also fade out radar and waypoints, fix showpressedkeys bg not fading out
[divverent/nexuiz.git] / data / qcsrc / client / View.qc
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"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 entity porto;
9 vector polyline[16];
10 float trace_dphitcontents;
11 float trace_networkentity;
12 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
13 float DPCONTENTS_SOLID = 1; // blocks player movement
14 float DPCONTENTS_BODY = 32; // blocks player movement
15 float DPCONTENTS_CORPSE = 64; // blocks player movement
16 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
17 void Porto_Draw()
18 {
19         vector p, dir, ang, q, nextdir;
20         float idx, portal_number, portal1_idx;
21
22         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
23                 return;
24         if(intermission == 1)
25                 return;
26         if(intermission == 2)
27                 return;
28         if (getstati(STAT_HEALTH) <= 0)
29                 return;
30
31         dir = view_forward;
32
33         if(angles_held_status)
34         {
35                 makevectors(angles_held);
36                 dir = v_forward;
37         }
38
39         p = view_origin;
40
41         polyline[0] = p;
42         idx = 1;
43         portal_number = 0;
44         nextdir = dir;
45
46         for(;;)
47         {
48                 dir = nextdir;
49                 traceline(p, p + 65536 * dir, TRUE, porto);
50                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
51                         return;
52                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
53                 p = trace_endpos;
54                 polyline[idx] = p;
55                 ++idx;
56                 if(idx >= 16)
57                         return;
58                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
59                         continue;
60                 ++portal_number;
61                 ang = vectoangles2(trace_plane_normal, dir);
62                 ang_x = -ang_x;
63                 makevectors(ang);
64                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
65                         return;
66                 if(portal_number == 1)
67                         portal1_idx = idx;
68                 if(portal_number >= 2)
69                         break;
70         }
71
72         while(idx >= 2)
73         {
74                 p = polyline[idx-2];
75                 q = polyline[idx-1];
76                 if(idx == 2)
77                         p = p - view_up * 16;
78                 if(idx-1 >= portal1_idx)
79                 {
80                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
81                 }
82                 else
83                 {
84                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
85                 }
86                 --idx;
87         }
88 }
89
90 /**
91  * Checks whether the server initiated a map restart (stat_game_starttime changed)
92  *
93  * TODO: Use a better solution where a common shared entitiy is used that contains
94  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
95  * and STAT_FRAGLIMIT to be auto-sent)
96  */
97 void CheckForGamestartChange() {
98         float startTime;
99         startTime = getstatf(STAT_GAMESTARTTIME);
100         if (previous_game_starttime != startTime) {
101                 if ((time + 5.0) < startTime) {
102                         //if connecting to server while restart was active don't always play prepareforbattle
103                         sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);
104                 }
105                 if (time < startTime) {
106                         restartAnnouncer = spawn();
107                         restartAnnouncer.think = restartAnnouncer_Think;
108                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
109                 }
110         }
111         previous_game_starttime = startTime;
112 }
113
114 void Porto_Init()
115 {
116         porto = spawn();
117         porto.classname = "porto";
118         porto.draw = Porto_Draw;
119         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
120 }
121
122 float drawtime;
123
124 float tan(float x)
125 {
126         return sin(x) / cos(x);
127 }
128 float atan2(float y, float x)
129 {
130         vector v;
131         v = '1 0 0' * x + '0 1 0' * y;
132         v = vectoangles(v);
133         return v_y * 0.01745329251994329576;
134 }
135
136 vector GetCurrentFov(float fov)
137 {
138         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
139
140         zoomsensitivity = cvar("cl_zoomsensitivity");
141         zoomfactor = cvar("cl_zoomfactor");
142         if(zoomfactor < 1 || zoomfactor > 16)
143                 zoomfactor = 2.5;
144         zoomspeed = cvar("cl_zoomspeed");
145         if(zoomspeed >= 0)
146                 if(zoomspeed < 0.5 || zoomspeed > 16)
147                         zoomspeed = 3.5;
148
149         zoomdir = button_zoom;
150         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
151                 zoomdir += button_attack2;
152         if(spectatee_status > 0 || isdemo())
153         {
154                 if(spectatorbutton_zoom)
155                         zoomdir = 0 + !zoomdir;
156                         // do not even THINK about removing this 0
157                         // _I_ know what I am doing
158                         // fteqcc does not
159         }
160
161         if(zoomdir)
162                 zoomin_effect = 0;
163
164         if(zoomin_effect || camera_active)
165         {
166                 current_viewzoom = min(1, current_viewzoom + drawframetime);
167         }
168         else
169         {
170                 if(zoomspeed < 0) // instant zoom
171                 {
172                         if(zoomdir)
173                                 current_viewzoom = 1 / zoomfactor;
174                         else
175                                 current_viewzoom = 1;
176                 }
177                 else
178                 {
179                         if(zoomdir)
180                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
181                         else
182                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
183                 }
184         }
185
186         if(almost_equals(current_viewzoom, 1))
187                 current_zoomfraction = 0;
188         else if(almost_equals(current_viewzoom, 1/zoomfactor))
189                 current_zoomfraction = 1;
190         else
191                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
192
193         if(zoomsensitivity < 1)
194                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
195         else
196                 setsensitivityscale(1);
197
198         float frustumx, frustumy, fovx, fovy;
199         frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;
200         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
201         fovx = atan2(frustumx, 1) / 0.00872664625997164788;
202         fovy = atan2(frustumy, 1) / 0.00872664625997164788;
203
204         return '1 0 0' * fovx + '0 1 0' * fovy;
205 }
206
207 // this function must match W_SetupShot!
