]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/View.qc
experimental change: why was R_AddEntities there? we'll find 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_ELECTRO: // projectile has a size!
271                         mi = '0 0 -3';
272                         ma = '0 0 -3';
273                         break;
274         }
275
276         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
277
278         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
279         trueaimpoint = trace_endpos;
280
281         if(vecs_x > 0)
282                 vecs_y = -vecs_y;
283         else
284                 vecs = '0 0 0';
285
286         dv = view_right * vecs_y + view_up * vecs_z;
287         w_shotorg = view_origin + dv;
288
289         // now move the vecs forward as much as requested if possible
290         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
291         w_shotorg = trace_endpos - view_forward * nudge;
292
293         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, trueaim);
294         shottype = EnemyHitCheck();
295         if(shottype != SHOTTYPE_HITWORLD)
296                 return shottype;
297         
298 #if 0
299         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
300         // or rather, I know why, but see no fix
301         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
302                 // 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
303                 return SHOTTYPE_HITOBSTRUCTION;
304 #endif
305         
306         return SHOTTYPE_HITWORLD;
307 }
308
309 void CSQC_common_hud(void);
310
311 void CSQC_kh_hud(void);
312 void CSQC_ctf_hud(void);
313 void PostInit(void);
314 void CSQC_Demo_Camera();
315 float Sbar_WouldDrawScoreboard ();
316 float view_set;
317 float camera_mode;
318 string NextFrameCommand;
319 void CSQC_spider_HUD();
320 void CSQC_UpdateView(float w, float h)
321 {
322         entity e;
323         float fov;
324         float f, i, j;
325         vector v;
326
327         dprint_load();
328         WaypointSprite_Load();
329
330         if(spectatee_status)
331                 myteam = GetPlayerColor(spectatee_status - 1);
332         else
333                 myteam = GetPlayerColor(player_localentnum - 1);
334
335         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
336
337         // Render the Scene
338         if(!intermission || !view_set)
339         {
340                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
341                 view_angles = input_angles;
342                 makevectors(view_angles);
343                 view_forward = v_forward;
344                 view_right = v_right;
345                 view_up = v_up;
346                 view_set = 1;
347         }
348
349         vid_width = w;
350         vid_height = h;
351
352 #ifdef BLURTEST
353         if(time > blurtest_time0 && time < blurtest_time1)
354         {
355                 float r, t;
356
357                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
358                 r = t * blurtest_radius;
359                 f = 1 / pow(t, blurtest_power) - 1;
360
361                 cvar_set("r_glsl_postprocess", "1");
362                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
363         }
364         else
365         {
366                 cvar_set("r_glsl_postprocess", "0");
367                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
368         }
369 #endif
370
371         Fog_Force();
372
373         drawframetime = max(0.000001, time - drawtime);
374         drawtime = time;
375
376         // watch for gametype changes here...
377         // in ParseStuffCMD the cmd isn't executed yet :/
378         // might even be better to add the gametype to TE_CSQC_INIT...?
379         if(!postinit)
380                 PostInit();
381
382         CheckForGamestartChange();
383         maptimeAnnouncer();
384
385         fov = cvar("fov");
386         if(button_zoom || fov <= 59.5)
387         {
388                 if(!zoomscript_caught)
389                 {
390                         localcmd("+button4\n");
391                         zoomscript_caught = 1;
392                         ignore_plus_zoom += 1;
393                 }
394         }
395         else
396         {
397                 if(zoomscript_caught)
398                 {
399                         localcmd("-button4\n");
400                         zoomscript_caught = 0;
401                         ignore_minus_zoom += 1;
402                 }
403         }
404
405         sbar_alpha_fg = cvar("sbar_alpha_fg" );
406         sbar_currentammo = cvar("sbar_showcurrentammo");
407         sbar_hudselector = cvar("sbar_hudselector");
408         sbar_hud_accuracy = cvar("sbar_hud_accuracy");
409         ColorTranslateMode = cvar("cl_stripcolorcodes");
410         activeweapon = getstati(STAT_SWITCHWEAPON);
411         f = cvar("teamplay");
412         if(f != teamplay)
413         {
414                 teamplay = f;
415                 Sbar_InitScores();
416         }
417
418         if(last_weapon != activeweapon) {
419                 weapontime = time;
420                 last_weapon = activeweapon;
421         }
422
423         // ALWAYS Clear Current Scene First
424         R_ClearScene();
425
426         // Assign Standard Viewflags
427         // Draw the World (and sky)
428         R_SetView(VF_DRAWWORLD, 1);
429
430         // Set the console size vars
431         vid_conwidth = cvar("vid_conwidth");
432         vid_conheight = cvar("vid_conheight");
433         vid_pixelheight = cvar("vid_pixelheight");
434
435         R_SetView(VF_FOV, GetCurrentFov(fov));
436
437         // Camera for demo playback
438         if(camera_active)
439         {
440                 if(cvar("camera_enable"))
441                         CSQC_Demo_Camera();
442                 else
443                 {
444                         cvar_set("chase_active", ftos(chase_active_backup));
445                         cvar_set("cl_demo_mousegrab", "0");
446                         camera_active = FALSE;
447                 }
