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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_SOLID = 1; // blocks player movement\r
6 float DPCONTENTS_BODY = 32; // blocks player movement\r
7 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
8 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
9 void Porto_Draw()\r
10 {\r
11         vector p, dir, ang, q, nextdir;\r
12         float idx, portal_number, portal1_idx;\r
13 \r
14         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)\r
15                 return;\r
16         if(intermission == 1)\r
17                 return;\r
18         if(intermission == 2)\r
19                 return;\r
20         if (getstati(STAT_HEALTH) <= 0)\r
21                 return;\r
22 \r
23         dir = view_forward;\r
24 \r
25         if(angles_held_status)\r
26         {\r
27                 makevectors(angles_held);\r
28                 dir = v_forward;\r
29         }\r
30 \r
31         p = view_origin;\r
32 \r
33         polyline[0] = p;\r
34         idx = 1;\r
35         portal_number = 0;\r
36         nextdir = dir;\r
37 \r
38         for(;;)\r
39         {\r
40                 dir = nextdir;\r
41                 traceline(p, p + 65536 * dir, TRUE, porto);\r
42                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
43                         return;\r
44                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal\r
45                 p = trace_endpos;\r
46                 polyline[idx] = p;\r
47                 ++idx;\r
48                 if(idx >= 16)\r
49                         return;\r
50                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)\r
51                         continue;\r
52                 ++portal_number;\r
53                 ang = vectoangles2(trace_plane_normal, dir);\r
54                 ang_x = -ang_x;\r
55                 makevectors(ang);\r
56                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))\r
57                         return;\r
58                 if(portal_number == 1)\r
59                         portal1_idx = idx;\r
60                 if(portal_number >= 2)\r
61                         break;\r
62         }\r
63 \r
64         while(idx >= 2)\r
65         {\r
66                 p = polyline[idx-2];\r
67                 q = polyline[idx-1];\r
68                 if(idx == 2)\r
69                         p = p - view_up * 16;\r
70                 if(idx-1 >= portal1_idx)\r
71                 {\r
72                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);\r
73                 }\r
74                 else\r
75                 {\r
76                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
77                 }\r
78                 --idx;\r
79         }\r
80 }\r
81 \r
82 /**\r
83  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
84  *\r
85  * TODO: Use a better solution where a common shared entitiy is used that contains\r
86  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
87  * and STAT_FRAGLIMIT to be auto-sent)\r
88  */\r
89 void CheckForGamestartChange() {\r
90         float startTime;\r
91         startTime = getstatf(STAT_GAMESTARTTIME);\r
92         if (previous_game_starttime != startTime) {\r
93                 if ((time + 5.0) < startTime) {\r
94                         //if connecting to server while restart was active don't always play prepareforbattle\r
95                         sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);\r
96                 }\r
97                 if (time < startTime) {\r
98                         restartAnnouncer = spawn();\r
99                         restartAnnouncer.think = restartAnnouncer_Think;\r
100                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
101                 }\r
102         }\r
103         previous_game_starttime = startTime;\r
104 }\r
105 \r
106 void Porto_Init()\r
107 {\r
108         porto = spawn();\r
109         porto.classname = "porto";\r
110         porto.draw = Porto_Draw;\r
111         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
112 }\r
113 \r
114 float drawtime;\r
115 \r
116 float tan(float x)\r
117 {\r
118         return sin(x) / cos(x);\r
119 }\r
120 float atan2(float y, float x)\r
121 {\r
122         vector v;\r
123         v = '1 0 0' * x + '0 1 0' * y;\r
124         v = vectoangles(v);\r
125         return v_y * 0.01745329251994329576;\r
126 }\r
127 \r
128 vector GetCurrentFov(float fov)\r
129 {\r
130         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;\r
131 \r
132         zoomsensitivity = cvar("cl_zoomsensitivity");\r
133         zoomfactor = cvar("cl_zoomfactor");\r
134         if(zoomfactor < 1 || zoomfactor > 16)\r
135                 zoomfactor = 2.5;\r
136         zoomspeed = cvar("cl_zoomspeed");\r
137         if(zoomspeed >= 0)\r
138                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
139                         zoomspeed = 3.5;\r
140 \r
141         zoomdir = button_zoom;\r
142         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here\r
143                 zoomdir += button_attack2;\r
144         if(spectatee_status > 0 || isdemo())\r
145         {\r
146                 if(spectatorbutton_zoom)\r
147                         zoomdir = 0 + !zoomdir;\r
148                         // do not even THINK about removing this 0\r
149                         // _I_ know what I am doing\r
150                         // fteqcc does not\r
151         }\r
152 \r
153         if(zoomdir)\r
154                 zoomin_effect = 0;\r
155 \r
156         if(zoomin_effect || camera_active)\r
157         {\r
