1 #define spider_rocket_icon "gfx/spiderbot/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/spiderbot/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
8 void CSQC_WAKIZASHI_HUD();
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
21 vector p, dir, ang, q, nextdir;
22 float idx, portal_number, portal1_idx;
24 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
30 if (getstati(STAT_HEALTH) <= 0)
35 if(angles_held_status)
37 makevectors(angles_held);
51 traceline(p, p + 65536 * dir, TRUE, porto);
52 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
54 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
60 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
63 ang = vectoangles2(trace_plane_normal, dir);
66 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
68 if(portal_number == 1)
70 if(portal_number >= 2)
80 if(idx-1 >= portal1_idx)
82 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
86 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
93 * Checks whether the server initiated a map restart (stat_game_starttime changed)
95 * TODO: Use a better solution where a common shared entitiy is used that contains
96 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97 * and STAT_FRAGLIMIT to be auto-sent)
99 void CheckForGamestartChange() {
101 startTime = getstatf(STAT_GAMESTARTTIME);
102 if (previous_game_starttime != startTime) {
103 if ((time + 5.0) < startTime) {
104 //if connecting to server while restart was active don't always play prepareforbattle
105 sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);
107 if (time < startTime) {
108 restartAnnouncer = spawn();
109 restartAnnouncer.think = restartAnnouncer_Think;
110 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
113 previous_game_starttime = startTime;
119 porto.classname = "porto";
120 porto.draw = Porto_Draw;
121 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
126 vector GetCurrentFov(float fov)
128 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
130 zoomsensitivity = cvar("cl_zoomsensitivity");
131 zoomfactor = cvar("cl_zoomfactor");
132 if(zoomfactor < 1 || zoomfactor > 16)
134 zoomspeed = cvar("cl_zoomspeed");
136 if(zoomspeed < 0.5 || zoomspeed > 16)
139 zoomdir = button_zoom;
140 if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
141 zoomdir += button_attack2;
142 if(spectatee_status > 0 || isdemo())
144 if(spectatorbutton_zoom)
145 zoomdir = 0 + !zoomdir;
146 // do not even THINK about removing this 0
147 // _I_ know what I am doing
154 if(zoomin_effect || camera_active)
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
160 if(zoomspeed < 0) // instant zoom
163 current_viewzoom = 1 / zoomfactor;
165 current_viewzoom = 1;
170 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
172 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
176 if(almost_equals(current_viewzoom, 1))
177 current_zoomfraction = 0;
178 else if(almost_equals(current_viewzoom, 1/zoomfactor))
179 current_zoomfraction = 1;
181 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
183 if(zoomsensitivity < 1)
184 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
186 setsensitivityscale(1);
188 velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190 velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
192 //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
194 float frustumx, frustumy, fovx, fovy;
195 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197 fovx = atan2(frustumx, 1) / M_PI * 360.0;
198 fovy = atan2(frustumy, 1) / M_PI * 360.0;
200 return '1 0 0' * fovx + '0 1 0' * fovy;
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
240 if(trace_networkentity < 1)
241 return SHOTTYPE_HITWORLD;
242 if(trace_networkentity > maxclients)
243 return SHOTTYPE_HITWORLD;
244 t = GetPlayerColor(trace_networkentity - 1);
247 return SHOTTYPE_HITTEAM;
248 if(t == COLOR_SPECTATOR)
249 return SHOTTYPE_HITWORLD;
250 return SHOTTYPE_HITENEMY;
255 float nudge = 1; // added to traceline target and subtracted from result
256 vector vecs, trueaimpoint, w_shotorg;
264 mv = MOVE_NOMONSTERS;
268 case WEP_TUBA: // no aim
269 case WEP_PORTO: // shoots from eye
270 case WEP_HOOK: // no trueaim
271 case WEP_GRENADE_LAUNCHER: // toss curve
272 return SHOTTYPE_HITWORLD;
277 case WEP_CAMPINGRIFLE:
280 if(zoomscript_caught)
282 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283 return EnemyHitCheck();
286 case WEP_ROCKET_LAUNCHER: // projectile has a size!
290 case WEP_FIREBALL: // projectile has a size!
294 case WEP_ELECTRO: // projectile has a size!