448         }
449 #ifdef CAMERATEST
450         else if(cvar("camera_enable"))
451 #else
452         else if(cvar("camera_enable") && isdemo())
453 #endif
454         {
455                 // Enable required Darkplaces cvars
456                 chase_active_backup = cvar("chase_active");
457                 cvar_set("chase_active", "2");
458                 cvar_set("cl_demo_mousegrab", "1");
459                 camera_active = TRUE;
460                 camera_mode = FALSE;
461         }
462
463         // Draw the Crosshair
464         float scoreboard_active;
465         scoreboard_active = Sbar_WouldDrawScoreboard();
466         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
467
468         // Draw the Engine Status Bar (the default Quake HUD)
469         R_SetView(VF_DRAWENGINESBAR, 0);
470
471         // fetch this one only once per frame
472         sbar_showbinds = cvar("sbar_showbinds");
473         sbar_showbinds_limit = cvar("sbar_showbinds_limit");
474
475         // Update the mouse position
476         /*
477         mousepos_x = vid_conwidth;
478         mousepos_y = vid_conheight;
479         mousepos = mousepos*0.5 + getmousepos();
480         */
481
482         e = self;
483         for(self = world; (self = nextent(self)); )
484                 if(self.draw)
485                         self.draw();
486         self = e;
487
488         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
489         R_RenderScene();
490
491         // now switch to 2D drawing mode by calling a 2D drawing function
492         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
493         // next R_RenderScene call
494         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
495
496         // Draw the mouse cursor
497         // NOTE: drawpic must happen after R_RenderScene for some reason
498         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
499         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
500         //self = edict_num(player_localnum);
501         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
502         //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);
503         // as long as the ctf part isn't in, this is useless
504         if(menu_visible)
505                 menu_show();
506
507         /*if(gametype == GAME_CTF)
508         {
509                 ctf_view();
510         } else */
511
512         // draw 2D entities
513         e = self;
514         for(self = world; (self = nextent(self)); )
515                 if(self.draw2d)
516                         self.draw2d();
517         self = e;
518
519         // draw radar
520         if(
521                 ons_showmap
522                 ||
523                 (
524                         !scoreboard_active
525                         &&
526                         cvar_string("cl_teamradar") != "0"
527                         &&
528                         (
529                                 cvar("cl_teamradar") == 2
530                                 ||
531                                 teamplay
532                         )
533                 )
534         )
535                 teamradar_view();
536
537         if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing
538         {
539                 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
540                         Sbar_DrawPressedKeys();
541         }
542         
543         if (cvar("cl_showspeed"))
544                 Sbar_ShowSpeed();
545         
546         // draw sbar
547         if(cvar("r_letterbox") == 0)
548                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
549
550     float hud;
551     hud = getstati(STAT_HUD);
552     if(hud == HUD_SPIDEBOT)
553     {
554         vector sz;
555         CSQC_spider_HUD();
556         sz = drawgetimagesize(SPIDER_CROSS);
557         sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
558         sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
559         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);
560     }
561     else
562     {
563         if(cvar("r_letterbox") == 0)
564             if(cvar("viewsize") < 120)
565                 CSQC_common_hud();
566
567         // crosshair goes VERY LAST
568         if(!scoreboard_active && !ons_showmap && !camera_active) {
569                         // TrueAim check
570                         float shottype;
571                         float bullets, ring_scale;
572                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
573                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
574                         wcross_origin_z = 0;
575             if(cvar("crosshair_hittest"))
576                         {
577                                 vector wcross_oldorigin;
578                                 wcross_oldorigin = wcross_origin;
579                 shottype = TrueAimCheck();
580                                 if(shottype == SHOTTYPE_HITWORLD)
581                                 {
582                                         v = wcross_origin - wcross_oldorigin;
583                                         v_x /= vid_conwidth;
584                                         v_y /= vid_conheight;
585                                         if(vlen(v) > 0.01)
586                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
587                                 }
588                                 if(!cvar("crosshair_hittest_showimpact"))
589                                         wcross_origin = wcross_oldorigin;
590                         }
591             else
592                 shottype = SHOTTYPE_HITWORLD;
593
594             string wcross_style;
595             wcross_style = cvar_string("crosshair");
596
597             if (wcross_style != "0") {
598                 vector wcross_color, wcross_size;
599                 string wcross_wep, wcross_name;
600                 float wcross_alpha, wcross_sizefloat;
601
602                 wcross_color_x = cvar("crosshair_color_red");
603                 wcross_color_y = cvar("crosshair_color_green");