158                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
159         }\r
160         else\r
161         {\r
162                 if(zoomspeed < 0) // instant zoom\r
163                 {\r
164                         if(zoomdir)\r
165                                 current_viewzoom = 1 / zoomfactor;\r
166                         else\r
167                                 current_viewzoom = 1;\r
168                 }\r
169                 else\r
170                 {\r
171                         if(zoomdir)\r
172                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
173                         else\r
174                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
175                 }\r
176         }\r
177 \r
178         if(almost_equals(current_viewzoom, 1))\r
179                 current_zoomfraction = 0;\r
180         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
181                 current_zoomfraction = 1;\r
182         else\r
183                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
184 \r
185         if(zoomsensitivity < 1)\r
186                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
187         else\r
188                 setsensitivityscale(1);\r
189 \r
190         float frustumx, frustumy, fovx, fovy;\r
191         frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;\r
192         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
193         fovx = atan2(frustumx, 1) / 0.00872664625997164788;\r
194         fovy = atan2(frustumy, 1) / 0.00872664625997164788;\r
195 \r
196         return '1 0 0' * fovx + '0 1 0' * fovy;\r
197 }\r
198 \r
199 // this function must match W_SetupShot!\r
200 float zoomscript_caught;\r
201 entity trueaim;\r
202 void TrueAim_Init()\r
203 {\r
204         trueaim = spawn();\r
205         trueaim.classname = "trueaim";\r
206         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
207 }\r
208 \r
209 float TrueAimCheck()\r
210 {\r
211         float nudge = 1; // added to traceline target and subtracted from result\r
212         vector vecs, trueaimpoint, w_shotorg;\r
213         vector mi, ma, dv;\r
214 \r
215         mi = ma = '0 0 0';\r
216 \r
217         switch(activeweapon)\r
218         {\r
219                 case WEP_PORTO: // shoots from eye\r
220                 case WEP_HOOK: // no trueaim\r
221                 case WEP_GRENADE_LAUNCHER: // toss curve\r
222                         return 1;\r
223                 case WEP_CAMPINGRIFLE:\r
224                         if(zoomscript_caught)\r
225                                 return 1; // shoots from eye when zoomed\r
226                         break;\r
227                 case WEP_ROCKET_LAUNCHER: // projectile has a size!\r
228                         mi = '-3 -3 -3';\r
229                         ma = '3 3 3';\r
230                         break;\r
231                 case WEP_SEEKER: // projectile has a size!\r
232                         mi = '-2 -2 -2';\r
233                         ma = '2 2 2';\r
234                         break;\r
235                 case WEP_ELECTRO: // projectile has a size!\r
236                         mi = '0 0 -3';\r
237                         ma = '0 0 -3';\r
238                         break;\r
239         }\r
240 \r
241         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
242 \r
243         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);\r
244         trueaimpoint = trace_endpos;\r
245 \r
246         if(vecs_x > 0)\r
247                 vecs_y = -vecs_y;\r
248         else\r
249                 vecs = '0 0 0';\r
250 \r
251         dv = view_right * vecs_y + view_up * vecs_z;\r
252         w_shotorg = view_origin + dv;\r
253 \r
254         // now move the vecs forward as much as requested if possible\r
255         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\r
256         w_shotorg = trace_endpos - view_forward * nudge;\r
257         \r
258         // now test whether we will actually hit the trueaimpoint...\r
259         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NOMONSTERS, trueaim);\r
260 \r
261         return vlen(trace_endpos - trueaimpoint) <= vlen(ma - mi) + 1;\r
262                 // 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\r
263 }\r
264 \r
265 void CSQC_common_hud(void);\r
266 \r
267 void CSQC_kh_hud(void);\r
268 void CSQC_ctf_hud(void);\r
269 void PostInit(void);\r
270 void CSQC_Demo_Camera();\r
271 float Sbar_WouldDrawScoreboard ();\r
272 float view_set;\r
273 float camera_mode;\r
274 string NextFrameCommand;\r
275 void CSQC_UpdateView(float w, float h)\r
276 {\r
277         entity e;\r
278         float fov;\r
279         float f, i, j;\r
280 \r
281         dprint_load();\r
282         WaypointSprite_Load();\r
283 \r
284         ticrate = getstatf(STAT_SYS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
285 \r
286         // Render the Scene\r
287         if(!intermission || !view_set)\r
288         {\r
289                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
290                 view_angles = input_angles;\r
291                 makevectors(view_angles);\r
292                 view_forward = v_forward;\r
293                 view_right = v_right;\r
294                 view_up = v_up;\r
295                 view_set = 1;\r
296         }\r
297 \r
298         vid_width = w;\r
299         vid_height = h;\r
300 \r
301 #ifdef BLURTEST\r
302         if(time > blurtest_time0 && time < blurtest_time1)\r
303         {\r
304                 float r, t;\r
305 \r
306                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
307                 r = t * blurtest_radius;\r
