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1 entity porto;\r
2 vector polyline[16];\r
3 float trace_dphitcontents;\r
4 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
5 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
6 void Porto_Draw()\r
7 {\r
8         vector p, dir, ang, q, nextdir;\r
9         float idx, portal_number, portal1_idx;\r
10 \r
11         if(activeweapon != WEP_PORTO)\r
12                 return;\r
13 \r
14         dir = view_forward;\r
15 \r
16         if(angles_held_status)\r
17         {\r
18                 makevectors(angles_held);\r
19                 dir = v_forward;\r
20         }\r
21 \r
22         p = view_origin;\r
23 \r
24         polyline[0] = p;\r
25         idx = 1;\r
26         portal_number = 0;\r
27         nextdir = dir;\r
28 \r
29         for(;;)\r
30         {\r
31                 dir = nextdir;\r
32                 traceline(p, p + 65536 * dir, TRUE, world);\r
33                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
34                         return;\r
35                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal\r
36                 p = trace_endpos;\r
37                 polyline[idx] = p;\r
38                 ++idx;\r
39                 if(idx >= 16)\r
40                         return;\r
41                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)\r
42                         continue;\r
43                 ++portal_number;\r
44                 ang = vectoangles2(trace_plane_normal, dir);\r
45                 ang_x = -ang_x;\r
46                 makevectors(ang);\r
47                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))\r
48                         return;\r
49                 if(portal_number == 1)\r
50                         portal1_idx = idx;\r
51                 if(portal_number >= 2)\r
52                         break;\r
53         }\r
54 \r
55         while(idx >= 2)\r
56         {\r
57                 p = polyline[idx-2];\r
58                 q = polyline[idx-1];\r
59                 if(idx == 2)\r
60                         p = p - view_up * 16;\r
61                 if(idx-1 >= portal1_idx)\r
62                 {\r
63                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);\r
64                 }\r
65                 else\r
66                 {\r
67                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
68                 }\r
69                 --idx;\r
70         }\r
71 }\r
72 \r
73 /**\r
74  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
75  *\r
76  * TODO: Use a better solution where a common shared entitiy is used that contains\r
77  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
78  * and STAT_FRAGLIMIT to be auto-sent)\r
79  */\r
80 void CheckForGamestartChange() {\r
81         float startTime;\r
82         startTime = getstatf(STAT_GAMESTARTTIME);\r
83         if (previous_game_starttime != startTime) {\r
84                 if ((time + 5.0) < startTime) {\r
85                         //if connecting to server while restart was active don't always play prepareforbattle\r
86                         sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);\r
87                 }\r
88                 if (time < startTime) {\r
89                         restartAnnouncer = spawn();\r
90                         restartAnnouncer.think = restartAnnouncer_Think;\r
91                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
92                 }\r
93         }\r
94         previous_game_starttime = startTime;\r
95 }\r
96 \r
97 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box\r
98 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel\r
99 void Porto_Init()\r
100 {\r
101         porto = spawn();\r
102         porto.classname = "porto";\r
103         porto.draw = Porto_Draw;\r
104         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
105 }\r
106 \r
107 float drawtime;\r
108 \r
109 float tan(float x)\r
110\r
111         return sin(x) / cos(x);\r
112 }\r
113 float atan2(float y, float x)\r
114 {\r
115         vector v;\r
116         v = '1 0 0' * x + '0 1 0' * y;\r
117         v = vectoangles(v);\r
118         return v_y * 0.01745329251994329576;\r
119 }\r
120 \r
121 vector GetCurrentFov(float fov)\r
122 {\r
123         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;\r
124 \r
125         zoomsensitivity = cvar("cl_zoomsensitivity");\r
126         zoomfactor = cvar("cl_zoomfactor");\r
127         if(zoomfactor < 1 || zoomfactor > 16)\r
128                 zoomfactor = 2.5;\r
129         zoomspeed = cvar("cl_zoomspeed");\r
130         if(zoomspeed >= 0)\r
131                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
132                         zoomspeed = 3.5;\r
133 \r
134         zoomdir = button_zoom;\r
135         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here\r
136                 zoomdir += button_attack2;\r
137         if(spectatee_status > 0 || isdemo())\r
138         {\r
139                 if(spectatorbutton_zoom)\r
140                         zoomdir = 0 + !zoomdir;\r
141                         // do not even THINK about removing this 0\r
142                         // _I_ know what I am doing\r
143                         // fteqcc does not\r
144         }\r
145 \r
146         if(zoomdir)\r
147                 zoomin_effect = 0;\r
148 \r
149         if(zoomin_effect || camera_active)\r
150         {\r
151                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
152         }\r
153         else\r
154         {\r
155                 if(zoomspeed < 0) // instant zoom\r
156                 {\r