604                 wcross_color_z = cvar("crosshair_color_blue");
605                 wcross_alpha = cvar("crosshair_color_alpha");
606                 wcross_sizefloat = cvar("crosshair_size");
607                 if (cvar("crosshair_per_weapon")) {
608                     e = get_weaponinfo(activeweapon);
609                     if (e && e.netname != "")
610                     {
611                         wcross_wep = e.netname;
612                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
613                         if(wcross_style == "")
614                             wcross_style = e.netname;
615
616                         if(!cvar("crosshair_color_override"))
617                         {
618                             wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
619                             wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
620                             wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
621                         }
622
623                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
624                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
625                     }
626                 }
627
628                 wcross_name = strcat("gfx/crosshair", wcross_style);
629
630                                 if(shottype == SHOTTYPE_HITENEMY)
631                                         wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
632                                 if(shottype == SHOTTYPE_HITTEAM)
633                                         wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0
634
635                 wcross_size = drawgetimagesize(wcross_name);
636                 wcross_size_x *= wcross_sizefloat;
637                 wcross_size_y *= wcross_sizefloat;
638                                 
639                                 // ring around crosshair representing bullets left in camping rifle clip
640                                 if (activeweapon == WEP_CAMPINGRIFLE)
641                                 {
642                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
643                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
644                                 }
645                                 else
646                                         bullets = 0;
647                                 
648                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur")))
649                 {
650                     wcross_alpha *= 0.04 * 0.75;
651                     for(i = -2; i <= 2; ++i)
652                         for(j = -2; j <= 2; ++j)
653                                                 {
654                                                         if (bullets)
655                                                                 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);
656                             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);
657                                                 }
658                 }
659                 else
660                 {
661                                         if (bullets)
662                                                 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);
663                     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);
664                 }
665             }
666         }
667     }
668
669         if(NextFrameCommand)
670         {
671                 localcmd("\n", NextFrameCommand, "\n");
672                 NextFrameCommand = string_null;
673         }
674
675         // we must do this check AFTER a frame was rendered, or it won't work
676         if(cs_project_is_b0rked == 0)
677         {
678                 string w0, h0;
679                 w0 = cvar_string("vid_conwidth");
680                 h0 = cvar_string("vid_conheight");
681                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
682                 //R_SetView(VF_FOV, '90 90 0');
683                 R_SetView(VF_ORIGIN, '0 0 0');
684                 R_SetView(VF_ANGLES, '0 0 0');
685                 R_SetView(VF_PERSPECTIVE, 1);
686                 makevectors('0 0 0');
687                 vector v1, v2;
688                 cvar_set("vid_conwidth", "800");
689                 cvar_set("vid_conheight", "600");
690                 v1 = cs_project(v_forward);
691                 cvar_set("vid_conwidth", "640");
692                 cvar_set("vid_conheight", "480");
693                 v2 = cs_project(v_forward);
694                 if(v1 == v2)
695                         cs_project_is_b0rked = 1;
696                 else
697                         cs_project_is_b0rked = -1;
698                 cvar_set("vid_conwidth", w0);
699                 cvar_set("vid_conheight", h0);
700         }
701 }
702
703 void Sbar_Draw();
704 void CSQC_spider_HUD()
705 {
706     float rockets,reload,heat,hp,shield,i;
707     vector p,pp;
708
709     rockets = getstati(STAT_SPIDERBOT_ROCKETS);
710     heat    = min(getstatf(STAT_SPIDERBOT_HEAT),1);
711     reload  = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
712     hp      = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
713     shield  = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
714
715     // Draw health bar
716     p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
717     p = p + '0 1 0' * vid_conheight - '0 32 0';
718     //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
719     drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
720     p_y += 8;
721     drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
722     p_x += 256 * hp;
723     drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
724
725     // Draw minigun heat indicator
726     p = '0.5 0 0' * (vid_conwidth - 256);
727     p = p + '0 1 0' * vid_conheight - '0 34  0';
728     drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
729     p_x += 256 * (1-heat);
730     drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
731
732     // Draw rocket icons for loaded/empty tubes.
