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"
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
19 vector p, dir, ang, q, nextdir;
20 float idx, portal_number, portal1_idx;
22 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
28 if (getstati(STAT_HEALTH) <= 0)
33 if(angles_held_status)
35 makevectors(angles_held);
49 traceline(p, p + 65536 * dir, TRUE, porto);
50 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
52 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
58 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61 ang = vectoangles2(trace_plane_normal, dir);
64 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
66 if(portal_number == 1)
68 if(portal_number >= 2)
78 if(idx-1 >= portal1_idx)
80 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
84 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
91 * Checks whether the server initiated a map restart (stat_game_starttime changed)
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)
97 void CheckForGamestartChange() {
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);
105 if (time < startTime) {
106 restartAnnouncer = spawn();
107 restartAnnouncer.think = restartAnnouncer_Think;
108 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111 previous_game_starttime = startTime;
117 porto.classname = "porto";
118 porto.draw = Porto_Draw;
119 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
126 return sin(x) / cos(x);
128 float atan2(float y, float x)
131 v = '1 0 0' * x + '0 1 0' * y;
133 return v_y * 0.01745329251994329576;
136 vector GetCurrentFov(float fov)
138 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
140 zoomsensitivity = cvar("cl_zoomsensitivity");
141 zoomfactor = cvar("cl_zoomfactor");
142 if(zoomfactor < 1 || zoomfactor > 16)
144 zoomspeed = cvar("cl_zoomspeed");
146 if(zoomspeed < 0.5 || zoomspeed > 16)
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())
154 if(spectatorbutton_zoom)
155 zoomdir = 0 + !zoomdir;
156 // do not even THINK about removing this 0
157 // _I_ know what I am doing
164 if(zoomin_effect || camera_active)
166 current_viewzoom = min(1, current_viewzoom + drawframetime);
170 if(zoomspeed < 0) // instant zoom
173 current_viewzoom = 1 / zoomfactor;
175 current_viewzoom = 1;
180 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
182 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
186 if(almost_equals(current_viewzoom, 1))
187 current_zoomfraction = 0;
188 else if(almost_equals(current_viewzoom, 1/zoomfactor))
189 current_zoomfraction = 1;
191 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
193 if(zoomsensitivity < 1)
194 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
196 setsensitivityscale(1);
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;
204 return '1 0 0' * fovx + '0 1 0' * fovy;
207 // this function must match W_SetupShot!
208 float zoomscript_caught;
210 vector wcross_origin;
211 float wcross_sizefloat_prev, wcross_alpha_prev, wcross_blur_prev;
212 float wcross_sizefloat_goal_prev, wcross_alpha_goal_prev, wcross_blur_goal_prev;
213 float wcross_changedonetime;
214 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
240 if(trace_networkentity < 1)
241 return SHOTTYPE_HITWORLD;
242 if(trace_networkentity > maxclients)
243 return SHOTTYPE_HITWORLD;
244 t = GetPlayerColor(trace_networkentity - 1);
247 return SHOTTYPE_HITTEAM;
248 if(t == COLOR_SPECTATOR)
249 return SHOTTYPE_HITWORLD;
250 return SHOTTYPE_HITENEMY;
255 float nudge = 1; // added to traceline target and subtracted from result
256 vector vecs, trueaimpoint, w_shotorg;
264 case WEP_TUBA: // no aim
265 case WEP_PORTO: // shoots from eye
266 case WEP_HOOK: // no trueaim
267 case WEP_GRENADE_LAUNCHER: // toss curve
268 return SHOTTYPE_HITWORLD;
269 case WEP_CAMPINGRIFLE:
270 if(zoomscript_caught)
272 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, trueaim);
273 return EnemyHitCheck();
276 case WEP_ROCKET_LAUNCHER: // projectile has a size!
280 case WEP_FIREBALL: // projectile has a size!
284 case WEP_ELECTRO: // projectile has a size!
