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"
8 void CSQC_WAKIZASHI_HUD();
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
21 vector p, dir, ang, q, nextdir;
22 float idx, portal_number, portal1_idx;
24 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
30 if (getstati(STAT_HEALTH) <= 0)
35 if(angles_held_status)
37 makevectors(angles_held);
51 traceline(p, p + 65536 * dir, TRUE, porto);
52 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
54 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
60 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
63 ang = vectoangles2(trace_plane_normal, dir);
66 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
68 if(portal_number == 1)
70 if(portal_number >= 2)
80 if(idx-1 >= portal1_idx)
82 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
86 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
93 * Checks whether the server initiated a map restart (stat_game_starttime changed)
95 * TODO: Use a better solution where a common shared entitiy is used that contains
96 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97 * and STAT_FRAGLIMIT to be auto-sent)
99 void CheckForGamestartChange() {
101 startTime = getstatf(STAT_GAMESTARTTIME);
102 if (previous_game_starttime != startTime) {
103 if ((time + 5.0) < startTime) {
104 //if connecting to server while restart was active don't always play prepareforbattle
105 sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);
107 if (time < startTime) {
108 restartAnnouncer = spawn();
109 restartAnnouncer.think = restartAnnouncer_Think;
110 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
113 previous_game_starttime = startTime;
119 porto.classname = "porto";
120 porto.draw = Porto_Draw;
121 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
128 return sin(x) / cos(x);
130 float atan2(float y, float x)
133 v = '1 0 0' * x + '0 1 0' * y;
135 return v_y * 0.01745329251994329576;
138 vector GetCurrentFov(float fov)
140 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
142 zoomsensitivity = cvar("cl_zoomsensitivity");
143 zoomfactor = cvar("cl_zoomfactor");
144 if(zoomfactor < 1 || zoomfactor > 16)
146 zoomspeed = cvar("cl_zoomspeed");
148 if(zoomspeed < 0.5 || zoomspeed > 16)
151 zoomdir = button_zoom;
152 if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
153 zoomdir += button_attack2;
154 if(spectatee_status > 0 || isdemo())
156 if(spectatorbutton_zoom)
157 zoomdir = 0 + !zoomdir;
158 // do not even THINK about removing this 0
159 // _I_ know what I am doing
166 if(zoomin_effect || camera_active)
168 current_viewzoom = min(1, current_viewzoom + drawframetime);
172 if(zoomspeed < 0) // instant zoom
175 current_viewzoom = 1 / zoomfactor;
177 current_viewzoom = 1;
182 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
184 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
188 if(almost_equals(current_viewzoom, 1))
189 current_zoomfraction = 0;
190 else if(almost_equals(current_viewzoom, 1/zoomfactor))
191 current_zoomfraction = 1;
193 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
195 if(zoomsensitivity < 1)
196 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
198 setsensitivityscale(1);
200 velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
201 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
202 velocityzoom = pow(2.718281828459, float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
204 //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
206 float frustumx, frustumy, fovx, fovy;
207 frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom * velocityzoom;
208 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
209 fovx = atan2(frustumx, 1) / 0.00872664625997164788;
210 fovy = atan2(frustumy, 1) / 0.00872664625997164788;
212 return '1 0 0' * fovx + '0 1 0' * fovy;
215 // this function must match W_SetupShot!
216 float zoomscript_caught;
218 vector wcross_origin;
219 float wcross_scale_prev, wcross_alpha_prev;
220 vector wcross_color_prev;
221 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
222 vector wcross_color_goal_prev;
223 float wcross_changedonetime;
225 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
226 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
227 float wcross_name_changestarttime, wcross_name_changedonetime;
228 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
230 entity trueaim_rifle;
232 #define SHOTTYPE_HITTEAM 1
233 #define SHOTTYPE_HITOBSTRUCTION 2
234 #define SHOTTYPE_HITWORLD 3
235 #define SHOTTYPE_HITENEMY 4
240 trueaim.classname = "trueaim";
241 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
242 trueaim_rifle = spawn();
243 trueaim_rifle.classname = "trueaim_rifle";
244 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
247 float EnemyHitCheck()
250 wcross_origin = project_3d_to_2d(trace_endpos);
252 if(trace_networkentity < 1)
253 return SHOTTYPE_HITWORLD;
254 if(trace_networkentity > maxclients)
255 return SHOTTYPE_HITWORLD;
256 t = GetPlayerColor(trace_networkentity - 1);
259 return SHOTTYPE_HITTEAM;
260 if(t == COLOR_SPECTATOR)
261 return SHOTTYPE_HITWORLD;
262 return SHOTTYPE_HITENEMY;
267 float nudge = 1; // added to traceline target and subtracted from result
268 vector vecs, trueaimpoint, w_shotorg;
276 mv = MOVE_NOMONSTERS;
280 case WEP_TUBA: // no aim
281 case WEP_PORTO: // shoots from eye
282 case WEP_HOOK: // no trueaim
283 case WEP_GRENADE_LAUNCHER: // toss curve
284 return SHOTTYPE_HITWORLD;
289 case WEP_CAMPINGRIFLE:
292 if(zoomscript_caught)
294 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
295 return EnemyHitCheck();
298 case WEP_ROCKET_LAUNCHER: // projectile has a size!
