1 vector angles_held[24];
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2 void Net_ReadHoldAngles()
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8 angles_held_status[wpn] = ReadByte();
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9 if(angles_held_status[wpn])
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14 angles_held[wpn] = v;
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19 vector polyline[16];
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20 float trace_dphitcontents;
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21 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
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22 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
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25 vector p, dir, ang, q, nextdir;
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26 float idx, portal_number, portal1_idx;
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28 if(activeweapon != WEP_PORTO)
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33 if(angles_held_status[WEP_PORTO-1])
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35 makevectors(angles_held[WEP_PORTO-1]);
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49 traceline(p, p + 65536 * dir, TRUE, world);
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50 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
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52 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
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58 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
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61 ang = vectoangles2(trace_plane_normal, dir);
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64 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
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66 if(portal_number == 1)
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68 if(portal_number >= 2)
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74 p = polyline[idx-2];
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75 q = polyline[idx-1];
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77 p = p - view_up * 16;
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78 if(idx-1 >= portal1_idx)
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80 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
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84 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
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90 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
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91 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
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95 porto.classname = "porto";
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96 porto.draw = Porto_Draw;
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97 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
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104 return sin(x) / cos(x);
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106 float atan2(float y, float x)
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109 v = '1 0 0' * x + '0 1 0' * y;
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110 v = vectoangles(v);
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111 return v_y * 0.01745329251994329576;
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114 vector GetCurrentFov(float fov)
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116 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
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118 zoomsensitivity = cvar("cl_zoomsensitivity");
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119 zoomfactor = cvar("cl_zoomfactor");
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120 if(zoomfactor < 1 || zoomfactor > 16)
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122 zoomspeed = cvar("cl_zoomspeed");
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124 if(zoomspeed < 0.5 || zoomspeed > 16)
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127 zoomdir = button_zoom;
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128 if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
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129 zoomdir += button_attack2;
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130 if(spectatee_status > 0 || isdemo())
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132 if(spectatorbutton_zoom)
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133 zoomdir = 0 + !zoomdir;
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134 // do not even THINK about removing this 0
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135 // _I_ know what I am doing
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144 current_viewzoom = min(1, current_viewzoom + drawframetime);
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148 if(zoomspeed < 0) // instant zoom
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151 current_viewzoom = 1 / zoomfactor;
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153 current_viewzoom = 1;
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158 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
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160 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
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164 if(almost_equals(current_viewzoom, 1))
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165 current_zoomfraction = 0;
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166 else if(almost_equals(current_viewzoom, 1/zoomfactor))
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167 current_zoomfraction = 1;
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169 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
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171 if(zoomsensitivity < 1)
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172 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
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174 setsensitivityscale(1);
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176 float frustumx, frustumy, fovx, fovy;
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177 frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;
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178 frustumx = frustumy * vid_width / vid_height / cvar("vid_pixelheight");
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179 fovx = atan2(frustumx, 1) / 0.00872664625997164788;
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180 fovy = atan2(frustumy, 1) / 0.00872664625997164788;
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182 return '1 0 0' * fovx + '0 1 0' * fovy;
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185 void CSQC_common_hud(void);
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187 void CSQC_kh_hud(void);
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188 void CSQC_ctf_hud(void);
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189 void PostInit(void);
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190 float Sbar_WouldDrawScoreboard ();
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191 float zoomscript_caught;
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192 void CSQC_UpdateView(void)
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198 WaypointSprite_Load();
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200 // Render the Scene
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201 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
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202 view_angles = input_angles;
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203 makevectors(view_angles);
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204 view_forward = v_forward;
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205 view_right = v_right;
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209 if(cs_project_is_b0rked)
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212 vid_width = cvar("vid_width");
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213 vid_height = cvar("vid_height");
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218 // THIS IS BROKEN if you had just shot (kicktime)
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220 v = cs_project(view_origin + 1024 * view_forward);
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221 vid_width = floor(v_x * 2 + 0.5);
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222 vid_height = floor(v_y * 2 + 0.5);
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228 drawframetime = max(0.000001, time - drawtime);
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231 // watch for gametype changes here...
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232 // in ParseStuffCMD the cmd isn't executed yet :/
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233 // might even be better to add the gametype to TE_CSQC_INIT...?