208 float zoomscript_caught;
209
210 vector wcross_origin;
211 entity trueaim;
212
213 #define SHOTTYPE_HITTEAM 1
214 #define SHOTTYPE_HITOBSTRUCTION 2
215 #define SHOTTYPE_HITWORLD 3
216 #define SHOTTYPE_HITENEMY 4
217
218 void TrueAim_Init()
219 {
220         trueaim = spawn();
221         trueaim.classname = "trueaim";
222         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
223 }
224
225 float EnemyHitCheck()
226 {
227         float t;
228         wcross_origin = project_3d_to_2d(trace_endpos);
229         wcross_origin_z = 0;
230         if(trace_networkentity < 1)
231                 return SHOTTYPE_HITWORLD;
232         if(trace_networkentity > maxclients)
233                 return SHOTTYPE_HITWORLD;
234         t = GetPlayerColor(trace_networkentity - 1);
235         if(teamplay)
236         if(t == myteam)
237                 return SHOTTYPE_HITTEAM;
238         if(t == COLOR_SPECTATOR)
239                 return SHOTTYPE_HITWORLD;
240         return SHOTTYPE_HITENEMY;
241 }
242
243 float TrueAimCheck()
244 {
245         float nudge = 1; // added to traceline target and subtracted from result
246         vector vecs, trueaimpoint, w_shotorg;
247         vector mi, ma, dv;
248         float shottype;
249
250         mi = ma = '0 0 0';
251
252         switch(activeweapon)
253         {
254                 case WEP_TUBA: // no aim
255                 case WEP_PORTO: // shoots from eye
256                 case WEP_HOOK: // no trueaim
257                 case WEP_GRENADE_LAUNCHER: // toss curve
258                         return SHOTTYPE_HITWORLD;
259                 case WEP_CAMPINGRIFLE:
260                         if(zoomscript_caught)
261                         {
262                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, trueaim);
263                                 return EnemyHitCheck();
264                         }
265                         break;
266                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
267                         mi = '-3 -3 -3';
268                         ma = '3 3 3';
269                         break;
270                 case WEP_FIREBALL: // projectile has a size!
271                         mi = '-16 -16 -16';
272                         ma = '16 16 16';
273                         break;
274                 case WEP_ELECTRO: // projectile has a size!
