--- /dev/null
- setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
+ #if defined(CSQC)
+ #include "../dpdefs/csprogsdefs.qh"
+ #include "defs.qh"
+ #include "../common/constants.qh"
+ #include "../common/stats.qh"
+ #include "../warpzonelib/mathlib.qh"
+ #include "../warpzonelib/common.qh"
+ #include "../warpzonelib/client.qh"
+ #include "../common/teams.qh"
+ #include "../common/util.qh"
+ #include "../common/nades.qh"
+ #include "../common/weapons/weapons.qh"
+ #include "../common/mapinfo.qh"
+ #include "autocvars.qh"
+ #include "hud.qh"
+ #include "scoreboard.qh"
+ #include "noise.qh"
+ #include "main.qh"
+ #include "../csqcmodellib/cl_player.qh"
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #endif
+
+ entity porto;
+ vector polyline[16];
+ void Porto_Draw()
+ {
+ vector p, dir, ang, q, nextdir;
+ float portal_number, portal1_idx;
+
+ if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
+ return;
+ if(g_balance_porto_secondary)
+ return;
+ if(intermission == 1)
+ return;
+ if(intermission == 2)
+ return;
+ if (getstati(STAT_HEALTH) <= 0)
+ return;
+
+ dir = view_forward;
+
+ if(angles_held_status)
+ {
+ makevectors(angles_held);
+ dir = v_forward;
+ }
+
+ p = view_origin;
+
+ polyline[0] = p;
+ int idx = 1;
+ portal_number = 0;
+ nextdir = dir;
+
+ for (;;)
+ {
+ dir = nextdir;
+ traceline(p, p + 65536 * dir, true, porto);
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ return;
+ nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
+ p = trace_endpos;
+ polyline[idx] = p;
+ ++idx;
+ if(idx >= 16)
+ return;
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+ continue;
+ ++portal_number;
+ ang = vectoangles2(trace_plane_normal, dir);
+ ang.x = -ang.x;
+ makevectors(ang);
+ if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+ return;
+ if(portal_number == 1)
+ {
+ portal1_idx = idx;
+ if(portal_number >= 2)
+ break;
+ }
+ }
+
+ while(idx >= 2)
+ {
+ p = polyline[idx-2];
+ q = polyline[idx-1];
+ if(idx == 2)
+ p = p - view_up * 16;
+ if(idx-1 >= portal1_idx)
+ {
+ Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
+ }
+ else
+ {
+ Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
+ }
+ --idx;
+ }
+ }
+
+ void Porto_Init()
+ {
+ porto = spawn();
+ porto.classname = "porto";
+ porto.draw = Porto_Draw;
+ porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+ }
+
+ float drawtime;
+ float avgspeed;
+ vector GetCurrentFov(float fov)
+ {
+ float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
+ float velocityzoom, curspeed;
+ vector v;
+
+ zoomsensitivity = autocvar_cl_zoomsensitivity;
+ zoomfactor = autocvar_cl_zoomfactor;
+ if(zoomfactor < 1 || zoomfactor > 16)
+ zoomfactor = 2.5;
+ zoomspeed = autocvar_cl_zoomspeed;
+ if(zoomspeed >= 0)
+ if(zoomspeed < 0.5 || zoomspeed > 16)
+ zoomspeed = 3.5;
+
+ zoomdir = button_zoom;
+ if(hud == HUD_NORMAL)
+ if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+ zoomdir += button_attack2;
+ if(spectatee_status > 0 || isdemo())
+ {
+ if(spectatorbutton_zoom)
+ {
+ if(zoomdir)
+ zoomdir = 0;
+ else
+ zoomdir = 1;
+ }
+ // fteqcc failed twice here already, don't optimize this
+ }
+
+ if(zoomdir) { zoomin_effect = 0; }
+
+ if(camera_active)
+ {
+ current_viewzoom = min(1, current_viewzoom + drawframetime);
+ }
+ else if(autocvar_cl_spawnzoom && zoomin_effect)
+ {
+ float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
+
+ current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
+ current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
+ if(current_viewzoom == 1) { zoomin_effect = 0; }
+ }
+ else
+ {
+ if(zoomspeed < 0) // instant zoom
+ {
+ if(zoomdir)
+ current_viewzoom = 1 / zoomfactor;
+ else
+ current_viewzoom = 1;
+ }
+ else
+ {
+ if(zoomdir)
+ current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
+ else
+ current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
+ }
+ }
+
+ if(almost_equals(current_viewzoom, 1))
+ current_zoomfraction = 0;
+ else if(almost_equals(current_viewzoom, 1/zoomfactor))
+ current_zoomfraction = 1;
+ else
+ current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
+
+ if(zoomsensitivity < 1)
+ setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
+ else
+ setsensitivityscale(1);
+
+ if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
+ {
+ if(intermission) { curspeed = 0; }
+ else
+ {
+
+ makevectors(view_angles);
+ v = pmove_vel;
+ if(csqcplayer)
+ v = csqcplayer.velocity;
+
+ switch(autocvar_cl_velocityzoom_type)
+ {
+ case 3: curspeed = max(0, v_forward * v); break;
+ case 2: curspeed = (v_forward * v); break;
+ case 1: default: curspeed = vlen(v); break;
+ }
+ }
+
+ velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
+ avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
+ velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
+
+ //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
+ }
+ else
+ velocityzoom = 1;
+
+ float frustumx, frustumy, fovx, fovy;
+ frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
+ frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
+ fovx = atan2(frustumx, 1) / M_PI * 360.0;
+ fovy = atan2(frustumy, 1) / M_PI * 360.0;
+
+ return '1 0 0' * fovx + '0 1 0' * fovy;
+ }
+
+ vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
+ {
+ float fovx, fovy;
+ float width = (ov_worldmax.x - ov_worldmin.x);
+ float height = (ov_worldmax.y - ov_worldmin.y);
+ float distance_to_middle_of_world = vlen(ov_mid - ov_org);
+ fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
+ fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
+ return '1 0 0' * fovx + '0 1 0' * fovy;
+ }
+
+ // this function must match W_SetupShot!
