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