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directhit fix;
[divverent/nexuiz.git] / data / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/spiderbot/rocket_ico.tga"\r
2 #define spider_rocket_targ "gfx/spiderbot/target.tga"\r
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"\r
4 #define rkt_size 32\r
5 #define rld_size_x 256\r
6 #define rld_size_y 16\r
7 \r
8 entity porto;\r
9 vector polyline[16];\r
10 float trace_dphitcontents;\r
11 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
12 float DPCONTENTS_SOLID = 1; // blocks player movement\r
13 float DPCONTENTS_BODY = 32; // blocks player movement\r
14 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
15 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
16 void Porto_Draw()\r
17 {\r
18         vector p, dir, ang, q, nextdir;\r
19         float idx, portal_number, portal1_idx;\r
20 \r
21         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)\r
22                 return;\r
23         if(intermission == 1)\r
24                 return;\r
25         if(intermission == 2)\r
26                 return;\r
27         if (getstati(STAT_HEALTH) <= 0)\r
28                 return;\r
29 \r
30         dir = view_forward;\r
31 \r
32         if(angles_held_status)\r
33         {\r
34                 makevectors(angles_held);\r
35                 dir = v_forward;\r
36         }\r
37 \r
38         p = view_origin;\r
39 \r
40         polyline[0] = p;\r
41         idx = 1;\r
42         portal_number = 0;\r
43         nextdir = dir;\r
44 \r
45         for(;;)\r
46         {\r
47                 dir = nextdir;\r
48                 traceline(p, p + 65536 * dir, TRUE, porto);\r
49                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
50                         return;\r
51                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal\r
52                 p = trace_endpos;\r
53                 polyline[idx] = p;\r
54                 ++idx;\r
55                 if(idx >= 16)\r
56                         return;\r
57                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)\r
58                         continue;\r
59                 ++portal_number;\r
60                 ang = vectoangles2(trace_plane_normal, dir);\r
61                 ang_x = -ang_x;\r
62                 makevectors(ang);\r
63                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))\r
64                         return;\r
65                 if(portal_number == 1)\r
66                         portal1_idx = idx;\r
67                 if(portal_number >= 2)\r
68                         break;\r
69         }\r
70 \r
71         while(idx >= 2)\r
72         {\r
73                 p = polyline[idx-2];\r
74                 q = polyline[idx-1];\r
75                 if(idx == 2)\r
76                         p = p - view_up * 16;\r
77                 if(idx-1 >= portal1_idx)\r
78                 {\r
79                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);\r
80                 }\r
81                 else\r
82                 {\r
83                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
84                 }\r
85                 --idx;\r
86         }\r
87 }\r
88 \r
89 /**\r
90  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
91  *\r
92  * TODO: Use a better solution where a common shared entitiy is used that contains\r
93  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
94  * and STAT_FRAGLIMIT to be auto-sent)\r
95  */\r
96 void CheckForGamestartChange() {\r
97         float startTime;\r
98         startTime = getstatf(STAT_GAMESTARTTIME);\r
99         if (previous_game_starttime != startTime) {\r
100                 if ((time + 5.0) < startTime) {\r
101                         //if connecting to server while restart was active don't always play prepareforbattle\r
102                         sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);\r
103                 }\r
104                 if (time < startTime) {\r
105                         restartAnnouncer = spawn();\r
106                         restartAnnouncer.think = restartAnnouncer_Think;\r
107                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
108                 }\r
109         }\r
110         previous_game_starttime = startTime;\r
111 }\r
112 \r
113 void Porto_Init()\r
114 {\r
115         porto = spawn();\r
116         porto.classname = "porto";\r
117         porto.draw = Porto_Draw;\r
118         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
119 }\r
120 \r
121 float drawtime;\r
122 \r
123 float tan(float x)\r
124 {\r
125         return sin(x) / cos(x);\r
126 }\r
127 float atan2(float y, float x)\r
128 {\r
129         vector v;\r
130         v = '1 0 0' * x + '0 1 0' * y;\r
131         v = vectoangles(v);\r
132         return v_y * 0.01745329251994329576;\r
133 }\r
134 \r
135 vector GetCurrentFov(float fov)\r
136 {\r
137         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;\r
138 \r
139         zoomsensitivity = cvar("cl_zoomsensitivity");\r
140         zoomfactor = cvar("cl_zoomfactor");\r
141         if(zoomfactor < 1 || zoomfactor > 16)\r
142                 zoomfactor = 2.5;\r
143         zoomspeed = cvar("cl_zoomspeed");\r