308                 f = 1 / pow(t, blurtest_power) - 1;\r
309 \r
310                 cvar_set("r_glsl_postprocess", "1");\r
311                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
312         }\r
313         else\r
314         {\r
315                 cvar_set("r_glsl_postprocess", "0");\r
316                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
317         }\r
318 #endif\r
319 \r
320         Fog_Force();\r
321 \r
322         drawframetime = max(0.000001, time - drawtime);\r
323         drawtime = time;\r
324 \r
325         // watch for gametype changes here...\r
326         // in ParseStuffCMD the cmd isn't executed yet :/\r
327         // might even be better to add the gametype to TE_CSQC_INIT...?\r
328         if(!postinit)\r
329                 PostInit();\r
330 \r
331         CheckForGamestartChange();\r
332         maptimeAnnouncer();\r
333 \r
334         fov = cvar("fov");\r
335         if(button_zoom || fov <= 59.5)\r
336         {\r
337                 if(!zoomscript_caught)\r
338                 {\r
339                         localcmd("+button4\n");\r
340                         zoomscript_caught = 1;\r
341                         ignore_plus_zoom += 1;\r
342                 }\r
343         }\r
344         else\r
345         {\r
346                 if(zoomscript_caught)\r
347                 {\r
348                         localcmd("-button4\n");\r
349                         zoomscript_caught = 0;\r
350                         ignore_minus_zoom += 1;\r
351                 }\r
352         }\r
353 \r
354         sbar_alpha_fg = cvar("sbar_alpha_fg" );\r
355         sbar_hudselector = cvar("sbar_hudselector");\r
356         sbar_hud_accuracy = cvar("sbar_hud_accuracy");\r
357         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
358         activeweapon = getstati(STAT_SWITCHWEAPON);\r
359         f = cvar("teamplay");\r
360         if(f != teamplay)\r
361         {\r
362                 teamplay = f;\r
363                 Sbar_InitScores();\r
364         }\r
365 \r
366         if(last_weapon != activeweapon) {\r
367                 weapontime = time;\r
368                 last_weapon = activeweapon;\r
369         }\r
370 \r
371         // ALWAYS Clear Current Scene First\r
372         R_ClearScene();\r
373 \r
374         // Assign Standard Viewflags\r
375         // Draw the World (and sky)\r
376         R_SetView(VF_DRAWWORLD, 1);\r
377 \r
378         // Set the console size vars\r
379         vid_conwidth = cvar("vid_conwidth");\r
380         vid_conheight = cvar("vid_conheight");\r
381         vid_pixelheight = cvar("vid_pixelheight");\r
382 \r
383         R_SetView(VF_FOV, GetCurrentFov(fov));\r
384 \r
385         // Camera for demo playback\r
386         if(camera_active)\r
387         {\r
388                 if(cvar("camera_enable"))\r
389                         CSQC_Demo_Camera();\r
390                 else\r
391                 {\r
392                         cvar_set("chase_active", ftos(chase_active_backup));\r
393                         cvar_set("cl_demo_mousegrab", "0");\r
394                         camera_active = FALSE;\r
395                 }\r
396         }\r
397 #ifdef CAMERATEST\r
398         else if(cvar("camera_enable"))\r
399 #else\r
400         else if(cvar("camera_enable") && isdemo())\r
401 #endif\r
402         {\r
403                 // Enable required Darkplaces cvars\r
404                 chase_active_backup = cvar("chase_active");\r
405                 cvar_set("chase_active", "2");\r
406                 cvar_set("cl_demo_mousegrab", "1");\r
407                 camera_active = TRUE;\r
408                 camera_mode = FALSE;\r
409         }\r
410 \r
411         // Draw the Crosshair\r
412         float scoreboard_active;\r
413         scoreboard_active = Sbar_WouldDrawScoreboard();\r
414         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
415 \r
416         // Draw the Engine Status Bar (the default Quake HUD)\r
417         R_SetView(VF_DRAWENGINESBAR, 0);\r
418 \r
419         // fetch this one only once per frame\r
420         sbar_showbinds = cvar("sbar_showbinds");\r
421         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
422 \r
423         // Update the mouse position\r
424         /*\r
425         mousepos_x = vid_conwidth;\r
426         mousepos_y = vid_conheight;\r
427         mousepos = mousepos*0.5 + getmousepos();\r
428         */\r
429 \r
430         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
431 \r
432         e = self;\r
433         for(self = world; (self = nextent(self)); )\r
434                 if(self.draw)\r
435                         self.draw();\r
436         self = e;\r
437         R_RenderScene();\r
438 \r
439         // now switch to 2D drawing mode by calling a 2D drawing function\r
440         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
441         // next R_RenderScene call\r
442         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
443 \r
444         // Draw the mouse cursor\r
445         // NOTE: drawpic must happen after R_RenderScene for some reason\r
446         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
447         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
448         //self = edict_num(player_localnum);\r
449         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
450         //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
451         // as long as the ctf part isn't in, this is useless\r
452         if(menu_visible)\r
453                 menu_show();\r
454 \r
455         /*if(gametype == GAME_CTF)\r
456         {\r