275                         mi = '0 0 -3';
276                         ma = '0 0 -3';
277                         break;
278         }
279
280         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
281
282         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
283         trueaimpoint = trace_endpos;
284
285         if(vecs_x > 0)
286                 vecs_y = -vecs_y;
287         else
288                 vecs = '0 0 0';
289
290         dv = view_right * vecs_y + view_up * vecs_z;
291         w_shotorg = view_origin + dv;
292
293         // now move the vecs forward as much as requested if possible
294         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
295         w_shotorg = trace_endpos - view_forward * nudge;
296
297         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, trueaim);
298         shottype = EnemyHitCheck();
299         if(shottype != SHOTTYPE_HITWORLD)
300                 return shottype;
301         
302 #if 0
303         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
304         // or rather, I know why, but see no fix
305         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
306                 // 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
307                 return SHOTTYPE_HITOBSTRUCTION;
308 #endif
309         
310         return SHOTTYPE_HITWORLD;
311 }
312
313 void CSQC_common_hud(void);
314
315 void CSQC_kh_hud(void);
316 void CSQC_ctf_hud(void);
317 void PostInit(void);
318 void CSQC_Demo_Camera();
319 float Sbar_WouldDrawScoreboard ();
320 float view_set;
321 float camera_mode;
322 string NextFrameCommand;
323 void CSQC_spider_HUD();
324 void CSQC_UpdateView(float w, float h)
325 {
326         entity e;
327         float fov;
328         float f, i, j;
329         vector v;
330
331         dprint_load();
332         WaypointSprite_Load();
333
334         if(spectatee_status)
335                 myteam = GetPlayerColor(spectatee_status - 1);
336         else
337                 myteam = GetPlayerColor(player_localentnum - 1);
338
339         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
340
341         // Render the Scene
342         if(!intermission || !view_set)
343         {
344                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
345                 view_angles = input_angles;
346                 makevectors(view_angles);
347                 view_forward = v_forward;
348                 view_right = v_right;
349                 view_up = v_up;
350                 view_set = 1;
351         }
352
353         vid_width = w;
354         vid_height = h;
355
356 #ifdef BLURTEST
357         if(time > blurtest_time0 && time < blurtest_time1)
358         {
359                 float r, t;
360
361                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
362                 r = t * blurtest_radius;
363                 f = 1 / pow(t, blurtest_power) - 1;
364
365                 cvar_set("r_glsl_postprocess", "1");
366                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
367         }
368         else
369         {
370                 cvar_set("r_glsl_postprocess", "0");
371                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
372         }
373 #endif
374
375         Fog_Force();
376
377         drawframetime = max(0.000001, time - drawtime);
378         drawtime = time;
379
380         // watch for gametype changes here...
381         // in ParseStuffCMD the cmd isn't executed yet :/
382         // might even be better to add the gametype to TE_CSQC_INIT...?
383         if(!postinit)
384                 PostInit();
385
386         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
387         if(calledhooks & HOOK_START)
388         {
389                 localcmd("\ncl_hook_gameend;");
390                 calledhooks |= HOOK_END;
391         }
392
393         CheckForGamestartChange();
394         maptimeAnnouncer();
395
396         fov = cvar("fov");
397         if(button_zoom || fov <= 59.5)
398         {
399                 if(!zoomscript_caught)
400                 {
401                         localcmd("+button4\n");
402                         zoomscript_caught = 1;
403                         ignore_plus_zoom += 1;
404                 }
405         }
406         else
407         {
408                 if(zoomscript_caught)
409                 {
410                         localcmd("-button4\n");
411                         zoomscript_caught = 0;
412                         ignore_minus_zoom += 1;
413                 }
414         }
415
416         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
417         sbar_currentammo = cvar("sbar_showcurrentammo");
418         sbar_hudselector = cvar("sbar_hudselector");
419         sbar_hud_accuracy = cvar("sbar_hud_accuracy");
420         ColorTranslateMode = cvar("cl_stripcolorcodes");
421         activeweapon = getstati(STAT_SWITCHWEAPON);
422         f = cvar("teamplay");
423         if(f != teamplay)
424         {
425                 teamplay = f;
426                 Sbar_InitScores();
427         }
428
429         if(last_weapon != activeweapon) {
430                 weapontime = time;
431                 last_weapon = activeweapon;
432         }
433
434         // ALWAYS Clear Current Scene First
435         R_ClearScene();
436
437         // Assign Standard Viewflags
438         // Draw the World (and sky)
439         R_SetView(VF_DRAWWORLD, 1);
440
441         // Set the console size vars
442         vid_conwidth = cvar("vid_conwidth");
443         vid_conheight = cvar("vid_conheight");
444         vid_pixelheight = cvar("vid_pixelheight");
445
446         R_SetView(VF_FOV, GetCurrentFov(fov));
447
448         // Camera for demo playback
449         if(camera_active)
450         {
451                 if(cvar("camera_enable"))
452                         CSQC_Demo_Camera();
453                 else
454                 {
455                         cvar_set("chase_active", ftos(chase_active_backup));
456                         cvar_set("cl_demo_mousegrab", "0");
457                         camera_active = FALSE;
458                 }
459         }
460 #ifdef CAMERATEST
461         else if(cvar("camera_enable"))
462 #else
463         else if(cvar("camera_enable") && isdemo())
464 #endif
465         {
