3 void CSQC_UpdateView(void)
\r
5 // ALWAYS Clear Current Scene First
\r
8 // Assign Standard Viewflags
\r
9 // Draw the World (and sky)
\r
10 R_SetView(VF_DRAWWORLD, 1);
\r
11 // Draw the Crosshair
\r
12 R_SetView(VF_DRAWCROSSHAIR, 1);
\r
13 // Draw the Engine Status Bar (the default Quake HUD)
\r
14 R_SetView(VF_DRAWENGINESBAR, 1);
\r
16 // Set the console size vars
\r
17 vid_conwidth = cvar("vid_conwidth");
\r
18 vid_conheight = cvar("vid_conheight");
\r
20 // Update the mouse position
\r
22 mousepos_x = vid_conwidth;
\r
23 mousepos_y = vid_conheight;
\r
24 mousepos = mousepos*0.5 + getmousepos();
\r
27 // Update the camera
\r
29 /*self.origin_z += getstati(STAT_VIEWHEIGHT);
\r
30 R_SetView(VF_ORIGIN, self.origin);
\r
31 self.origin_z -= getstati(STAT_VIEWHEIGHT);
\r
32 R_SetView(VF_ANGLES, input_angles);*/
\r
34 // Setup Entities to be Rendered (include all base types; normal, engine and viewmodels)
\r
35 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
\r
37 /* Sample for 3D polygon rendering, do it before R_RenderScene!
\r
38 R_BeginPolygon("gfx/ctf_ic_atk.tga", 0);
\r
39 R_PolygonVertex('-5000 -5000 5200', '0 0', '1 1 1', 1);
\r
40 R_PolygonVertex(' 5000 -5000 5200', '1 0', '1 1 1', 1);
\r
41 R_PolygonVertex(' 5000 5000 -5200', '1 1', '1 1 1', 1);
\r
42 R_PolygonVertex('-5000 5000 -5200', '0 1', '1 1 1', 1);
\r
49 // Draw the mouse cursor
\r
50 // NOTE: drawpic must happen after R_RenderScene for some reason
\r
51 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
\r
52 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
\r
53 //self = edict_num(player_localnum);
\r
54 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
\r
55 //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
56 // as long as the ctf part isn't in, this is useless
\r
60 /*if(gametype == GAME_CTF)
\r
64 if(gametype == GAME_ONSLAUGHT)
\r
66 //drawstring('0 0', minimapname, '8 8 0', '1 1 1', 1, 0);
\r
67 drawsetcliparea(0,0,800,600);
\r
69 drawresetcliparea();
\r