+ float zoomscript_caught;
+
+ vector wcross_origin;
+ float wcross_scale_prev, wcross_alpha_prev;
+ vector wcross_color_prev;
+ float wcross_scale_goal_prev, wcross_alpha_goal_prev;
+ vector wcross_color_goal_prev;
+ float wcross_changedonetime;
+
+ string wcross_name_goal_prev, wcross_name_goal_prev_prev;
+ float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
+ float wcross_name_changestarttime, wcross_name_changedonetime;
+ float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
+
+ float wcross_ring_prev;
+
+ entity trueaim;
+ entity trueaim_rifle;
+
+ const float SHOTTYPE_HITTEAM = 1;
+ const float SHOTTYPE_HITOBSTRUCTION = 2;
+ const float SHOTTYPE_HITWORLD = 3;
+ const float SHOTTYPE_HITENEMY = 4;
+
+ void TrueAim_Init()
+ {
+ trueaim = spawn();
+ trueaim.classname = "trueaim";
+ trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ trueaim_rifle = spawn();
+ trueaim_rifle.classname = "trueaim_rifle";
+ trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ }
+
+ float EnemyHitCheck()
+ {
+ float t, n;
+ wcross_origin = project_3d_to_2d(trace_endpos);
+ wcross_origin.z = 0;
+ if(trace_ent)
+ n = trace_ent.entnum;
+ else
+ n = trace_networkentity;
+ if(n < 1)
+ return SHOTTYPE_HITWORLD;
+ if(n > maxclients)
+ return SHOTTYPE_HITWORLD;
+ t = GetPlayerColor(n - 1);
+ if(teamplay)
+ if(t == myteam)
+ return SHOTTYPE_HITTEAM;
+ if(t == NUM_SPECTATOR)
+ return SHOTTYPE_HITWORLD;
+ return SHOTTYPE_HITENEMY;
+ }
+
+ float TrueAimCheck()
+ {
+ 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?
+ vector vecs, trueaimpoint, w_shotorg;
+ vector mi, ma, dv;
+ float shottype;
+ entity ta;
+ float mv;
+
+ mi = ma = '0 0 0';
+ ta = trueaim;
+ mv = MOVE_NOMONSTERS;
+
+ switch(activeweapon) // WEAPONTODO
+ {
+ case WEP_TUBA: // no aim
+ case WEP_PORTO: // shoots from eye
+ case WEP_HOOK: // no trueaim
+ case WEP_MORTAR: // toss curve
+ return SHOTTYPE_HITWORLD;
+ case WEP_VORTEX:
+ case WEP_VAPORIZER:
+ mv = MOVE_NORMAL;
+ break;
+ case WEP_RIFLE:
+ ta = trueaim_rifle;
+ mv = MOVE_NORMAL;
+ if(zoomscript_caught)
+ {
+ tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+ return EnemyHitCheck();
+ }
+ break;
+ case WEP_DEVASTATOR: // projectile has a size!
+ mi = '-3 -3 -3';
+ ma = '3 3 3';
+ break;
+ case WEP_FIREBALL: // projectile has a size!
+ mi = '-16 -16 -16';
+ ma = '16 16 16';
+ break;
+ case WEP_SEEKER: // projectile has a size!
+ mi = '-2 -2 -2';
+ ma = '2 2 2';
+ break;
+ case WEP_ELECTRO: // projectile has a size!
+ mi = '0 0 -3';
+ ma = '0 0 -3';
+ break;
+ }
+
+ vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
+
+ vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
+
+ traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+ trueaimpoint = trace_endpos;
+
+ if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
+ trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
+
+ if(vecs.x > 0)
+ vecs.y = -vecs.y;
+ else
+ vecs = '0 0 0';
+
+ dv = view_right * vecs.y + view_up * vecs.z;
+ w_shotorg = traceorigin + dv;
+
+ // now move the vecs forward as much as requested if possible
+ 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
+ w_shotorg = trace_endpos - view_forward * nudge;
+
+ tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
+ shottype = EnemyHitCheck();
+ if(shottype != SHOTTYPE_HITWORLD)
+ return shottype;
+
+ #if 0
+ // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
+ // or rather, I know why, but see no fix
+ if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
+ // 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
+ return SHOTTYPE_HITOBSTRUCTION;
+ #endif
+
+ return SHOTTYPE_HITWORLD;
+ }
+
+ void CSQC_common_hud(void);
+
+ void PostInit(void);
+ void CSQC_Demo_Camera();
+ float HUD_WouldDrawScoreboard();
+ float camera_mode;
+ const float CAMERA_FREE = 1;
+ const float CAMERA_CHASE = 2;
+ float reticle_type;
+ string reticle_image;
+ string NextFrameCommand;
+ void CSQC_SPIDER_HUD();
+ void CSQC_RAPTOR_HUD();
+
+ vector freeze_org, freeze_ang;
+ entity nightvision_noise, nightvision_noise2;
+
+ const float MAX_TIME_DIFF = 5;
+ float pickup_crosshair_time, pickup_crosshair_size;
+ float hitindication_crosshair_size;
+ float use_vortex_chargepool;
+
+ float myhealth, myhealth_prev;
+ float myhealth_flash;
+
+ float old_blurradius, old_bluralpha;
+ float old_sharpen_intensity;
+
+ vector myhealth_gentlergb;
+
+ float contentavgalpha, liquidalpha_prev;
+ vector liquidcolor_prev;
+
+ float eventchase_current_distance;
+ float eventchase_running;
+ float WantEventchase()
+ {
+ if(autocvar_cl_orthoview)
+ return false;
+ if(intermission)
+ return true;
+ if(spectatee_status >= 0)
+ {
+ if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
+ return true;
+ if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
+ {
+ if(autocvar_cl_eventchase_death == 2)
+ {
+ // don't stop eventchase once it's started (even if velocity changes afterwards)
+ if(self.velocity == '0 0 0' || eventchase_running)
+ return true;
+ }
+ else return true;
+ }
+ }
+ return false;
+ }
+
+ vector damage_blurpostprocess, content_blurpostprocess;
+
+ float checkfail[16];
+
+ float unaccounted_damage = 0;
+ void UpdateDamage()
+ {
+ // accumulate damage with each stat update
+ static float damage_total_prev = 0;
+ float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
+ float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
+ damage_total_prev = damage_total;
+
+ static float damage_dealt_time_prev = 0;
+ float damage_dealt_time = getstatf(STAT_HIT_TIME);
+ if (damage_dealt_time != damage_dealt_time_prev)
+ {
+ unaccounted_damage += unaccounted_damage_new;
+ dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+ }
+ damage_dealt_time_prev = damage_dealt_time;
+
+ // prevent hitsound when switching spectatee
+ static float spectatee_status_prev = 0;
+ if (spectatee_status != spectatee_status_prev)
+ unaccounted_damage = 0;
+ spectatee_status_prev = spectatee_status;
+ }
+
+ void UpdateHitsound()
+ {
+ // varying sound pitch
+
+ static float hitsound_time_prev = 0;
+ // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
+ float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+ if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
+ {
+ if (autocvar_cl_hitsound && unaccounted_damage)
+ {
+ // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
+ float a = autocvar_cl_hitsound_max_pitch;
+ float b = autocvar_cl_hitsound_min_pitch;
+ float c = autocvar_cl_hitsound_nom_damage;
+ float x = unaccounted_damage;
+ float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
+
+ // if sound variation is disabled, set pitch_shift to 1
+ if (autocvar_cl_hitsound == 1)
+ pitch_shift = 1;
+
+ // if pitch shift is reversed, mirror in (max-min)/2 + min
+ if (autocvar_cl_hitsound == 3)
+ {
+ float mirror_value = (a-b)/2 + b;
+ pitch_shift = mirror_value + (mirror_value - pitch_shift);
+ }
+
+ dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+
+ // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
+ // todo: normalize sound pressure levels? seems unnecessary
+
+ sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+ }
+ unaccounted_damage = 0;
+ hitsound_time_prev = time;
+ }
+
+ static float typehit_time_prev = 0;
+ float typehit_time = getstatf(STAT_TYPEHIT_TIME);
+ if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
+ {
+ sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+ typehit_time_prev = typehit_time;
+ }
+ }
+
+ void UpdateCrosshair()
+ {
+ static float rainbow_last_flicker;
+ static vector rainbow_prev_color;
+ entity e = self;
+ float f, i, j;
+ vector v;
+ if(getstati(STAT_FROZEN))
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ else if (getstatf(STAT_HEALING_ORB)>time)
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
+ if(!intermission)
+ if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
+ {
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ 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);
+ }
+ else if(getstatf(STAT_REVIVE_PROGRESS))
+ {
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
+
+ if(autocvar_r_letterbox == 0)
+ if(autocvar_viewsize < 120)
+ CSQC_common_hud();
+
+ // crosshair goes VERY LAST
+ if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
+ {
+ if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
+ return;
+
+ string wcross_style;
+ float wcross_alpha, wcross_resolution;
+ wcross_style = autocvar_crosshair;
+ if (wcross_style == "0")
+ return;
+ wcross_resolution = autocvar_crosshair_size;
+ if (wcross_resolution == 0)
+ return;
+ wcross_alpha = autocvar_crosshair_alpha;
+ if (wcross_alpha == 0)
+ return;
+
+ // TrueAim check
+ float shottype;
+
+ // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
+ wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
+ wcross_origin.z = 0;
+ if(autocvar_crosshair_hittest)
+ {
+ vector wcross_oldorigin;
+ wcross_oldorigin = wcross_origin;
+ shottype = TrueAimCheck();
+ if(shottype == SHOTTYPE_HITWORLD)
+ {
+ v = wcross_origin - wcross_oldorigin;
+ v.x /= vid_conwidth;
+ v.y /= vid_conheight;
+ if(vlen(v) > 0.01)
+ shottype = SHOTTYPE_HITOBSTRUCTION;
+ }
+ if(!autocvar_crosshair_hittest_showimpact)
+ wcross_origin = wcross_oldorigin;
+ }
+ else
+ shottype = SHOTTYPE_HITWORLD;
+
+ vector wcross_color = '0 0 0', wcross_size = '0 0 0';
+ string wcross_name = "";
+ float wcross_scale, wcross_blur;
+
+ if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+ {
+ e = get_weaponinfo(switchingweapon);
+ if(e)
+ {
+ if(autocvar_crosshair_per_weapon)
+ {
+ // WEAPONTODO: access these through some general settings (with non-balance config settings)
+ //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+ //if (wcross_resolution == 0)
+ //return;
+
+ //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+ wcross_resolution *= e.w_crosshair_size;
+ wcross_name = e.w_crosshair;
+ }
+ }
+ }
+
+ if(wcross_name == "")
+ wcross_name = strcat("gfx/crosshair", wcross_style);
+
+ // MAIN CROSSHAIR COLOR DECISION
+ switch(autocvar_crosshair_color_special)
+ {
+ case 1: // crosshair_color_per_weapon
+ {
+ if(e)
+ {
+ wcross_color = e.wpcolor;
+ break;
+ }
+ else { goto normalcolor; }
+ }
+
+ case 2: // crosshair_color_by_health
+ {
+ float x = getstati(STAT_HEALTH);
+
+ //x = red
+ //y = green
+ //z = blue
+
+ wcross_color.z = 0;
+
+ if(x > 200)
+ {
+ wcross_color.x = 0;
+ wcross_color.y = 1;
+ }
+ else if(x > 150)
+ {
+ wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
+ wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
+ }
+ else if(x > 100)
+ {
+ wcross_color.x = 1 - (x-100)*0.02 * 0.6;
+ wcross_color.y = 1 - (x-100)*0.02 * 0.1;
+ wcross_color.z = 1 - (x-100)*0.02;
+ }
+ else if(x > 50)
+ {
+ wcross_color.x = 1;
+ wcross_color.y = 1;
+ wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
+ }
+ else if(x > 20)
+ {
+ wcross_color.x = 1;
+ wcross_color.y = (x-20)*90/27/100;
+ wcross_color.z = (x-20)*90/27/100 * 0.2;
+ }
+ else
+ {
+ wcross_color.x = 1;
+ wcross_color.y = 0;
+ }
+ break;
+ }
+
+ case 3: // crosshair_color_rainbow
+ {
+ if(time >= rainbow_last_flicker)
+ {
+ rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
+ rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
+ }
+ wcross_color = rainbow_prev_color;
+ break;
+ }
+ :normalcolor
+ default: { wcross_color = stov(autocvar_crosshair_color); break; }
+ }
+
+ if(autocvar_crosshair_effect_scalefade)
+ {
+ wcross_scale = wcross_resolution;
+ wcross_resolution = 1;
+ }
+ else
+ {
+ wcross_scale = 1;
+ }
+
+ if(autocvar_crosshair_pickup)
+ {
+ float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
+
+ if(pickup_crosshair_time < stat_pickup_time)
+ {
+ if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
+ pickup_crosshair_size = 1;
+
+ pickup_crosshair_time = stat_pickup_time;
+ }
+
+ if(pickup_crosshair_size > 0)
+ pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
+ else
+ pickup_crosshair_size = 0;
+
+ wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
+ }
+
+ // todo: make crosshair hit indication dependent on damage dealt
+ if(autocvar_crosshair_hitindication)
+ {
+ vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
+
+ if(unaccounted_damage)
+ {
+ hitindication_crosshair_size = 1;
+ }
+
+ if(hitindication_crosshair_size > 0)
+ hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
+ else
+ hitindication_crosshair_size = 0;
+
+ wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
+ wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
+ wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
+ wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
+ }
+
+ if(shottype == SHOTTYPE_HITENEMY)
+ wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
+ if(shottype == SHOTTYPE_HITTEAM)
+ wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
+
+ f = fabs(autocvar_crosshair_effect_time);
+ if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
+ {
+ wcross_changedonetime = time + f;
+ }
+ if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
+ {
+ wcross_name_changestarttime = time;
+ wcross_name_changedonetime = time + f;
+ if(wcross_name_goal_prev_prev)
+ strunzone(wcross_name_goal_prev_prev);
+ wcross_name_goal_prev_prev = wcross_name_goal_prev;
+ wcross_name_goal_prev = strzone(wcross_name);
+ wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
+ wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
+ wcross_resolution_goal_prev = wcross_resolution;
+ }
+
+ wcross_scale_goal_prev = wcross_scale;
+ wcross_alpha_goal_prev = wcross_alpha;
+ wcross_color_goal_prev = wcross_color;
+
+ if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
+ {
+ wcross_blur = 1;
+ wcross_alpha *= 0.75;
+ }
+ else
+ wcross_blur = 0;
+ // *_prev is at time-frametime
+ // * is at wcross_changedonetime+f
+ // what do we have at time?
