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"
10 float trace_dphitcontents;
11 float trace_networkentity;
12 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
13 float DPCONTENTS_SOLID = 1; // blocks player movement
14 float DPCONTENTS_BODY = 32; // blocks player movement
15 float DPCONTENTS_CORPSE = 64; // blocks player movement
16 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 vector p, dir, ang, q, nextdir;
20 float idx, portal_number, portal1_idx;
22 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
28 if (getstati(STAT_HEALTH) <= 0)
33 if(angles_held_status)
35 makevectors(angles_held);
49 traceline(p, p + 65536 * dir, TRUE, porto);
50 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
52 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
58 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61 ang = vectoangles2(trace_plane_normal, dir);
64 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
66 if(portal_number == 1)
68 if(portal_number >= 2)
78 if(idx-1 >= portal1_idx)
80 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
84 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
91 * Checks whether the server initiated a map restart (stat_game_starttime changed)
93 * TODO: Use a better solution where a common shared entitiy is used that contains
94 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
95 * and STAT_FRAGLIMIT to be auto-sent)
97 void CheckForGamestartChange() {
99 startTime = getstatf(STAT_GAMESTARTTIME);
100 if (previous_game_starttime != startTime) {
101 if ((time + 5.0) < startTime) {
102 //if connecting to server while restart was active don't always play prepareforbattle
103 sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);
105 if (time < startTime) {
106 restartAnnouncer = spawn();
107 restartAnnouncer.think = restartAnnouncer_Think;
108 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111 previous_game_starttime = startTime;
117 porto.classname = "porto";
118 porto.draw = Porto_Draw;
119 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
126 return sin(x) / cos(x);
128 float atan2(float y, float x)
131 v = '1 0 0' * x + '0 1 0' * y;
133 return v_y * 0.01745329251994329576;
136 vector GetCurrentFov(float fov)
138 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
140 zoomsensitivity = cvar("cl_zoomsensitivity");
141 zoomfactor = cvar("cl_zoomfactor");
142 if(zoomfactor < 1 || zoomfactor > 16)
144 zoomspeed = cvar("cl_zoomspeed");
146 if(zoomspeed < 0.5 || zoomspeed > 16)
149 zoomdir = button_zoom;
150 if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
151 zoomdir += button_attack2;
152 if(spectatee_status > 0 || isdemo())
154 if(spectatorbutton_zoom)
155 zoomdir = 0 + !zoomdir;
156 // do not even THINK about removing this 0
157 // _I_ know what I am doing
164 if(zoomin_effect || camera_active)
166 current_viewzoom = min(1, current_viewzoom + drawframetime);
170 if(zoomspeed < 0) // instant zoom
173 current_viewzoom = 1 / zoomfactor;
175 current_viewzoom = 1;
180 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
182 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
186 if(almost_equals(current_viewzoom, 1))
187 current_zoomfraction = 0;
188 else if(almost_equals(current_viewzoom, 1/zoomfactor))
189 current_zoomfraction = 1;
191 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
193 if(zoomsensitivity < 1)
194 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
196 setsensitivityscale(1);
198 float frustumx, frustumy, fovx, fovy;
199 frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;
200 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
201 fovx = atan2(frustumx, 1) / 0.00872664625997164788;
202 fovy = atan2(frustumy, 1) / 0.00872664625997164788;
204 return '1 0 0' * fovx + '0 1 0' * fovy;
207 // this function must match W_SetupShot!
208 float zoomscript_caught;
210 vector wcross_origin;
212 entity trueaim_rifle;
214 #define SHOTTYPE_HITTEAM 1
215 #define SHOTTYPE_HITOBSTRUCTION 2
216 #define SHOTTYPE_HITWORLD 3
217 #define SHOTTYPE_HITENEMY 4
222 trueaim.classname = "trueaim";
223 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
224 trueaim_rifle = spawn();
225 trueaim_rifle.classname = "trueaim_rifle";
226 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
229 float EnemyHitCheck()
232 wcross_origin = project_3d_to_2d(trace_endpos);
234 if(trace_networkentity < 1)
235 return SHOTTYPE_HITWORLD;
236 if(trace_networkentity > maxclients)
237 return SHOTTYPE_HITWORLD;
238 t = GetPlayerColor(trace_networkentity - 1);
241 return SHOTTYPE_HITTEAM;
242 if(t == COLOR_SPECTATOR)
243 return SHOTTYPE_HITWORLD;
244 return SHOTTYPE_HITENEMY;
249 float nudge = 1; // added to traceline target and subtracted from result
250 vector vecs, trueaimpoint, w_shotorg;
258 case WEP_TUBA: // no aim
259 case WEP_PORTO: // shoots from eye
260 case WEP_HOOK: // no trueaim
261 case WEP_GRENADE_LAUNCHER: // toss curve
262 return SHOTTYPE_HITWORLD;
263 case WEP_CAMPINGRIFLE:
264 if(zoomscript_caught)
266 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, trueaim);
267 return EnemyHitCheck();
270 case WEP_ROCKET_LAUNCHER: // projectile has a size!
