7 return sin(x) / cos(x);
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9 float atan2(float y, float x)
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12 v = '1 0 0' * x + '0 1 0' * y;
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14 return v_y * 0.01745329251994329576;
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17 vector GetCurrentFov(float fov)
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19 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
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21 zoomsensitivity = cvar("cl_zoomsensitivity");
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22 zoomfactor = cvar("cl_zoomfactor");
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23 if(zoomfactor < 1 || zoomfactor > 16)
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25 zoomspeed = cvar("cl_zoomspeed");
\r
27 if(zoomspeed < 0.5 || zoomspeed > 16)
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30 zoomdir = button_zoom;
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31 if(activeweapon == 7 && !minstagib)
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32 zoomdir += button_attack2;
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33 if(spectatee_status > 0 || isdemo())
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35 if(spectatorbutton_zoom)
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36 zoomdir = 0 + !zoomdir;
\r
37 // do not even THINK about removing this 0
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38 // _I_ know what I am doing
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47 current_viewzoom = min(1, current_viewzoom + drawframetime);
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51 if(zoomspeed < 0) // instant zoom
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54 current_viewzoom = 1 / zoomfactor;
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56 current_viewzoom = 1;
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61 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
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63 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
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67 if(zoomsensitivity < 1)
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68 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
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70 setsensitivityscale(1);
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72 float frustumx, frustumy, fovx, fovy;
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73 frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;
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74 frustumx = frustumy * cvar("vid_width") / cvar("vid_height") / cvar("vid_pixelheight");
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75 fovx = atan2(frustumx, 1) / 0.00872664625997164788;
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76 fovy = atan2(frustumy, 1) / 0.00872664625997164788;
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78 return '1 0 0' * fovx + '0 1 0' * fovy;
\r
81 void CSQC_common_hud(void);
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83 void CSQC_kh_hud(void);
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84 void CSQC_ctf_hud(void);
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85 void PostInit(void);
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86 float Sbar_WouldDrawScoreboard ();
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87 float zoomscript_caught;
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88 void CSQC_UpdateView(void)
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93 drawframetime = time - drawtime;
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96 // watch for gametype changes here...
\r
97 // in ParseStuffCMD the cmd isn't executed yet :/
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98 // might even be better to add the gametype to TE_CSQC_INIT...?
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103 if(button_zoom || fov < 80)
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105 if(!zoomscript_caught)
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107 localcmd("+button4\n");
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108 zoomscript_caught = 1;
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109 ignore_plus_zoom += 1;
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114 if(zoomscript_caught)
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116 localcmd("-button4\n");
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117 zoomscript_caught = 0;
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118 ignore_minus_zoom += 1;
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122 sbar_alpha_fg = cvar("sbar_alpha_fg" );
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123 sbar_hudselector = cvar("sbar_hudselector");
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124 activeweapon = getstati(STAT_ACTIVEWEAPON);
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125 teamplay = cvar("teamplay");
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127 if(last_weapon != activeweapon) {
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129 last_weapon = activeweapon;
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132 // ALWAYS Clear Current Scene First
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135 // Assign Standard Viewflags
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136 // Draw the World (and sky)
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137 R_SetView(VF_DRAWWORLD, 1);
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139 R_SetView(VF_FOV, GetCurrentFov(fov));
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141 // Draw the Crosshair
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142 R_SetView(VF_DRAWCROSSHAIR, !Sbar_WouldDrawScoreboard());
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144 // Draw the Engine Status Bar (the default Quake HUD)
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145 draw_enginesbar = !cvar("sbar_usecsqc");
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146 R_SetView(VF_DRAWENGINESBAR, draw_enginesbar);
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148 // Set the console size vars
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149 vid_conwidth = cvar("vid_conwidth");
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150 vid_conheight = cvar("vid_conheight");
\r
152 // Update the mouse position
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154 mousepos_x = vid_conwidth;
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155 mousepos_y = vid_conheight;
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156 mousepos = mousepos*0.5 + getmousepos();
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159 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
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161 // Render the Scene
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163 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
\r
164 view_angles = input_angles;
\r
165 makevectors(view_angles);
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166 view_forward = v_forward;
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167 view_right = v_right;
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171 for(self = world; (self = nextent(self)); )
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177 // Draw the mouse cursor
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178 // NOTE: drawpic must happen after R_RenderScene for some reason
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179 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
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180 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
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181 //self = edict_num(player_localnum);
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182 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
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183 //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
184 // as long as the ctf part isn't in, this is useless
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188 /*if(gametype == GAME_CTF)
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192 if(!draw_enginesbar)
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197 if(gametype == GAME_ONSLAUGHT)
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199 //drawstring('0 0', minimapname, '8 8 0', '1 1 1', 1, 0);
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200 //drawsetcliparea(0,0,800,600);
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202 //drawresetcliparea();
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207 void CSQC_common_hud(void)
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209 // Sbar_SortFrags(); done in Sbar_Draw
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213 // KeyHunt HUD by victim
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214 void CSQC_kh_hud(void)
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216 // HUD 0 has the weapons on the right hand side - temporarily shown when needed
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217 // HUD 1 has the weapons on the bottom - permanently
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219 // use the following two binds to check the icons move correctly
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220 // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right" // move the icons
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221 // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector" // change the HUD
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223 float kh_keys, kh_keys_status, kh_teams_set;
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224 float kh_margin_x, kh_margin_y, kh_key_box;
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225 string kh_carrying, kh_outline;
\r
226 vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;
\r
227 vector red, blue, yellow, pink;
\r
229 kh_keys = getstati(STAT_KH_KEYS);
\r
230 kh_keys_status = kh_keys / 256;
\r
231 kh_teams_set = cvar("_teams_available"); // set in keyhunt.qc
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234 kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;
\r
235 // sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin
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237 red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;
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241 pink_pos_y = kh_margin_y + 0; // top
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242 yellow_pos_y = kh_margin_y + kh_key_box;
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243 blue_pos_y = kh_margin_y + kh_key_box * 2;
\r
244 red_pos_y = kh_margin_y + kh_key_box * 3; //bottom
\r
251 kh_size = '0 0 0'; // don't resize the image
\r
253 kh_carrying = "gfx/sb_kh_full";
\r
254 kh_outline = "gfx/sb_kh_outline";
\r
256 // drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)
\r
257 // vector position = '0 0'; // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599
\r
259 // vector size = '0 0'; // 'x y' changes the x & y dimensions. '0 0' gives the default pic size
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260 // vector rgb = '0 0 0'; // 'r g b' range 0 - 1
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262 if (kh_keys_status & 1) // red
\r
263 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0); // show 20% alpha key
\r
265 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0); // show key outline 40% alpha
\r
268 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0); // show solid key 100% alpha
\r
271 if (kh_keys_status & 2) // blue
\r
272 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);
\r
274 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);
\r
277 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);
\r
280 if (kh_teams_set & 4) // yellow
\r
282 if (kh_keys_status & 4)
\r
283 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);
\r
285 drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);
\r
288 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);
\r
292 if (kh_teams_set & 8) // pink
\r
294 if (kh_keys_status & 8)
\r
295 drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);
\r
297 drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);
\r
300 drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);
\r