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;
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 float frustumx, frustumy, fovx, fovy;
201 frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;
202 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
203 fovx = atan2(frustumx, 1) / 0.00872664625997164788;
204 fovy = atan2(frustumy, 1) / 0.00872664625997164788;
206 return '1 0 0' * fovx + '0 1 0' * fovy;
209 // this function must match W_SetupShot!
210 float zoomscript_caught;
212 vector wcross_origin;
213 float wcross_scale_prev, wcross_alpha_prev;
214 vector wcross_color_prev;
215 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
216 vector wcross_color_goal_prev;
217 float wcross_changedonetime;
219 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
220 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
221 float wcross_name_changestarttime, wcross_name_changedonetime;
222 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
224 entity trueaim_rifle;
226 #define SHOTTYPE_HITTEAM 1
227 #define SHOTTYPE_HITOBSTRUCTION 2
228 #define SHOTTYPE_HITWORLD 3
229 #define SHOTTYPE_HITENEMY 4
234 trueaim.classname = "trueaim";
235 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
236 trueaim_rifle = spawn();
237 trueaim_rifle.classname = "trueaim_rifle";
238 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
241 float EnemyHitCheck()
244 wcross_origin = project_3d_to_2d(trace_endpos);
246 if(trace_networkentity < 1)
247 return SHOTTYPE_HITWORLD;
248 if(trace_networkentity > maxclients)
249 return SHOTTYPE_HITWORLD;
250 t = GetPlayerColor(trace_networkentity - 1);
253 return SHOTTYPE_HITTEAM;
254 if(t == COLOR_SPECTATOR)
255 return SHOTTYPE_HITWORLD;
256 return SHOTTYPE_HITENEMY;
261 float nudge = 1; // added to traceline target and subtracted from result
262 vector vecs, trueaimpoint, w_shotorg;
270 mv = MOVE_NOMONSTERS;
274 case WEP_TUBA: // no aim
275 case WEP_PORTO: // shoots from eye
276 case WEP_HOOK: // no trueaim
277 case WEP_GRENADE_LAUNCHER: // toss curve
278 return SHOTTYPE_HITWORLD;
283 case WEP_CAMPINGRIFLE:
286 if(zoomscript_caught)
288 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
289 return EnemyHitCheck();
292 case WEP_ROCKET_LAUNCHER: // projectile has a size!
296 case WEP_FIREBALL: // projectile has a size!
300 case WEP_ELECTRO: // projectile has a size!
306 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
308 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
309 trueaimpoint = trace_endpos;
316 dv = view_right * vecs_y + view_up * vecs_z;
317 w_shotorg = view_origin + dv;
319 // now move the vecs forward as much as requested if possible
320 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
321 w_shotorg = trace_endpos - view_forward * nudge;
323 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
324 shottype = EnemyHitCheck();
325 if(shottype != SHOTTYPE_HITWORLD)
329 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
330 // or rather, I know why, but see no fix
331 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
332 // 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
333 return SHOTTYPE_HITOBSTRUCTION;
336 return SHOTTYPE_HITWORLD;
339 void CSQC_common_hud(void);
341 void CSQC_kh_hud(void);
342 void CSQC_ctf_hud(void);
344 void CSQC_Demo_Camera();
345 float Sbar_WouldDrawScoreboard ();
348 string NextFrameCommand;
349 void CSQC_spider_HUD();
350 void CSQC_UpdateView(float w, float h)
358 WaypointSprite_Load();
361 myteam = GetPlayerColor(spectatee_status - 1);
363 myteam = GetPlayerColor(player_localentnum - 1);
365 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
368 if(!intermission || !view_set)
370 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
371 view_angles = input_angles;
372 makevectors(view_angles);
373 view_forward = v_forward;
374 view_right = v_right;
383 if(time > blurtest_time0 && time < blurtest_time1)
387 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
388 r = t * blurtest_radius;
389 f = 1 / pow(t, blurtest_power) - 1;
391 cvar_set("r_glsl_postprocess", "1");
392 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
396 cvar_set("r_glsl_postprocess", "0");
397 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
403 drawframetime = max(0.000001, time - drawtime);
406 // watch for gametype changes here...
