1593 oldr_farclip_base = cvar("r_farclip_base");
1594 oldr_farclip_world = cvar("r_farclip_world");
1595 oldr_novis = cvar("r_novis");
1596 oldr_useportalculling = cvar("r_useportalculling");
1597 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1600 cvar_settemp("r_nearclip", ftos(ov_nearest));
1601 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1602 cvar_settemp("r_farclip_world", "0");
1603 cvar_settemp("r_novis", "1");
1604 cvar_settemp("r_useportalculling", "0");
1605 cvar_settemp("r_useinfinitefarclip", "0");
1607 setproperty(VF_ORIGIN, ov_org);
1608 setproperty(VF_ANGLES, '90 0 0');
1613 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1615 vtos(getpropertyvec(VF_ANGLES)),
1625 cvar_set("r_nearclip", ftos(oldr_nearclip));
1626 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1627 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1628 cvar_set("r_novis", ftos(oldr_novis));
1629 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1630 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1636 view_origin = getpropertyvec(VF_ORIGIN);
1637 view_angles = getpropertyvec(VF_ANGLES);
1638 makevectors(view_angles);
1639 view_forward = v_forward;
1640 view_right = v_right;
1644 if(time > blurtest_time0 && time < blurtest_time1)
1648 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1649 r = t * blurtest_radius;
1650 f = 1 / pow(t, blurtest_power) - 1;
1652 cvar_set("r_glsl_postprocess", "1");
1653 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1657 cvar_set("r_glsl_postprocess", "0");
1658 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1662 TargetMusic_Advance();
1666 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1668 drawframetime = bound(0.000001, time - drawtime, 1);
1671 // watch for gametype changes here...
1672 // in ParseStuffCMD the cmd isn't executed yet :/
1673 // might even be better to add the gametype to TE_CSQC_INIT...?
1677 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1679 if(calledhooks & HOOK_START)
1681 localcmd("\ncl_hook_gameend\n");
1682 calledhooks |= HOOK_END;
1691 if(!zoomscript_caught)
1693 localcmd("+button9\n");
1694 zoomscript_caught = 1;
1699 if(zoomscript_caught)
1701 localcmd("-button9\n");
1702 zoomscript_caught = 0;
1706 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1708 // currently switching-to weapon (for crosshair)
1709 switchingweapon = STAT(SWITCHINGWEAPON);
1711 // actually active weapon (for zoom)
1712 activeweapon = getstati(STAT_ACTIVEWEAPON);
1714 f = (serverflags & SERVERFLAG_TEAMPLAY);
1721 if(last_switchweapon != switchweapon)
1724 last_switchweapon = switchweapon;
1725 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1727 localcmd("-zoom\n");
1728 button_zoom = false;
1730 if(autocvar_cl_unpress_attack_on_weapon_switch)
1732 localcmd("-fire\n");
1733 localcmd("-fire2\n");
1734 button_attack2 = false;
1737 if(last_activeweapon != activeweapon)
1739 last_activeweapon = activeweapon;
1741 e = get_weaponinfo(activeweapon);
1743 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1745 localcmd("\ncl_hook_activeweapon none\n");
1748 // ALWAYS Clear Current Scene First
1751 setproperty(VF_ORIGIN, view_origin);
1752 setproperty(VF_ANGLES, view_angles);
1754 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1755 setproperty(VF_SIZE, vf_size);
1756 setproperty(VF_MIN, vf_min);
1758 // Assign Standard Viewflags
1759 // Draw the World (and sky)
1760 setproperty(VF_DRAWWORLD, 1);
1762 // Set the console size vars
1763 vid_conwidth = autocvar_vid_conwidth;
1764 vid_conheight = autocvar_vid_conheight;
1765 vid_pixelheight = autocvar_vid_pixelheight;
1767 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1768 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1769 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1771 // Camera for demo playback
1774 if(autocvar_camera_enable)
1778 cvar_set("chase_active", ftos(chase_active_backup));
1779 cvar_set("cl_demo_mousegrab", "0");
1780 camera_active = false;
1786 if(autocvar_camera_enable)
1788 if(autocvar_camera_enable && isdemo())
1791 // Enable required Darkplaces cvars
1792 chase_active_backup = autocvar_chase_active;
1793 cvar_set("chase_active", "2");
1794 cvar_set("cl_demo_mousegrab", "1");
1795 camera_active = true;
1796 camera_mode = false;
1800 // Draw the Crosshair
1801 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1803 // Draw the Engine Status Bar (the default Quake HUD)
1804 setproperty(VF_DRAWENGINESBAR, 0);
1806 // Update the mouse position
1808 mousepos_x = vid_conwidth;
1809 mousepos_y = vid_conheight;
1810 mousepos = mousepos*0.5 + getmousepos();
1813 FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it))));
1815 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1818 // now switch to 2D drawing mode by calling a 2D drawing function
1819 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1820 // next R_RenderScene call
1821 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1823 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1824 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1826 // apply night vision effect
1827 vector tc_00, tc_01, tc_10, tc_11;
1828 vector rgb = '0 0 0';
1830 if(!nightvision_noise)
1832 nightvision_noise = new(nightvision_noise);
1834 if(!nightvision_noise2)
1836 nightvision_noise2 = new(nightvision_noise2);
1839 // color tint in yellow
1840 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1843 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1845 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1846 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1847 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1848 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1849 tc_11 = tc_01 + tc_10 - tc_00;