274 case WEP_FIREBALL: // projectile has a size!
278 case WEP_ELECTRO: // projectile has a size!
284 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
286 if(activeweapon == WEP_CAMPINGRIFLE)
287 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, trueaim_rifle);
289 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
290 trueaimpoint = trace_endpos;
297 dv = view_right * vecs_y + view_up * vecs_z;
298 w_shotorg = view_origin + dv;
300 // now move the vecs forward as much as requested if possible
301 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, trueaim); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
302 w_shotorg = trace_endpos - view_forward * nudge;
304 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, trueaim);
305 shottype = EnemyHitCheck();
306 if(shottype != SHOTTYPE_HITWORLD)
310 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
311 // or rather, I know why, but see no fix
312 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
313 // 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
314 return SHOTTYPE_HITOBSTRUCTION;
317 return SHOTTYPE_HITWORLD;
320 void CSQC_common_hud(void);
322 void CSQC_kh_hud(void);
323 void CSQC_ctf_hud(void);
325 void CSQC_Demo_Camera();
326 float Sbar_WouldDrawScoreboard ();
329 string NextFrameCommand;
330 void CSQC_spider_HUD();
331 void CSQC_UpdateView(float w, float h)
339 WaypointSprite_Load();
342 myteam = GetPlayerColor(spectatee_status - 1);
344 myteam = GetPlayerColor(player_localentnum - 1);
346 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
349 if(!intermission || !view_set)
351 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
352 view_angles = input_angles;
353 makevectors(view_angles);
354 view_forward = v_forward;
355 view_right = v_right;
364 if(time > blurtest_time0 && time < blurtest_time1)
368 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
369 r = t * blurtest_radius;
370 f = 1 / pow(t, blurtest_power) - 1;
372 cvar_set("r_glsl_postprocess", "1");
373 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
377 cvar_set("r_glsl_postprocess", "0");
378 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
384 drawframetime = max(0.000001, time - drawtime);
387 // watch for gametype changes here...
388 // in ParseStuffCMD the cmd isn't executed yet :/
389 // might even be better to add the gametype to TE_CSQC_INIT...?
393 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
394 if(calledhooks & HOOK_START)
396 localcmd("\ncl_hook_gameend;");
397 calledhooks |= HOOK_END;
400 CheckForGamestartChange();
404 if(button_zoom || fov <= 59.5)
406 if(!zoomscript_caught)
408 localcmd("+button4\n");
409 zoomscript_caught = 1;
410 ignore_plus_zoom += 1;
415 if(zoomscript_caught)
417 localcmd("-button4\n");
418 zoomscript_caught = 0;
419 ignore_minus_zoom += 1;
423 sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
424 sbar_currentammo = cvar("sbar_showcurrentammo");
425 sbar_hudselector = cvar("sbar_hudselector");
426 sbar_hud_accuracy = cvar("sbar_hud_accuracy");
427 ColorTranslateMode = cvar("cl_stripcolorcodes");
428 activeweapon = getstati(STAT_SWITCHWEAPON);
429 f = cvar("teamplay");
436 if(last_weapon != activeweapon) {
438 last_weapon = activeweapon;
441 // ALWAYS Clear Current Scene First
444 // Assign Standard Viewflags
445 // Draw the World (and sky)
446 R_SetView(VF_DRAWWORLD, 1);
448 // Set the console size vars
449 vid_conwidth = cvar("vid_conwidth");
450 vid_conheight = cvar("vid_conheight");
451 vid_pixelheight = cvar("vid_pixelheight");
453 R_SetView(VF_FOV, GetCurrentFov(fov));
455 // Camera for demo playback
458 if(cvar("camera_enable"))
462 cvar_set("chase_active", ftos(chase_active_backup));
463 cvar_set("cl_demo_mousegrab", "0");
464 camera_active = FALSE;
468 else if(cvar("camera_enable"))
470 else if(cvar("camera_enable") && isdemo())
473 // Enable required Darkplaces cvars
474 chase_active_backup = cvar("chase_active");
475 cvar_set("chase_active", "2");
476 cvar_set("cl_demo_mousegrab", "1");
477 camera_active = TRUE;
481 // Draw the Crosshair
482 float scoreboard_active;
483 scoreboard_active = Sbar_WouldDrawScoreboard();
484 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
486 // Draw the Engine Status Bar (the default Quake HUD)
487 R_SetView(VF_DRAWENGINESBAR, 0);
489 // fetch this one only once per frame
490 sbar_showbinds = cvar("sbar_showbinds");
491 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
493 // Update the mouse position
495 mousepos_x = vid_conwidth;
496 mousepos_y = vid_conheight;
497 mousepos = mousepos*0.5 + getmousepos();
501 for(self = world; (self = nextent(self)); )
506 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
509 // now switch to 2D drawing mode by calling a 2D drawing function
510 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
511 // next R_RenderScene call
512 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
514 // Draw the mouse cursor
515 // NOTE: drawpic must happen after R_RenderScene for some reason
516 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
517 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
518 //self = edict_num(player_localnum);
519 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