466                 // Enable required Darkplaces cvars
467                 chase_active_backup = cvar("chase_active");
468                 cvar_set("chase_active", "2");
469                 cvar_set("cl_demo_mousegrab", "1");
470                 camera_active = TRUE;
471                 camera_mode = FALSE;
472         }
473
474         // Draw the Crosshair
475         float scoreboard_active;
476         scoreboard_active = Sbar_WouldDrawScoreboard();
477         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
478
479         // Draw the Engine Status Bar (the default Quake HUD)
480         R_SetView(VF_DRAWENGINESBAR, 0);
481
482         // fetch this one only once per frame
483         sbar_showbinds = cvar("sbar_showbinds");
484         sbar_showbinds_limit = cvar("sbar_showbinds_limit");
485
486         // Update the mouse position
487         /*
488         mousepos_x = vid_conwidth;
489         mousepos_y = vid_conheight;
490         mousepos = mousepos*0.5 + getmousepos();
491         */
492
493         e = self;
494         for(self = world; (self = nextent(self)); )
495                 if(self.draw)
496                         self.draw();
497         self = e;
498
499         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
500         R_RenderScene();
501
502         // now switch to 2D drawing mode by calling a 2D drawing function
503         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
504         // next R_RenderScene call
505         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
506
507         // Draw the mouse cursor
508         // NOTE: drawpic must happen after R_RenderScene for some reason
509         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
510         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
511         //self = edict_num(player_localnum);
512         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
513         //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);
514         // as long as the ctf part isn't in, this is useless
515         if(menu_visible)
516                 menu_show();
517
518         /*if(gametype == GAME_CTF)
519         {
520                 ctf_view();
521         } else */
522
523         // draw 2D entities
524         e = self;
525         for(self = world; (self = nextent(self)); )
526                 if(self.draw2d)
527                         self.draw2d();
528         self = e;
529
530         // draw radar
531         if(
532                 ons_showmap
533                 ||
534                 (
535                         !scoreboard_active
536                         &&
537                         cvar_string("cl_teamradar") != "0"
538                         &&
539                         (
540                                 cvar("cl_teamradar") == 2
541                                 ||
542                                 teamplay
543                         )
544                 )
545         )
546                 teamradar_view();
547
548         // draw sbar
549         if(cvar("r_letterbox") == 0) {
550                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
551                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
552                                 Sbar_DrawPressedKeys();
553                 }
554                 
555                 if (cvar("cl_showspeed"))
556                         Sbar_ShowSpeed();
557                 if (cvar("cl_showacceleration"))
558                         Sbar_ShowAcceleration();
559                 
560                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
561         }
562
563     float hud;
564     hud = getstati(STAT_HUD);
565     if(hud == HUD_SPIDERBOT)
566     {
567         vector sz;
568         CSQC_spider_HUD();
569         sz = drawgetimagesize(SPIDER_CROSS);
570         sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
571         sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
572         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);
573     }
574     else
575     {
576         if(cvar("r_letterbox") == 0)
577             if(cvar("viewsize") < 120)
578                 CSQC_common_hud();
579
580         // crosshair goes VERY LAST
581         if(!scoreboard_active && !ons_showmap && !camera_active) {
582                         // TrueAim check
583                         float shottype;
584                         float bullets, ring_scale;
585                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
586                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
587                         wcross_origin_z = 0;
588             if(cvar("crosshair_hittest"))
589                         {
590                                 vector wcross_oldorigin;
591                                 wcross_oldorigin = wcross_origin;
592                 shottype = TrueAimCheck();
593                                 if(shottype == SHOTTYPE_HITWORLD)
594                                 {
595                                         v = wcross_origin - wcross_oldorigin;
596                                         v_x /= vid_conwidth;
597                                         v_y /= vid_conheight;
598                                         if(vlen(v) > 0.01)
599                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
600                                 }
601                                 if(!cvar("crosshair_hittest_showimpact"))
602                                         wcross_origin = wcross_oldorigin;
603                         }
604             else
605                 shottype = SHOTTYPE_HITWORLD;
606
607             string wcross_style;
608             wcross_style = cvar_string("crosshair");
609
610             if (wcross_style != "0") {
611                 vector wcross_color, wcross_size;
612                 string wcross_wep, wcross_name;
613                 float wcross_alpha, wcross_sizefloat;
614
615                 wcross_color_x = cvar("crosshair_color_red");
616                 wcross_color_y = cvar("crosshair_color_green");
617                 wcross_color_z = cvar("crosshair_color_blue");
618                 wcross_alpha = cvar("crosshair_color_alpha") * (1-cvar("_menu_alpha"));
619                 wcross_sizefloat = cvar("crosshair_size") * (1-cvar("_menu_alpha"));