157                         if(zoomdir)\r
158                                 current_viewzoom = 1 / zoomfactor;\r
159                         else\r
160                                 current_viewzoom = 1;\r
161                 }\r
162                 else\r
163                 {\r
164                         if(zoomdir)\r
165                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
166                         else\r
167                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
168                 }\r
169         }\r
170 \r
171         if(almost_equals(current_viewzoom, 1))\r
172                 current_zoomfraction = 0;\r
173         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
174                 current_zoomfraction = 1;\r
175         else\r
176                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
177 \r
178         if(zoomsensitivity < 1)\r
179                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
180         else\r
181                 setsensitivityscale(1);\r
182 \r
183         float frustumx, frustumy, fovx, fovy;\r
184         frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;\r
185         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
186         fovx = atan2(frustumx, 1) / 0.00872664625997164788;\r
187         fovy = atan2(frustumy, 1) / 0.00872664625997164788;\r
188 \r
189         return '1 0 0' * fovx + '0 1 0' * fovy;\r
190 }\r
191 \r
192 void CSQC_common_hud(void);\r
193 \r
194 void CSQC_kh_hud(void);\r
195 void CSQC_ctf_hud(void);\r
196 void PostInit(void);\r
197 void CSQC_Demo_Camera();\r
198 float Sbar_WouldDrawScoreboard ();\r
199 float zoomscript_caught;\r
200 float view_set;\r
201 float camera_mode;\r
202 void CSQC_UpdateView(float w, float h)\r
203 {\r
204         entity e;\r
205         float fov;\r
206         float f;\r
207         vector v1, v2;\r
208 \r
209         dprint_load();\r
210         WaypointSprite_Load();\r
211 \r
212         ticrate = getstatf(STAT_SYS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
213 \r
214         // Render the Scene\r
215         if(!intermission || !view_set)\r
216         {\r
217                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
218                 view_angles = input_angles;\r
219                 makevectors(view_angles);\r
220                 view_forward = v_forward;\r
221                 view_right = v_right;\r
222                 view_up = v_up;\r
223                 view_set = 1;\r
224         }\r
225 \r
226         f = floor(cvar("v_flipped"));\r
227         cvar_set("v_flipped", ftos(!f));\r
228         v1 = cs_unproject('-100 -100 1000');\r
229         cvar_set("v_flipped", ftos(f));\r
230         v2 = cs_unproject('-100 -100 1000');\r
231 \r
232         if(v1 == v2)\r
233         {\r
234                 // non-supporting engine\r
235                 vid_width = cvar("vid_width");\r
236                 vid_height = cvar("vid_height");\r
237         }\r
238         else\r
239         {\r
240                 // supporting engine\r
241                 vid_width = w;\r
242                 vid_height = h;\r
243         }\r
244 \r
245 #ifdef BLURTEST\r
246         if(time > blurtest_time0 && time < blurtest_time1)\r
247         {\r
248                 float r, t;\r
249 \r
250                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
251                 r = t * blurtest_radius;\r
252                 f = 1 / pow(t, blurtest_power) - 1;\r
253 \r
254                 cvar_set("r_glsl_postprocess", "1");\r
255                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
256         }\r
257         else\r
258         {\r
259                 cvar_set("r_glsl_postprocess", "0");\r
260                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
261         }\r
262 #endif\r
263 \r
264         Fog_Force();\r
265 \r
266         drawframetime = max(0.000001, time - drawtime);\r
267         drawtime = time;\r
268 \r
269         // watch for gametype changes here...\r
270         // in ParseStuffCMD the cmd isn't executed yet :/\r
271         // might even be better to add the gametype to TE_CSQC_INIT...?\r
272         if(!postinit)\r
273                 PostInit();\r
274         \r
275         CheckForGamestartChange();\r
276 \r
277         fov = cvar("fov");\r
278         if(button_zoom || fov <= 59.5)\r
279         {\r
280                 if(!zoomscript_caught)\r
281                 {\r
282                         localcmd("+button4\n");\r
283                         zoomscript_caught = 1;\r
284                         ignore_plus_zoom += 1;\r
285                 }\r
286         }\r
287         else\r
288         {\r
289                 if(zoomscript_caught)\r
290                 {\r
291                         localcmd("-button4\n");\r
292                         zoomscript_caught = 0;\r
293                         ignore_minus_zoom += 1;\r
294                 }\r
295         }\r
296         \r
297         sbar_alpha_fg = cvar("sbar_alpha_fg" );\r
298         sbar_hudselector = cvar("sbar_hudselector");\r
299         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
300         activeweapon = getstati(STAT_SWITCHWEAPON);\r
301         f = cvar("teamplay");\r
302         if(f != teamplay)\r
303         {\r
304                 teamplay = f;\r
305                 Sbar_InitScores();\r
306         }\r
307 \r
308         if(last_weapon != activeweapon) {\r
309                 weapontime = time;\r
310                 last_weapon = activeweapon;\r
311         }\r
312 \r
313         // ALWAYS Clear Current Scene First\r
