1 vector angles_held[24];
\r
2 void Net_ReadHoldAngles()
\r
8 angles_held_status[wpn] = ReadByte();
\r
9 if(angles_held_status[wpn])
\r
14 angles_held[wpn] = v;
\r
19 vector polyline[16];
\r
20 float trace_dphitcontents;
\r
21 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
\r
22 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
\r
25 vector p, dir, ang, q, nextdir;
\r
26 float idx, portal_number, portal1_idx;
\r
28 if(activeweapon != WEP_PORTO)
\r
33 if(angles_held_status[WEP_PORTO-1])
\r
35 makevectors(angles_held[WEP_PORTO-1]);
\r
49 traceline(p, p + 65536 * dir, TRUE, world);
\r
50 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
\r
52 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
\r
58 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
\r
61 ang = vectoangles2(trace_plane_normal, dir);
\r
64 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
\r
66 if(portal_number == 1)
\r
68 if(portal_number >= 2)
\r
74 p = polyline[idx-2];
\r
75 q = polyline[idx-1];
\r
77 p = p - view_up * 16;
\r
78 if(idx-1 >= portal1_idx)
\r
80 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
\r
84 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
\r
90 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
\r
91 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
\r
95 porto.classname = "porto";
\r
96 porto.draw = Porto_Draw;
\r
97 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
\r
104 return sin(x) / cos(x);
\r
106 float atan2(float y, float x)
\r
109 v = '1 0 0' * x + '0 1 0' * y;
\r
110 v = vectoangles(v);
\r
111 return v_y * 0.01745329251994329576;
\r
114 float camera_active;
\r
115 vector GetCurrentFov(float fov)
\r
117 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
\r
119 zoomsensitivity = cvar("cl_zoomsensitivity");
\r
120 zoomfactor = cvar("cl_zoomfactor");
\r
121 if(zoomfactor < 1 || zoomfactor > 16)
\r
123 zoomspeed = cvar("cl_zoomspeed");
\r
125 if(zoomspeed < 0.5 || zoomspeed > 16)
\r
128 zoomdir = button_zoom;
\r
129 if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
\r
130 zoomdir += button_attack2;
\r
131 if(spectatee_status > 0 || isdemo())
\r
133 if(spectatorbutton_zoom)
\r
134 zoomdir = 0 + !zoomdir;
\r
135 // do not even THINK about removing this 0
\r
136 // _I_ know what I am doing
\r
143 if(zoomin_effect || camera_active)
\r
145 current_viewzoom = min(1, current_viewzoom + drawframetime);
\r
149 if(zoomspeed < 0) // instant zoom
\r
152 current_viewzoom = 1 / zoomfactor;
\r
154 current_viewzoom = 1;
\r
159 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
\r
161 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
\r
165 if(almost_equals(current_viewzoom, 1))
\r
166 current_zoomfraction = 0;
\r
167 else if(almost_equals(current_viewzoom, 1/zoomfactor))
\r
168 current_zoomfraction = 1;
\r
170 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
\r
172 if(zoomsensitivity < 1)
\r
173 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
\r
175 setsensitivityscale(1);
\r
177 float frustumx, frustumy, fovx, fovy;
\r
178 frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;
\r
179 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
\r
180 fovx = atan2(frustumx, 1) / 0.00872664625997164788;
\r
181 fovy = atan2(frustumy, 1) / 0.00872664625997164788;
\r
183 return '1 0 0' * fovx + '0 1 0' * fovy;
\r
186 void CSQC_common_hud(void);
\r
188 void CSQC_kh_hud(void);
\r
189 void CSQC_ctf_hud(void);
\r
190 void PostInit(void);
\r
191 float Sbar_WouldDrawScoreboard ();
\r
192 float zoomscript_caught;
\r
195 vector camera_offset, current_origin, mouse_angles, current_camera_offset, new_angles;
\r
196 void CSQC_UpdateView(float w, float h)
\r
204 WaypointSprite_Load();
\r
206 ticrate = getstatf(STAT_SYS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
\r
208 // Render the Scene
\r
209 if(!intermission || !view_set)
\r
211 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
\r
212 view_angles = input_angles;
\r
213 makevectors(view_angles);
\r
214 view_forward = v_forward;
\r
215 view_right = v_right;
\r
220 f = floor(cvar("v_flipped"));
\r
221 cvar_set("v_flipped", ftos(!f));
\r
222 v1 = cs_unproject('-100 -100 1000');
\r
223 cvar_set("v_flipped", ftos(f));
\r
224 v2 = cs_unproject('-100 -100 1000');
\r
228 // non-supporting engine
\r
229 vid_width = cvar("vid_width");
\r
230 vid_height = cvar("vid_height");
\r
234 // supporting engine
\r
240 if(time > blurtest_time0 && time < blurtest_time1)
\r
244 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
\r
245 r = t * blurtest_radius;
\r
246 f = 1 / pow(t, blurtest_power) - 1;
\r
248 cvar_set("r_glsl_postprocess", "1");
\r
249 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
\r
253 cvar_set("r_glsl_postprocess", "0");
\r
254 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
\r
260 drawframetime = max(0.000001, time - drawtime);
\r
263 // watch for gametype changes here...