302 case WEP_FIREBALL: // projectile has a size!
306 case WEP_ELECTRO: // projectile has a size!
312 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
314 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
315 trueaimpoint = trace_endpos;
322 dv = view_right * vecs_y + view_up * vecs_z;
323 w_shotorg = view_origin + dv;
325 // now move the vecs forward as much as requested if possible
326 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
327 w_shotorg = trace_endpos - view_forward * nudge;
329 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
330 shottype = EnemyHitCheck();
331 if(shottype != SHOTTYPE_HITWORLD)
335 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
336 // or rather, I know why, but see no fix
337 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
338 // 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
339 return SHOTTYPE_HITOBSTRUCTION;
342 return SHOTTYPE_HITWORLD;
345 void CSQC_common_hud(void);
347 void CSQC_kh_hud(void);
348 void CSQC_ctf_hud(void);
350 void CSQC_Demo_Camera();
351 float Sbar_WouldDrawScoreboard ();
354 string NextFrameCommand;
355 void CSQC_spider_HUD();
356 void CSQC_UpdateView(float w, float h)
364 WaypointSprite_Load();
367 myteam = GetPlayerColor(spectatee_status - 1);
369 myteam = GetPlayerColor(player_localentnum - 1);
371 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
374 if(!intermission || !view_set)
376 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
377 view_angles = input_angles;
378 makevectors(view_angles);
379 view_forward = v_forward;
380 view_right = v_right;
389 if(time > blurtest_time0 && time < blurtest_time1)
393 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
394 r = t * blurtest_radius;
395 f = 1 / pow(t, blurtest_power) - 1;
397 cvar_set("r_glsl_postprocess", "1");
398 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
402 cvar_set("r_glsl_postprocess", "0");
403 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
409 drawframetime = max(0.000001, time - drawtime);
412 // watch for gametype changes here...
413 // in ParseStuffCMD the cmd isn't executed yet :/
414 // might even be better to add the gametype to TE_CSQC_INIT...?
418 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
419 if(calledhooks & HOOK_START)
421 localcmd("\ncl_hook_gameend;");
422 calledhooks |= HOOK_END;
425 CheckForGamestartChange();
429 if(button_zoom || fov <= 59.5)
431 if(!zoomscript_caught)
433 localcmd("+button4\n");
434 zoomscript_caught = 1;
435 ignore_plus_zoom += 1;
440 if(zoomscript_caught)
442 localcmd("-button4\n");
443 zoomscript_caught = 0;
444 ignore_minus_zoom += 1;
448 sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
449 sbar_currentammo = cvar("sbar_showcurrentammo");
450 sbar_hudselector = cvar("sbar_hudselector");
451 sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);
452 ColorTranslateMode = cvar("cl_stripcolorcodes");
453 activeweapon = getstati(STAT_SWITCHWEAPON);
454 f = cvar("teamplay");
461 if(last_weapon != activeweapon) {
463 last_weapon = activeweapon;
466 // ALWAYS Clear Current Scene First
469 // Assign Standard Viewflags
470 // Draw the World (and sky)
471 R_SetView(VF_DRAWWORLD, 1);
473 // Set the console size vars
474 vid_conwidth = cvar("vid_conwidth");
475 vid_conheight = cvar("vid_conheight");
476 vid_pixelheight = cvar("vid_pixelheight");
478 R_SetView(VF_FOV, GetCurrentFov(fov));
480 // Camera for demo playback
483 if(cvar("camera_enable"))
487 cvar_set("chase_active", ftos(chase_active_backup));
488 cvar_set("cl_demo_mousegrab", "0");
489 camera_active = FALSE;
493 else if(cvar("camera_enable"))
495 else if(cvar("camera_enable") && isdemo())
498 // Enable required Darkplaces cvars
499 chase_active_backup = cvar("chase_active");
500 cvar_set("chase_active", "2");
501 cvar_set("cl_demo_mousegrab", "1");
502 camera_active = TRUE;
506 // Draw the Crosshair
507 float scoreboard_active;
508 scoreboard_active = Sbar_WouldDrawScoreboard();
509 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
511 // Draw the Engine Status Bar (the default Quake HUD)
512 R_SetView(VF_DRAWENGINESBAR, 0);
514 // fetch this one only once per frame
515 sbar_showbinds = cvar("sbar_showbinds");
516 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
518 // Update the mouse position
520 mousepos_x = vid_conwidth;
521 mousepos_y = vid_conheight;
522 mousepos = mousepos*0.5 + getmousepos();
526 for(self = world; (self = nextent(self)); )