314         R_ClearScene();\r
315 \r
316         // Assign Standard Viewflags\r
317         // Draw the World (and sky)\r
318         R_SetView(VF_DRAWWORLD, 1);\r
319 \r
320         R_SetView(VF_FOV, GetCurrentFov(fov));\r
321 \r
322         // Camera for demo playback\r
323         if(camera_active)\r
324         {\r
325                 if(cvar("camera_enable"))\r
326                         CSQC_Demo_Camera();\r
327                 else\r
328                 {\r
329                         cvar_set("chase_active", ftos(chase_active_backup));\r
330                         cvar_set("cl_demo_mousegrab", "0");\r
331                         camera_active = FALSE;\r
332                 }\r
333         }\r
334 #ifdef CAMERATEST\r
335         else if(cvar("camera_enable"))\r
336 #else\r
337         else if(cvar("camera_enable") && isdemo())\r
338 #endif\r
339         {\r
340                 // Enable required Darkplaces cvars\r
341                 chase_active_backup = cvar("chase_active");\r
342                 cvar_set("chase_active", "2");          \r
343                 cvar_set("cl_demo_mousegrab", "1");\r
344                 camera_active = TRUE;\r
345                 camera_mode = FALSE;\r
346         }\r
347         \r
348         // Draw the Crosshair\r
349         float scoreboard_active;\r
350         scoreboard_active = Sbar_WouldDrawScoreboard();\r
351         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
352         \r
353         // Draw the Engine Status Bar (the default Quake HUD)\r
354         R_SetView(VF_DRAWENGINESBAR, 0);\r
355 \r
356         // Set the console size vars\r
357         vid_conwidth = cvar("vid_conwidth");\r
358         vid_conheight = cvar("vid_conheight");\r
359         vid_pixelheight = cvar("vid_pixelheight");\r
360 \r
361         // fetch this one only once per frame\r
362         sbar_showbinds = cvar("sbar_showbinds");\r
363         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
364 \r
365         // Update the mouse position\r
366         /*\r
367         mousepos_x = vid_conwidth;\r
368         mousepos_y = vid_conheight;\r
369         mousepos = mousepos*0.5 + getmousepos();\r
370         */\r
371 \r
372         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
373 \r
374         e = self;\r
375         for(self = world; (self = nextent(self)); )\r
376                 if(self.draw)\r
377                         self.draw();\r
378         self = e;\r
379         R_RenderScene();\r
380 \r
381         // now switch to 2D drawing mode by calling a 2D drawing function\r
382         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
383         // next R_RenderScene call\r
384         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
385 \r
386         // Draw the mouse cursor\r
387         // NOTE: drawpic must happen after R_RenderScene for some reason\r
388         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
389         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
390         //self = edict_num(player_localnum);\r
391         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
392         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);\r
393         // as long as the ctf part isn't in, this is useless\r
394         if(menu_visible)\r
395                 menu_show();\r
396         \r
397         /*if(gametype == GAME_CTF)\r
398         {\r
399                 ctf_view();\r
400         } else */\r
401 \r
402         // draw 2D entities\r
403         e = self;\r
404         for(self = world; (self = nextent(self)); )\r
405                 if(self.draw2d)\r
406                         self.draw2d();\r
407         self = e;\r
408         \r
409         // draw radar\r
410         if(teamplay || cvar("cl_teamradar") == 2)\r
411         {\r
412                 if((cvar_string("cl_teamradar") != "0" && !scoreboard_active) || ons_showmap)\r
413                         teamradar_view();\r
414         }\r
415 \r
416         // draw sbar\r
417         if(cvar("r_letterbox") == 0)\r
418         if(cvar("viewsize") < 120)\r
419                 CSQC_common_hud();\r
420 \r
421         // crosshair goes VERY LAST\r
422         if(!scoreboard_active && !ons_showmap) {\r
423                 string wcross_style;\r
424                 wcross_style = cvar_string("crosshair");\r
425 \r
426                 if (wcross_style != "0") {\r
427                         vector wcross_color, wcross_size;\r
428                         string wcross_wep, wcross_name;\r
429                         float wcross_alpha, wcross_sizefloat;\r
430 \r
431                         wcross_color_x = cvar("crosshair_color_red");\r
432                         wcross_color_y = cvar("crosshair_color_green");\r
433                         wcross_color_z = cvar("crosshair_color_blue");\r
434                         wcross_alpha = cvar("crosshair_color_alpha");\r
435                         wcross_sizefloat = cvar("crosshair_size");\r
436                         if (cvar("crosshair_per_weapon")) {\r
437                                 e = get_weaponinfo(activeweapon);\r
438                                 if (e && e.netname != "")\r
439                                 {\r
440                                         wcross_wep = e.netname;\r
441                                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));\r
442                                         if(wcross_style == "")\r
443                                                 wcross_style = e.netname;\r
444 \r
445                                         if(!cvar("crosshair_color_override"))\r
446                                         {\r