300 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
302 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
303 trueaimpoint = trace_endpos;
310 dv = view_right * vecs_y + view_up * vecs_z;
311 w_shotorg = view_origin + dv;
313 // now move the vecs forward as much as requested if possible
314 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
315 w_shotorg = trace_endpos - view_forward * nudge;
317 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
318 shottype = EnemyHitCheck();
319 if(shottype != SHOTTYPE_HITWORLD)
323 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
324 // or rather, I know why, but see no fix
325 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
326 // 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
327 return SHOTTYPE_HITOBSTRUCTION;
330 return SHOTTYPE_HITWORLD;
333 void CSQC_common_hud(void);
335 void CSQC_kh_hud(void);
336 void CSQC_ctf_hud(void);
338 void CSQC_Demo_Camera();
339 float Sbar_WouldDrawScoreboard ();
342 string NextFrameCommand;
343 void CSQC_spider_HUD();
344 void CSQC_UpdateView(float w, float h)
352 WaypointSprite_Load();
355 myteam = GetPlayerColor(spectatee_status - 1);
357 myteam = GetPlayerColor(player_localentnum - 1);
359 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
362 if(!intermission || !view_set)
364 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
365 view_angles = input_angles;
366 makevectors(view_angles);
367 view_forward = v_forward;
368 view_right = v_right;
377 if(time > blurtest_time0 && time < blurtest_time1)
381 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
382 r = t * blurtest_radius;
383 f = 1 / pow(t, blurtest_power) - 1;
385 cvar_set("r_glsl_postprocess", "1");
386 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
390 cvar_set("r_glsl_postprocess", "0");
391 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
397 drawframetime = max(0.000001, time - drawtime);
400 // watch for gametype changes here...
401 // in ParseStuffCMD the cmd isn't executed yet :/
402 // might even be better to add the gametype to TE_CSQC_INIT...?
406 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
407 if(calledhooks & HOOK_START)
409 localcmd("\ncl_hook_gameend;");
410 calledhooks |= HOOK_END;
413 CheckForGamestartChange();
417 if(button_zoom || fov <= 59.5)
419 if(!zoomscript_caught)
421 localcmd("+button4\n");
422 zoomscript_caught = 1;
423 ignore_plus_zoom += 1;
428 if(zoomscript_caught)
430 localcmd("-button4\n");
431 zoomscript_caught = 0;
432 ignore_minus_zoom += 1;
436 sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
437 sbar_currentammo = cvar("sbar_showcurrentammo");
438 sbar_hudselector = cvar("sbar_hudselector");
439 sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);
440 ColorTranslateMode = cvar("cl_stripcolorcodes");
441 activeweapon = getstati(STAT_SWITCHWEAPON);
442 f = cvar("teamplay");
449 if(last_weapon != activeweapon) {
451 last_weapon = activeweapon;
454 // ALWAYS Clear Current Scene First
457 // Assign Standard Viewflags
458 // Draw the World (and sky)
459 R_SetView(VF_DRAWWORLD, 1);
461 // Set the console size vars
462 vid_conwidth = cvar("vid_conwidth");
463 vid_conheight = cvar("vid_conheight");
464 vid_pixelheight = cvar("vid_pixelheight");
466 R_SetView(VF_FOV, GetCurrentFov(fov));
468 // Camera for demo playback
471 if(cvar("camera_enable"))
475 cvar_set("chase_active", ftos(chase_active_backup));
476 cvar_set("cl_demo_mousegrab", "0");
477 camera_active = FALSE;
481 else if(cvar("camera_enable"))
483 else if(cvar("camera_enable") && isdemo())
486 // Enable required Darkplaces cvars
487 chase_active_backup = cvar("chase_active");
488 cvar_set("chase_active", "2");
489 cvar_set("cl_demo_mousegrab", "1");
490 camera_active = TRUE;
494 // Draw the Crosshair
495 float scoreboard_active;
496 scoreboard_active = Sbar_WouldDrawScoreboard();
497 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
499 // Draw the Engine Status Bar (the default Quake HUD)
500 R_SetView(VF_DRAWENGINESBAR, 0);
502 // fetch this one only once per frame
503 sbar_showbinds = cvar("sbar_showbinds");
504 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
506 // Update the mouse position
508 mousepos_x = vid_conwidth;
509 mousepos_y = vid_conheight;
510 mousepos = mousepos*0.5 + getmousepos();
514 for(self = world; (self = nextent(self)); )