457                 ctf_view();\r
458         } else */\r
459 \r
460         // draw 2D entities\r
461         e = self;\r
462         for(self = world; (self = nextent(self)); )\r
463                 if(self.draw2d)\r
464                         self.draw2d();\r
465         self = e;\r
466 \r
467         // draw radar\r
468         if(\r
469                 ons_showmap\r
470                 ||\r
471                 (\r
472                         !scoreboard_active\r
473                         &&\r
474                         cvar_string("cl_teamradar") != "0"\r
475                         &&\r
476                         (\r
477                                 cvar("cl_teamradar") == 2\r
478                                 ||\r
479                                 teamplay\r
480                         )\r
481                 )\r
482         )\r
483                 teamradar_view();\r
484 \r
485         if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing\r
486         {\r
487                 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
488                         Sbar_DrawPressedKeys();\r
489         }\r
490 \r
491         // draw sbar\r
492         if(cvar("r_letterbox") == 0) {\r
493                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
494                 \r
495                 if(cvar("viewsize") < 120)\r
496                         CSQC_common_hud();\r
497         }\r
498 \r
499         // crosshair goes VERY LAST\r
500         if(!scoreboard_active && !ons_showmap && !camera_active) {\r
501                 // TrueAim check\r
502                 float goodshot;\r
503 \r
504                 if(cvar("crosshair_hittest"))\r
505                         goodshot = TrueAimCheck();\r
506                 else\r
507                         goodshot = TRUE;\r
508 \r
509                 string wcross_style;\r
510                 wcross_style = cvar_string("crosshair");\r
511 \r
512                 if (wcross_style != "0") {\r
513                         vector wcross_color, wcross_size;\r
514                         string wcross_wep, wcross_name;\r
515                         float wcross_alpha, wcross_sizefloat;\r
516 \r
517                         wcross_color_x = cvar("crosshair_color_red");\r
518                         wcross_color_y = cvar("crosshair_color_green");\r
519                         wcross_color_z = cvar("crosshair_color_blue");\r
520                         wcross_alpha = cvar("crosshair_color_alpha");\r
521                         wcross_sizefloat = cvar("crosshair_size");\r
522                         if (cvar("crosshair_per_weapon")) {\r
523                                 e = get_weaponinfo(activeweapon);\r
524                                 if (e && e.netname != "")\r
525                                 {\r
526                                         wcross_wep = e.netname;\r
527                                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));\r
528                                         if(wcross_style == "")\r
529                                                 wcross_style = e.netname;\r
530 \r
531                                         if(!cvar("crosshair_color_override"))\r
532                                         {\r
533                                                 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));\r
534                                                 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));\r
535                                                 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));\r
536                                         }\r
537 \r
538                                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));\r
539                                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));\r
540                                 }\r
541                         }\r
542 \r
543                         wcross_name = strcat("gfx/crosshair", wcross_style);\r
544 \r
545                         wcross_size = drawgetimagesize(wcross_name);\r
546                         wcross_size_x *= wcross_sizefloat;\r
547                         wcross_size_y *= wcross_sizefloat;\r
548 \r
549                         if(goodshot)\r
550                         {\r
551                                 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
552                         }\r
553                         else\r
554                         {\r
555                                 wcross_alpha *= 0.04 * 0.75;\r
556                                 for(i = -2; i <= 2; ++i)\r
557                                         for(j = -2; j <= 2; ++j)\r
558                                                 drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x + i) + '0 0.5 0' * (vid_conheight - wcross_size_y + j), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);\r
559                         }\r
560                 }\r
561         }\r
562 \r
563         if(NextFrameCommand)\r
564         {\r
565                 localcmd("\n", NextFrameCommand, "\n");\r
566                 NextFrameCommand = string_null;\r
567         }\r
568 }\r
569 \r
570 void Sbar_Draw();\r
571 void CSQC_common_hud(void)\r
572 {\r
573         // Sbar_SortFrags(); done in Sbar_Draw\r
574         Sbar_Draw();\r
575 }\r
576 \r
577 // following vectors must be global to allow seamless switching between camera modes\r
578 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
579 void CSQC_Demo_Camera()\r
580 {\r
581         float speed, attenuation, dimensions;\r
582         vector tmp, delta;\r
583 \r