290 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
292 if(activeweapon == WEP_CAMPINGRIFLE)
293 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, trueaim_rifle);
295 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
296 trueaimpoint = trace_endpos;
303 dv = view_right * vecs_y + view_up * vecs_z;
304 w_shotorg = view_origin + dv;
306 // now move the vecs forward as much as requested if possible
307 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
308 w_shotorg = trace_endpos - view_forward * nudge;
310 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, trueaim);
311 shottype = EnemyHitCheck();
312 if(shottype != SHOTTYPE_HITWORLD)
316 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
317 // or rather, I know why, but see no fix
318 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
319 // 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
320 return SHOTTYPE_HITOBSTRUCTION;
323 return SHOTTYPE_HITWORLD;
326 void CSQC_common_hud(void);
328 void CSQC_kh_hud(void);
329 void CSQC_ctf_hud(void);
331 void CSQC_Demo_Camera();
332 float Sbar_WouldDrawScoreboard ();
335 string NextFrameCommand;
336 void CSQC_spider_HUD();
337 void CSQC_UpdateView(float w, float h)
345 WaypointSprite_Load();
348 myteam = GetPlayerColor(spectatee_status - 1);
350 myteam = GetPlayerColor(player_localentnum - 1);
352 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
355 if(!intermission || !view_set)
357 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
358 view_angles = input_angles;
359 makevectors(view_angles);
360 view_forward = v_forward;
361 view_right = v_right;
370 if(time > blurtest_time0 && time < blurtest_time1)
374 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
375 r = t * blurtest_radius;
376 f = 1 / pow(t, blurtest_power) - 1;
378 cvar_set("r_glsl_postprocess", "1");
379 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
383 cvar_set("r_glsl_postprocess", "0");
384 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
390 drawframetime = max(0.000001, time - drawtime);
393 // watch for gametype changes here...
394 // in ParseStuffCMD the cmd isn't executed yet :/
395 // might even be better to add the gametype to TE_CSQC_INIT...?
399 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
400 if(calledhooks & HOOK_START)
402 localcmd("\ncl_hook_gameend;");
403 calledhooks |= HOOK_END;
406 CheckForGamestartChange();
410 if(button_zoom || fov <= 59.5)
412 if(!zoomscript_caught)
414 localcmd("+button4\n");
415 zoomscript_caught = 1;
416 ignore_plus_zoom += 1;
421 if(zoomscript_caught)
423 localcmd("-button4\n");
424 zoomscript_caught = 0;
425 ignore_minus_zoom += 1;
429 sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
430 sbar_currentammo = cvar("sbar_showcurrentammo");
431 sbar_hudselector = cvar("sbar_hudselector");
432 sbar_hud_accuracy = cvar("sbar_hud_accuracy");
433 ColorTranslateMode = cvar("cl_stripcolorcodes");
434 activeweapon = getstati(STAT_SWITCHWEAPON);
435 f = cvar("teamplay");
442 if(last_weapon != activeweapon) {
444 last_weapon = activeweapon;
447 // ALWAYS Clear Current Scene First
450 // Assign Standard Viewflags
451 // Draw the World (and sky)
452 R_SetView(VF_DRAWWORLD, 1);
454 // Set the console size vars
455 vid_conwidth = cvar("vid_conwidth");
456 vid_conheight = cvar("vid_conheight");
457 vid_pixelheight = cvar("vid_pixelheight");
459 R_SetView(VF_FOV, GetCurrentFov(fov));
461 // Camera for demo playback
464 if(cvar("camera_enable"))
468 cvar_set("chase_active", ftos(chase_active_backup));
469 cvar_set("cl_demo_mousegrab", "0");
470 camera_active = FALSE;
474 else if(cvar("camera_enable"))
476 else if(cvar("camera_enable") && isdemo())
479 // Enable required Darkplaces cvars
480 chase_active_backup = cvar("chase_active");
481 cvar_set("chase_active", "2");
482 cvar_set("cl_demo_mousegrab", "1");
483 camera_active = TRUE;
487 // Draw the Crosshair
488 float scoreboard_active;
489 scoreboard_active = Sbar_WouldDrawScoreboard();
490 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
492 // Draw the Engine Status Bar (the default Quake HUD)
493 R_SetView(VF_DRAWENGINESBAR, 0);
495 // fetch this one only once per frame
496 sbar_showbinds = cvar("sbar_showbinds");
497 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
499 // Update the mouse position
501 mousepos_x = vid_conwidth;
502 mousepos_y = vid_conheight;
503 mousepos = mousepos*0.5 + getmousepos();
507 for(self = world; (self = nextent(self)); )