519 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
522 // now switch to 2D drawing mode by calling a 2D drawing function
523 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
524 // next R_RenderScene call
525 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
527 // Draw the mouse cursor
528 // NOTE: drawpic must happen after R_RenderScene for some reason
529 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
530 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
531 //self = edict_num(player_localnum);
532 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
533 //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
534 // as long as the ctf part isn't in, this is useless
538 /*if(gametype == GAME_CTF)
545 for(self = world; (self = nextent(self)); )
557 cvar_string("cl_teamradar") != "0"
560 cvar("cl_teamradar") == 2
569 if(cvar("r_letterbox") == 0) {
570 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
571 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
572 Sbar_DrawPressedKeys();
575 if (cvar("cl_showspeed"))
577 if (cvar("cl_showacceleration"))
578 Sbar_ShowAcceleration();
580 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
584 hud = getstati(STAT_HUD);
585 if(hud == HUD_SPIDERBOT)
589 else if(hud == HUD_WAKIZASHI)
590 CSQC_WAKIZASHI_HUD();
593 if(cvar("r_letterbox") == 0)
594 if(cvar("viewsize") < 120)
597 // crosshair goes VERY LAST
598 if(!scoreboard_active && !ons_showmap && !camera_active) {
601 float bullets, ring_scale;
602 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
603 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
605 if(cvar("crosshair_hittest"))
607 vector wcross_oldorigin;
608 wcross_oldorigin = wcross_origin;
609 shottype = TrueAimCheck();
610 if(shottype == SHOTTYPE_HITWORLD)
612 v = wcross_origin - wcross_oldorigin;
614 v_y /= vid_conheight;
616 shottype = SHOTTYPE_HITOBSTRUCTION;
618 if(!cvar("crosshair_hittest_showimpact"))
619 wcross_origin = wcross_oldorigin;
622 shottype = SHOTTYPE_HITWORLD;
625 wcross_style = cvar_string("crosshair");
627 if (wcross_style != "0") {
628 vector wcross_color, wcross_size;
629 string wcross_wep, wcross_name;
630 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
632 wcross_color_x = cvar("crosshair_color_red");
633 wcross_color_y = cvar("crosshair_color_green");
634 wcross_color_z = cvar("crosshair_color_blue");
635 wcross_alpha = cvar("crosshair_color_alpha");
636 wcross_resolution = cvar("crosshair_size");
637 if (cvar("crosshair_per_weapon")) {
638 e = get_weaponinfo(activeweapon);
639 if (e && e.netname != "")
641 wcross_wep = e.netname;
642 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
643 if(wcross_style == "")
644 wcross_style = e.netname;
646 if(!cvar("crosshair_color_override"))
648 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
649 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
650 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
653 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
654 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
658 wcross_name = strcat("gfx/crosshair", wcross_style);
660 if(cvar("crosshair_effect_scalefade"))
662 wcross_scale = wcross_resolution;
663 wcross_resolution = 1;
670 if(shottype == SHOTTYPE_HITENEMY)
671 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
672 if(shottype == SHOTTYPE_HITTEAM)
673 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
675 f = cvar("crosshair_effect_speed");
677 f *= -2 * g_weaponswitchdelay;
678 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
680 wcross_changedonetime = time + f;
682 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
684 wcross_name_changestarttime = time;
685 wcross_name_changedonetime = time + f;
686 if(wcross_name_goal_prev_prev)
687 strunzone(wcross_name_goal_prev_prev);
688 wcross_name_goal_prev_prev = wcross_name_goal_prev;
689 wcross_name_goal_prev = strzone(wcross_name);
690 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
691 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
692 wcross_resolution_goal_prev = wcross_resolution;
695 wcross_scale_goal_prev = wcross_scale;
696 wcross_alpha_goal_prev = wcross_alpha;
697 wcross_color_goal_prev = wcross_color;
699 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
702 wcross_alpha *= 0.75;
706 // *_prev is at time-frametime
707 // * is at wcross_changedonetime+f
708 // what do we have at time?
