From: Mario Date: Mon, 30 Dec 2019 13:09:15 +0000 (+1000) Subject: Split most individual features out of CSQC_UpdateView and into their own functions X-Git-Tag: xonotic-v0.8.5~1105^2~62 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ccb0c09c223d3cf7db1a627907d6250ca68d2ec8;p=xonotic%2Fxonotic-data.pk3dir.git Split most individual features out of CSQC_UpdateView and into their own functions --- diff --git a/qcsrc/client/hud/hud.qc b/qcsrc/client/hud/hud.qc index 9da25ebe9..3a13048d8 100644 --- a/qcsrc/client/hud/hud.qc +++ b/qcsrc/client/hud/hud.qc @@ -398,6 +398,8 @@ Main HUD system ================== */ +float lasthud; +float vh_notice_time; void HUD_Vehicle() { if(autocvar__hud_configure) return; @@ -409,6 +411,11 @@ void HUD_Vehicle() Vehicle info = Vehicles_from(hud); info.vr_hud(info); } + + if(hud != HUD_NORMAL && lasthud == HUD_NORMAL) + vh_notice_time = time + autocvar_cl_vehicles_notify_time; + + lasthud = hud; } void HUD_Panel_Draw(entity panent) @@ -588,6 +595,7 @@ bool HUD_WouldShowCursor() return false; } +float prev_myteam; void HUD_Main() { int i; @@ -596,6 +604,13 @@ void HUD_Main() else hud_fade_alpha = 1 - autocvar__menu_alpha; + if(myteam != prev_myteam) + { + myteamcolors = colormapPaletteColor(myteam, 1); + FOREACH(hud_panels, true, it.update_time = time); + prev_myteam = myteam; + } + HUD_Configure_Frame(); if(scoreboard_fade_alpha == 1) diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 3ff112ffe..08c717a0b 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -755,6 +755,146 @@ int WantEventchase(entity this, bool want_vehiclechase) return 0; } +void View_EventChase(entity this) +{ + // event chase camera + if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped + { + if(STAT(CAMERA_SPECTATOR)) + { + if(spectatee_status > 0) + { + if(!autocvar_chase_active) + { + cvar_set("chase_active", "-2"); + return; + } + } + else if(autocvar_chase_active == -2) + cvar_set("chase_active", "0"); + + if(autocvar_chase_active == -2) + return; + } + else if(autocvar_chase_active == -2) + cvar_set("chase_active", "0"); + + bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)); + + float vehicle_viewdist = 0; + vector vehicle_viewofs = '0 0 0'; + + if(vehicle_chase) + { + if(hud != HUD_BUMBLEBEE_GUN) + { + Vehicle info = Vehicles_from(hud); + vehicle_viewdist = info.height; + vehicle_viewofs = info.view_ofs; + if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots) + vehicle_chase = false; + } + else + vehicle_chase = false; + } + + int eventchase = WantEventchase(this, vehicle_chase); + if (eventchase) + { + vector current_view_origin_override = '0 0 0'; + vector view_offset_override = '0 0 0'; + float chase_distance_override = 0; + bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this); + if(custom_eventchase) + { + current_view_origin_override = M_ARGV(0, vector); + view_offset_override = M_ARGV(1, vector); + chase_distance_override = M_ARGV(0, float); + } + 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); + if (custom_eventchase) + current_view_origin = current_view_origin_override; + + // detect maximum viewoffset and use it + vector view_offset = autocvar_cl_eventchase_viewoffset; + if(vehicle_chase) + { + if(vehicle_viewofs) + view_offset = vehicle_viewofs; + else + view_offset = autocvar_cl_eventchase_vehicle_viewoffset; + } + if (custom_eventchase) + view_offset = view_offset_override; + + if(view_offset) + { + WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this); + if(trace_fraction == 1) { current_view_origin += view_offset; } + 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 + float chase_distance = autocvar_cl_eventchase_distance; + if(vehicle_chase) + { + if(vehicle_viewofs) + chase_distance = vehicle_viewdist; + else + chase_distance = autocvar_cl_eventchase_vehicle_distance; + } + if (custom_eventchase) + chase_distance = chase_distance_override; + + if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance) + eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get + else if(eventchase_current_distance != chase_distance) + eventchase_current_distance = chase_distance; + + vector forward, right, up; + MAKE_VECTORS(view_angles, forward, right, up); + + vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance)); + WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this); + + // If the boxtrace fails, revert back to line tracing. + if(!this.viewloc) + if(trace_startsolid) + { + eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance)); + WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this); + setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z))); + } + else { setproperty(VF_ORIGIN, trace_endpos); } + + if(!this.viewloc) + setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); + } + + if (eventchase <= 0 && 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; + } +} + void