512 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
515 // now switch to 2D drawing mode by calling a 2D drawing function
516 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
517 // next R_RenderScene call
518 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
520 // Draw the mouse cursor
521 // NOTE: drawpic must happen after R_RenderScene for some reason
522 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
523 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
524 //self = edict_num(player_localnum);
525 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
526 //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);
527 // as long as the ctf part isn't in, this is useless
531 /*if(gametype == GAME_CTF)
538 for(self = world; (self = nextent(self)); )
550 cvar_string("cl_teamradar") != "0"
553 cvar("cl_teamradar") == 2
562 if(cvar("r_letterbox") == 0) {
563 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
564 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
565 Sbar_DrawPressedKeys();
568 if (cvar("cl_showspeed"))
570 if (cvar("cl_showacceleration"))
571 Sbar_ShowAcceleration();
573 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
577 hud = getstati(STAT_HUD);
578 if(hud == HUD_SPIDERBOT)
582 sz = drawgetimagesize(SPIDER_CROSS);
583 sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
584 sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
585 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);
589 if(cvar("r_letterbox") == 0)
590 if(cvar("viewsize") < 120)
593 // crosshair goes VERY LAST
594 if(!scoreboard_active && !ons_showmap && !camera_active) {
597 float bullets, ring_scale;
598 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
599 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
601 if(cvar("crosshair_hittest"))
603 vector wcross_oldorigin;
604 wcross_oldorigin = wcross_origin;
605 shottype = TrueAimCheck();
606 if(shottype == SHOTTYPE_HITWORLD)
608 v = wcross_origin - wcross_oldorigin;
610 v_y /= vid_conheight;
612 shottype = SHOTTYPE_HITOBSTRUCTION;
614 if(!cvar("crosshair_hittest_showimpact"))
615 wcross_origin = wcross_oldorigin;
618 shottype = SHOTTYPE_HITWORLD;
621 wcross_style = cvar_string("crosshair");
623 if (wcross_style != "0") {
624 vector wcross_color, wcross_size;
625 string wcross_wep, wcross_name;
626 float wcross_alpha, wcross_sizefloat, wcross_blur;
628 wcross_color_x = cvar("crosshair_color_red");
629 wcross_color_y = cvar("crosshair_color_green");
630 wcross_color_z = cvar("crosshair_color_blue");
631 wcross_alpha = cvar("crosshair_color_alpha");
632 wcross_sizefloat = cvar("crosshair_size");
633 if (cvar("crosshair_per_weapon")) {
634 e = get_weaponinfo(activeweapon);
635 if (e && e.netname != "")
637 wcross_wep = e.netname;
638 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
639 if(wcross_style == "")
640 wcross_style = e.netname;
642 if(!cvar("crosshair_color_override"))
644 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
645 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
646 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
649 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
650 wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
654 wcross_name = strcat("gfx/crosshair", wcross_style);
656 if(shottype == SHOTTYPE_HITENEMY)
657 wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
658 if(shottype == SHOTTYPE_HITTEAM)
659 wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0
660 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
662 wcross_alpha *= 0.75;
668 f = cvar("crosshair_effect_speed");
670 f *= -2 * g_weaponswitchdelay;
671 if(wcross_blur != wcross_blur_goal_prev || wcross_sizefloat != wcross_sizefloat_goal_prev || wcross_alpha != wcross_alpha_goal_prev)
673 wcross_changedonetime = time + f;
675 if(wcross_name != wcross_name_goal_prev)
677 wcross_name_changestarttime = time;
678 wcross_name_changedonetime = time + f;
679 if(wcross_name_goal_prev_prev)
680 strunzone(wcross_name_goal_prev_prev);
681 wcross_name_goal_prev_prev = wcross_name_goal_prev;
682 wcross_name_goal_prev = strzone(wcross_name);
683 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
686 wcross_sizefloat_goal_prev = wcross_sizefloat;
687 wcross_alpha_goal_prev = wcross_alpha;
688 wcross_blur_goal_prev = wcross_blur;
690 // *_prev is at time-frametime
691 // * is at wcross_changedonetime+f
692 // what do we have at time?