447                                                 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));\r
448                                                 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));\r
449                                                 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));\r
450                                         }\r
451 \r
452                                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));\r
453                                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));\r
454                                 }\r
455                         }\r
456 \r
457                         wcross_name = strcat("gfx/crosshair", wcross_style);\r
458                 \r
459                         wcross_size = drawgetimagesize(wcross_name);\r
460                         wcross_size_x *= wcross_sizefloat;\r
461                         wcross_size_y *= wcross_sizefloat;\r
462 \r
463                         drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x) + '0 0.5 0' * (vid_conheight - wcross_size_y), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);\r
464                 }\r
465         }\r
466 }\r
467 \r
468 void Sbar_Draw();\r
469 void CSQC_common_hud(void)\r
470 {\r
471         // Sbar_SortFrags(); done in Sbar_Draw\r
472         Sbar_Draw();\r
473 }\r
474 \r
475 // KeyHunt HUD by victim\r
476 void CSQC_kh_hud(void)\r
477 {\r
478         // HUD 0 has the weapons on the right hand side - temporarily shown when needed\r
479         // HUD 1 has the weapons on the bottom - permanently\r
480 \r
481         // use the following two binds to check the icons move correctly\r
482         // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right"  // move the icons\r
483         // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector"  // change the HUD\r
484 \r
485         float kh_keys, kh_keys_status, kh_teams_set;\r
486         float kh_margin_x, kh_margin_y, kh_key_box;\r
487         string kh_carrying, kh_outline;\r
488         vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;\r
489         vector red, blue, yellow, pink;\r
490 \r
491         kh_keys = getstati(STAT_KH_KEYS);\r
492         kh_keys_status = kh_keys / 256;\r
493         kh_teams_set = cvar("_teams_available");  // set in keyhunt.qc\r
494 \r
495         kh_margin_y = 8;\r
496         kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;\r
497 //      sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin\r
498 \r
499         red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;\r
500 \r
501         kh_key_box = 120;\r
502 \r
503         pink_pos_y = kh_margin_y + 0;  // top\r
504         yellow_pos_y = kh_margin_y + kh_key_box;\r
505         blue_pos_y = kh_margin_y + kh_key_box * 2;\r
506         red_pos_y = kh_margin_y + kh_key_box * 3;  //bottom\r
507 \r
508         red = '1 0 0';\r
509         blue = '0 0 1';\r
510         yellow = '1 1 0';\r
511         pink = '1 0 1';\r
512 \r
513         kh_size = '0 0 0';  // don't resize the image\r
514 \r
515         kh_carrying = "gfx/sb_kh_full";\r
516         kh_outline = "gfx/sb_kh_outline";\r
517 \r
518 //      drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)\r
519 //      vector position = '0 0';  // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599\r
520 \r
521 //      vector size = '0 0';  // 'x y' changes the x & y dimensions. '0 0' gives the default pic size\r
522 //      vector rgb = '0 0 0';  // 'r g b' range 0 - 1\r
523 \r
524         if (kh_keys_status & 1)  // red\r
525                 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0);  // show 20% alpha key\r
526         else\r
527                 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0);  // show key outline 40% alpha\r
528 \r
529         if (kh_keys & 1)\r
530                 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0);  // show solid key 100% alpha\r
531 \r
532 \r
533         if (kh_keys_status & 2)  // blue\r
534                 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);\r
535         else\r
536                 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);\r
537 \r
538         if (kh_keys & 2)\r
539                 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);\r
540 \r
541 \r
542         if (kh_teams_set & 4)  // yellow\r
543         {\r
544                 if (kh_keys_status & 4)\r
545                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);\r
546                 else\r
547                         drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);\r
548 \r
549                 if (kh_keys & 4)\r
550                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);\r
551         }\r
552 \r
553 \r
554         if (kh_teams_set & 8)  // pink\r
555         {\r
556                 if (kh_keys_status & 8)\r
557                         drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);\r
558                 else\r
559                         drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);\r
560 \r
561                 if (kh_keys & 8)\r
562                         drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);\r
563         }\r
564 \r
565 }\r
566 \r
567 // following vectors must be global to allow seamless switching between camera modes\r
568 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, camera_position, current_position;\r
569 void CSQC_Demo_Camera()\r
570 {\r
571         float speed, attenuation, dimensions;\r
572         vector tmp, delta;\r
573 \r
