//include "main.qh" float drawtime; float tan(float x) { return sin(x) / cos(x); } float atan2(float y, float x) { vector v; v = '1 0 0' * x + '0 1 0' * y; v = vectoangles(v); return v_y * 0.01745329251994329576; } vector GetCurrentFov() { float zoomspeed, zoomfactor, zoomdir; zoomfactor = cvar("cl_zoomfactor"); if(zoomfactor < 1 || zoomfactor > 16) zoomfactor = 2.5; zoomspeed = cvar("cl_zoomspeed"); if(zoomspeed >= 0) if(zoomspeed < 0.5 || zoomspeed > 16) zoomspeed = 3.5; zoomdir = button_zoom; if(activeweapon == 7 && !minstagib) zoomdir += button_attack2; if(zoomdir) zoomin_effect = 0; if(zoomin_effect) { current_viewzoom = min(1, current_viewzoom + drawframetime); } else { if(zoomspeed < 0) // instant zoom { if(zoomdir) current_viewzoom = 1 / zoomfactor; else current_viewzoom = 1; } else { if(zoomdir) current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor); else current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1); } } float frustumx, frustumy, fovx, fovy; frustumy = tan(cvar("fov") * 0.00872664625997164788) * 0.75 * current_viewzoom; frustumx = frustumy * cvar("vid_width") / cvar("vid_height") / cvar("vid_pixelheight"); fovx = atan2(frustumx, 1) / 0.00872664625997164788; fovy = atan2(frustumy, 1) / 0.00872664625997164788; return '1 0 0' * fovx + '0 1 0' * fovy; } void CSQC_common_hud(void); void CSQC_kh_hud(void); void CSQC_ctf_hud(void); void PostInit(void); float Sbar_WouldDrawScoreboard (); void CSQC_UpdateView(void) { entity e; drawframetime = time - drawtime; drawtime = time; // watch for gametype changes here... // in ParseStuffCMD the cmd isn't executed yet :/ // might even be better to add the gametype to TE_CSQC_INIT...? if(!postinit) PostInit(); sbar_alpha_fg = cvar("sbar_alpha_fg" ); sbar_hudselector = cvar("sbar_hudselector"); activeweapon = getstati(STAT_ACTIVEWEAPON); teamplay = cvar("teamplay"); if(last_weapon != activeweapon) { weapontime = time; last_weapon = activeweapon; } // ALWAYS Clear Current Scene First R_ClearScene(); // Assign Standard Viewflags // Draw the World (and sky) R_SetView(VF_DRAWWORLD, 1); R_SetView(VF_FOV, GetCurrentFov()); // Draw the Crosshair R_SetView(VF_DRAWCROSSHAIR, !Sbar_WouldDrawScoreboard()); // Draw the Engine Status Bar (the default Quake HUD) draw_enginesbar = !cvar("sbar_usecsqc"); R_SetView(VF_DRAWENGINESBAR, draw_enginesbar); // Set the console size vars vid_conwidth = cvar("vid_conwidth"); vid_conheight = cvar("vid_conheight"); // Update the mouse position /* mousepos_x = vid_conwidth; mousepos_y = vid_conheight; mousepos = mousepos*0.5 + getmousepos(); */ R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // Render the Scene view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT); view_angles = input_angles; makevectors(view_angles); view_forward = v_forward; view_right = v_right; view_up = v_up; e = self; for(self = world; (self = nextent(self)); ) if(self.draw) self.draw(); self = e; R_RenderScene(); // Draw the mouse cursor // NOTE: drawpic must happen after R_RenderScene for some reason //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0); //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0); //self = edict_num(player_localnum); //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0); //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); // as long as the ctf part isn't in, this is useless if(menu_visible) menu_show(); /*if(gametype == GAME_CTF) { ctf_view(); } else */ if(!draw_enginesbar) { CSQC_common_hud(); } if(gametype == GAME_ONSLAUGHT) { //drawstring('0 0', minimapname, '8 8 0', '1 1 1', 1, 0); //drawsetcliparea(0,0,800,600); ons_view(); //drawresetcliparea(); } } void Sbar_Draw(); void CSQC_common_hud(void) { // Sbar_SortFrags(); done in Sbar_Draw Sbar_Draw(); } // KeyHunt HUD by victim void CSQC_kh_hud(void) { // HUD 0 has the weapons on the right hand side - temporarily shown when needed // HUD 1 has the weapons on the bottom - permanently // use the following two binds to check the icons move correctly // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right" // move the icons // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector" // change the HUD float kh_keys, kh_keys_status, kh_teams_set; float kh_margin_x, kh_margin_y, kh_key_box; string kh_carrying, kh_outline; vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size; vector red, blue, yellow, pink; kh_keys = getstati(STAT_KH_KEYS); kh_keys_status = kh_keys / 256; kh_teams_set = cvar("_teams_available"); // set in keyhunt.qc kh_margin_y = 8; kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10; // sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x; kh_key_box = 120; pink_pos_y = kh_margin_y + 0; // top yellow_pos_y = kh_margin_y + kh_key_box; blue_pos_y = kh_margin_y + kh_key_box * 2; red_pos_y = kh_margin_y + kh_key_box * 3; //bottom red = '1 0 0'; blue = '0 0 1'; yellow = '1 1 0'; pink = '1 0 1'; kh_size = '0 0 0'; // don't resize the image kh_carrying = "gfx/sb_kh_full"; kh_outline = "gfx/sb_kh_outline"; // drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag) // vector position = '0 0'; // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599 // vector size = '0 0'; // 'x y' changes the x & y dimensions. '0 0' gives the default pic size // vector rgb = '0 0 0'; // 'r g b' range 0 - 1 if (kh_keys_status & 1) // red drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0); // show 20% alpha key else drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0); // show key outline 40% alpha if (kh_keys & 1) drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0); // show solid key 100% alpha if (kh_keys_status & 2) // blue drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0); else drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0); if (kh_keys & 2) drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0); if (kh_teams_set & 4) // yellow { if (kh_keys_status & 4) drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0); else drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0); if (kh_keys & 4) drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0); } if (kh_teams_set & 8) // pink { if (kh_keys_status & 8) drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0); else drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0); if (kh_keys & 8) drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0); } }