144         if(zoomspeed >= 0)\r
145                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
146                         zoomspeed = 3.5;\r
147 \r
148         zoomdir = button_zoom;\r
149         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here\r
150                 zoomdir += button_attack2;\r
151         if(spectatee_status > 0 || isdemo())\r
152         {\r
153                 if(spectatorbutton_zoom)\r
154                         zoomdir = 0 + !zoomdir;\r
155                         // do not even THINK about removing this 0\r
156                         // _I_ know what I am doing\r
157                         // fteqcc does not\r
158         }\r
159 \r
160         if(zoomdir)\r
161                 zoomin_effect = 0;\r
162 \r
163         if(zoomin_effect || camera_active)\r
164         {\r
165                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
166         }\r
167         else\r
168         {\r
169                 if(zoomspeed < 0) // instant zoom\r
170                 {\r
171                         if(zoomdir)\r
172                                 current_viewzoom = 1 / zoomfactor;\r
173                         else\r
174                                 current_viewzoom = 1;\r
175                 }\r
176                 else\r
177                 {\r
178                         if(zoomdir)\r
179                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
180                         else\r
181                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
182                 }\r
183         }\r
184 \r
185         if(almost_equals(current_viewzoom, 1))\r
186                 current_zoomfraction = 0;\r
187         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
188                 current_zoomfraction = 1;\r
189         else\r
190                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
191 \r
192         if(zoomsensitivity < 1)\r
193                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
194         else\r
195                 setsensitivityscale(1);\r
196 \r
197         float frustumx, frustumy, fovx, fovy;\r
198         frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;\r
199         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
200         fovx = atan2(frustumx, 1) / 0.00872664625997164788;\r
201         fovy = atan2(frustumy, 1) / 0.00872664625997164788;\r
202 \r
203         return '1 0 0' * fovx + '0 1 0' * fovy;\r
204 }\r
205 \r
206 // this function must match W_SetupShot!\r
207 float zoomscript_caught;\r
208 entity trueaim;\r
209 void TrueAim_Init()\r
210 {\r
211         trueaim = spawn();\r
212         trueaim.classname = "trueaim";\r
213         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
214 }\r
215 \r
216 float TrueAimCheck()\r
217 {\r
218         float nudge = 1; // added to traceline target and subtracted from result\r
219         vector vecs, trueaimpoint, w_shotorg;\r
220         vector mi, ma, dv;\r
221 \r
222         mi = ma = '0 0 0';\r
223 \r
224         switch(activeweapon)\r
225         {\r
226                 case WEP_TUBA: // no aim\r
227                 case WEP_PORTO: // shoots from eye\r
228                 case WEP_HOOK: // no trueaim\r
229                 case WEP_GRENADE_LAUNCHER: // toss curve\r
230                         return 1;\r
231                 case WEP_CAMPINGRIFLE:\r
232                         if(zoomscript_caught)\r
233                                 return 1; // shoots from eye when zoomed\r
234                         break;\r
235                 case WEP_ROCKET_LAUNCHER: // projectile has a size!\r
236                         mi = '-3 -3 -3';\r
237                         ma = '3 3 3';\r
238                         break;\r
239                 case WEP_SEEKER: // projectile has a size!\r
240                         mi = '-2 -2 -2';\r
241                         ma = '2 2 2';\r
242                         break;\r
243                 case WEP_ELECTRO: // projectile has a size!\r
244                         mi = '0 0 -3';\r
245                         ma = '0 0 -3';\r
246                         break;\r
247         }\r
248 \r
249         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
250 \r
251         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);\r
252         trueaimpoint = trace_endpos;\r
253 \r
254         if(vecs_x > 0)\r
255                 vecs_y = -vecs_y;\r
256         else\r
257                 vecs = '0 0 0';\r
258 \r
259         dv = view_right * vecs_y + view_up * vecs_z;\r
260         w_shotorg = view_origin + dv;\r
261 \r
262         // now move the vecs forward as much as requested if possible\r
263         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\r
264         w_shotorg = trace_endpos - view_forward * nudge;\r
265 \r
266         // now test whether we will actually hit the trueaimpoint...\r
267         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NOMONSTERS, trueaim);\r
268 \r
269         return vlen(trace_endpos - trueaimpoint) <= vlen(ma - mi) + 1;\r
270                 // 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\r
271 }\r
272 \r
273 void CSQC_common_hud(void);\r