574         if( cvar("camera_reset") || !camera_mode )\r
575         {\r
576                 camera_offset = '0 0 0';\r
577                 current_angles = '0 0 0';\r
578                 camera_direction = '0 0 0';\r
579                 camera_offset_z += 30;\r
580                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
581                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
582                 current_origin = view_origin;\r
583                 current_camera_offset  = camera_offset;\r
584                 cvar_set("camera_reset", "0");\r
585                 camera_mode = CAMERA_CHASE;\r
586         }\r
587 \r
588         // Camera angles\r
589         if( camera_roll )\r
590                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
591 \r
592         if(cvar("camera_look_player"))\r
593         {\r
594                 local vector dir;\r
595                 local float n;\r
596 \r
597                 dir = normalize(view_origin - current_position);\r
598                 n = mouse_angles_z;\r
599                 mouse_angles = vectoangles(dir);\r
600                 mouse_angles_x = mouse_angles_x * -1;\r
601                 mouse_angles_z = n;\r
602         }\r
603         else\r
604         {\r
605                 tmp = getmousepos() * 0.1;\r
606                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
607                 {\r
608                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
609                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
610                 }\r
611         }\r
612 \r
613         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
614         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
615         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
616         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
617 \r
618         // Fix difference when angles don't have the same sign\r
619         delta = '0 0 0';\r
620         if(mouse_angles_y < -60 && current_angles_y > 60)\r
621                 delta = '0 360 0';\r
622         if(mouse_angles_y > 60 && current_angles_y < -60)\r
623                 delta = '0 -360 0';\r
624 \r
625         if(cvar("camera_look_player"))\r
626                 attenuation = cvar("camera_look_attenuation");\r
627         else\r
628                 attenuation = cvar("camera_speed_attenuation");\r
629 \r
630         attenuation = 1 / max(1, attenuation);\r
631         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
632 \r
633         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
634         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
635         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
636         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
637 \r
638         // Camera position\r
639         tmp = '0 0 0';\r
640         dimensions = 0;\r
641 \r
642         if( camera_direction_x )\r
643         {\r
644                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
645                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
646                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
647                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
648                 ++dimensions;\r
649         }\r
650 \r
651         if( camera_direction_y )\r
652         {\r
653                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
654                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
655                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
656                 ++dimensions;\r
657         }\r
658 \r
659         if( camera_direction_z )\r
660         {\r
661                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
662                 ++dimensions;\r
663         }\r
664 \r
665         if(cvar("camera_free"))\r
666                 speed = cvar("camera_speed_free");\r
667         else\r
668                 speed = cvar("camera_speed_chase");\r
669 \r
670         if(dimensions)\r
671         {\r
672                 speed = speed * sqrt(1 / dimensions);\r
673                 camera_offset += tmp * speed;\r
674         }\r
675 \r
676         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
677 \r
678         // Camera modes\r
679         if( cvar("camera_free") )\r
680         {\r
681                 if ( camera_mode == CAMERA_CHASE )\r
682                 {\r
683                         current_camera_offset = current_origin + current_camera_offset;\r
684                         camera_offset = current_origin + camera_offset;\r
685                 }\r
686 \r
687                 camera_mode = CAMERA_FREE;\r
688                 current_position = current_camera_offset;\r
689         }\r
690         else\r
691         {\r
692                 if ( camera_mode == CAMERA_FREE )\r
693                 {\r
694                         current_origin = view_origin;\r
695                         camera_offset = camera_offset - current_origin;\r
696                         current_camera_offset = current_camera_offset - current_origin;\r
697                 }\r
698 \r
699                 camera_mode = CAMERA_CHASE;\r
700 \r
701                 if(cvar("camera_chase_smoothly"))\r
702                         current_origin += (view_origin - current_origin) * attenuation;\r
703                 else\r
704                         current_origin = view_origin;\r
705 \r
706                 current_position = current_origin + current_camera_offset;\r
707         }\r
708 \r
709         R_SetView(VF_ANGLES, current_angles);\r
710         R_SetView(VF_ORIGIN, current_position);\r
711 }\r