407 // in ParseStuffCMD the cmd isn't executed yet :/
408 // might even be better to add the gametype to TE_CSQC_INIT...?
412 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
413 if(calledhooks & HOOK_START)
415 localcmd("\ncl_hook_gameend;");
416 calledhooks |= HOOK_END;
419 CheckForGamestartChange();
423 if(button_zoom || fov <= 59.5)
425 if(!zoomscript_caught)
427 localcmd("+button4\n");
428 zoomscript_caught = 1;
429 ignore_plus_zoom += 1;
434 if(zoomscript_caught)
436 localcmd("-button4\n");
437 zoomscript_caught = 0;
438 ignore_minus_zoom += 1;
442 sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
443 sbar_currentammo = cvar("sbar_showcurrentammo");
444 sbar_hudselector = cvar("sbar_hudselector");
445 sbar_hud_accuracy = cvar("sbar_hud_accuracy");
446 ColorTranslateMode = cvar("cl_stripcolorcodes");
447 activeweapon = getstati(STAT_SWITCHWEAPON);
448 f = cvar("teamplay");
455 if(last_weapon != activeweapon) {
457 last_weapon = activeweapon;
460 // ALWAYS Clear Current Scene First
463 // Assign Standard Viewflags
464 // Draw the World (and sky)
465 R_SetView(VF_DRAWWORLD, 1);
467 // Set the console size vars
468 vid_conwidth = cvar("vid_conwidth");
469 vid_conheight = cvar("vid_conheight");
470 vid_pixelheight = cvar("vid_pixelheight");
472 R_SetView(VF_FOV, GetCurrentFov(fov));
474 // Camera for demo playback
477 if(cvar("camera_enable"))
481 cvar_set("chase_active", ftos(chase_active_backup));
482 cvar_set("cl_demo_mousegrab", "0");
483 camera_active = FALSE;
487 else if(cvar("camera_enable"))
489 else if(cvar("camera_enable") && isdemo())
492 // Enable required Darkplaces cvars
493 chase_active_backup = cvar("chase_active");
494 cvar_set("chase_active", "2");
495 cvar_set("cl_demo_mousegrab", "1");
496 camera_active = TRUE;
500 // Draw the Crosshair
501 float scoreboard_active;
502 scoreboard_active = Sbar_WouldDrawScoreboard();
503 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
505 // Draw the Engine Status Bar (the default Quake HUD)
506 R_SetView(VF_DRAWENGINESBAR, 0);
508 // fetch this one only once per frame
509 sbar_showbinds = cvar("sbar_showbinds");
510 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
512 // Update the mouse position
514 mousepos_x = vid_conwidth;
515 mousepos_y = vid_conheight;
516 mousepos = mousepos*0.5 + getmousepos();
520 for(self = world; (self = nextent(self)); )
525 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
528 // now switch to 2D drawing mode by calling a 2D drawing function
529 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
530 // next R_RenderScene call
531 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
533 // Draw the mouse cursor
534 // NOTE: drawpic must happen after R_RenderScene for some reason
535 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
536 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
537 //self = edict_num(player_localnum);
538 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
539 //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);
540 // as long as the ctf part isn't in, this is useless
544 /*if(gametype == GAME_CTF)
551 for(self = world; (self = nextent(self)); )
563 cvar_string("cl_teamradar") != "0"
566 cvar("cl_teamradar") == 2
575 if(cvar("r_letterbox") == 0) {
576 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
577 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