274 \r
275 void CSQC_kh_hud(void);\r
276 void CSQC_ctf_hud(void);\r
277 void PostInit(void);\r
278 void CSQC_Demo_Camera();\r
279 float Sbar_WouldDrawScoreboard ();\r
280 float view_set;\r
281 float camera_mode;\r
282 string NextFrameCommand;\r
283 void CSQC_spider_HUD();\r
284 void CSQC_UpdateView(float w, float h)\r
285 {\r
286         entity e;\r
287         float fov;\r
288         float f, i, j;\r
289 \r
290         dprint_load();\r
291         WaypointSprite_Load();\r
292 \r
293         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
294 \r
295         // Render the Scene\r
296         if(!intermission || !view_set)\r
297         {\r
298                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
299                 view_angles = input_angles;\r
300                 makevectors(view_angles);\r
301                 view_forward = v_forward;\r
302                 view_right = v_right;\r
303                 view_up = v_up;\r
304                 view_set = 1;\r
305         }\r
306 \r
307         vid_width = w;\r
308         vid_height = h;\r
309 \r
310 #ifdef BLURTEST\r
311         if(time > blurtest_time0 && time < blurtest_time1)\r
312         {\r
313                 float r, t;\r
314 \r
315                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
316                 r = t * blurtest_radius;\r
317                 f = 1 / pow(t, blurtest_power) - 1;\r
318 \r
319                 cvar_set("r_glsl_postprocess", "1");\r
320                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
321         }\r
322         else\r
323         {\r
324                 cvar_set("r_glsl_postprocess", "0");\r
325                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
326         }\r
327 #endif\r
328 \r
329         Fog_Force();\r
330 \r
331         drawframetime = max(0.000001, time - drawtime);\r
332         drawtime = time;\r
333 \r
334         // watch for gametype changes here...\r
335         // in ParseStuffCMD the cmd isn't executed yet :/\r
336         // might even be better to add the gametype to TE_CSQC_INIT...?\r
337         if(!postinit)\r
338                 PostInit();\r
339 \r
340         CheckForGamestartChange();\r
341         maptimeAnnouncer();\r
342 \r
343         fov = cvar("fov");\r
344         if(button_zoom || fov <= 59.5)\r
345         {\r
346                 if(!zoomscript_caught)\r
347                 {\r
348                         localcmd("+button4\n");\r
349                         zoomscript_caught = 1;\r
350                         ignore_plus_zoom += 1;\r
351                 }\r
352         }\r
353         else\r
354         {\r
355                 if(zoomscript_caught)\r
356                 {\r
357                         localcmd("-button4\n");\r
358                         zoomscript_caught = 0;\r
359                         ignore_minus_zoom += 1;\r
360                 }\r
361         }\r
362 \r
363         sbar_alpha_fg = cvar("sbar_alpha_fg" );\r
364         sbar_currentammo = cvar("sbar_showcurrentammo");\r
365         sbar_hudselector = cvar("sbar_hudselector");\r
366         sbar_hud_accuracy = cvar("sbar_hud_accuracy");\r
367         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
368         activeweapon = getstati(STAT_SWITCHWEAPON);\r
369         f = cvar("teamplay");\r
370         if(f != teamplay)\r
371         {\r
372                 teamplay = f;\r
373                 Sbar_InitScores();\r
374         }\r
375 \r
376         if(last_weapon != activeweapon) {\r
377                 weapontime = time;\r
378                 last_weapon = activeweapon;\r
379         }\r
380 \r
381         // ALWAYS Clear Current Scene First\r
382         R_ClearScene();\r
383 \r
384         // Assign Standard Viewflags\r
385         // Draw the World (and sky)\r
386         R_SetView(VF_DRAWWORLD, 1);\r
387 \r
388         // Set the console size vars\r
389         vid_conwidth = cvar("vid_conwidth");\r
390         vid_conheight = cvar("vid_conheight");\r
391         vid_pixelheight = cvar("vid_pixelheight");\r
392 \r
393         R_SetView(VF_FOV, GetCurrentFov(fov));\r
394 \r
395         // Camera for demo playback\r
396         if(camera_active)\r
397         {\r
398                 if(cvar("camera_enable"))\r
399                         CSQC_Demo_Camera();\r
400                 else\r
401                 {\r
402                         cvar_set("chase_active", ftos(chase_active_backup));\r
403                         cvar_set("cl_demo_mousegrab", "0");\r
404                         camera_active = FALSE;\r
405                 }\r
406         }\r
407 #ifdef CAMERATEST\r
408         else if(cvar("camera_enable"))\r
409 #else\r
410         else if(cvar("camera_enable") && isdemo())\r
411 #endif\r
412         {\r
413                 // Enable required Darkplaces cvars\r
414                 chase_active_backup = cvar("chase_active");\r
415                 cvar_set("chase_active", "2");\r
416                 cvar_set("cl_demo_mousegrab", "1");\r
417                 camera_active = TRUE;\r
418                 camera_mode = FALSE;\r
419         }\r
420 \r
421         // Draw the Crosshair\r
422         float scoreboard_active;\r