HUD_Crosshair_Vehicle(entity this) { if(hud != HUD_BUMBLEBEE_GUN) @@ -1553,267 +1693,517 @@ void HUD_Mouse(entity player) HUD_Cursor_Show(); } -bool ov_enabled; -float oldr_nearclip; -float oldr_farclip_base; -float oldr_farclip_world; -float oldr_novis; -float oldr_useportalculling; -float oldr_useinfinitefarclip; - -float prev_myteam; -int lasthud; -float vh_notice_time; -void CSQC_UpdateView(entity this, float w, float h) +void View_NightVision() { - TC(int, w); TC(int, h); - entity e; - float fov; - float f; - vector vf_size, vf_min; + if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)) + return; + + // apply night vision effect + vector tc_00, tc_01, tc_10, tc_11; + vector rgb = '0 0 0'; float a; - execute_next_frame(); + if(!nightvision_noise) + { + nightvision_noise = new(nightvision_noise); + } + if(!nightvision_noise2) + { + nightvision_noise2 = new(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(); +} - ++framecount; +void DrawReticle(entity this) +{ + if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle)) + { + reticle_type = 0; + return; + } - stats_get(); - hud = STAT(HUD); + float is_dead = (STAT(HEALTH) <= 0); + string reticle_image = string_null; + bool wep_zoomed = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepe = viewmodels[slot]; + Weapon wep = wepe.activeweapon; + if(wep != WEP_Null && wep.wr_zoom) + { + bool do_zoom = wep.wr_zoom(wep, NULL); + if(!reticle_image && wep.w_reticle && wep.w_reticle != "") + reticle_image = wep.w_reticle; + wep_zoomed += do_zoom; + } + } + // 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 || this.viewloc) + { + // no zoom reticle while dead + reticle_type = 0; + } + else if(wep_zoomed && 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(hud != HUD_NORMAL && lasthud == HUD_NORMAL) - vh_notice_time = time + autocvar_cl_vehicles_notify_time; + if(reticle_type) + { + vector reticle_pos = '0 0 0', reticle_size = '0 0 0'; + 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; + } - lasthud = hud; + float f = (zoomscript_caught) ? 1 : current_zoomfraction; - ReplicateVars(false); - if (ReplicateVars_NOT_SENDING()) - ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame + 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: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break; + } + } + } +} - HUD_Scale_Disable(); +// visual overlay while in liquids +// provides some effects to the postprocessing function +void HUD_Contents() +{ + if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents)) + return; - if(autocvar__hud_showbinds_reload) // menu can set this one + // improved polyblend + float contentalpha_temp, incontent, liquidalpha, contentfadetime; + vector liquidcolor; + + switch(pointcontents(view_origin)) { - db_close(binddb); - binddb = db_create(); - cvar_set("_hud_showbinds_reload", "0"); + 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(checkextension("DP_CSQC_MINFPS_QUALITY")) - view_quality = getproperty(VF_MINFPS_QUALITY); + 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 - view_quality = 1; + contentfadetime = autocvar_hud_contents_fadeouttime; - button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this); - button_zoom = PHYS_INPUT_BUTTON_ZOOM(this); + contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1); + contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp; - vf_size = getpropertyvec(VF_SIZE); - vf_min = getpropertyvec(VF_MIN); - vid_width = vf_size.x; - vid_height = vf_size.y; + if(contentavgalpha) + drawfill('0 0 0', vec2(vid_conwidth, 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; + } + } +} + +// visual pain effects on the screen +// provides some effects to the postprocessing function +void HUD_Damage() +{ + if(!autocvar_hud_damage || STAT(FROZEN)) + return; - vector reticle_pos = '0 0 0', reticle_size = '0 0 0'; vector splash_pos = '0 0 0', splash_size = '0 0 0'; + 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; - WaypointSprite_Load(); + float myhealth_flash_temp; + myhealth = STAT(HEALTH); - CSQCPlayer_SetCamera(); + // 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); - if(player_localentnum <= maxclients) // is it a client? - current_player = player_localentnum - 1; - else // then player_localentnum is the vehicle I'm driving - current_player = player_localnum; - myteam = entcs_GetTeam(current_player); + 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(myteam != prev_myteam) + if(pain_threshold_lower && myhealth < pain_threshold_lower_health) { - myteamcolors = colormapPaletteColor(myteam, 1); - FOREACH(hud_panels, true, it.update_time = time); - prev_myteam = myteam; + 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); } - ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE); - - float is_dead = (STAT(HEALTH) <= 0); + myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1); - // FIXME do we need this