520 //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);
521 // as long as the ctf part isn't in, this is useless
525 /*if(gametype == GAME_CTF)
532 for(self = world; (self = nextent(self)); )
544 cvar_string("cl_teamradar") != "0"
547 cvar("cl_teamradar") == 2
556 if(cvar("r_letterbox") == 0) {
557 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
558 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
559 Sbar_DrawPressedKeys();
562 if (cvar("cl_showspeed"))
564 if (cvar("cl_showacceleration"))
565 Sbar_ShowAcceleration();
567 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
571 hud = getstati(STAT_HUD);
572 if(hud == HUD_SPIDERBOT)
576 sz = drawgetimagesize(SPIDER_CROSS);
577 sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
578 sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
579 drawpic('0.5 0 0' * (vid_conwidth - sz_x) + '0 0.5 0' * (vid_conheight - sz_y), SPIDER_CROSS, sz, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
583 if(cvar("r_letterbox") == 0)
584 if(cvar("viewsize") < 120)
587 // crosshair goes VERY LAST
588 if(!scoreboard_active && !ons_showmap && !camera_active) {
591 float bullets, ring_scale;
592 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
593 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
595 if(cvar("crosshair_hittest"))
597 vector wcross_oldorigin;
598 wcross_oldorigin = wcross_origin;
599 shottype = TrueAimCheck();
600 if(shottype == SHOTTYPE_HITWORLD)
602 v = wcross_origin - wcross_oldorigin;
604 v_y /= vid_conheight;
606 shottype = SHOTTYPE_HITOBSTRUCTION;
608 if(!cvar("crosshair_hittest_showimpact"))
609 wcross_origin = wcross_oldorigin;
612 shottype = SHOTTYPE_HITWORLD;
615 wcross_style = cvar_string("crosshair");
617 if (wcross_style != "0") {
618 vector wcross_color, wcross_size;
619 string wcross_wep, wcross_name;
620 float wcross_alpha, wcross_sizefloat;
622 wcross_color_x = cvar("crosshair_color_red");
623 wcross_color_y = cvar("crosshair_color_green");
624 wcross_color_z = cvar("crosshair_color_blue");
625 wcross_alpha = cvar("crosshair_color_alpha") * (1-cvar("_menu_alpha"));
626 wcross_sizefloat = cvar("crosshair_size") * (1-cvar("_menu_alpha"));
627 if (cvar("crosshair_per_weapon")) {
628 e = get_weaponinfo(activeweapon);
629 if (e && e.netname != "")
631 wcross_wep = e.netname;
632 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
633 if(wcross_style == "")
634 wcross_style = e.netname;
636 if(!cvar("crosshair_color_override"))
638 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
639 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
640 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
643 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
644 wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
648 wcross_name = strcat("gfx/crosshair", wcross_style);
650 if(shottype == SHOTTYPE_HITENEMY)
651 wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
652 if(shottype == SHOTTYPE_HITTEAM)
653 wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0
655 wcross_size = drawgetimagesize(wcross_name);
656 wcross_size_x *= wcross_sizefloat;
657 wcross_size_y *= wcross_sizefloat;
659 // ring around crosshair representing bullets left in camping rifle clip
660 if (activeweapon == WEP_CAMPINGRIFLE)
662 ring_scale = cvar("crosshair_campingrifle_ring_size");
663 bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
668 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
670 wcross_alpha *= 0.04 * 0.75;
671 for(i = -2; i <= 2; ++i)
672 for(j = -2; j <= 2; ++j)
675 drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x * ring_scale + i) - '0 0.5 0' * (wcross_size_y * ring_scale + j), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
676 drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x + i) - '0 0.5 0' * (wcross_size_y + j), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
682 drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x * ring_scale) - '0 0.5 0' * (wcross_size_y * ring_scale), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
683 drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x) - '0 0.5 0' * ( wcross_size_y), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
691 localcmd("\n", NextFrameCommand, "\n");
692 NextFrameCommand = string_null;
695 // we must do this check AFTER a frame was rendered, or it won't work
696 if(cs_project_is_b0rked == 0)
699 w0 = cvar_string("vid_conwidth");
700 h0 = cvar_string("vid_conheight");
701 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
702 //R_SetView(VF_FOV, '90 90 0');
703 R_SetView(VF_ORIGIN, '0 0 0');
704 R_SetView(VF_ANGLES, '0 0 0');
705 R_SetView(VF_PERSPECTIVE, 1);
706 makevectors('0 0 0');
708 cvar_set("vid_conwidth", "800");
709 cvar_set("vid_conheight", "600");
710 v1 = cs_project(v_forward);
711 cvar_set("vid_conwidth", "640");
712 cvar_set("vid_conheight", "480");
713 v2 = cs_project(v_forward);
715 cs_project_is_b0rked = 1;
717 cs_project_is_b0rked = -1;
718 cvar_set("vid_conwidth", w0);
719 cvar_set("vid_conheight", h0);
722 // be safe against triggerbots until everyone has the fixed engine
723 // this call is meant to overwrite the trace globals by something
725 traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