+ if(time < wcross_changedonetime)
+ {
+ f = frametime / (wcross_changedonetime - time + frametime);
+ wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
+ wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
+ wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
+ }
+
+ wcross_scale_prev = wcross_scale;
+ wcross_alpha_prev = wcross_alpha;
+ wcross_color_prev = wcross_color;
+
+ wcross_scale *= 1 - autocvar__menu_alpha;
+ wcross_alpha *= 1 - autocvar__menu_alpha;
+ wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
+
+ if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
+ {
+ // crosshair rings for weapon stats
+ if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+ {
+ // declarations and stats
+ float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
+ string ring_image = string_null, ring_inner_image = string_null;
+ vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
+
+ ring_scale = autocvar_crosshair_ring_size;
+
+ float weapon_clipload, weapon_clipsize;
+ weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+ weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+
+ float ok_ammo_charge, ok_ammo_chargepool;
+ ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
+ ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
+
+ float vortex_charge, vortex_chargepool;
+ vortex_charge = getstatf(STAT_VORTEX_CHARGE);
+ vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
+
+ float arc_heat = getstatf(STAT_ARC_HEAT);
+
+ if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+ vortex_charge_movingavg = vortex_charge;
+
+
+ // handle the values
+ if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+ {
+ if (vortex_chargepool || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = vortex_chargepool;
+ } else {
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
+ }
+
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ 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;
+ ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+ // draw the outer ring to show the current charge of the weapon
+ ring_value = vortex_charge;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring_nexgun.tga";
+ }
+ else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+ {
+ ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+ ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+ else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ {
+ ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+ ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+ else if (ok_ammo_charge)
+ {
+ ring_value = ok_ammo_chargepool;
+ ring_alpha = autocvar_crosshair_ring_reload_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+ else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+ {
+ ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
+ ring_scale = autocvar_crosshair_ring_reload_size;
+ ring_alpha = autocvar_crosshair_ring_reload_alpha;
+ ring_rgb = wcross_color;
+
+ // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
+ // if a new image for another weapon is added, add the code (and its respective file/value) here
+ if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+ ring_image = "gfx/crosshair_ring_rifle.tga";
+ else
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+ else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+ {
+ ring_value = arc_heat;
+ ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
+ arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
+ ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+
+ // if in weapon switch animation, fade ring out/in
+ if(autocvar_crosshair_effect_time > 0)
+ {
+ f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
+ if (f >= 1)
+ {
+ wcross_ring_prev = ((ring_image) ? true : false);
+ }
+
+ if(wcross_ring_prev)
+ {
+ if(f < 1)
+ ring_alpha *= fabs(1 - bound(0, f, 1));
+ }
+ else
+ {
+ if(f < 1)
+ ring_alpha *= bound(0, f, 1);
+ }
+ }
+
+ if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
+ DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
+
+ if (ring_value)
+ DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
+ }
+
+ #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
+ do \
+ { \
+ if(wcross_blur > 0) \
+ { \
+ for(i = -2; i <= 2; ++i) \
+ for(j = -2; j <= 2; ++j) \
+ M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+ } \
+ else \
+ { \
+ M(0,0,sz,wcross_name,wcross_alpha); \
+ } \
+ } \
+ while(0)
+
+ #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
+ 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)
+
+ #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
+ CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
+
+ if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
+ {
+ f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
+ wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
+ CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
+ f = 1 - f;
+ }
+ else
+ {
+ f = 1;
+ }
+ wcross_name_alpha_goal_prev = f;
+
+ wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
+ CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+ if(autocvar_crosshair_dot)
+ {
+ vector wcross_color_old;
+ wcross_color_old = wcross_color;
+
+ if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
+ wcross_color = stov(autocvar_crosshair_dot_color);
+
+ CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
+ // FIXME why don't we use wcross_alpha here?cl_notice_run();
+ wcross_color = wcross_color_old;
+ }
+ }
+ }
+ else
+ {
+ wcross_scale_prev = 0;
+ wcross_alpha_prev = 0;
+ wcross_scale_goal_prev = 0;
+ wcross_alpha_goal_prev = 0;
+ wcross_changedonetime = 0;
+ if(wcross_name_goal_prev)
+ strunzone(wcross_name_goal_prev);
+ wcross_name_goal_prev = string_null;
+ if(wcross_name_goal_prev_prev)
+ strunzone(wcross_name_goal_prev_prev);
+ wcross_name_goal_prev_prev = string_null;
+ wcross_name_changestarttime = 0;
+ wcross_name_changedonetime = 0;
+ wcross_name_alpha_goal_prev = 0;
+ wcross_name_alpha_goal_prev_prev = 0;
+ wcross_resolution_goal_prev = 0;
+ wcross_resolution_goal_prev_prev = 0;
+ }
+ }
+
+ const int BUTTON_3 = 4;
+ const int BUTTON_4 = 8;
+ float cl_notice_run();
+ float prev_myteam;
+ void CSQC_UpdateView(float w, float h)
+ {
+ entity e;
+ float fov;
+ float f;
+ int i;
+ vector vf_size, vf_min;
+ float a;
+
+ execute_next_frame();
+
+ ++framecount;
+
+ hud = getstati(STAT_HUD);
+
+ if(autocvar__hud_showbinds_reload) // menu can set this one
+ {
+ db_close(binddb);
+ binddb = db_create();
+ cvar_set("_hud_showbinds_reload", "0");
+ }
+
+ if(checkextension("DP_CSQC_MINFPS_QUALITY"))