584         if( cvar("camera_reset") || !camera_mode )\r
585         {\r
586                 camera_offset = '0 0 0';\r
587                 current_angles = '0 0 0';\r
588                 camera_direction = '0 0 0';\r
589                 camera_offset_z += 30;\r
590                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
591                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
592                 current_origin = view_origin;\r
593                 current_camera_offset  = camera_offset;\r
594                 cvar_set("camera_reset", "0");\r
595                 camera_mode = CAMERA_CHASE;\r
596         }\r
597 \r
598         // Camera angles\r
599         if( camera_roll )\r
600                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
601 \r
602         if(cvar("camera_look_player"))\r
603         {\r
604                 local vector dir;\r
605                 local float n;\r
606 \r
607                 dir = normalize(view_origin - current_position);\r
608                 n = mouse_angles_z;\r
609                 mouse_angles = vectoangles(dir);\r
610                 mouse_angles_x = mouse_angles_x * -1;\r
611                 mouse_angles_z = n;\r
612         }\r
613         else\r
614         {\r
615                 tmp = getmousepos() * 0.1;\r
616                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
617                 {\r
618                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
619                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
620                 }\r
621         }\r
622 \r
623         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
624         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
625         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
626         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
627 \r
628         // Fix difference when angles don't have the same sign\r
629         delta = '0 0 0';\r
630         if(mouse_angles_y < -60 && current_angles_y > 60)\r
631                 delta = '0 360 0';\r
632         if(mouse_angles_y > 60 && current_angles_y < -60)\r
633                 delta = '0 -360 0';\r
634 \r
635         if(cvar("camera_look_player"))\r
636                 attenuation = cvar("camera_look_attenuation");\r
637         else\r
638                 attenuation = cvar("camera_speed_attenuation");\r
639 \r
640         attenuation = 1 / max(1, attenuation);\r
641         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
642 \r
643         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
644         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
645         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
646         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
647 \r
648         // Camera position\r
649         tmp = '0 0 0';\r
650         dimensions = 0;\r
651 \r
652         if( camera_direction_x )\r
653         {\r
654                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
655                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
656                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
657                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
658                 ++dimensions;\r
659         }\r
660 \r
661         if( camera_direction_y )\r
662         {\r
663                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
664                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
665                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
666                 ++dimensions;\r
667         }\r
668 \r
669         if( camera_direction_z )\r
670         {\r
671                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
672                 ++dimensions;\r
673         }\r
674 \r
675         if(cvar("camera_free"))\r
676                 speed = cvar("camera_speed_free");\r
677         else\r
678                 speed = cvar("camera_speed_chase");\r
679 \r
680         if(dimensions)\r
681         {\r
682                 speed = speed * sqrt(1 / dimensions);\r
683                 camera_offset += tmp * speed;\r
684         }\r
685 \r
686         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
687 \r
688         // Camera modes\r
689         if( cvar("camera_free") )\r
690         {\r
691                 if ( camera_mode == CAMERA_CHASE )\r
692                 {\r
693                         current_camera_offset = current_origin + current_camera_offset;\r
694                         camera_offset = current_origin + camera_offset;\r
695                 }\r
696 \r
697                 camera_mode = CAMERA_FREE;\r
698                 current_position = current_camera_offset;\r
699         }\r
700         else\r
701         {\r
702                 if ( camera_mode == CAMERA_FREE )\r
703                 {\r
704                         current_origin = view_origin;\r
705                         camera_offset = camera_offset - current_origin;\r
706                         current_camera_offset = current_camera_offset - current_origin;\r
707                 }\r
708 \r
709                 camera_mode = CAMERA_CHASE;\r
710 \r
711                 if(cvar("camera_chase_smoothly"))\r
712                         current_origin += (view_origin - current_origin) * attenuation;\r
713                 else\r
714                         current_origin = view_origin;\r
715 \r
716                 current_position = current_origin + current_camera_offset;\r
717         }\r
718 \r
719         R_SetView(VF_ANGLES, current_angles);\r
720         R_SetView(VF_ORIGIN, current_position);\r
721 }\r