709 if(time < wcross_changedonetime)
711 f = frametime / (wcross_changedonetime - time + frametime);
712 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
713 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
714 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
717 wcross_scale_prev = wcross_scale;
718 wcross_alpha_prev = wcross_alpha;
719 wcross_color_prev = wcross_color;
721 wcross_scale *= 1 - cvar("_menu_alpha");
722 wcross_alpha *= 1 - cvar("_menu_alpha");
724 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
726 // ring around crosshair representing bullets left in camping rifle clip
727 if (activeweapon == WEP_CAMPINGRIFLE)
729 ring_scale = cvar("crosshair_campingrifle_ring_size");
730 bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
735 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
736 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/hud/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
738 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
741 if(wcross_blur > 0) \
743 for(i = -2; i <= 2; ++i) \
744 for(j = -2; j <= 2; ++j) \
745 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
749 M(0,0,sz,wcross_name,wcross_alpha); \
754 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
755 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)
757 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
758 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
762 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
765 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
767 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
768 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
775 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
776 wcross_name_alpha_goal_prev = f;
781 wcross_scale_prev = 0;
782 wcross_alpha_prev = 0;
783 wcross_scale_goal_prev = 0;
784 wcross_alpha_goal_prev = 0;
785 wcross_changedonetime = 0;
786 if(wcross_name_goal_prev)
787 strunzone(wcross_name_goal_prev);
788 wcross_name_goal_prev = string_null;
789 if(wcross_name_goal_prev_prev)
790 strunzone(wcross_name_goal_prev_prev);
791 wcross_name_goal_prev_prev = string_null;
792 wcross_name_changestarttime = 0;
793 wcross_name_changedonetime = 0;
794 wcross_name_alpha_goal_prev = 0;
795 wcross_name_alpha_goal_prev_prev = 0;
796 wcross_resolution_goal_prev = 0;
797 wcross_resolution_goal_prev_prev = 0;
803 localcmd("\n", NextFrameCommand, "\n");
804 NextFrameCommand = string_null;
807 // we must do this check AFTER a frame was rendered, or it won't work
808 if(cs_project_is_b0rked == 0)
811 w0 = cvar_string("vid_conwidth");
812 h0 = cvar_string("vid_conheight");
813 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
814 //R_SetView(VF_FOV, '90 90 0');
815 R_SetView(VF_ORIGIN, '0 0 0');
816 R_SetView(VF_ANGLES, '0 0 0');
817 R_SetView(VF_PERSPECTIVE, 1);
818 makevectors('0 0 0');
820 cvar_set("vid_conwidth", "800");
821 cvar_set("vid_conheight", "600");
822 v1 = cs_project(v_forward);
823 cvar_set("vid_conwidth", "640");
824 cvar_set("vid_conheight", "480");
825 v2 = cs_project(v_forward);
827 cs_project_is_b0rked = 1;
829 cs_project_is_b0rked = -1;
830 cvar_set("vid_conwidth", w0);
831 cvar_set("vid_conheight", h0);
834 // be safe against triggerbots until everyone has the fixed engine
835 // this call is meant to overwrite the trace globals by something
837 traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
841 void CSQC_spider_HUD()
843 float rockets,reload,heat,hp,shield,i;
846 p = drawgetimagesize(SPIDER_CROSS);
847 p_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
848 p_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
849 drawpic('0.5 0 0' * (vid_conwidth - p_x) + '0 0.5 0' * (vid_conheight - p_y), SPIDER_CROSS, p, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
851 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
852 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
853 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
854 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
855 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
858 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
859 p = p + '0 1 0' * vid_conheight - '0 32 0';
860 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
861 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
863 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
865 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
867 // Draw minigun heat indicator
868 p = '0.5 0 0' * (vid_conwidth - 256);
869 p = p + '0 1 0' * vid_conheight - '0 34 0';
870 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
871 p_x += 256 * (1-heat);
872 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
874 // Draw rocket icons for loaded/empty tubes.
875 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
876 pp += '0 1 0' * vid_conheight - '0 64 0';
877 for(i = 0; i < 8; ++i)
879 p = pp + '1 0 0' * (rkt_size * i);
882 if(floor(reload * 8) == i)
884 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
886 else if(i < reload * 8)
887 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
889 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
894 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
896 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
902 Sbar_DrawScoreboard();
903 Sbar_DrawCenterPrint();
908 void CSQC_WAKIZASHI_HUD()
910 // 0--1 floats. 1 = 100%, 0.6 = 50%.