+ view_quality = getproperty(VF_MINFPS_QUALITY);
+ else
+ view_quality = 1;
+
+ button_attack2 = (input_buttons & BUTTON_3);
+ button_zoom = (input_buttons & BUTTON_4);
+
+ #define CHECKFAIL_ASSERT(flag,func,parm,val) do { \
+ float checkfailv = (func)(parm); \
+ if (checkfailv != (val)) { \
+ if (!checkfail[(flag)]) \
+ localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); \
+ checkfail[(flag)] = 1; \
+ } \
+ } while(0)
+ CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
+ CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
+ CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
+ CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
+ CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
+ CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
+ CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
+
+ vf_size = getpropertyvec(VF_SIZE);
+ vf_min = getpropertyvec(VF_MIN);
+ vid_width = vf_size.x;
+ vid_height = vf_size.y;
+
+ vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
+ vector splash_pos = '0 0 0', splash_size = '0 0 0';
+
+ WaypointSprite_Load();
+
+ CSQCPlayer_SetCamera();
+
+ myteam = GetPlayerColor(player_localentnum - 1);
+
+ if(myteam != prev_myteam)
+ {
+ myteamcolors = colormapPaletteColor(myteam, 1);
+ for(i = 0; i < HUD_PANEL_NUM; ++i)
+ hud_panel[i].update_time = time;
+ prev_myteam = myteam;
+ }
+
+ ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
+
+ float is_dead = (getstati(STAT_HEALTH) <= 0);
+
+ // FIXME do we need this hack?
+ if(isdemo())
+ {
+ // in demos, input_buttons do not work
+ button_zoom = (autocvar__togglezoom == "-");
+ }
+ else if(button_zoom
+ && autocvar_cl_unpress_zoom_on_death
+ && (spectatee_status >= 0)
+ && (is_dead || intermission))
+ {
+ // no zoom while dead or in intermission please
+ localcmd("-zoom\n");
+ button_zoom = false;
+ }
+
+ // event chase camera
+ if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
+ {
+ if(WantEventchase())
+ {
+ eventchase_running = true;
+
+ // 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.)
+ vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
+
+ // detect maximum viewoffset and use it
+ if(autocvar_cl_eventchase_viewoffset)
+ {
+ WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+ if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
+ else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
+ }
+
+ // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
+ // Ideally, there should be another way to enable third person cameras, such as through setproperty()
+ // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
+ if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
+
+ // make the camera smooth back
+ if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
+ eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
+ else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
+ eventchase_current_distance = autocvar_cl_eventchase_distance;
+
+ makevectors(view_angles);
+
+ vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
+ WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
+
+ // If the boxtrace fails, revert back to line tracing.
+ if(trace_startsolid)
+ {
+ eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+ setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
+ }
+ else { setproperty(VF_ORIGIN, trace_endpos); }
+
++ setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles, autocvar_in_pitch_min, autocvar_in_pitch_max));
+ }
+ else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
+ {
+ eventchase_running = false;
+ cvar_set("chase_active", "0");
+ eventchase_current_distance = 0; // start from 0 next time
+ }
+ }
+ // workaround for camera stuck between player's legs when using chase_active 1
+ // because the engine stops updating the chase_active camera when the game ends
+ else if(intermission)
+ {
+ cvar_settemp("chase_active", "-1");
+ eventchase_current_distance = 0;
+ }
+
+ // do lockview after event chase camera so that it still applies whenever necessary.
+ if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
+ {
+ setproperty(VF_ORIGIN, freeze_org);
+ setproperty(VF_ANGLES, freeze_ang);
+ }
+ else
+ {
+ freeze_org = getpropertyvec(VF_ORIGIN);
+ freeze_ang = getpropertyvec(VF_ANGLES);
+ }
+
+ WarpZone_FixView();
+ //WarpZone_FixPMove();
+
+ vector ov_org = '0 0 0';
+ vector ov_mid = '0 0 0';
+ vector ov_worldmin = '0 0 0';
+ vector ov_worldmax = '0 0 0';
+ if(autocvar_cl_orthoview)
+ {
+ ov_worldmin = mi_picmin;
+ ov_worldmax = mi_picmax;
+
+ float ov_width = (ov_worldmax.x - ov_worldmin.x);
+ float ov_height = (ov_worldmax.y - ov_worldmin.y);
+ float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
+
+ ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
+ ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
+
+ float ov_nearest = vlen(ov_org - vec3(
+ bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
+ bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
+ bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
+ ));
+
+ float ov_furthest = 0;
+ float dist = 0;
+
+ if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+
+ cvar_settemp("r_nearclip", ftos(ov_nearest));
+ cvar_settemp("r_farclip_base", ftos(ov_furthest));
+ cvar_settemp("r_farclip_world", "0");
+ cvar_settemp("r_novis", "1");
+ cvar_settemp("r_useportalculling", "0");
+ cvar_settemp("r_useinfinitefarclip", "0");
+
+ setproperty(VF_ORIGIN, ov_org);
+ setproperty(VF_ANGLES, '90 0 0');
+
+ #if 0
+ printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
+ vtos(ov_org),
+ vtos(getpropertyvec(VF_ANGLES)),
+ ov_distance,
+ ov_nearest,
+ ov_furthest);
+ #endif
+ }
+
+ // Render the Scene
+ view_origin = getpropertyvec(VF_ORIGIN);
+ view_angles = getpropertyvec(VF_ANGLES);
+ makevectors(view_angles);
+ view_forward = v_forward;
+ view_right = v_right;
+ view_up = v_up;
+
+ #ifdef BLURTEST
+ if(time > blurtest_time0 && time < blurtest_time1)
+ {
+ float r, t;
+
+ t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
+ r = t * blurtest_radius;
+ f = 1 / pow(t, blurtest_power) - 1;
+
+ cvar_set("r_glsl_postprocess", "1");
+ cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
+ }
+ else
+ {
+ cvar_set("r_glsl_postprocess", "0");
+ cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
+ }
+ #endif
+
+ TargetMusic_Advance();
+ Fog_Force();
+
+ if(drawtime == 0)
+ drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
+ else
+ drawframetime = bound(0.000001, time - drawtime, 1);
+ drawtime = time;
+
+ // watch for gametype changes here...