\r
264 // in ParseStuffCMD the cmd isn't executed yet :/
\r
265 // might even be better to add the gametype to TE_CSQC_INIT...?
\r
270 if(button_zoom || fov <= 59.5)
\r
272 if(!zoomscript_caught)
\r
274 localcmd("+button4\n");
\r
275 zoomscript_caught = 1;
\r
276 ignore_plus_zoom += 1;
\r
281 if(zoomscript_caught)
\r
283 localcmd("-button4\n");
\r
284 zoomscript_caught = 0;
\r
285 ignore_minus_zoom += 1;
\r
289 sbar_alpha_fg = cvar("sbar_alpha_fg" );
\r
290 sbar_hudselector = cvar("sbar_hudselector");
\r
291 ColorTranslateMode = cvar("cl_stripcolorcodes");
\r
292 activeweapon = getstati(STAT_SWITCHWEAPON);
\r
293 f = cvar("teamplay");
\r
300 if(last_weapon != activeweapon) {
\r
302 last_weapon = activeweapon;
\r
305 // ALWAYS Clear Current Scene First
\r
308 // Assign Standard Viewflags
\r
309 // Draw the World (and sky)
\r
310 R_SetView(VF_DRAWWORLD, 1);
\r
312 R_SetView(VF_FOV, GetCurrentFov(fov));
\r
314 // Camera for demo playback
\r
315 if (cvar("chase_active") > 1 && cvar("cl_demo_mousegrab") && isdemo())
\r
317 float speed, attenuation;
\r
318 vector new_origin, m;
\r
321 camera_active = TRUE;
\r
323 if(cvar("camera_free"))
\r
324 speed = cvar("camera_speed_free");
\r
326 speed = cvar("camera_speed_chase");
\r
328 attenuation = cvar("camera_speed_attenuation");
\r
330 attenuation = 1 / max(1, attenuation);
\r
332 if( cvar("camera_reset") || !camera_mode )
\r
334 camera_offset = '0 0 0';
\r
335 new_angles = view_angles;
\r
336 camera_offset_z += 20;
\r
337 camera_offset_x -= 20 * cos(new_angles_y * DEG2RAD);
\r
338 camera_offset_y -= 20 * sin(new_angles_y * DEG2RAD);
\r
339 current_origin = view_origin;
\r
343 if( cvar("camera_roll") )
\r
344 mouse_angles_z += cvar("camera_roll") * cvar("camera_speed_roll");
\r
346 m = getmousepos() * 0.1;
\r
347 if(vlen(m)>cvar("camera_mouse_treshold"))
\r
349 mouse_angles_x += m_y * cos(mouse_angles_z * DEG2RAD) + (m_x * sin(mouse_angles_z * DEG2RAD));
\r
350 mouse_angles_y -= m_x * cos(mouse_angles_z * DEG2RAD) + (m_y * -sin(mouse_angles_z * DEG2RAD));
\r
353 new_angles += (mouse_angles - new_angles) * attenuation;
\r
356 if( cvar("camera_direction_x") )
\r
358 camera_offset_x += cvar("camera_direction_x") * speed * cos(new_angles_y * DEG2RAD);
\r
359 camera_offset_y += cvar("camera_direction_x") * speed * sin(new_angles_y * DEG2RAD);
\r
360 // camera_offset_z += cvar("camera_direction_x") * speed * -sin(new_angles_x * DEG2RAD);
\r
363 if( cvar("camera_direction_y") )
\r
365 camera_offset_y += cvar("camera_direction_y") * speed * cos(new_angles_y * DEG2RAD) * cos(new_angles_z * DEG2RAD);
\r
366 camera_offset_x += cvar("camera_direction_y") * speed * -sin(new_angles_y * DEG2RAD);
\r
367 camera_offset_z += cvar("camera_direction_y") * speed * sin(new_angles_z * DEG2RAD);
\r
370 if( cvar("camera_direction_z") )
\r
371 camera_offset_z += cvar("camera_direction_z") * speed * cos(new_angles_z * DEG2RAD);
\r
373 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
\r
376 if( cvar("camera_free") )
\r
378 if ( camera_mode == CAMERA_CHASE )
\r
380 current_camera_offset = current_origin + current_camera_offset;
\r
381 camera_offset = current_origin + camera_offset;
\r
384 camera_mode = CAMERA_FREE;
\r
385 new_origin = current_camera_offset;
\r
389 if ( camera_mode == CAMERA_FREE )
\r
391 current_origin = view_origin;
\r
392 camera_offset = camera_offset - current_origin;