423         scoreboard_active = Sbar_WouldDrawScoreboard();\r
424         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
425 \r
426         // Draw the Engine Status Bar (the default Quake HUD)\r
427         R_SetView(VF_DRAWENGINESBAR, 0);\r
428 \r
429         // fetch this one only once per frame\r
430         sbar_showbinds = cvar("sbar_showbinds");\r
431         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
432 \r
433         // Update the mouse position\r
434         /*\r
435         mousepos_x = vid_conwidth;\r
436         mousepos_y = vid_conheight;\r
437         mousepos = mousepos*0.5 + getmousepos();\r
438         */\r
439 \r
440         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
441 \r
442         e = self;\r
443         for(self = world; (self = nextent(self)); )\r
444                 if(self.draw)\r
445                         self.draw();\r
446         self = e;\r
447         R_RenderScene();\r
448 \r
449         // now switch to 2D drawing mode by calling a 2D drawing function\r
450         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
451         // next R_RenderScene call\r
452         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
453 \r
454         // Draw the mouse cursor\r
455         // NOTE: drawpic must happen after R_RenderScene for some reason\r
456         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
457         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
458         //self = edict_num(player_localnum);\r
459         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
460         //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
461         // as long as the ctf part isn't in, this is useless\r
462         if(menu_visible)\r
463                 menu_show();\r
464 \r
465         /*if(gametype == GAME_CTF)\r
466         {\r
467                 ctf_view();\r
468         } else */\r
469 \r
470         // draw 2D entities\r
471         e = self;\r
472         for(self = world; (self = nextent(self)); )\r
473                 if(self.draw2d)\r
474                         self.draw2d();\r
475         self = e;\r
476 \r
477         // draw radar\r
478         if(\r
479                 ons_showmap\r
480                 ||\r
481                 (\r
482                         !scoreboard_active\r
483                         &&\r
484                         cvar_string("cl_teamradar") != "0"\r
485                         &&\r
486                         (\r
487                                 cvar("cl_teamradar") == 2\r
488                                 ||\r
489                                 teamplay\r
490                         )\r
491                 )\r
492         )\r
493                 teamradar_view();\r
494 \r
495         if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing\r
496         {\r
497                 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
498                         Sbar_DrawPressedKeys();\r
499         }\r
500 \r
501         // draw sbar\r
502         if(cvar("r_letterbox") == 0) {\r
503                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
504 \r
505         }\r
506 \r
507     float hud;\r
508     hud = getstati(STAT_HUD);\r
509     if(hud == HUD_SPIDEBOT)\r
510     {\r
511         vector sz;\r
512         CSQC_spider_HUD();\r
513         sz = drawgetimagesize(SPIDER_CROSS);\r
514         sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);\r
515         sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);\r
516         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);\r
517     }\r
518     else\r
519     {\r
520         if(cvar("r_letterbox") == 0)\r
521             if(cvar("viewsize") < 120)\r
522                 CSQC_common_hud();\r
523 \r
524         // crosshair goes VERY LAST\r
525         if(!scoreboard_active && !ons_showmap && !camera_active) {\r
526             // TrueAim check\r
527             float goodshot;\r
528 \r
529             if(cvar("crosshair_hittest"))\r
530                 goodshot = TrueAimCheck();\r
531             else\r
532                 goodshot = TRUE;\r
533 \r
534             string wcross_style;\r
535             wcross_style = cvar_string("crosshair");\r
536 \r
537             if (wcross_style != "0") {\r
538                 vector wcross_color, wcross_size;\r
539                 string wcross_wep, wcross_name;\r
540                 float wcross_alpha, wcross_sizefloat;\r
541 \r
542                 wcross_color_x = cvar("crosshair_color_red");\r
543                 wcross_color_y = cvar("crosshair_color_green");\r
544                 wcross_color_z = cvar("crosshair_color_blue");\r
545                 wcross_alpha = cvar("crosshair_color_alpha");\r
546                 wcross_sizefloat = cvar("crosshair_size");\r
547                 if (cvar("crosshair_per_weapon")) {\r
548                     e = get_weaponinfo(activeweapon);\r
549                     if (e && e.netname != "")\r
550                     {\r
551                         wcross_wep = e.netname;\r
552                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));\r
553                         if(wcross_style == "")\r
554                             wcross_style = e.netname;\r