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238 if(button_zoom || fov <= 59.5)
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240 if(!zoomscript_caught)
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242 localcmd("+button4\n");
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243 zoomscript_caught = 1;
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244 ignore_plus_zoom += 1;
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249 if(zoomscript_caught)
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251 localcmd("-button4\n");
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252 zoomscript_caught = 0;
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253 ignore_minus_zoom += 1;
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257 sbar_alpha_fg = cvar("sbar_alpha_fg" );
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258 sbar_hudselector = cvar("sbar_hudselector");
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259 activeweapon = getstati(STAT_SWITCHWEAPON);
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260 f = cvar("teamplay");
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267 if(last_weapon != activeweapon) {
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269 last_weapon = activeweapon;
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272 // ALWAYS Clear Current Scene First
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275 // Assign Standard Viewflags
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276 // Draw the World (and sky)
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277 R_SetView(VF_DRAWWORLD, 1);
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279 R_SetView(VF_FOV, GetCurrentFov(fov));
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281 // Draw the Crosshair
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282 float scoreboard_active;
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283 scoreboard_active = Sbar_WouldDrawScoreboard();
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284 R_SetView(VF_DRAWCROSSHAIR, !scoreboard_active && !ons_showmap);
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286 // Draw the Engine Status Bar (the default Quake HUD)
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287 R_SetView(VF_DRAWENGINESBAR, 0);
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289 // Set the console size vars
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290 vid_conwidth = cvar("vid_conwidth");
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291 vid_conheight = cvar("vid_conheight");
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293 // fetch this one only once per frame
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294 sbar_showbinds = cvar("sbar_showbinds");
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295 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
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297 // Update the mouse position
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299 mousepos_x = vid_conwidth;
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300 mousepos_y = vid_conheight;
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301 mousepos = mousepos*0.5 + getmousepos();
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304 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
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307 for(self = world; (self = nextent(self)); )
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313 // now switch to 2D drawing mode by calling a 2D drawing function
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314 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
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315 // next R_RenderScene call
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316 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
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318 // Draw the mouse cursor
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319 // NOTE: drawpic must happen after R_RenderScene for some reason
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320 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
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321 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
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322 //self = edict_num(player_localnum);
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323 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
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324 //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
325 // as long as the ctf part isn't in, this is useless
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329 /*if(gametype == GAME_CTF)
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334 // draw 2D entities
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336 for(self = world; (self = nextent(self)); )
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344 if((cvar_string("cl_teamradar") != "0" && !scoreboard_active) || ons_showmap)
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349 if(cvar("r_letterbox") == 0)
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350 if(cvar("viewsize") < 120)
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355 void CSQC_common_hud(void)
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357 // Sbar_SortFrags(); done in Sbar_Draw
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361 // KeyHunt HUD by victim
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362 void CSQC_kh_hud(void)
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364 // HUD 0 has the weapons on the right hand side - temporarily shown when needed
\r
365 // HUD 1 has the weapons on the bottom - permanently
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367 // use the following two binds to check the icons move correctly
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368 // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right" // move the icons
\r
369 // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector" // change the HUD
\r
371 float kh_keys, kh_keys_status, kh_teams_set;
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372 float kh_margin_x, kh_margin_y, kh_key_box;
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373 string kh_carrying, kh_outline;
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374 vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;
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375 vector red, blue, yellow, pink;
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377 kh_keys = getstati(STAT_KH_KEYS);
\r
378 kh_keys_status = kh_keys / 256;
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379 kh_teams_set = cvar("_teams_available"); // set in keyhunt.qc
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382 kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;
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383 // sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin
\r
385 red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;
\r
389 pink_pos_y = kh_margin_y + 0; // top
\r
390 yellow_pos_y = kh_margin_y + kh_key_box;
\r
391 blue_pos_y = kh_margin_y + kh_key_box * 2;
\r
392 red_pos_y = kh_margin_y + kh_key_box * 3; //bottom
\r
399 kh_size = '0 0 0'; // don't resize the image
\r
401 kh_carrying = "gfx/sb_kh_full";
\r
402 kh_outline = "gfx/sb_kh_outline";
\r
404 // drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)
\r
405 // vector position = '0 0'; // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599
\r
407 // vector size = '0 0'; // 'x y' changes the x & y dimensions. '0 0' gives the default pic size
\r
408 // vector rgb = '0 0 0'; // 'r g b' range 0 - 1
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410 if (kh_keys_status & 1) // red
\r
411 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0); // show 20% alpha key
\r
413 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0); // show key outline 40% alpha
\r
416 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0); // show solid key 100% alpha
\r
419 if (kh_keys_status & 2) // blue
\r
420 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);
\r
422 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);
\r
425 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);
\r
428 if (kh_teams_set & 4) // yellow
\r
430 if (kh_keys_status & 4)
\r
431 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);
\r
433 drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);
\r
436 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);
\r
440 if (kh_teams_set & 8) // pink
\r
442 if (kh_keys_status & 8)
\r
443 drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);
\r
445 drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);
\r
448 drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);
\r