hack? - if(isdemo()) + if(myhealth_prev < 1) { - // in demos, input_buttons do not work - button_zoom = (autocvar__togglezoom == "-"); + 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 + } } - else if(button_zoom - && autocvar_cl_unpress_zoom_on_death - && (spectatee_status >= 0) - && (is_dead || intermission)) + + if(spectatee_status == -1 || intermission) { - // no zoom while dead or in intermission please - localcmd("-zoom\n"); - button_zoom = false; + myhealth_flash = 0; // observing, or match ended + myhealth_flash_temp = 0; } - // abused multiple places below - entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); - if(!local_player) - local_player = this; // fall back! + myhealth_prev = myhealth; - // event chase camera - if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped + // 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(STAT(CAMERA_SPECTATOR)) + if(autocvar_cl_gentle_damage == 2) { - if(spectatee_status > 0) - { - if(!autocvar_chase_active) - { - cvar_set("chase_active", "-2"); - goto skip_eventchase_death; - } - } - else if(autocvar_chase_active == -2) - cvar_set("chase_active", "0"); - - if(autocvar_chase_active == -2) - goto skip_eventchase_death; + if(myhealth_flash < pain_threshold) // only randomize when the flash is gone + myhealth_gentlergb = randomvec(); } - else if(autocvar_chase_active == -2) - cvar_set("chase_active", "0"); - - bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)); + else + myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color); - float vehicle_viewdist = 0; - vector vehicle_viewofs = '0 0 0'; + if(myhealth_flash_temp > 0) + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); + } + else if(myhealth_flash_temp > 0) + drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); - if(vehicle_chase) + 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) { - if(hud != HUD_BUMBLEBEE_GUN) - { - Vehicle info = Vehicles_from(hud); - vehicle_viewdist = info.height; - vehicle_viewofs = info.view_ofs; - if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots) - vehicle_chase = false; - } - else - vehicle_chase = false; + 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; + } + } +} - int eventchase = WantEventchase(this, vehicle_chase); - if (eventchase) +void View_PostProcessing() +{ + 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)) { - vector current_view_origin_override = '0 0 0'; - vector view_offset_override = '0 0 0'; - float chase_distance_override = 0; - bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this); - if(custom_eventchase) + 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 { - current_view_origin_override = M_ARGV(0, vector); - view_offset_override = M_ARGV(1, vector); - chase_distance_override = M_ARGV(0, float); + cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0")); + old_blurradius = blurradius; + old_bluralpha = bluralpha; } - eventchase_running = true; + } + 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; + } - // 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); - if (custom_eventchase) - current_view_origin = current_view_origin_override; + // edge detection postprocess handling done second (used by hud_powerup) + float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED); + if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); } + if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); } - // detect maximum viewoffset and use it - vector view_offset = autocvar_cl_eventchase_viewoffset; - if(vehicle_chase) - { - if(vehicle_viewofs) - view_offset = vehicle_viewofs; - else - view_offset = autocvar_cl_eventchase_vehicle_viewoffset; - } - if (custom_eventchase) - view_offset = view_offset_override; + sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds. - if(view_offset) + if(autocvar_hud_powerup && sharpen_intensity > 0) + { + if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible { - WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this); - if(trace_fraction == 1) { current_view_origin += view_offset; } - else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); } + 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; + } - // 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"); } + 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"); +} - // make the camera smooth back - float chase_distance = autocvar_cl_eventchase_distance; - if(vehicle_chase) - { - if(vehicle_viewofs) - chase_distance = vehicle_viewdist; - else - chase_distance = autocvar_cl_eventchase_vehicle_distance; - } - if (custom_eventchase) - chase_distance = chase_distance_override; +void View_Lock() +{ + if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened()))) + { + setproperty(VF_ORIGIN, freeze_org); + setproperty(VF_ANGLES, freeze_ang); + } + else + { + freeze_org = getpropertyvec(VF_ORIGIN); + freeze_ang = getpropertyvec(VF_ANGLES); + } +} - if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance) - eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get - else if(eventchase_current_distance != chase_distance) - eventchase_current_distance = chase_distance; +void View_DemoCamera() +{ + if(camera_active) // Camera for demo playback + { + 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; + } + } +} - vector forward, right, up; - MAKE_VECTORS(view_angles, forward, right, up); +#ifdef BLURTEST +void View_BlurTest() +{ + if(time > blurtest_time0 && time < blurtest_time1) + { + float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0); + float r = t * blurtest_radius; + float f = 1 / (t ** blurtest_power) - 1; - vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance)); - WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this); + 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 - // If the boxtrace fails, revert back to line tracing. - if(!local_player.viewloc) - if(trace_startsolid) - { - eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance)); - WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this); - setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z))); - } - else { setproperty(VF_ORIGIN, trace_endpos); } +void View_CheckButtonStatus() +{ + float is_dead = (STAT(HEALTH) <= 0); - if(!local_player.viewloc) - setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); - } + // 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; + } - if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code + if(autocvar_fov <= 59.5) + { + if(!zoomscript_caught) { - eventchase_running = false; - cvar_set("chase_active", "0"); - eventchase_current_distance = 0; // start from 0 next time + localcmd("+button9\n"); + zoomscript_caught = 1; } } - // 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) + else { - cvar_settemp("chase_active", "-1"); - eventchase_current_distance = 0; + if(zoomscript_caught) + { + localcmd("-button9\n"); + zoomscript_caught = 0; + } } - LABEL(skip_eventchase_death); - - // 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 || QuickMenu_IsOpened()))) + if(active_minigame && HUD_MinigameMenu_IsOpened()) { - setproperty(VF_ORIGIN, freeze_org); - setproperty(VF_ANGLES, freeze_ang); + if(!minigame_wasactive) + { + localcmd("+button12\n"); + minigame_wasactive = true; + } } - else + else if(minigame_wasactive) { - freeze_org = getpropertyvec(VF_ORIGIN); - freeze_ang = getpropertyvec(VF_ANGLES); + localcmd("-button12\n"); + minigame_wasactive = false; } - WarpZone_FixView(); - //WarpZone_FixPMove(); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepent = viewmodels[slot]; + + if(wepent.last_switchweapon != wepent.switchweapon) + { + weapontime = time; + wepent.last_switchweapon = wepent.switchweapon; + if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) + { + localcmd("-zoom\n"); + button_zoom = false; + } + if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch) + { + localcmd("-fire\n"); + localcmd("-fire2\n"); + button_attack2 = false; + } + } + if(wepent.last_activeweapon != wepent.activeweapon) + { + wepent.last_activeweapon = wepent.activeweapon; + + entity e = wepent.activeweapon; + if(e.netname != "") + localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); + else if(slot == 0) + localcmd("\ncl_hook_activeweapon none\n"); + } + } +} - vector ov_org = '0 0 0'; - vector ov_mid = '0 0 0'; - vector ov_worldmin = '0 0 0'; - vector ov_worldmax = '0 0 0'; +bool ov_enabled; +float oldr_nearclip; +float oldr_farclip_base; +float oldr_farclip_world; +float oldr_novis; +float oldr_useportalculling; +float oldr_useinfinitefarclip; +vector ov_org = '0 0 0'; +vector ov_mid = '0 0 0'; +vector ov_worldmin = '0 0 0'; +vector ov_worldmax = '0 0 0'; + +void View_Ortho() +{ + ov_org = '0 0 0'; + ov_mid = '0 0 0'; + ov_worldmin = '0 0 0'; + ov_worldmax = '0 0 0'; if(autocvar_cl_orthoview) { ov_worldmin = mi_picmin; @@ -1888,6 +2278,84 @@ void CSQC_UpdateView(entity this, float w, float h) } ov_enabled = false; } +} + +void View_UpdateFov() +{ + vector fov; + if(autocvar_cl_orthoview) + fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org); + else if(csqcplayer.viewloc) + fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd + else + fov = GetCurrentFov(autocvar_fov); + + setproperty(VF_FOV, fov); +} + +void CSQC_UpdateView(entity this, float w, float h) +{ + TC(int, w); TC(int, h); + + execute_next_frame(); + + ++framecount; + + stats_get(); + hud = STAT(HUD); + + ReplicateVars(false); + if (ReplicateVars_NOT_SENDING()) + ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame + + HUD_Scale_Disable(); + + 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 = PHYS_INPUT_BUTTON_ATCK2(this); + button_zoom = PHYS_INPUT_BUTTON_ZOOM(this); + + vector vf_size = getpropertyvec(VF_SIZE); + vector vf_min = getpropertyvec(VF_MIN); + vid_width = vf_size.x; + vid_height = vf_size.y; + + WaypointSprite_Load(); + + CSQCPlayer_SetCamera(); + + if(player_localentnum <= maxclients) // is it a client? + current_player = player_localentnum - 1; + else // then player_localentnum is the vehicle I'm driving + current_player = player_localnum; + myteam = entcs_GetTeam(current_player); + + ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE); + + // abused multiple places below + entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); + if(!local_player) + local_player = this; // fall back! + + View_EventChase(local_player); + + // do lockview after event chase camera so that it still applies whenever necessary. + View_Lock(); + + WarpZone_FixView(); + //WarpZone_FixPMove(); + + View_Ortho(); // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call @@ -1899,23 +2367,8 @@ void CSQC_UpdateView(entity this, float w, float h) view_angles = getpropertyvec(VF_ANGLES); MAKE_VECTORS(view_angles, view_forward, view_right, view_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 / (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"); - } +#ifdef BLURTEST + View_BlurTest(); #endif TargetMusic_Advance(); @@ -1948,72 +2401,10 @@ void CSQC_UpdateView(entity this, float w, float h) 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; - } - } - - if(active_minigame && HUD_MinigameMenu_IsOpened()) - { - if(!minigame_wasactive) - { - localcmd("+button12\n"); - minigame_wasactive = true; - } - } - else if(minigame_wasactive) - { - localcmd("-button12\n"); - minigame_wasactive = false; - } + View_CheckButtonStatus(); ColorTranslateMode = autocvar_cl_stripcolorcodes; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - entity wepent = viewmodels[slot]; - - if(wepent.last_switchweapon != wepent.switchweapon) - { - weapontime = time; - wepent.last_switchweapon = wepent.switchweapon; - if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) - { - localcmd("-zoom\n"); - button_zoom = false; - } - if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch) - { - localcmd("-fire\n"); - localcmd("-fire2\n"); - button_attack2 = false; - } - } - if(wepent.last_activeweapon != wepent.activeweapon) - { - wepent.last_activeweapon = wepent.activeweapon; - - e = wepent.activeweapon; - if(e.netname != "") - localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); - else if(slot == 0) - localcmd("\ncl_hook_activeweapon none\n"); - } - } - // ALWAYS Clear Current Scene First clearscene(); @@ -2033,37 +2424,9 @@ void CSQC_UpdateView(entity this, float w, float h) 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 if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd - else { setproperty(VF_FOV, GetCurrentFov(fov)); } + View_UpdateFov(); - if(camera_active) // Camera for demo playback - { - 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; - } - } + View_DemoCamera(); // Draw the Crosshair setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden @@ -2088,337 +2451,11 @@ void CSQC_UpdateView(entity this, float w, float h) // 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 = new(nightvision_noise); - } - if(!nightvision_noise2) - { - nightvision_noise2 = new(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 && !MUTATOR_CALLHOOK(DrawReticle)) - { - string reticle_image = string_null; - bool wep_zoomed = false; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - entity wepe = viewmodels[slot]; - Weapon wep = wepe.activeweapon; - if(wep != WEP_Null && wep.wr_zoom) - { - bool do_zoom = wep.wr_zoom(wep, NULL); - if(!reticle_image && wep.w_reticle && wep.w_reticle != "") - reticle_image = wep.w_reticle; - wep_zoomed += do_zoom; - } - } - // 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 || local_player.viewloc) - { - // no zoom reticle while dead - reticle_type = 0; - } - else if(wep_zoomed && 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: if(reticle_image) 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 && !MUTATOR_CALLHOOK(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', vec2(vid_conwidth, 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 && !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 = 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 = randomvec(); - } - else - myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color); - - if(myhealth_flash_temp > 0) - drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); - } - else if(myhealth_flash_temp > 0) - 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 = STAT(STRENGTH_FINISHED), invincible_finished = 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, ((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(ISGAMETYPE(CTF)) - { - ctf_view(); - } else */ + View_NightVision(); + DrawReticle(local_player); + HUD_Contents(); + HUD_Damage(); + View_PostProcessing(); // draw 2D entities IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));