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;
211 #define SHOTTYPE_HITTEAM 1
212 #define SHOTTYPE_HITOBSTRUCTION 2
213 #define SHOTTYPE_HITWORLD 3
214 #define SHOTTYPE_HITENEMY 4
219 trueaim.classname = "trueaim";
220 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
223 float EnemyHitCheck(vector start, vector mi, vector ma, vector end)
226 tracebox(start, mi, ma, end, MOVE_NORMAL, trueaim);
227 if(trace_networkentity < 1)
228 return SHOTTYPE_HITWORLD;
229 if(trace_networkentity > maxclients)
230 return SHOTTYPE_HITWORLD;
231 t = GetPlayerColor(trace_networkentity - 1);
234 return SHOTTYPE_HITTEAM;
235 if(t == COLOR_SPECTATOR)
236 return SHOTTYPE_HITWORLD;
237 return SHOTTYPE_HITENEMY;
242 float nudge = 1; // added to traceline target and subtracted from result
243 vector vecs, trueaimpoint, w_shotorg;
251 case WEP_TUBA: // no aim
252 case WEP_PORTO: // shoots from eye
253 case WEP_HOOK: // no trueaim
254 case WEP_GRENADE_LAUNCHER: // toss curve
255 return SHOTTYPE_HITWORLD;
256 case WEP_CAMPINGRIFLE:
257 if(zoomscript_caught)
258 return EnemyHitCheck(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE);
260 case WEP_ROCKET_LAUNCHER: // projectile has a size!
264 case WEP_SEEKER: // projectile has a size!
268 case WEP_ELECTRO: // projectile has a size!
274 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
276 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
277 trueaimpoint = trace_endpos;
284 dv = view_right * vecs_y + view_up * vecs_z;
285 w_shotorg = view_origin + dv;
287 // now move the vecs forward as much as requested if possible
288 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
289 w_shotorg = trace_endpos - view_forward * nudge;
291 shottype = EnemyHitCheck(w_shotorg, mi, ma, trueaimpoint);
292 if(shottype != SHOTTYPE_HITWORLD)
295 // now test whether we will actually hit the trueaimpoint...
296 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NOMONSTERS, trueaim);
298 if(vlen(trace_endpos - trueaimpoint) > vlen(ma - mi) + 1)
299 // 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
300 return SHOTTYPE_HITOBSTRUCTION;
302 return SHOTTYPE_HITWORLD;
305 void CSQC_common_hud(void);
307 void CSQC_kh_hud(void);
308 void CSQC_ctf_hud(void);
310 void CSQC_Demo_Camera();
311 float Sbar_WouldDrawScoreboard ();
314 string NextFrameCommand;
315 void CSQC_spider_HUD();
316 void CSQC_UpdateView(float w, float h)
323 WaypointSprite_Load();
326 myteam = GetPlayerColor(spectatee_status - 1);
328 myteam = GetPlayerColor(player_localentnum - 1);
330 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
333 if(!intermission || !view_set)
335 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
336 view_angles = input_angles;
337 makevectors(view_angles);
338 view_forward = v_forward;
339 view_right = v_right;
348 if(time > blurtest_time0 && time < blurtest_time1)
352 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
353 r = t * blurtest_radius;
354 f = 1 / pow(t, blurtest_power) - 1;
356 cvar_set("r_glsl_postprocess", "1");
357 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
361 cvar_set("r_glsl_postprocess", "0");
362 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
368 drawframetime = max(0.000001, time - drawtime);
371 // watch for gametype changes here...
372 // in ParseStuffCMD the cmd isn't executed yet :/
373 // might even be better to add the gametype to TE_CSQC_INIT...?