578 Sbar_DrawPressedKeys();
581 if (cvar("cl_showspeed"))
583 if (cvar("cl_showacceleration"))
584 Sbar_ShowAcceleration();
586 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
590 hud = getstati(STAT_HUD);
591 if(hud == HUD_SPIDERBOT)
595 else if(hud == HUD_WAKIZASHI)
596 CSQC_WAKIZASHI_HUD();
599 if(cvar("r_letterbox") == 0)
600 if(cvar("viewsize") < 120)
603 // crosshair goes VERY LAST
604 if(!scoreboard_active && !ons_showmap && !camera_active) {
607 float bullets, ring_scale;
608 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
609 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
611 if(cvar("crosshair_hittest"))
613 vector wcross_oldorigin;
614 wcross_oldorigin = wcross_origin;
615 shottype = TrueAimCheck();
616 if(shottype == SHOTTYPE_HITWORLD)
618 v = wcross_origin - wcross_oldorigin;
620 v_y /= vid_conheight;
622 shottype = SHOTTYPE_HITOBSTRUCTION;
624 if(!cvar("crosshair_hittest_showimpact"))
625 wcross_origin = wcross_oldorigin;
628 shottype = SHOTTYPE_HITWORLD;
631 wcross_style = cvar_string("crosshair");
633 if (wcross_style != "0") {
634 vector wcross_color, wcross_size;
635 string wcross_wep, wcross_name;
636 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
638 wcross_color_x = cvar("crosshair_color_red");
639 wcross_color_y = cvar("crosshair_color_green");
640 wcross_color_z = cvar("crosshair_color_blue");
641 wcross_alpha = cvar("crosshair_color_alpha");
642 wcross_resolution = cvar("crosshair_size");
643 if (cvar("crosshair_per_weapon")) {
644 e = get_weaponinfo(activeweapon);
645 if (e && e.netname != "")
647 wcross_wep = e.netname;
648 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
649 if(wcross_style == "")
650 wcross_style = e.netname;
652 if(!cvar("crosshair_color_override"))
654 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
655 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
656 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
659 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
660 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
664 wcross_name = strcat("gfx/crosshair", wcross_style);
666 if(cvar("crosshair_effect_scalefade"))
668 wcross_scale = wcross_resolution;
669 wcross_resolution = 1;
676 if(shottype == SHOTTYPE_HITENEMY)
677 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
678 if(shottype == SHOTTYPE_HITTEAM)
679 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
681 f = cvar("crosshair_effect_speed");
683 f *= -2 * g_weaponswitchdelay;
684 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
686 wcross_changedonetime = time + f;
688 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
690 wcross_name_changestarttime = time;
691 wcross_name_changedonetime = time + f;
692 if(wcross_name_goal_prev_prev)
693 strunzone(wcross_name_goal_prev_prev);
694 wcross_name_goal_prev_prev = wcross_name_goal_prev;
695 wcross_name_goal_prev = strzone(wcross_name);
696 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
697 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
698 wcross_resolution_goal_prev = wcross_resolution;
701 wcross_scale_goal_prev = wcross_scale;
702 wcross_alpha_goal_prev = wcross_alpha;
703 wcross_color_goal_prev = wcross_color;
705 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
708 wcross_alpha *= 0.75;
712 // *_prev is at time-frametime
713 // * is at wcross_changedonetime+f
714 // what do we have at time?