+ // in ParseStuffCMD the cmd isn't executed yet :/
+ // might even be better to add the gametype to TE_CSQC_INIT...?
+ if(!postinit)
+ PostInit();
+
+ if(intermission && !isdemo() && !(calledhooks & HOOK_END))
+ {
+ if(calledhooks & HOOK_START)
+ {
+ localcmd("\ncl_hook_gameend\n");
+ calledhooks |= HOOK_END;
+ }
+ }
+
+ Announcer();
+
+ fov = autocvar_fov;
+ if(fov <= 59.5)
+ {
+ if(!zoomscript_caught)
+ {
+ localcmd("+button9\n");
+ zoomscript_caught = 1;
+ }
+ }
+ else
+ {
+ if(zoomscript_caught)
+ {
+ localcmd("-button9\n");
+ zoomscript_caught = 0;
+ }
+ }
+
+ ColorTranslateMode = autocvar_cl_stripcolorcodes;
+
+ // next WANTED weapon (for HUD)
+ switchweapon = getstati(STAT_SWITCHWEAPON);
+
+ // currently switching-to weapon (for crosshair)
+ switchingweapon = getstati(STAT_SWITCHINGWEAPON);
+
+ // actually active weapon (for zoom)
+ activeweapon = getstati(STAT_ACTIVEWEAPON);
+
+ f = (serverflags & SERVERFLAG_TEAMPLAY);
+ if(f != teamplay)
+ {
+ teamplay = f;
+ HUD_InitScores();
+ }
+
+ if(last_switchweapon != switchweapon)
+ {
+ weapontime = time;
+ last_switchweapon = switchweapon;
+ if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ {
+ localcmd("-zoom\n");
+ button_zoom = false;
+ }
+ if(autocvar_cl_unpress_attack_on_weapon_switch)
+ {
+ localcmd("-fire\n");
+ localcmd("-fire2\n");
+ button_attack2 = false;
+ }
+ }
+ if(last_activeweapon != activeweapon)
+ {
+ last_activeweapon = activeweapon;
+
+ e = get_weaponinfo(activeweapon);
+ if(e.netname != "")
+ localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
+ else
+ localcmd("\ncl_hook_activeweapon none\n");
+ }
+
+ // ALWAYS Clear Current Scene First
+ clearscene();
+
+ setproperty(VF_ORIGIN, view_origin);
+ setproperty(VF_ANGLES, view_angles);
+
+ // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
+ setproperty(VF_SIZE, vf_size);
+ setproperty(VF_MIN, vf_min);
+
+ // Assign Standard Viewflags
+ // Draw the World (and sky)
+ setproperty(VF_DRAWWORLD, 1);
+
+ // Set the console size vars
+ vid_conwidth = autocvar_vid_conwidth;
+ vid_conheight = autocvar_vid_conheight;
+ vid_pixelheight = autocvar_vid_pixelheight;
+
+ if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
+ else { setproperty(VF_FOV, GetCurrentFov(fov)); }
+
+ // Camera for demo playback
+ if(camera_active)
+ {
+ if(autocvar_camera_enable)
+ CSQC_Demo_Camera();
+ else
+ {
+ cvar_set("chase_active", ftos(chase_active_backup));
+ cvar_set("cl_demo_mousegrab", "0");
+ camera_active = false;
+ }
+ }
+ else
+ {
+ #ifdef CAMERATEST
+ if(autocvar_camera_enable)
+ #else
+ if(autocvar_camera_enable && isdemo())
+ #endif
+ {
+ // Enable required Darkplaces cvars
+ chase_active_backup = autocvar_chase_active;
+ cvar_set("chase_active", "2");
+ cvar_set("cl_demo_mousegrab", "1");
+ camera_active = true;
+ camera_mode = false;
+ }
+ }
+
+ // Draw the Crosshair
+ setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
+
+ // Draw the Engine Status Bar (the default Quake HUD)
+ setproperty(VF_DRAWENGINESBAR, 0);
+
+ // Update the mouse position
+ /*
+ mousepos_x = vid_conwidth;
+ mousepos_y = vid_conheight;
+ mousepos = mousepos*0.5 + getmousepos();
+ */
+
+ e = self;
+ for(self = world; (self = nextent(self)); )
+ if(self.draw)
+ self.draw();
+ self = e;
+
+ addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
+ renderscene();
+
+ // now switch to 2D drawing mode by calling a 2D drawing function
+ // then polygon drawing will draw as 2D stuff, and NOT get queued until the
+ // next R_RenderScene call
+ drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
+
+ if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
+ if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
+ {
+ // apply night vision effect
+ vector tc_00, tc_01, tc_10, tc_11;
+ vector rgb = '0 0 0';
+
+ if(!nightvision_noise)
+ {
+ nightvision_noise = spawn();
+ nightvision_noise.classname = "nightvision_noise";
+ }
+ if(!nightvision_noise2)
+ {
+ nightvision_noise2 = spawn();
+ nightvision_noise2.classname = "nightvision_noise2";
+ }
+
+ // color tint in yellow
+ drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
+
+ // draw BG
+ a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
+ rgb = '1 1 1';
+ tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
+ tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
+ tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
+ //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
+ tc_11 = tc_01 + tc_10 - tc_00;
+ R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
+ R_PolygonVertex('0 0 0', tc_00, rgb, a);
+ R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
+ R_EndPolygon();
+
+ // draw FG
+ a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
+ rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
+ tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
+ tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
+ tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
+ tc_11 = tc_01 + tc_10 - tc_00;
+ R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
+ R_PolygonVertex('0 0 0', tc_00, rgb, a);
+ R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
+ R_EndPolygon();
+ }
+
+ if(autocvar_cl_reticle)
+ {
+ // Draw the aiming reticle for weapons that use it
+ // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
+ // It must be a persisted float for fading out to work properly (you let go of the zoom button for
+ // the view to go back to normal, so reticle_type would become 0 as we fade out)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL)
+ {
+ // no zoom reticle while dead
+ reticle_type = 0;
+ }
+ else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
+ {
+ if(reticle_image != "") { reticle_type = 2; }
+ else { reticle_type = 0; }
+ }
+ else if(button_zoom || zoomscript_caught)
+ {
+ // normal zoom
+ reticle_type = 1;
+ }
+
+ if(reticle_type)
+ {
+ if(autocvar_cl_reticle_stretch)
+ {