531 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
534 // now switch to 2D drawing mode by calling a 2D drawing function
535 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
536 // next R_RenderScene call
537 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
539 // Draw the mouse cursor
540 // NOTE: drawpic must happen after R_RenderScene for some reason
541 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
542 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
543 //self = edict_num(player_localnum);
544 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
545 //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);
546 // as long as the ctf part isn't in, this is useless
550 /*if(gametype == GAME_CTF)
557 for(self = world; (self = nextent(self)); )
569 cvar_string("cl_teamradar") != "0"
572 cvar("cl_teamradar") == 2
581 if(cvar("r_letterbox") == 0) {
582 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
583 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
584 Sbar_DrawPressedKeys();
587 if (cvar("cl_showspeed"))
589 if (cvar("cl_showacceleration"))
590 Sbar_ShowAcceleration();
592 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
596 hud = getstati(STAT_HUD);
597 if(hud == HUD_SPIDERBOT)
601 else if(hud == HUD_WAKIZASHI)
602 CSQC_WAKIZASHI_HUD();
605 if(cvar("r_letterbox") == 0)
606 if(cvar("viewsize") < 120)
609 // crosshair goes VERY LAST
610 if(!scoreboard_active && !ons_showmap && !camera_active) {
613 float bullets, ring_scale;
614 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
615 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
617 if(cvar("crosshair_hittest"))
619 vector wcross_oldorigin;
620 wcross_oldorigin = wcross_origin;
621 shottype = TrueAimCheck();
622 if(shottype == SHOTTYPE_HITWORLD)
624 v = wcross_origin - wcross_oldorigin;
626 v_y /= vid_conheight;
628 shottype = SHOTTYPE_HITOBSTRUCTION;
630 if(!cvar("crosshair_hittest_showimpact"))
631 wcross_origin = wcross_oldorigin;
634 shottype = SHOTTYPE_HITWORLD;
637 wcross_style = cvar_string("crosshair");
639 if (wcross_style != "0") {
640 vector wcross_color, wcross_size;
641 string wcross_wep, wcross_name;
642 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
644 wcross_color_x = cvar("crosshair_color_red");
645 wcross_color_y = cvar("crosshair_color_green");
646 wcross_color_z = cvar("crosshair_color_blue");
647 wcross_alpha = cvar("crosshair_color_alpha");
648 wcross_resolution = cvar("crosshair_size");
649 if (cvar("crosshair_per_weapon")) {
650 e = get_weaponinfo(activeweapon);
651 if (e && e.netname != "")
653 wcross_wep = e.netname;
654 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
655 if(wcross_style == "")
656 wcross_style = e.netname;
658 if(!cvar("crosshair_color_override"))
660 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
661 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
662 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
665 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
666 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
670 wcross_name = strcat("gfx/crosshair", wcross_style);
672 if(cvar("crosshair_effect_scalefade"))
674 wcross_scale = wcross_resolution;
675 wcross_resolution = 1;
682 if(shottype == SHOTTYPE_HITENEMY)
683 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
684 if(shottype == SHOTTYPE_HITTEAM)
685 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
687 f = cvar("crosshair_effect_speed");
689 f *= -2 * g_weaponswitchdelay;
690 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
692 wcross_changedonetime = time + f;
694 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
696 wcross_name_changestarttime = time;
697 wcross_name_changedonetime = time + f;
698 if(wcross_name_goal_prev_prev)
699 strunzone(wcross_name_goal_prev_prev);
700 wcross_name_goal_prev_prev = wcross_name_goal_prev;
701 wcross_name_goal_prev = strzone(wcross_name);
702 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
703 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
704 wcross_resolution_goal_prev = wcross_resolution;
707 wcross_scale_goal_prev = wcross_scale;
708 wcross_alpha_goal_prev = wcross_alpha;
709 wcross_color_goal_prev = wcross_color;
711 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
714 wcross_alpha *= 0.75;
718 // *_prev is at time-frametime
719 // * is at wcross_changedonetime+f
720 // what do we have at time?