715 if(time < wcross_changedonetime)
717 f = frametime / (wcross_changedonetime - time + frametime);
718 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
719 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
720 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
723 wcross_scale_prev = wcross_scale;
724 wcross_alpha_prev = wcross_alpha;
725 wcross_color_prev = wcross_color;
727 wcross_scale *= 1 - cvar("_menu_alpha");
728 wcross_alpha *= 1 - cvar("_menu_alpha");
730 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
732 // ring around crosshair representing bullets left in camping rifle clip
733 if (activeweapon == WEP_CAMPINGRIFLE)
735 ring_scale = cvar("crosshair_campingrifle_ring_size");
736 bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
741 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
742 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)
744 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
747 if(wcross_blur > 0) \
749 for(i = -2; i <= 2; ++i) \
750 for(j = -2; j <= 2; ++j) \
751 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
755 M(0,0,sz,wcross_name,wcross_alpha); \
760 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
761 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)
763 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
764 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
768 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
771 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
773 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
774 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
781 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
782 wcross_name_alpha_goal_prev = f;
787 wcross_scale_prev = 0;
788 wcross_alpha_prev = 0;
789 wcross_scale_goal_prev = 0;
790 wcross_alpha_goal_prev = 0;
791 wcross_changedonetime = 0;
792 if(wcross_name_goal_prev)
793 strunzone(wcross_name_goal_prev);
794 wcross_name_goal_prev = string_null;
795 if(wcross_name_goal_prev_prev)
796 strunzone(wcross_name_goal_prev_prev);
797 wcross_name_goal_prev_prev = string_null;
798 wcross_name_changestarttime = 0;
799 wcross_name_changedonetime = 0;
800 wcross_name_alpha_goal_prev = 0;
801 wcross_name_alpha_goal_prev_prev = 0;
802 wcross_resolution_goal_prev = 0;
803 wcross_resolution_goal_prev_prev = 0;
809 localcmd("\n", NextFrameCommand, "\n");
810 NextFrameCommand = string_null;
813 // we must do this check AFTER a frame was rendered, or it won't work
814 if(cs_project_is_b0rked == 0)
817 w0 = cvar_string("vid_conwidth");
818 h0 = cvar_string("vid_conheight");
819 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
820 //R_SetView(VF_FOV, '90 90 0');
821 R_SetView(VF_ORIGIN, '0 0 0');
822 R_SetView(VF_ANGLES, '0 0 0');
823 R_SetView(VF_PERSPECTIVE, 1);
824 makevectors('0 0 0');
826 cvar_set("vid_conwidth", "800");
827 cvar_set("vid_conheight", "600");
828 v1 = cs_project(v_forward);
829 cvar_set("vid_conwidth", "640");
830 cvar_set("vid_conheight", "480");
831 v2 = cs_project(v_forward);
833 cs_project_is_b0rked = 1;
835 cs_project_is_b0rked = -1;
836 cvar_set("vid_conwidth", w0);
837 cvar_set("vid_conheight", h0);
840 // be safe against triggerbots until everyone has the fixed engine
841 // this call is meant to overwrite the trace globals by something
843 traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
847 void CSQC_spider_HUD()
849 float rockets,reload,heat,hp,shield,i;
852 p = drawgetimagesize(SPIDER_CROSS);
853 p_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
854 p_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
855 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);
857 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
858 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
859 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
860 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
861 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
864 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
865 p = p + '0 1 0' * vid_conheight - '0 32 0';
866 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
867 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
869 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
871 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
873 // Draw minigun heat indicator
874 p = '0.5 0 0' * (vid_conwidth - 256);
875 p = p + '0 1 0' * vid_conheight - '0 34 0';
876 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
877 p_x += 256 * (1-heat);
878 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
880 // Draw rocket icons for loaded/empty tubes.
881 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
882 pp += '0 1 0' * vid_conheight - '0 64 0';
883 for(i = 0; i < 8; ++i)
885 p = pp + '1 0 0' * (rkt_size * i);
888 if(floor(reload * 8) == i)
890 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
892 else if(i < reload * 8)
893 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
895 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
900 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
902 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
908 Sbar_DrawScoreboard();
909 Sbar_DrawCenterPrint();
914 void CSQC_WAKIZASHI_HUD()
916 // 0--1 floats. 1 = 100%, 0.6 = 50%.