\r
393 current_camera_offset = current_camera_offset - current_origin;
\r
396 camera_mode = CAMERA_CHASE;
\r
398 if(cvar("camera_chase_smoothly"))
\r
399 current_origin += (view_origin - current_origin) * attenuation;
\r
401 current_origin = view_origin;
\r
403 new_origin = current_origin + current_camera_offset;
\r
406 R_SetView(VF_ANGLES, new_angles);
\r
407 R_SetView(VF_ORIGIN, new_origin);
\r
412 camera_active = FALSE;
\r
415 // Draw the Crosshair
\r
416 float scoreboard_active;
\r
417 scoreboard_active = Sbar_WouldDrawScoreboard();
\r
418 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
\r
420 // Draw the Engine Status Bar (the default Quake HUD)
\r
421 R_SetView(VF_DRAWENGINESBAR, 0);
\r
423 // Set the console size vars
\r
424 vid_conwidth = cvar("vid_conwidth");
\r
425 vid_conheight = cvar("vid_conheight");
\r
426 vid_pixelheight = cvar("vid_pixelheight");
\r
428 // fetch this one only once per frame
\r
429 sbar_showbinds = cvar("sbar_showbinds");
\r
430 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
\r
432 // Update the mouse position
\r
434 mousepos_x = vid_conwidth;
\r
435 mousepos_y = vid_conheight;
\r
436 mousepos = mousepos*0.5 + getmousepos();
\r
439 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
\r
442 for(self = world; (self = nextent(self)); )
\r
448 // now switch to 2D drawing mode by calling a 2D drawing function
\r
449 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
\r
450 // next R_RenderScene call
\r
451 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
\r
454 if(!scoreboard_active && !ons_showmap) {
\r
455 string wcross_style;
\r
456 wcross_style = cvar_string("crosshair");
\r
458 if (wcross_style != "0") {
\r
459 vector wcross_color, wcross_size;
\r
460 string wcross_wep, wcross_name;
\r
461 float wcross_alpha, wcross_sizefloat;
\r
463 wcross_color_x = cvar("crosshair_color_red");
\r
464 wcross_color_y = cvar("crosshair_color_green");
\r
465 wcross_color_z = cvar("crosshair_color_blue");
\r
466 wcross_alpha = cvar("crosshair_color_alpha");
\r
467 wcross_sizefloat = cvar("crosshair_size");
\r
468 if (cvar("crosshair_per_weapon")) {
\r
469 e = get_weaponinfo(activeweapon);
\r
470 if (e && e.netname != "")
\r
472 wcross_wep = e.netname;
\r
473 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
\r
474 if(wcross_style == "")
\r
475 wcross_style = e.netname;
\r
477 if(!cvar("crosshair_color_override"))
\r
479 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
\r
480 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
\r
481 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
\r
484 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
\r
485 wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
\r
489 wcross_name = strcat("gfx/crosshair", wcross_style);
\r
491 wcross_size = drawgetimagesize(wcross_name);
\r
492 wcross_size_x *= wcross_sizefloat;
\r
493 wcross_size_y *= wcross_sizefloat;
\r
495 drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x) + '0 0.5 0' * (vid_conheight - wcross_size_y), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
\r
499 // Draw the mouse cursor
\r
500 // NOTE: drawpic must happen after R_RenderScene for some reason
\r
501 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
\r
502 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
\r
503 //self = edict_num(player_localnum);