721 if(time < wcross_changedonetime)
723 f = frametime / (wcross_changedonetime - time + frametime);
724 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
725 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
726 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
729 wcross_scale_prev = wcross_scale;
730 wcross_alpha_prev = wcross_alpha;
731 wcross_color_prev = wcross_color;
733 wcross_scale *= 1 - cvar("_menu_alpha");
734 wcross_alpha *= 1 - cvar("_menu_alpha");
736 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
738 // ring around crosshair representing bullets left in camping rifle clip
739 if (activeweapon == WEP_CAMPINGRIFLE)
741 ring_scale = cvar("crosshair_campingrifle_ring_size");
742 bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
747 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
748 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/hud/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
750 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
753 if(wcross_blur > 0) \
755 for(i = -2; i <= 2; ++i) \
756 for(j = -2; j <= 2; ++j) \
757 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
761 M(0,0,sz,wcross_name,wcross_alpha); \
766 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
767 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
769 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
770 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
774 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
777 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
779 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
780 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
787 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
788 wcross_name_alpha_goal_prev = f;
793 wcross_scale_prev = 0;
794 wcross_alpha_prev = 0;
795 wcross_scale_goal_prev = 0;
796 wcross_alpha_goal_prev = 0;
797 wcross_changedonetime = 0;
798 if(wcross_name_goal_prev)
799 strunzone(wcross_name_goal_prev);
800 wcross_name_goal_prev = string_null;
801 if(wcross_name_goal_prev_prev)
802 strunzone(wcross_name_goal_prev_prev);
803 wcross_name_goal_prev_prev = string_null;
804 wcross_name_changestarttime = 0;
805 wcross_name_changedonetime = 0;
806 wcross_name_alpha_goal_prev = 0;
807 wcross_name_alpha_goal_prev_prev = 0;
808 wcross_resolution_goal_prev = 0;
809 wcross_resolution_goal_prev_prev = 0;
815 localcmd("\n", NextFrameCommand, "\n");
816 NextFrameCommand = string_null;
819 // we must do this check AFTER a frame was rendered, or it won't work
820 if(cs_project_is_b0rked == 0)
823 w0 = cvar_string("vid_conwidth");
824 h0 = cvar_string("vid_conheight");
825 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
826 //R_SetView(VF_FOV, '90 90 0');
827 R_SetView(VF_ORIGIN, '0 0 0');
828 R_SetView(VF_ANGLES, '0 0 0');
829 R_SetView(VF_PERSPECTIVE, 1);
830 makevectors('0 0 0');
832 cvar_set("vid_conwidth", "800");
833 cvar_set("vid_conheight", "600");
834 v1 = cs_project(v_forward);
835 cvar_set("vid_conwidth", "640");
836 cvar_set("vid_conheight", "480");
837 v2 = cs_project(v_forward);
839 cs_project_is_b0rked = 1;
841 cs_project_is_b0rked = -1;
842 cvar_set("vid_conwidth", w0);
843 cvar_set("vid_conheight", h0);
846 // be safe against triggerbots until everyone has the fixed engine
847 // this call is meant to overwrite the trace globals by something
849 traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
853 void CSQC_spider_HUD()
855 float rockets,reload,heat,hp,shield,i;
858 p = drawgetimagesize(SPIDER_CROSS);
859 p_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
860 p_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
861 drawpic('0.5 0 0' * (vid_conwidth - p_x) + '0 0.5 0' * (vid_conheight - p_y), SPIDER_CROSS, p, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
863 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
864 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
865 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
866 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
867 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
870 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
871 p = p + '0 1 0' * vid_conheight - '0 32 0';
872 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
873 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
875 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
877 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
879 // Draw minigun heat indicator
880 p = '0.5 0 0' * (vid_conwidth - 256);
881 p = p + '0 1 0' * vid_conheight - '0 34 0';
882 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
883 p_x += 256 * (1-heat);
884 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
886 // Draw rocket icons for loaded/empty tubes.
887 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
888 pp += '0 1 0' * vid_conheight - '0 64 0';
889 for(i = 0; i < 8; ++i)
891 p = pp + '1 0 0' * (rkt_size * i);
894 if(floor(reload * 8) == i)
896 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
898 else if(i < reload * 8)
899 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
901 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
906 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
908 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
914 Sbar_DrawScoreboard();
915 Sbar_DrawCenterPrint();
920 void CSQC_WAKIZASHI_HUD()
922 // 0--1 floats. 1 = 100%, 0.6 = 50%.