620                 if (cvar("crosshair_per_weapon")) {
621                     e = get_weaponinfo(activeweapon);
622                     if (e && e.netname != "")
623                     {
624                         wcross_wep = e.netname;
625                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
626                         if(wcross_style == "")
627                             wcross_style = e.netname;
628
629                         if(!cvar("crosshair_color_override"))
630                         {
631                             wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
632                             wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
633                             wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
634                         }
635
636                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
637                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
638                     }
639                 }
640
641                 wcross_name = strcat("gfx/crosshair", wcross_style);
642
643                                 if(shottype == SHOTTYPE_HITENEMY)
644                                         wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
645                                 if(shottype == SHOTTYPE_HITTEAM)
646                                         wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0
647
648                 wcross_size = drawgetimagesize(wcross_name);
649                 wcross_size_x *= wcross_sizefloat;
650                 wcross_size_y *= wcross_sizefloat;
651                                 
652                                 // ring around crosshair representing bullets left in camping rifle clip
653                                 if (activeweapon == WEP_CAMPINGRIFLE)
654                                 {
655                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
656                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
657                                 }
658                                 else
659                                         bullets = 0;
660                                 
661                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
662                 {
663                     wcross_alpha *= 0.04 * 0.75;
664                     for(i = -2; i <= 2; ++i)
665                         for(j = -2; j <= 2; ++j)
666                                                 {
667                                                         if (bullets)
668                                                                 drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x * ring_scale + i) - '0 0.5 0' * (wcross_size_y * ring_scale + j), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
669                             drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x + i) - '0 0.5 0' * (wcross_size_y + j), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
670                                                 }
671                 }
672                 else
673                 {
674                                         if (bullets)
675                                                 drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x * ring_scale) - '0 0.5 0' * (wcross_size_y * ring_scale), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
676                     drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x) - '0 0.5 0' * ( wcross_size_y), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
677                 }
678             }
679         }
680     }
681
682         if(NextFrameCommand)
683         {
684                 localcmd("\n", NextFrameCommand, "\n");
685                 NextFrameCommand = string_null;
686         }
687
688         // we must do this check AFTER a frame was rendered, or it won't work
689         if(cs_project_is_b0rked == 0)
690         {
691                 string w0, h0;
692                 w0 = cvar_string("vid_conwidth");
693                 h0 = cvar_string("vid_conheight");
694                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
695                 //R_SetView(VF_FOV, '90 90 0');
696                 R_SetView(VF_ORIGIN, '0 0 0');
697                 R_SetView(VF_ANGLES, '0 0 0');
698                 R_SetView(VF_PERSPECTIVE, 1);
699                 makevectors('0 0 0');
700                 vector v1, v2;
701                 cvar_set("vid_conwidth", "800");
702                 cvar_set("vid_conheight", "600");
703                 v1 = cs_project(v_forward);
704                 cvar_set("vid_conwidth", "640");
705                 cvar_set("vid_conheight", "480");
706                 v2 = cs_project(v_forward);
707                 if(v1 == v2)
708                         cs_project_is_b0rked = 1;
709                 else
710                         cs_project_is_b0rked = -1;
711                 cvar_set("vid_conwidth", w0);
712                 cvar_set("vid_conheight", h0);
713         }
714 }
715
716 void Sbar_Draw();
717 void CSQC_spider_HUD()
718 {
719     float rockets,reload,heat,hp,shield,i;
720     vector p,pp;
721
722     rockets = getstati(STAT_SPIDERBOT_ROCKETS);
723     heat    = min(getstatf(STAT_SPIDERBOT_HEAT),1);
724     reload  = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
725     hp      = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
726     shield  = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
727
728     // Draw health bar
729     p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
730     p = p + '0 1 0' * vid_conheight - '0 32 0';
731     //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
732     drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
733     p_y += 8;
734     drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
735     p_x += 256 * hp;
736     drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
737
738     // Draw minigun heat indicator
739     p = '0.5 0 0' * (vid_conwidth - 256);
740     p = p + '0 1 0' * vid_conheight - '0 34  0';
741     drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
742     p_x += 256 * (1-heat);
743     drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
744
745     // Draw rocket icons for loaded/empty tubes.