555 \r
556                         if(!cvar("crosshair_color_override"))\r
557                         {\r
558                             wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));\r
559                             wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));\r
560                             wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));\r
561                         }\r
562 \r
563                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));\r
564                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));\r
565                     }\r
566                 }\r
567 \r
568                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
569 \r
570                 wcross_size = drawgetimagesize(wcross_name);\r
571                 wcross_size_x *= wcross_sizefloat;\r
572                 wcross_size_y *= wcross_sizefloat;\r
573 \r
574                 if(goodshot)\r
575                 {\r
576                     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
577                 }\r
578                 else\r
579                 {\r
580                     wcross_alpha *= 0.04 * 0.75;\r
581                     for(i = -2; i <= 2; ++i)\r
582                         for(j = -2; j <= 2; ++j)\r
583                             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);\r
584                 }\r
585             }\r
586         }\r
587     }\r
588 \r
589         if(NextFrameCommand)\r
590         {\r
591                 localcmd("\n", NextFrameCommand, "\n");\r
592                 NextFrameCommand = string_null;\r
593         }\r
594 }\r
595 \r
596 void Sbar_Draw();\r
597 void CSQC_spider_HUD()\r
598 {\r
599     float rockets,reload,heat,hp,shield,i;\r
600     vector p,pp;\r
601 \r
602     rockets = getstati(STAT_SPIDERBOT_ROCKETS);\r
603     heat    = min(getstatf(STAT_SPIDERBOT_HEAT),1);\r
604     reload  = min(getstatf(STAT_SPIDERBOT_RELOAD),1);\r
605     hp      = min(getstatf(STAT_SPIDERBOT_HEALTH),1);\r
606     shield  = min(getstatf(STAT_SPIDERBOT_SHIELD),1);\r
607 \r
608     // Draw health bar\r
609     p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));\r
610     p = p + '0 1 0' * vid_conheight - '0 32 0';\r
611     //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));\r
612     drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);\r
613     p_y += 8;\r
614     drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);\r
615     p_x += 256 * hp;\r
616     drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);\r
617 \r
618     // Draw minigun heat indicator\r
619     p = '0.5 0 0' * (vid_conwidth - 256);\r
620     p = p + '0 1 0' * vid_conheight - '0 34  0';\r
621     drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);\r
622     p_x += 256 * (1-heat);\r
623     drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
624 \r
625     // Draw rocket icons for loaded/empty tubes.\r
626     pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));\r
627     pp += '0 1 0' * vid_conheight - '0 64 0';\r
628     for(i = 0; i < 8; ++i)\r
629     {\r
630         p = pp + '1 0 0' * (rkt_size * i);\r
631         if(rockets == 8)\r
632         {\r
633             if(floor(reload * 8) == i)\r
634             {\r
635                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);\r
636             }\r
637             else if(i < reload * 8)\r
638                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);\r
639             else\r
640                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);\r
641         }\r
642         else\r
643         {\r
644             if(i < rockets)\r
645                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);\r
646             else\r
647                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);\r
648         }\r
649     }\r
650 \r
651         if (sb_showscores)\r
652         {\r
653                 Sbar_DrawScoreboard();\r
654                 Sbar_DrawCenterPrint();\r
655         }\r
656 \r
657 }\r
658 void CSQC_common_hud(void)\r
659 {\r
660 \r
661         // Sbar_SortFrags(); done in Sbar_Draw\r
662     float hud;\r
663     hud = getstati(STAT_HUD);\r
664 \r
665     //hud = 10;\r
666     switch(hud)\r
667     {\r
668         case HUD_NORMAL:\r
669             Sbar_Draw();\r
670             break;\r
671 \r
672         case HUD_SPIDEBOT:\r
673             CSQC_spider_HUD();\r
674             break;\r
675     }\r
676 }\r
677 \r
678 \r
679 // following vectors must be global to allow seamless switching between camera modes\r
680 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
681 void CSQC_Demo_Camera()\r
682 {\r
683         float speed, attenuation, dimensions;\r
684         vector tmp, delta;\r
685 \r
686         if( cvar("camera_reset") || !camera_mode )\r
687         {\r
688                 camera_offset = '0 0 0';\r
689                 current_angles = '0 0 0';\r
690                 camera_direction = '0 0 0';\r
691                 camera_offset_z += 30;\r
692                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
693                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
694                 current_origin = view_origin;\r