377 CheckForGamestartChange();
381 if(button_zoom || fov <= 59.5)
383 if(!zoomscript_caught)
385 localcmd("+button4\n");
386 zoomscript_caught = 1;
387 ignore_plus_zoom += 1;
392 if(zoomscript_caught)
394 localcmd("-button4\n");
395 zoomscript_caught = 0;
396 ignore_minus_zoom += 1;
400 sbar_alpha_fg = cvar("sbar_alpha_fg" );
401 sbar_currentammo = cvar("sbar_showcurrentammo");
402 sbar_hudselector = cvar("sbar_hudselector");
403 sbar_hud_accuracy = cvar("sbar_hud_accuracy");
404 ColorTranslateMode = cvar("cl_stripcolorcodes");
405 activeweapon = getstati(STAT_SWITCHWEAPON);
406 f = cvar("teamplay");
413 if(last_weapon != activeweapon) {
415 last_weapon = activeweapon;
418 // ALWAYS Clear Current Scene First
421 // Assign Standard Viewflags
422 // Draw the World (and sky)
423 R_SetView(VF_DRAWWORLD, 1);
425 // Set the console size vars
426 vid_conwidth = cvar("vid_conwidth");
427 vid_conheight = cvar("vid_conheight");
428 vid_pixelheight = cvar("vid_pixelheight");
430 R_SetView(VF_FOV, GetCurrentFov(fov));
432 // Camera for demo playback
435 if(cvar("camera_enable"))
439 cvar_set("chase_active", ftos(chase_active_backup));
440 cvar_set("cl_demo_mousegrab", "0");
441 camera_active = FALSE;
445 else if(cvar("camera_enable"))
447 else if(cvar("camera_enable") && isdemo())
450 // Enable required Darkplaces cvars
451 chase_active_backup = cvar("chase_active");
452 cvar_set("chase_active", "2");
453 cvar_set("cl_demo_mousegrab", "1");
454 camera_active = TRUE;
458 // Draw the Crosshair
459 float scoreboard_active;
460 scoreboard_active = Sbar_WouldDrawScoreboard();
461 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
463 // Draw the Engine Status Bar (the default Quake HUD)
464 R_SetView(VF_DRAWENGINESBAR, 0);
466 // fetch this one only once per frame
467 sbar_showbinds = cvar("sbar_showbinds");
468 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
470 // Update the mouse position
472 mousepos_x = vid_conwidth;
473 mousepos_y = vid_conheight;
474 mousepos = mousepos*0.5 + getmousepos();
477 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
480 for(self = world; (self = nextent(self)); )
486 // now switch to 2D drawing mode by calling a 2D drawing function
487 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
488 // next R_RenderScene call
489 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
491 // Draw the mouse cursor
492 // NOTE: drawpic must happen after R_RenderScene for some reason
493 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
494 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
495 //self = edict_num(player_localnum);
496 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
497 //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);
498 // as long as the ctf part isn't in, this is useless
502 /*if(gametype == GAME_CTF)
509 for(self = world; (self = nextent(self)); )
521 cvar_string("cl_teamradar") != "0"
524 cvar("cl_teamradar") == 2
532 if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing
534 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
535 Sbar_DrawPressedKeys();
538 if (cvar("cl_showspeed"))
542 if(cvar("r_letterbox") == 0)
543 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
546 hud = getstati(STAT_HUD);
547 if(hud == HUD_SPIDEBOT)
551 sz = drawgetimagesize(SPIDER_CROSS);
552 sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
553 sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
554 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);
558 if(cvar("r_letterbox") == 0)
559 if(cvar("viewsize") < 120)
562 // crosshair goes VERY LAST
563 if(!scoreboard_active && !ons_showmap && !camera_active) {
566 float bullets, ring_scale;
568 if(cvar("crosshair_hittest"))
569 shottype = TrueAimCheck();
571 shottype = SHOTTYPE_HITWORLD;
574 wcross_style = cvar_string("crosshair");
576 if (wcross_style != "0") {
577 vector wcross_color, wcross_size;
578 string wcross_wep, wcross_name;
579 float wcross_alpha, wcross_sizefloat;
581 wcross_color_x = cvar("crosshair_color_red");
582 wcross_color_y = cvar("crosshair_color_green");
583 wcross_color_z = cvar("crosshair_color_blue");
584 wcross_alpha = cvar("crosshair_color_alpha");
585 wcross_sizefloat = cvar("crosshair_size");
586 if (cvar("crosshair_per_weapon")) {
587 e = get_weaponinfo(activeweapon);
588 if (e && e.netname != "")
590 wcross_wep = e.netname;
591 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
592 if(wcross_style == "")
593 wcross_style = e.netname;
595 if(!cvar("crosshair_color_override"))
597 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
598 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
599 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
602 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
603 wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
607 wcross_name = strcat("gfx/crosshair", wcross_style);
609 if(shottype == SHOTTYPE_HITENEMY)
610 wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
611 if(shottype == SHOTTYPE_HITTEAM)
612 wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0
614 wcross_size = drawgetimagesize(wcross_name);
615 wcross_size_x *= wcross_sizefloat;
616 wcross_size_y *= wcross_sizefloat;
618 // ring around crosshair representing bullets left in camping rifle clip
619 if (activeweapon == WEP_CAMPINGRIFLE)
621 ring_scale = cvar("crosshair_campingrifle_ring_size");
622 bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
627 if(shottype == SHOTTYPE_HITENEMY || shottype == SHOTTYPE_HITWORLD)
630 drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x * ring_scale) + '0 0.5 0' * (vid_conheight - wcross_size_y * ring_scale), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
631 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);
635 wcross_alpha *= 0.04 * 0.75;
636 for(i = -2; i <= 2; ++i)
637 for(j = -2; j <= 2; ++j)
640 drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x * ring_scale + i) + '0 0.5 0' * (vid_conheight - wcross_size_y * ring_scale + j), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
641 drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x + i) + '0 0.5 0' * (vid_conheight - wcross_size_y + j), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
650 localcmd("\n", NextFrameCommand, "\n");
651 NextFrameCommand = string_null;
656 void CSQC_spider_HUD()
658 float rockets,reload,heat,hp,shield,i;
661 rockets = getstati(STAT_SPIDERBOT_ROCKETS);
662 heat = min(getstatf(STAT_SPIDERBOT_HEAT),1);
663 reload = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
664 hp = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
665 shield = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
668 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
669 p = p + '0 1 0' * vid_conheight - '0 32 0';
670 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
671 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
673 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
675 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
677 // Draw minigun heat indicator
678 p = '0.5 0 0' * (vid_conwidth - 256);
679 p = p + '0 1 0' * vid_conheight - '0 34 0';
680 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
681 p_x += 256 * (1-heat);
682 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
684 // Draw rocket icons for loaded/empty tubes.