+ reticle_size.x = vid_conwidth;
+ reticle_size.y = vid_conheight;
+ reticle_pos.x = 0;
+ reticle_pos.y = 0;
+ }
+ else
+ {
+ reticle_size.x = max(vid_conwidth, vid_conheight);
+ reticle_size.y = max(vid_conwidth, vid_conheight);
+ reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
+ reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
+ }
+
+ if(zoomscript_caught)
+ f = 1;
+ else
+ f = current_zoomfraction;
+
+ if(f)
+ {
+ switch(reticle_type)
+ {
+ case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
+ case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+ }
+ }
+ }
+ }
+ else
+ {
+ if(reticle_type != 0) { reticle_type = 0; }
+ }
+
+
+ // improved polyblend
+ if(autocvar_hud_contents)
+ {
+ float contentalpha_temp, incontent, liquidalpha, contentfadetime;
+ vector liquidcolor;
+
+ switch(pointcontents(view_origin))
+ {
+ case CONTENT_WATER:
+ liquidalpha = autocvar_hud_contents_water_alpha;
+ liquidcolor = stov(autocvar_hud_contents_water_color);
+ incontent = 1;
+ break;
+
+ case CONTENT_LAVA:
+ liquidalpha = autocvar_hud_contents_lava_alpha;
+ liquidcolor = stov(autocvar_hud_contents_lava_color);
+ incontent = 1;
+ break;
+
+ case CONTENT_SLIME:
+ liquidalpha = autocvar_hud_contents_slime_alpha;
+ liquidcolor = stov(autocvar_hud_contents_slime_color);
+ incontent = 1;
+ break;
+
+ default:
+ liquidalpha = 0;
+ liquidcolor = '0 0 0';
+ incontent = 0;
+ break;
+ }
+
+ if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
+ { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
+ contentfadetime = autocvar_hud_contents_fadeintime;
+ liquidalpha_prev = liquidalpha;
+ liquidcolor_prev = liquidcolor;
+ }
+ else
+ contentfadetime = autocvar_hud_contents_fadeouttime;
+
+ contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
+ contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
+
+ if(contentavgalpha)
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
+
+ if(autocvar_hud_postprocessing)
+ {
+ if(autocvar_hud_contents_blur && contentavgalpha)
+ {
+ content_blurpostprocess.x = 1;
+ content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
+ content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
+ }
+ else
+ {
+ content_blurpostprocess.x = 0;
+ content_blurpostprocess.y = 0;
+ content_blurpostprocess.z = 0;
+ }
+ }
+ }
+
+ if(autocvar_hud_damage && !getstati(STAT_FROZEN))
+ {
+ splash_size.x = max(vid_conwidth, vid_conheight);
+ splash_size.y = max(vid_conwidth, vid_conheight);
+ splash_pos.x = (vid_conwidth - splash_size.x) / 2;
+ splash_pos.y = (vid_conheight - splash_size.y) / 2;
+
+ float myhealth_flash_temp;
+ myhealth = getstati(STAT_HEALTH);
+
+ // fade out
+ myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
+ // add new damage
+ myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
+
+ float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
+ pain_threshold = autocvar_hud_damage_pain_threshold;
+ pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
+ pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
+
+ if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
+ {
+ 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);
+ }
+
+ myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
+
+ if(myhealth_prev < 1)
+ {
+ if(myhealth >= 1)
+ {
+ myhealth_flash = 0; // just spawned, clear the flash immediately
+ myhealth_flash_temp = 0;
+ }
+ else
+ {
+ myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
+ }
+ }
+
+ if(spectatee_status == -1 || intermission)
+ {
+ myhealth_flash = 0; // observing, or match ended
+ myhealth_flash_temp = 0;
+ }
+
+ myhealth_prev = myhealth;
+
+ // IDEA: change damage color/picture based on player model for robot/alien species?
+ // pro: matches model better
+ // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
+ // maybe different reddish pics?
+ if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
+ {
+ if(autocvar_cl_gentle_damage == 2)
+ {
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+ {
+ myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+ }
+ }
+ else
+ myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
+
+ 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);
+ }
+ else
+ drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+
+ 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.
+ {
+ if(autocvar_hud_damage_blur && myhealth_flash_temp)
+ {
+ damage_blurpostprocess.x = 1;
+ damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
+ damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
+ }
+ else
+ {
+ damage_blurpostprocess.x = 0;
+ damage_blurpostprocess.y = 0;
+ damage_blurpostprocess.z = 0;
+ }
+ }
+ }
+
+ float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
+ float e2 = (autocvar_hud_powerup != 0);
+ if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
+ {
+ // enable or disable rendering types if they are used or not
+ if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
+ if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
+
+ // blur postprocess handling done first (used by hud_damage and hud_contents)
+ if((damage_blurpostprocess.x || content_blurpostprocess.x))
+ {
+ float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
+ float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
+ if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
+ {
+ cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
+ old_blurradius = blurradius;
+ old_bluralpha = bluralpha;
+ }
+ }
+ else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
+ {
+ cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
+ old_blurradius = 0;
+ old_bluralpha = 0;
+ }
+
+ // edge detection postprocess handling done second (used by hud_powerup)
+ float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
+ if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
+ if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
+
+ 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.