1850 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1851 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1852 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1853 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1854 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1858 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1859 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1860 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1861 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1862 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1863 tc_11 = tc_01 + tc_10 - tc_00;
1864 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1865 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1866 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1867 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1868 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1872 if(autocvar_cl_reticle)
1874 Weapon wep = get_weaponinfo(activeweapon);
1875 // Draw the aiming reticle for weapons that use it
1876 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1877 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1878 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1879 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1881 // no zoom reticle while dead
1884 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1886 if(reticle_image != "") { reticle_type = 2; }
1887 else { reticle_type = 0; }
1889 else if(button_zoom || zoomscript_caught)
1897 if(autocvar_cl_reticle_stretch)
1899 reticle_size.x = vid_conwidth;
1900 reticle_size.y = vid_conheight;
1906 reticle_size.x = max(vid_conwidth, vid_conheight);
1907 reticle_size.y = max(vid_conwidth, vid_conheight);
1908 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1909 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1912 if(zoomscript_caught)
1915 f = current_zoomfraction;
1919 switch(reticle_type)
1921 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1922 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1929 if(reticle_type != 0) { reticle_type = 0; }
1933 // improved polyblend
1934 if(autocvar_hud_contents)
1936 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1939 switch(pointcontents(view_origin))
1942 liquidalpha = autocvar_hud_contents_water_alpha;
1943 liquidcolor = stov(autocvar_hud_contents_water_color);
1948 liquidalpha = autocvar_hud_contents_lava_alpha;
1949 liquidcolor = stov(autocvar_hud_contents_lava_color);
1954 liquidalpha = autocvar_hud_contents_slime_alpha;
1955 liquidcolor = stov(autocvar_hud_contents_slime_color);
1961 liquidcolor = '0 0 0';
1966 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1967 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1968 contentfadetime = autocvar_hud_contents_fadeintime;
1969 liquidalpha_prev = liquidalpha;
1970 liquidcolor_prev = liquidcolor;
1973 contentfadetime = autocvar_hud_contents_fadeouttime;
1975 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1976 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1979 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1981 if(autocvar_hud_postprocessing)
1983 if(autocvar_hud_contents_blur && contentavgalpha)
1985 content_blurpostprocess.x = 1;
1986 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1987 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1991 content_blurpostprocess.x = 0;
1992 content_blurpostprocess.y = 0;
1993 content_blurpostprocess.z = 0;
1998 if(autocvar_hud_damage && !STAT(FROZEN))
2000 splash_size.x = max(vid_conwidth, vid_conheight);
2001 splash_size.y = max(vid_conwidth, vid_conheight);
2002 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2003 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2005 float myhealth_flash_temp;
2006 myhealth = getstati(STAT_HEALTH);
2009 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2011 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2013 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2014 pain_threshold = autocvar_hud_damage_pain_threshold;
2015 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2016 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2018 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2020 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);
2023 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2025 if(myhealth_prev < 1)
2029 myhealth_flash = 0; // just spawned, clear the flash immediately
2030 myhealth_flash_temp = 0;
2034 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2038 if(spectatee_status == -1 || intermission)
2040 myhealth_flash = 0; // observing, or match ended
2041 myhealth_flash_temp = 0;
2044 myhealth_prev = myhealth;
2046 // IDEA: change damage color/picture based on player model for robot/alien species?
2047 // pro: matches model better
2048 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2049 // maybe different reddish pics?
2050 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2052 if(autocvar_cl_gentle_damage == 2)
2054 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2055 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2058 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2060 if(myhealth_flash_temp > 0)
2061 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);
2063 else if(myhealth_flash_temp > 0)
2064 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2066 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.