923 float health, shield, energy, rockets;
927 p = drawgetimagesize(SPIDER_CROSS);
928 p_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
929 p_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
930 drawpic('0.5 0 0' * (vid_conwidth - p_x) + '0 0.5 0' * (vid_conheight - p_y), SPIDER_CROSS, p, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
933 const float STAT_VEHICLESTAT_HEALTH = 60;
934 const float STAT_VEHICLESTAT_SHIELD = 61;
935 const float STAT_VEHICLESTAT_ENERGY = 62;
936 const float STAT_VEHICLESTAT_AMMO1 = 63;
937 const float STAT_VEHICLESTAT_RELAOD1 = 64;
938 const float STAT_VEHICLESTAT_AMMO2 = 65;
939 const float STAT_VEHICLESTAT_RELOAD2 = 66;
941 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
942 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
943 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
944 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
947 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
948 p = p + '0 1 0' * vid_conheight - '0 32 0';
952 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
954 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
959 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
962 //p_x -= 256 * health;
964 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
968 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
973 p = '0.5 0 0' * (vid_conwidth - 256);
974 p = p + '0 1 0' * vid_conheight - '0 34 0';
975 drawfill(p, '256 0 0' * (1 - energy) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
976 p_x += 256 * (1 - energy);
977 drawfill(p, '256 0 0' * energy + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
981 drawfill(p, '256 0 0' * rockets + '0 8 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
983 drawfill(p, '256 0 0' * (1 - rockets) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
989 Sbar_DrawScoreboard();
990 Sbar_DrawCenterPrint();
996 void CSQC_common_hud(void)
998 // Sbar_SortFrags(); done in Sbar_Draw
1000 hud = getstati(STAT_HUD);
1014 CSQC_WAKIZASHI_HUD();
1020 // following vectors must be global to allow seamless switching between camera modes
1021 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1022 void CSQC_Demo_Camera()
1024 float speed, attenuation, dimensions;
1027 if( cvar("camera_reset") || !camera_mode )
1029 camera_offset = '0 0 0';
1030 current_angles = '0 0 0';
1031 camera_direction = '0 0 0';
1032 camera_offset_z += 30;
1033 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1034 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1035 current_origin = view_origin;
1036 current_camera_offset = camera_offset;
1037 cvar_set("camera_reset", "0");
1038 camera_mode = CAMERA_CHASE;
1043 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1045 if(cvar("camera_look_player"))
1050 dir = normalize(view_origin - current_position);
1052 mouse_angles = vectoangles(dir);
1053 mouse_angles_x = mouse_angles_x * -1;
1058 tmp = getmousepos() * 0.1;
1059 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1061 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1062 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1066 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1067 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1068 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1069 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1071 // Fix difference when angles don't have the same sign
1073 if(mouse_angles_y < -60 && current_angles_y > 60)
1075 if(mouse_angles_y > 60 && current_angles_y < -60)
1078 if(cvar("camera_look_player"))
1079 attenuation = cvar("camera_look_attenuation");
1081 attenuation = cvar("camera_speed_attenuation");
1083 attenuation = 1 / max(1, attenuation);
1084 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1086 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1087 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1088 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1089 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1095 if( camera_direction_x )
1097 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1098 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1099 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1100 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1104 if( camera_direction_y )
1106 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1107 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1108 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1112 if( camera_direction_z )
1114 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1118 if(cvar("camera_free"))
1119 speed = cvar("camera_speed_free");
1121 speed = cvar("camera_speed_chase");
1125 speed = speed * sqrt(1 / dimensions);
1126 camera_offset += tmp * speed;
1129 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1132 if( cvar("camera_free") )
1134 if ( camera_mode == CAMERA_CHASE )
1136 current_camera_offset = current_origin + current_camera_offset;
1137 camera_offset = current_origin + camera_offset;
1140 camera_mode = CAMERA_FREE;
1141 current_position = current_camera_offset;
1145 if ( camera_mode == CAMERA_FREE )
1147 current_origin = view_origin;
1148 camera_offset = camera_offset - current_origin;
1149 current_camera_offset = current_camera_offset - current_origin;
1152 camera_mode = CAMERA_CHASE;
1154 if(cvar("camera_chase_smoothly"))
1155 current_origin += (view_origin - current_origin) * attenuation;
1157 current_origin = view_origin;
1159 current_position = current_origin + current_camera_offset;
1162 R_SetView(VF_ANGLES, current_angles);
1163 R_SetView(VF_ORIGIN, current_position);