695                 current_camera_offset  = camera_offset;\r
696                 cvar_set("camera_reset", "0");\r
697                 camera_mode = CAMERA_CHASE;\r
698         }\r
699 \r
700         // Camera angles\r
701         if( camera_roll )\r
702                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
703 \r
704         if(cvar("camera_look_player"))\r
705         {\r
706                 local vector dir;\r
707                 local float n;\r
708 \r
709                 dir = normalize(view_origin - current_position);\r
710                 n = mouse_angles_z;\r
711                 mouse_angles = vectoangles(dir);\r
712                 mouse_angles_x = mouse_angles_x * -1;\r
713                 mouse_angles_z = n;\r
714         }\r
715         else\r
716         {\r
717                 tmp = getmousepos() * 0.1;\r
718                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
719                 {\r
720                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
721                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
722                 }\r
723         }\r
724 \r
725         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
726         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
727         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
728         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
729 \r
730         // Fix difference when angles don't have the same sign\r
731         delta = '0 0 0';\r
732         if(mouse_angles_y < -60 && current_angles_y > 60)\r
733                 delta = '0 360 0';\r
734         if(mouse_angles_y > 60 && current_angles_y < -60)\r
735                 delta = '0 -360 0';\r
736 \r
737         if(cvar("camera_look_player"))\r
738                 attenuation = cvar("camera_look_attenuation");\r
739         else\r
740                 attenuation = cvar("camera_speed_attenuation");\r
741 \r
742         attenuation = 1 / max(1, attenuation);\r
743         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
744 \r
745         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
746         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
747         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
748         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
749 \r
750         // Camera position\r
751         tmp = '0 0 0';\r
752         dimensions = 0;\r
753 \r
754         if( camera_direction_x )\r
755         {\r
756                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
757                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
758                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
759                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
760                 ++dimensions;\r
761         }\r
762 \r
763         if( camera_direction_y )\r
764         {\r
765                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
766                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
767                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
768                 ++dimensions;\r
769         }\r
770 \r
771         if( camera_direction_z )\r
772         {\r
773                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
774                 ++dimensions;\r
775         }\r
776 \r
777         if(cvar("camera_free"))\r
778                 speed = cvar("camera_speed_free");\r
779         else\r
780                 speed = cvar("camera_speed_chase");\r
781 \r
782         if(dimensions)\r
783         {\r
784                 speed = speed * sqrt(1 / dimensions);\r
785                 camera_offset += tmp * speed;\r
786         }\r
787 \r
788         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
789 \r
790         // Camera modes\r
791         if( cvar("camera_free") )\r
792         {\r
793                 if ( camera_mode == CAMERA_CHASE )\r
794                 {\r
795                         current_camera_offset = current_origin + current_camera_offset;\r
796                         camera_offset = current_origin + camera_offset;\r
797                 }\r
798 \r
799                 camera_mode = CAMERA_FREE;\r
800                 current_position = current_camera_offset;\r
801         }\r
802         else\r
803         {\r
804                 if ( camera_mode == CAMERA_FREE )\r
805                 {\r
806                         current_origin = view_origin;\r
807                         camera_offset = camera_offset - current_origin;\r
808                         current_camera_offset = current_camera_offset - current_origin;\r
809                 }\r
810 \r
811                 camera_mode = CAMERA_CHASE;\r
812 \r
813                 if(cvar("camera_chase_smoothly"))\r
814                         current_origin += (view_origin - current_origin) * attenuation;\r
815                 else\r
816                         current_origin = view_origin;\r
817 \r
818                 current_position = current_origin + current_camera_offset;\r
819         }\r
820 \r
821         R_SetView(VF_ANGLES, current_angles);\r
822         R_SetView(VF_ORIGIN, current_position);\r
823 }\r