2068 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2070 damage_blurpostprocess.x = 1;
2071 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2072 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2076 damage_blurpostprocess.x = 0;
2077 damage_blurpostprocess.y = 0;
2078 damage_blurpostprocess.z = 0;
2083 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2084 float e2 = (autocvar_hud_powerup != 0);
2085 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2087 // enable or disable rendering types if they are used or not
2088 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2089 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2091 // blur postprocess handling done first (used by hud_damage and hud_contents)
2092 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2094 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2095 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2096 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2098 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2099 old_blurradius = blurradius;
2100 old_bluralpha = bluralpha;
2103 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2105 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2110 // edge detection postprocess handling done second (used by hud_powerup)
2111 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2112 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2113 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2115 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
2117 if(autocvar_hud_powerup && sharpen_intensity > 0)
2119 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2121 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2122 old_sharpen_intensity = sharpen_intensity;
2125 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2127 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2128 old_sharpen_intensity = 0;
2131 if(cvar("r_glsl_postprocess") == 0)
2132 cvar_set("r_glsl_postprocess", "2");
2134 else if(cvar("r_glsl_postprocess") == 2)
2135 cvar_set("r_glsl_postprocess", "0");
2137 /*if(gametype == MAPINFO_TYPE_CTF)
2143 FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it))));
2144 Draw_ShowNames_All();
2147 scoreboard_active = HUD_WouldDrawScoreboard();
2151 if(NextFrameCommand)
2153 localcmd("\n", NextFrameCommand, "\n");
2154 NextFrameCommand = string_null;
2157 // we must do this check AFTER a frame was rendered, or it won't work
2158 if(cs_project_is_b0rked == 0)
2161 w0 = ftos(autocvar_vid_conwidth);
2162 h0 = ftos(autocvar_vid_conheight);
2163 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2164 //setproperty(VF_FOV, '90 90 0');
2165 setproperty(VF_ORIGIN, '0 0 0');
2166 setproperty(VF_ANGLES, '0 0 0');
2167 setproperty(VF_PERSPECTIVE, 1);
2168 makevectors('0 0 0');
2170 cvar_set("vid_conwidth", "800");
2171 cvar_set("vid_conheight", "600");
2172 v1 = cs_project(v_forward);
2173 cvar_set("vid_conwidth", "640");
2174 cvar_set("vid_conheight", "480");
2175 v2 = cs_project(v_forward);
2177 cs_project_is_b0rked = 1;
2179 cs_project_is_b0rked = -1;
2180 cvar_set("vid_conwidth", w0);
2181 cvar_set("vid_conheight", h0);
2184 if(autocvar__hud_configure)
2186 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2187 HUD_Minigame_Mouse();
2188 else if(QuickMenu_IsOpened())
2195 // let's reset the view back to normal for the end
2196 setproperty(VF_MIN, '0 0 0');
2197 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2201 // following vectors must be global to allow seamless switching between camera modes
2202 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2203 void CSQC_Demo_Camera()
2205 float speed, attenuation, dimensions;
2208 if( autocvar_camera_reset || !camera_mode )
2210 camera_offset = '0 0 0';
2211 current_angles = '0 0 0';
2212 camera_direction = '0 0 0';
2213 camera_offset.z += 30;
2214 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2215 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2216 current_origin = view_origin;
2217 current_camera_offset = camera_offset;
2218 cvar_set("camera_reset", "0");
2219 camera_mode = CAMERA_CHASE;
2224 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2226 if(autocvar_camera_look_player)
2231 dir = normalize(view_origin - current_position);
2233 mouse_angles = vectoangles(dir);
2234 mouse_angles.x = mouse_angles.x * -1;
2239 tmp = getmousepos() * 0.1;
2240 if(vlen(tmp)>autocvar_camera_mouse_threshold)
2242 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2243 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2247 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2248 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2249 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2250 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2252 // Fix difference when angles don't have the same sign
2254 if(mouse_angles.y < -60 && current_angles.y > 60)
2256 if(mouse_angles.y > 60 && current_angles.y < -60)
2259 if(autocvar_camera_look_player)
2260 attenuation = autocvar_camera_look_attenuation;
2262 attenuation = autocvar_camera_speed_attenuation;
2264 attenuation = 1 / max(1, attenuation);
2265 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2267 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2268 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2269 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2270 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2276 if( camera_direction.x )
2278 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2279 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2280 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2281 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2285 if( camera_direction.y )
2287 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2288 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2289 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2293 if( camera_direction.z )
2295 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2299 if(autocvar_camera_free)
2300 speed = autocvar_camera_speed_free;
2302 speed = autocvar_camera_speed_chase;
2306 speed = speed * sqrt(1 / dimensions);
2307 camera_offset += tmp * speed;
2310 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2313 if( autocvar_camera_free )
2315 if ( camera_mode == CAMERA_CHASE )
2317 current_camera_offset = current_origin + current_camera_offset;
2318 camera_offset = current_origin + camera_offset;
2321 camera_mode = CAMERA_FREE;
2322 current_position = current_camera_offset;
2326 if ( camera_mode == CAMERA_FREE )
2328 current_origin = view_origin;
2329 camera_offset = camera_offset - current_origin;
2330 current_camera_offset = current_camera_offset - current_origin;
2333 camera_mode = CAMERA_CHASE;
2335 if(autocvar_camera_chase_smoothly)
2336 current_origin += (view_origin - current_origin) * attenuation;
2338 current_origin = view_origin;
2340 current_position = current_origin + current_camera_offset;
2343 setproperty(VF_ANGLES, current_angles);
2344 setproperty(VF_ORIGIN, current_position);