746     pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
747     pp += '0 1 0' * vid_conheight - '0 64 0';
748     for(i = 0; i < 8; ++i)
749     {
750         p = pp + '1 0 0' * (rkt_size * i);
751         if(rockets == 8)
752         {
753             if(floor(reload * 8) == i)
754             {
755                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
756             }
757             else if(i < reload * 8)
758                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
759             else
760                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
761         }
762         else
763         {
764             if(i < rockets)
765                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
766             else
767                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
768         }
769     }
770
771         if (sb_showscores)
772         {
773                 Sbar_DrawScoreboard();
774                 Sbar_DrawCenterPrint();
775         }
776
777 }
778 void CSQC_common_hud(void)
779 {
780
781         // Sbar_SortFrags(); done in Sbar_Draw
782     float hud;
783     hud = getstati(STAT_HUD);
784
785     //hud = 10;
786     switch(hud)
787     {
788         case HUD_NORMAL:
789             Sbar_Draw();
790             break;
791
792         case HUD_SPIDERBOT:
793             CSQC_spider_HUD();
794             break;
795     }
796 }
797
798
799 // following vectors must be global to allow seamless switching between camera modes
800 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
801 void CSQC_Demo_Camera()
802 {
803         float speed, attenuation, dimensions;
804         vector tmp, delta;
805
806         if( cvar("camera_reset") || !camera_mode )
807         {
808                 camera_offset = '0 0 0';
809                 current_angles = '0 0 0';
810                 camera_direction = '0 0 0';
811                 camera_offset_z += 30;
812                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
813                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
814                 current_origin = view_origin;
815                 current_camera_offset  = camera_offset;
816                 cvar_set("camera_reset", "0");
817                 camera_mode = CAMERA_CHASE;
818         }
819
820         // Camera angles
821         if( camera_roll )
822                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
823
824         if(cvar("camera_look_player"))
825         {
826                 local vector dir;
827                 local float n;
828
829                 dir = normalize(view_origin - current_position);
830                 n = mouse_angles_z;
831                 mouse_angles = vectoangles(dir);
832                 mouse_angles_x = mouse_angles_x * -1;
833                 mouse_angles_z = n;
834         }
835         else
836         {
837                 tmp = getmousepos() * 0.1;
838                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
839                 {
840                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
841                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
842                 }
843         }
844
845         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
846         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
847         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
848         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
849
850         // Fix difference when angles don't have the same sign
851         delta = '0 0 0';
852         if(mouse_angles_y < -60 && current_angles_y > 60)
853                 delta = '0 360 0';
854         if(mouse_angles_y > 60 && current_angles_y < -60)
855                 delta = '0 -360 0';
856
857         if(cvar("camera_look_player"))
858                 attenuation = cvar("camera_look_attenuation");
859         else
860                 attenuation = cvar("camera_speed_attenuation");
861
862         attenuation = 1 / max(1, attenuation);
863         current_angles += (mouse_angles - current_angles + delta) * attenuation;
864
865         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
866         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
867         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
868         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
869
870         // Camera position
871         tmp = '0 0 0';
872         dimensions = 0;
873
874         if( camera_direction_x )
875         {
876                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
877                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
878                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
879                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
880                 ++dimensions;
881         }
882
883         if( camera_direction_y )
884         {
885                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
886                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
887                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
888                 ++dimensions;
889         }
890
891         if( camera_direction_z )
892         {
893                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
894                 ++dimensions;
895         }
896
897         if(cvar("camera_free"))
898                 speed = cvar("camera_speed_free");
899         else
900                 speed = cvar("camera_speed_chase");
901
902         if(dimensions)
903         {
904                 speed = speed * sqrt(1 / dimensions);
905                 camera_offset += tmp * speed;
906         }
907
908         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
909
910         // Camera modes
911         if( cvar("camera_free") )
912         {
913                 if ( camera_mode == CAMERA_CHASE )
914                 {
915                         current_camera_offset = current_origin + current_camera_offset;
916                         camera_offset = current_origin + camera_offset;
917                 }
918
919                 camera_mode = CAMERA_FREE;
920                 current_position = current_camera_offset;
921         }
922         else
923         {
924                 if ( camera_mode == CAMERA_FREE )
925                 {
926                         current_origin = view_origin;
927                         camera_offset = camera_offset - current_origin;
928                         current_camera_offset = current_camera_offset - current_origin;
929                 }
930
931                 camera_mode = CAMERA_CHASE;
932
933                 if(cvar("camera_chase_smoothly"))
934                         current_origin += (view_origin - current_origin) * attenuation;
935                 else
936                         current_origin = view_origin;
937
938                 current_position = current_origin + current_camera_offset;
939         }
940
941         R_SetView(VF_ANGLES, current_angles);
942         R_SetView(VF_ORIGIN, current_position);
943 }