+
+ if(autocvar_hud_powerup && sharpen_intensity > 0)
+ {
+ if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
+ {
+ cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
+ old_sharpen_intensity = sharpen_intensity;
+ }
+ }
+ else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
+ {
+ cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
+ old_sharpen_intensity = 0;
+ }
+
+ if(cvar("r_glsl_postprocess") == 0)
+ cvar_set("r_glsl_postprocess", "2");
+ }
+ else if(cvar("r_glsl_postprocess") == 2)
+ cvar_set("r_glsl_postprocess", "0");
+
+ if(menu_visible)
+ menu_show();
+
+ /*if(gametype == MAPINFO_TYPE_CTF)
+ {
+ ctf_view();
+ } else */
+
+ // draw 2D entities
+ e = self;
+ for(self = world; (self = nextent(self)); )
+ if(self.draw2d)
+ self.draw2d();
+ self = e;
+ Draw_ShowNames_All();
+
+ scoreboard_active = HUD_WouldDrawScoreboard();
+
+ UpdateDamage();
+ UpdateCrosshair();
+ UpdateHitsound();
+
+ if(NextFrameCommand)
+ {
+ localcmd("\n", NextFrameCommand, "\n");
+ NextFrameCommand = string_null;
+ }
+
+ // we must do this check AFTER a frame was rendered, or it won't work
+ if(cs_project_is_b0rked == 0)
+ {
+ string w0, h0;
+ w0 = ftos(autocvar_vid_conwidth);
+ h0 = ftos(autocvar_vid_conheight);
+ //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
+ //setproperty(VF_FOV, '90 90 0');
+ setproperty(VF_ORIGIN, '0 0 0');
+ setproperty(VF_ANGLES, '0 0 0');
+ setproperty(VF_PERSPECTIVE, 1);
+ makevectors('0 0 0');
+ vector v1, v2;
+ cvar_set("vid_conwidth", "800");
+ cvar_set("vid_conheight", "600");
+ v1 = cs_project(v_forward);
+ cvar_set("vid_conwidth", "640");
+ cvar_set("vid_conheight", "480");
+ v2 = cs_project(v_forward);
+ if(v1 == v2)
+ cs_project_is_b0rked = 1;
+ else
+ cs_project_is_b0rked = -1;
+ cvar_set("vid_conwidth", w0);
+ cvar_set("vid_conheight", h0);
+ }
+
+ if(autocvar__hud_configure)
+ HUD_Panel_Mouse();
+
+ if(hud && !intermission)
+ {
+ if(hud == HUD_SPIDERBOT)
+ CSQC_SPIDER_HUD();
+ else if(hud == HUD_WAKIZASHI)
+ CSQC_WAKIZASHI_HUD();
+ else if(hud == HUD_RAPTOR)
+ CSQC_RAPTOR_HUD();
+ else if(hud == HUD_BUMBLEBEE)
+ CSQC_BUMBLE_HUD();
+ else if(hud == HUD_BUMBLEBEE_GUN)
+ CSQC_BUMBLE_GUN_HUD();
+ }
+
+ cl_notice_run();
+
+ // let's reset the view back to normal for the end
+ setproperty(VF_MIN, '0 0 0');
+ setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+ }
+
+
+ void CSQC_common_hud(void)
+ {
+ if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
+ Accuracy_LoadLevels();
+
+ HUD_Main(); // always run these functions for alpha checks
+ HUD_DrawScoreboard();
+
+ if (scoreboard_active) // scoreboard/accuracy
+ HUD_Reset();
+ else if (intermission == 2) // map voting screen
+ {
+ MapVote_Draw();
+ HUD_Reset();
+ }
+ }
+
+
+ // following vectors must be global to allow seamless switching between camera modes
+ vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
+ void CSQC_Demo_Camera()
+ {
+ float speed, attenuation, dimensions;
+ vector tmp, delta;
+
+ if( autocvar_camera_reset || !camera_mode )
+ {
+ camera_offset = '0 0 0';
+ current_angles = '0 0 0';
+ camera_direction = '0 0 0';
+ camera_offset.z += 30;
+ camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
+ camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
+ current_origin = view_origin;
+ current_camera_offset = camera_offset;
+ cvar_set("camera_reset", "0");
+ camera_mode = CAMERA_CHASE;
+ }
+
+ // Camera angles
+ if( camera_roll )
+ mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
+
+ if(autocvar_camera_look_player)
+ {
+ vector dir;
+ float n;
+
+ dir = normalize(view_origin - current_position);
+ n = mouse_angles.z;
+ mouse_angles = vectoangles(dir);
+ mouse_angles.x = mouse_angles.x * -1;
+ mouse_angles.z = n;
+ }
+ else
+ {
+ tmp = getmousepos() * 0.1;
+ if(vlen(tmp)>autocvar_camera_mouse_threshold)
+ {
+ mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
+ mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
+ }
+ }
+
+ while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
+ while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
+ while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
+ while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
+
+ // Fix difference when angles don't have the same sign
+ delta = '0 0 0';
+ if(mouse_angles.y < -60 && current_angles.y > 60)
+ delta = '0 360 0';
+ if(mouse_angles.y > 60 && current_angles.y < -60)
+ delta = '0 -360 0';
+
+ if(autocvar_camera_look_player)
+ attenuation = autocvar_camera_look_attenuation;
+ else
+ attenuation = autocvar_camera_speed_attenuation;
+
+ attenuation = 1 / max(1, attenuation);
+ current_angles += (mouse_angles - current_angles + delta) * attenuation;
+
+ while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
+ while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
+ while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
+ while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
+
+ // Camera position
+ tmp = '0 0 0';
+ dimensions = 0;
+
+ if( camera_direction.x )
+ {
+ tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
+ tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
+ if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
+ tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
+ ++dimensions;
+ }
+
+ if( camera_direction.y )
+ {
+ tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
+ tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
+ tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
+ ++dimensions;
+ }
+
+ if( camera_direction.z )
+ {
+ tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
+ ++dimensions;
+ }
+
+ if(autocvar_camera_free)
+ speed = autocvar_camera_speed_free;
+ else
+ speed = autocvar_camera_speed_chase;
+
+ if(dimensions)
+ {
+ speed = speed * sqrt(1 / dimensions);
+ camera_offset += tmp * speed;
+ }
+
+ current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
+
+ // Camera modes
+ if( autocvar_camera_free )
+ {
+ if ( camera_mode == CAMERA_CHASE )
+ {
+ current_camera_offset = current_origin + current_camera_offset;
+ camera_offset = current_origin + camera_offset;
+ }
+
+ camera_mode = CAMERA_FREE;
+ current_position = current_camera_offset;
+ }
+ else
+ {
+ if ( camera_mode == CAMERA_FREE )
+ {
+ current_origin = view_origin;
+ camera_offset = camera_offset - current_origin;
+ current_camera_offset = current_camera_offset - current_origin;
+ }
+
+ camera_mode = CAMERA_CHASE;
+
+ if(autocvar_camera_chase_smoothly)
+ current_origin += (view_origin - current_origin) * attenuation;
+ else
+ current_origin = view_origin;
+
+ current_position = current_origin + current_camera_offset;
+ }
+
+ setproperty(VF_ANGLES, current_angles);
+ setproperty(VF_ORIGIN, current_position);
+ }