911 float health, shield, energy, rockets;
915 p = drawgetimagesize(SPIDER_CROSS);
916 p_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
917 p_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
918 drawpic('0.5 0 0' * (vid_conwidth - p_x) + '0 0.5 0' * (vid_conheight - p_y), SPIDER_CROSS, p, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
921 const float STAT_VEHICLESTAT_HEALTH = 60;
922 const float STAT_VEHICLESTAT_SHIELD = 61;
923 const float STAT_VEHICLESTAT_ENERGY = 62;
924 const float STAT_VEHICLESTAT_AMMO1 = 63;
925 const float STAT_VEHICLESTAT_RELAOD1 = 64;
926 const float STAT_VEHICLESTAT_AMMO2 = 65;
927 const float STAT_VEHICLESTAT_RELOAD2 = 66;
929 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
930 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
931 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
932 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
935 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
936 p = p + '0 1 0' * vid_conheight - '0 32 0';
940 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
942 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
947 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
950 //p_x -= 256 * health;
952 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
956 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
961 p = '0.5 0 0' * (vid_conwidth - 256);
962 p = p + '0 1 0' * vid_conheight - '0 34 0';
963 drawfill(p, '256 0 0' * (1 - energy) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
964 p_x += 256 * (1 - energy);
965 drawfill(p, '256 0 0' * energy + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
969 drawfill(p, '256 0 0' * rockets + '0 8 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
971 drawfill(p, '256 0 0' * (1 - rockets) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
977 Sbar_DrawScoreboard();
978 Sbar_DrawCenterPrint();
984 void CSQC_common_hud(void)
986 // Sbar_SortFrags(); done in Sbar_Draw
988 hud = getstati(STAT_HUD);
1002 CSQC_WAKIZASHI_HUD();
1008 // following vectors must be global to allow seamless switching between camera modes
1009 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1010 void CSQC_Demo_Camera()
1012 float speed, attenuation, dimensions;
1015 if( cvar("camera_reset") || !camera_mode )
1017 camera_offset = '0 0 0';
1018 current_angles = '0 0 0';
1019 camera_direction = '0 0 0';
1020 camera_offset_z += 30;
1021 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1022 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1023 current_origin = view_origin;
1024 current_camera_offset = camera_offset;
1025 cvar_set("camera_reset", "0");
1026 camera_mode = CAMERA_CHASE;
1031 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1033 if(cvar("camera_look_player"))
1038 dir = normalize(view_origin - current_position);
1040 mouse_angles = vectoangles(dir);
1041 mouse_angles_x = mouse_angles_x * -1;
1046 tmp = getmousepos() * 0.1;
1047 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1049 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1050 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1054 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1055 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1056 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1057 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1059 // Fix difference when angles don't have the same sign
1061 if(mouse_angles_y < -60 && current_angles_y > 60)
1063 if(mouse_angles_y > 60 && current_angles_y < -60)
1066 if(cvar("camera_look_player"))
1067 attenuation = cvar("camera_look_attenuation");
1069 attenuation = cvar("camera_speed_attenuation");
1071 attenuation = 1 / max(1, attenuation);
1072 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1074 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1075 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1076 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1077 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1083 if( camera_direction_x )
1085 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1086 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1087 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1088 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1092 if( camera_direction_y )
1094 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1095 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1096 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1100 if( camera_direction_z )
1102 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1106 if(cvar("camera_free"))
1107 speed = cvar("camera_speed_free");
1109 speed = cvar("camera_speed_chase");
1113 speed = speed * sqrt(1 / dimensions);
1114 camera_offset += tmp * speed;
1117 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1120 if( cvar("camera_free") )
1122 if ( camera_mode == CAMERA_CHASE )
1124 current_camera_offset = current_origin + current_camera_offset;
1125 camera_offset = current_origin + camera_offset;
1128 camera_mode = CAMERA_FREE;
1129 current_position = current_camera_offset;
1133 if ( camera_mode == CAMERA_FREE )
1135 current_origin = view_origin;
1136 camera_offset = camera_offset - current_origin;
1137 current_camera_offset = current_camera_offset - current_origin;
1140 camera_mode = CAMERA_CHASE;
1142 if(cvar("camera_chase_smoothly"))
1143 current_origin += (view_origin - current_origin) * attenuation;
1145 current_origin = view_origin;
1147 current_position = current_origin + current_camera_offset;
1150 R_SetView(VF_ANGLES, current_angles);
1151 R_SetView(VF_ORIGIN, current_position);