685 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
686 pp += '0 1 0' * vid_conheight - '0 64 0';
687 for(i = 0; i < 8; ++i)
689 p = pp + '1 0 0' * (rkt_size * i);
692 if(floor(reload * 8) == i)
694 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
696 else if(i < reload * 8)
697 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
699 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
704 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
706 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
712 Sbar_DrawScoreboard();
713 Sbar_DrawCenterPrint();
717 void CSQC_common_hud(void)
720 // Sbar_SortFrags(); done in Sbar_Draw
722 hud = getstati(STAT_HUD);
738 // following vectors must be global to allow seamless switching between camera modes
739 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
740 void CSQC_Demo_Camera()
742 float speed, attenuation, dimensions;
745 if( cvar("camera_reset") || !camera_mode )
747 camera_offset = '0 0 0';
748 current_angles = '0 0 0';
749 camera_direction = '0 0 0';
750 camera_offset_z += 30;
751 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
752 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
753 current_origin = view_origin;
754 current_camera_offset = camera_offset;
755 cvar_set("camera_reset", "0");
756 camera_mode = CAMERA_CHASE;
761 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
763 if(cvar("camera_look_player"))
768 dir = normalize(view_origin - current_position);
770 mouse_angles = vectoangles(dir);
771 mouse_angles_x = mouse_angles_x * -1;
776 tmp = getmousepos() * 0.1;
777 if(vlen(tmp)>cvar("camera_mouse_treshold"))
779 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
780 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
784 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
785 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
786 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
787 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
789 // Fix difference when angles don't have the same sign
791 if(mouse_angles_y < -60 && current_angles_y > 60)
793 if(mouse_angles_y > 60 && current_angles_y < -60)
796 if(cvar("camera_look_player"))
797 attenuation = cvar("camera_look_attenuation");
799 attenuation = cvar("camera_speed_attenuation");
801 attenuation = 1 / max(1, attenuation);
802 current_angles += (mouse_angles - current_angles + delta) * attenuation;
804 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
805 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
806 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
807 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
813 if( camera_direction_x )
815 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
816 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
817 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
818 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
822 if( camera_direction_y )
824 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
825 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
826 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
830 if( camera_direction_z )
832 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
836 if(cvar("camera_free"))
837 speed = cvar("camera_speed_free");
839 speed = cvar("camera_speed_chase");
843 speed = speed * sqrt(1 / dimensions);
844 camera_offset += tmp * speed;
847 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
850 if( cvar("camera_free") )
852 if ( camera_mode == CAMERA_CHASE )
854 current_camera_offset = current_origin + current_camera_offset;
855 camera_offset = current_origin + camera_offset;
858 camera_mode = CAMERA_FREE;
859 current_position = current_camera_offset;
863 if ( camera_mode == CAMERA_FREE )
865 current_origin = view_origin;
866 camera_offset = camera_offset - current_origin;
867 current_camera_offset = current_camera_offset - current_origin;
870 camera_mode = CAMERA_CHASE;
872 if(cvar("camera_chase_smoothly"))
873 current_origin += (view_origin - current_origin) * attenuation;
875 current_origin = view_origin;
877 current_position = current_origin + current_camera_offset;
880 R_SetView(VF_ANGLES, current_angles);
881 R_SetView(VF_ORIGIN, current_position);