\r
504 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
\r
505 //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);
\r
506 // as long as the ctf part isn't in, this is useless
\r
510 /*if(gametype == GAME_CTF)
\r
515 // draw 2D entities
\r
517 for(self = world; (self = nextent(self)); )
\r
523 if(teamplay || cvar("cl_teamradar") == 2)
\r
525 if((cvar_string("cl_teamradar") != "0" && !scoreboard_active) || ons_showmap)
\r
530 if(cvar("r_letterbox") == 0)
\r
531 if(cvar("viewsize") < 120)
\r
536 void CSQC_common_hud(void)
\r
538 // Sbar_SortFrags(); done in Sbar_Draw
\r
542 // KeyHunt HUD by victim
\r
543 void CSQC_kh_hud(void)
\r
545 // HUD 0 has the weapons on the right hand side - temporarily shown when needed
\r
546 // HUD 1 has the weapons on the bottom - permanently
\r
548 // use the following two binds to check the icons move correctly
\r
549 // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right" // move the icons
\r
550 // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector" // change the HUD
\r
552 float kh_keys, kh_keys_status, kh_teams_set;
\r
553 float kh_margin_x, kh_margin_y, kh_key_box;
\r
554 string kh_carrying, kh_outline;
\r
555 vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;
\r
556 vector red, blue, yellow, pink;
\r
558 kh_keys = getstati(STAT_KH_KEYS);
\r
559 kh_keys_status = kh_keys / 256;
\r
560 kh_teams_set = cvar("_teams_available"); // set in keyhunt.qc
\r
563 kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;
\r
564 // sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin
\r
566 red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;
\r
570 pink_pos_y = kh_margin_y + 0; // top
\r
571 yellow_pos_y = kh_margin_y + kh_key_box;
\r
572 blue_pos_y = kh_margin_y + kh_key_box * 2;
\r
573 red_pos_y = kh_margin_y + kh_key_box * 3; //bottom
\r
580 kh_size = '0 0 0'; // don't resize the image
\r
582 kh_carrying = "gfx/sb_kh_full";
\r
583 kh_outline = "gfx/sb_kh_outline";
\r
585 // drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)
\r
586 // vector position = '0 0'; // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599
\r
588 // vector size = '0 0'; // 'x y' changes the x & y dimensions. '0 0' gives the default pic size
\r
589 // vector rgb = '0 0 0'; // 'r g b' range 0 - 1
\r
591 if (kh_keys_status & 1) // red
\r
592 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0); // show 20% alpha key
\r
594 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0); // show key outline 40% alpha
\r
597 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0); // show solid key 100% alpha
\r
600 if (kh_keys_status & 2) // blue
\r
601 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);
\r
603 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);
\r
606 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);
\r
609 if (kh_teams_set & 4) // yellow
\r
611 if (kh_keys_status & 4)
\r
612 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);
\r
614 drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);
\r
617 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);
\r
621 if (kh_teams_set & 8) // pink
\r
623 if (kh_keys_status & 8)
\r
624 drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);
\r
626 drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);
\r
629 drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);
\r