693 if(time < wcross_changedonetime)
695 f = frametime / (wcross_changedonetime - time + frametime);
696 wcross_sizefloat = f * wcross_sizefloat + (1 - f) * wcross_sizefloat_prev;
697 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
698 //wcross_blur = (frametime / f) * wcross_blur + (1 - frametime / f) * wcross_blur_prev;
701 wcross_sizefloat_prev = wcross_sizefloat;
702 wcross_alpha_prev = wcross_alpha;
703 wcross_blur_prev = wcross_blur;
705 wcross_sizefloat *= 1 - cvar("_menu_alpha");
706 wcross_alpha *= 1 - cvar("_menu_alpha");
708 wcross_size = drawgetimagesize(wcross_name);
709 wcross_size_x *= wcross_sizefloat;
710 wcross_size_y *= wcross_sizefloat;
712 // ring around crosshair representing bullets left in camping rifle clip
713 if (activeweapon == WEP_CAMPINGRIFLE)
715 ring_scale = cvar("crosshair_campingrifle_ring_size");
716 bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
721 #define CROSSHAIR_DRAW_RING(i,j,dummy1,dummy2) \
722 drawpic(wcross_origin - ('0.5 0 0' * (wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
724 #define CROSSHAIR_DO_BLUR(M,a,b) \
727 if(wcross_blur > 0) \
729 wcross_alpha = wcross_alpha * 0.04; \
730 for(i = -2; i <= 2; ++i) \
731 for(j = -2; j <= 2; ++j) \
741 #define CROSSHAIR_DRAW_SINGLE(i,j,wcross_name,wcross_alpha) \
742 drawpic(wcross_origin - ('0.5 0 0' * (wcross_size_x + i * wcross_blur) + '0 0.5 0' * (wcross_size_y + j * wcross_blur)), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
744 #define CROSSHAIR_DRAW(wcross_name,wcross_alpha) \
745 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,wcross_name,wcross_alpha)
749 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, 0, 0);
752 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
754 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
755 CROSSHAIR_DRAW(wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
762 CROSSHAIR_DRAW(wcross_name, wcross_alpha * f);
763 wcross_name_alpha_goal_prev = f;
768 wcross_sizefloat_prev = 0;
769 wcross_alpha_prev = 0;
770 wcross_blur_prev = 0;
771 wcross_sizefloat_goal_prev = 0;
772 wcross_alpha_goal_prev = 0;
773 wcross_blur_goal_prev = 0;
774 wcross_changedonetime = 0;
775 if(wcross_name_goal_prev)
776 strunzone(wcross_name_goal_prev);
777 wcross_name_goal_prev = string_null;
778 if(wcross_name_goal_prev_prev)
779 strunzone(wcross_name_goal_prev_prev);
780 wcross_name_goal_prev_prev = string_null;
781 wcross_name_changestarttime = 0;
782 wcross_name_changedonetime = 0;
783 wcross_name_alpha_goal_prev = 0;
784 wcross_name_alpha_goal_prev_prev = 0;
790 localcmd("\n", NextFrameCommand, "\n");
791 NextFrameCommand = string_null;
794 // we must do this check AFTER a frame was rendered, or it won't work
795 if(cs_project_is_b0rked == 0)
798 w0 = cvar_string("vid_conwidth");
799 h0 = cvar_string("vid_conheight");
800 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
801 //R_SetView(VF_FOV, '90 90 0');
802 R_SetView(VF_ORIGIN, '0 0 0');
803 R_SetView(VF_ANGLES, '0 0 0');
804 R_SetView(VF_PERSPECTIVE, 1);
805 makevectors('0 0 0');
807 cvar_set("vid_conwidth", "800");
808 cvar_set("vid_conheight", "600");
809 v1 = cs_project(v_forward);
810 cvar_set("vid_conwidth", "640");
811 cvar_set("vid_conheight", "480");
812 v2 = cs_project(v_forward);
814 cs_project_is_b0rked = 1;
816 cs_project_is_b0rked = -1;
817 cvar_set("vid_conwidth", w0);
818 cvar_set("vid_conheight", h0);
821 // be safe against triggerbots until everyone has the fixed engine
822 // this call is meant to overwrite the trace globals by something
824 traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
828 void CSQC_spider_HUD()
830 float rockets,reload,heat,hp,shield,i;
833 rockets = getstati(STAT_SPIDERBOT_ROCKETS);
834 heat = min(getstatf(STAT_SPIDERBOT_HEAT),1);
835 reload = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
836 hp = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
837 shield = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
840 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
841 p = p + '0 1 0' * vid_conheight - '0 32 0';
842 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
843 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
845 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
847 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
849 // Draw minigun heat indicator
850 p = '0.5 0 0' * (vid_conwidth - 256);
851 p = p + '0 1 0' * vid_conheight - '0 34 0';
852 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
853 p_x += 256 * (1-heat);
854 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
856 // Draw rocket icons for loaded/empty tubes.