733     pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
734     pp += '0 1 0' * vid_conheight - '0 64 0';
735     for(i = 0; i < 8; ++i)
736     {
737         p = pp + '1 0 0' * (rkt_size * i);
738         if(rockets == 8)
739         {
740             if(floor(reload * 8) == i)
741             {
742                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
743             }
744             else if(i < reload * 8)
745                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
746             else
747                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
748         }
749         else
750         {
751             if(i < rockets)
752                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
753             else
754                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
755         }
756     }
757
758         if (sb_showscores)
759         {
760                 Sbar_DrawScoreboard();
761                 Sbar_DrawCenterPrint();
762         }
763
764 }
765 void CSQC_common_hud(void)
766 {
767
768         // Sbar_SortFrags(); done in Sbar_Draw
769     float hud;
770     hud = getstati(STAT_HUD);
771
772     //hud = 10;
773     switch(hud)
774     {
775         case HUD_NORMAL:
776             Sbar_Draw();
777             break;
778
779         case HUD_SPIDEBOT:
780             CSQC_spider_HUD();
781             break;
782     }
783 }
784
785
786 // following vectors must be global to allow seamless switching between camera modes
787 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
788 void CSQC_Demo_Camera()
789 {
790         float speed, attenuation, dimensions;
791         vector tmp, delta;
792
793         if( cvar("camera_reset") || !camera_mode )
794         {
795                 camera_offset = '0 0 0';
796                 current_angles = '0 0 0';
797                 camera_direction = '0 0 0';
798                 camera_offset_z += 30;
799                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
800                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
801                 current_origin = view_origin;
802                 current_camera_offset  = camera_offset;
803                 cvar_set("camera_reset", "0");
804                 camera_mode = CAMERA_CHASE;
805         }
806
807         // Camera angles
808         if( camera_roll )
809                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
810
811         if(cvar("camera_look_player"))
812         {
813                 local vector dir;
814                 local float n;
815
816                 dir = normalize(view_origin - current_position);
817                 n = mouse_angles_z;
818                 mouse_angles = vectoangles(dir);
819                 mouse_angles_x = mouse_angles_x * -1;
820                 mouse_angles_z = n;
821         }
822         else
823         {
824                 tmp = getmousepos() * 0.1;
825                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
826                 {
827                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
828                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
829                 }
830         }
831
832         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
833         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
834         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
835         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
836
837         // Fix difference when angles don't have the same sign
838         delta = '0 0 0';
839         if(mouse_angles_y < -60 && current_angles_y > 60)
840                 delta = '0 360 0';
841         if(mouse_angles_y > 60 && current_angles_y < -60)
842                 delta = '0 -360 0';
843
844         if(cvar("camera_look_player"))
845                 attenuation = cvar("camera_look_attenuation");
846         else
847                 attenuation = cvar("camera_speed_attenuation");
848
849         attenuation = 1 / max(1, attenuation);
850         current_angles += (mouse_angles - current_angles + delta) * attenuation;
851
852         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
853         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
854         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
855         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
856
857         // Camera position
858         tmp = '0 0 0';
859         dimensions = 0;
860
861         if( camera_direction_x )
862         {
863                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
864                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
865                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
866                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
867                 ++dimensions;
868         }
869
870         if( camera_direction_y )
871         {
872                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
873                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
874                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
875                 ++dimensions;
876         }
877
878         if( camera_direction_z )
879         {
880                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
881                 ++dimensions;
882         }
883
884         if(cvar("camera_free"))
885                 speed = cvar("camera_speed_free");
886         else
887                 speed = cvar("camera_speed_chase");
888
889         if(dimensions)
890         {
891                 speed = speed * sqrt(1 / dimensions);
892                 camera_offset += tmp * speed;
893         }
894
895         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
896
897         // Camera modes
898         if( cvar("camera_free") )
899         {
900                 if ( camera_mode == CAMERA_CHASE )
901                 {
902                         current_camera_offset = current_origin + current_camera_offset;
903                         camera_offset = current_origin + camera_offset;
904                 }
905
906                 camera_mode = CAMERA_FREE;
907                 current_position = current_camera_offset;
908         }
909         else
910         {
911                 if ( camera_mode == CAMERA_FREE )
912                 {
913                         current_origin = view_origin;
914                         camera_offset = camera_offset - current_origin;
915                         current_camera_offset = current_camera_offset - current_origin;
916                 }
917
918                 camera_mode = CAMERA_CHASE;
919
920                 if(cvar("camera_chase_smoothly"))
921                         current_origin += (view_origin - current_origin) * attenuation;
922                 else
923                         current_origin = view_origin;
924
925                 current_position = current_origin + current_camera_offset;
926         }
927
928         R_SetView(VF_ANGLES, current_angles);
929         R_SetView(VF_ORIGIN, current_position);
930 }