917 float health, shield, energy, rockets;
922 p = drawgetimagesize(SPIDER_CROSS);
923 p_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
924 p_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
925 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);
928 const float STAT_VEHICLESTAT_HEALTH = 60;
929 const float STAT_VEHICLESTAT_SHIELD = 61;
930 const float STAT_VEHICLESTAT_ENERGY = 62;
931 const float STAT_VEHICLESTAT_AMMO1 = 63;
932 const float STAT_VEHICLESTAT_RELAOD1 = 64;
933 const float STAT_VEHICLESTAT_AMMO2 = 65;
934 const float STAT_VEHICLESTAT_RELOAD2 = 66;
936 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
937 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
938 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
939 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
942 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
943 p = p + '0 1 0' * vid_conheight - '0 32 0';
947 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
949 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
954 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
957 //p_x -= 256 * health;
959 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
963 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
968 p = '0.5 0 0' * (vid_conwidth - 256);
969 p = p + '0 1 0' * vid_conheight - '0 34 0';
970 drawfill(p, '256 0 0' * (1 - energy) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
971 p_x += 256 * (1 - energy);
972 drawfill(p, '256 0 0' * energy + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
976 drawfill(p, '256 0 0' * rockets + '0 8 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
978 drawfill(p, '256 0 0' * (1 - rockets) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
984 Sbar_DrawScoreboard();
985 Sbar_DrawCenterPrint();
991 void CSQC_common_hud(void)
993 // Sbar_SortFrags(); done in Sbar_Draw
995 hud = getstati(STAT_HUD);
1009 CSQC_WAKIZASHI_HUD();
1015 // following vectors must be global to allow seamless switching between camera modes
1016 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1017 void CSQC_Demo_Camera()
1019 float speed, attenuation, dimensions;
1022 if( cvar("camera_reset") || !camera_mode )
1024 camera_offset = '0 0 0';
1025 current_angles = '0 0 0';
1026 camera_direction = '0 0 0';
1027 camera_offset_z += 30;
1028 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1029 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1030 current_origin = view_origin;
1031 current_camera_offset = camera_offset;
1032 cvar_set("camera_reset", "0");
1033 camera_mode = CAMERA_CHASE;
1038 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1040 if(cvar("camera_look_player"))
1045 dir = normalize(view_origin - current_position);
1047 mouse_angles = vectoangles(dir);
1048 mouse_angles_x = mouse_angles_x * -1;
1053 tmp = getmousepos() * 0.1;
1054 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1056 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1057 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1061 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1062 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1063 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1064 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1066 // Fix difference when angles don't have the same sign
1068 if(mouse_angles_y < -60 && current_angles_y > 60)
1070 if(mouse_angles_y > 60 && current_angles_y < -60)
1073 if(cvar("camera_look_player"))
1074 attenuation = cvar("camera_look_attenuation");
1076 attenuation = cvar("camera_speed_attenuation");
1078 attenuation = 1 / max(1, attenuation);
1079 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1081 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1082 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1083 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1084 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1090 if( camera_direction_x )
1092 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1093 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1094 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1095 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1099 if( camera_direction_y )
1101 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1102 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1103 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1107 if( camera_direction_z )
1109 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1113 if(cvar("camera_free"))
1114 speed = cvar("camera_speed_free");
1116 speed = cvar("camera_speed_chase");
1120 speed = speed * sqrt(1 / dimensions);
1121 camera_offset += tmp * speed;
1124 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1127 if( cvar("camera_free") )
1129 if ( camera_mode == CAMERA_CHASE )
1131 current_camera_offset = current_origin + current_camera_offset;
1132 camera_offset = current_origin + camera_offset;
1135 camera_mode = CAMERA_FREE;
1136 current_position = current_camera_offset;
1140 if ( camera_mode == CAMERA_FREE )
1142 current_origin = view_origin;
1143 camera_offset = camera_offset - current_origin;
1144 current_camera_offset = current_camera_offset - current_origin;
1147 camera_mode = CAMERA_CHASE;
1149 if(cvar("camera_chase_smoothly"))
1150 current_origin += (view_origin - current_origin) * attenuation;
1152 current_origin = view_origin;
1154 current_position = current_origin + current_camera_offset;
1157 R_SetView(VF_ANGLES, current_angles);
1158 R_SetView(VF_ORIGIN, current_position);