857 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
858 pp += '0 1 0' * vid_conheight - '0 64 0';
859 for(i = 0; i < 8; ++i)
861 p = pp + '1 0 0' * (rkt_size * i);
864 if(floor(reload * 8) == i)
866 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
868 else if(i < reload * 8)
869 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
871 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
876 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
878 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
884 Sbar_DrawScoreboard();
885 Sbar_DrawCenterPrint();
889 void CSQC_common_hud(void)
891 // Sbar_SortFrags(); done in Sbar_Draw
893 hud = getstati(STAT_HUD);
909 // following vectors must be global to allow seamless switching between camera modes
910 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
911 void CSQC_Demo_Camera()
913 float speed, attenuation, dimensions;
916 if( cvar("camera_reset") || !camera_mode )
918 camera_offset = '0 0 0';
919 current_angles = '0 0 0';
920 camera_direction = '0 0 0';
921 camera_offset_z += 30;
922 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
923 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
924 current_origin = view_origin;
925 current_camera_offset = camera_offset;
926 cvar_set("camera_reset", "0");
927 camera_mode = CAMERA_CHASE;
932 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
934 if(cvar("camera_look_player"))
939 dir = normalize(view_origin - current_position);
941 mouse_angles = vectoangles(dir);
942 mouse_angles_x = mouse_angles_x * -1;
947 tmp = getmousepos() * 0.1;
948 if(vlen(tmp)>cvar("camera_mouse_treshold"))
950 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
951 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
955 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
956 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
957 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
958 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
960 // Fix difference when angles don't have the same sign
962 if(mouse_angles_y < -60 && current_angles_y > 60)
964 if(mouse_angles_y > 60 && current_angles_y < -60)
967 if(cvar("camera_look_player"))
968 attenuation = cvar("camera_look_attenuation");
970 attenuation = cvar("camera_speed_attenuation");
972 attenuation = 1 / max(1, attenuation);
973 current_angles += (mouse_angles - current_angles + delta) * attenuation;
975 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
976 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
977 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
978 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
984 if( camera_direction_x )
986 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
987 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
988 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
989 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
993 if( camera_direction_y )
995 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
996 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
997 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1001 if( camera_direction_z )
1003 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1007 if(cvar("camera_free"))
1008 speed = cvar("camera_speed_free");
1010 speed = cvar("camera_speed_chase");
1014 speed = speed * sqrt(1 / dimensions);
1015 camera_offset += tmp * speed;
1018 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1021 if( cvar("camera_free") )
1023 if ( camera_mode == CAMERA_CHASE )
1025 current_camera_offset = current_origin + current_camera_offset;
1026 camera_offset = current_origin + camera_offset;
1029 camera_mode = CAMERA_FREE;
1030 current_position = current_camera_offset;
1034 if ( camera_mode == CAMERA_FREE )
1036 current_origin = view_origin;
1037 camera_offset = camera_offset - current_origin;
1038 current_camera_offset = current_camera_offset - current_origin;
1041 camera_mode = CAMERA_CHASE;
1043 if(cvar("camera_chase_smoothly"))
1044 current_origin += (view_origin - current_origin) * attenuation;
1046 current_origin = view_origin;
1048 current_position = current_origin + current_camera_offset;
1051 R_SetView(VF_ANGLES, current_angles);
1052 R_SetView(VF_ORIGIN, current_position);