729 void CSQC_spider_HUD()
731 float rockets,reload,heat,hp,shield,i;
734 rockets = getstati(STAT_SPIDERBOT_ROCKETS);
735 heat = min(getstatf(STAT_SPIDERBOT_HEAT),1);
736 reload = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
737 hp = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
738 shield = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
741 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
742 p = p + '0 1 0' * vid_conheight - '0 32 0';
743 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
744 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
746 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
748 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
750 // Draw minigun heat indicator
751 p = '0.5 0 0' * (vid_conwidth - 256);
752 p = p + '0 1 0' * vid_conheight - '0 34 0';
753 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
754 p_x += 256 * (1-heat);
755 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
757 // Draw rocket icons for loaded/empty tubes.
758 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
759 pp += '0 1 0' * vid_conheight - '0 64 0';
760 for(i = 0; i < 8; ++i)
762 p = pp + '1 0 0' * (rkt_size * i);
765 if(floor(reload * 8) == i)
767 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
769 else if(i < reload * 8)
770 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
772 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
777 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
779 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
785 Sbar_DrawScoreboard();
786 Sbar_DrawCenterPrint();
790 void CSQC_common_hud(void)
793 // Sbar_SortFrags(); done in Sbar_Draw
795 hud = getstati(STAT_HUD);
811 // following vectors must be global to allow seamless switching between camera modes
812 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
813 void CSQC_Demo_Camera()
815 float speed, attenuation, dimensions;
818 if( cvar("camera_reset") || !camera_mode )
820 camera_offset = '0 0 0';
821 current_angles = '0 0 0';
822 camera_direction = '0 0 0';
823 camera_offset_z += 30;
824 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
825 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
826 current_origin = view_origin;
827 current_camera_offset = camera_offset;
828 cvar_set("camera_reset", "0");
829 camera_mode = CAMERA_CHASE;
834 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
836 if(cvar("camera_look_player"))
841 dir = normalize(view_origin - current_position);
843 mouse_angles = vectoangles(dir);
844 mouse_angles_x = mouse_angles_x * -1;
849 tmp = getmousepos() * 0.1;
850 if(vlen(tmp)>cvar("camera_mouse_treshold"))
852 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
853 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
857 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
858 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
859 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
860 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
862 // Fix difference when angles don't have the same sign
864 if(mouse_angles_y < -60 && current_angles_y > 60)
866 if(mouse_angles_y > 60 && current_angles_y < -60)
869 if(cvar("camera_look_player"))
870 attenuation = cvar("camera_look_attenuation");
872 attenuation = cvar("camera_speed_attenuation");
874 attenuation = 1 / max(1, attenuation);
875 current_angles += (mouse_angles - current_angles + delta) * attenuation;
877 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
878 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
879 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
880 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
886 if( camera_direction_x )
888 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
889 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
890 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
891 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
895 if( camera_direction_y )
897 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
898 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
899 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
903 if( camera_direction_z )
905 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
909 if(cvar("camera_free"))
910 speed = cvar("camera_speed_free");
912 speed = cvar("camera_speed_chase");
916 speed = speed * sqrt(1 / dimensions);
917 camera_offset += tmp * speed;
920 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
923 if( cvar("camera_free") )
925 if ( camera_mode == CAMERA_CHASE )
927 current_camera_offset = current_origin + current_camera_offset;
928 camera_offset = current_origin + camera_offset;
931 camera_mode = CAMERA_FREE;
932 current_position = current_camera_offset;
936 if ( camera_mode == CAMERA_FREE )
938 current_origin = view_origin;
939 camera_offset = camera_offset - current_origin;
940 current_camera_offset = current_camera_offset - current_origin;
943 camera_mode = CAMERA_CHASE;
945 if(cvar("camera_chase_smoothly"))
946 current_origin += (view_origin - current_origin) * attenuation;
948 current_origin = view_origin;
950 current_position = current_origin + current_camera_offset;
953 R_SetView(VF_ANGLES, current_angles);
954 R_SetView(VF_ORIGIN, current_position);