jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp
Simon 0f7803e934 Squashed commit of the following:
commit 0c85ac4704
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 15 18:47:10 2023 +0200

    Menu updates

commit 35b89acc87
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Apr 15 12:32:35 2023 +0100

    Support for changeable fresh rate

commit 539bfa8956
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 15 00:02:59 2023 +0200

    Ensure proper menu defaults on the very first start

commit 216a225aa6
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:41:24 2023 +0200

    Fix storing of force crosshair option

commit 48c2486aad
Merge: a72ca45 fcb9169
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:23:24 2023 +0200

    Merge remote-tracking branch 'origin/main' into contributions

commit a72ca459c5
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:19:47 2023 +0200

    Intern all default values; Remove no longer needed configuration files

commit 32c4e6eac1
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 20:59:41 2023 +0200

    Ensure weapon adjustment is applied when resetting to defaults

commit fcb9169955
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 18:58:32 2023 +0200

    Increased default force motion trigger

commit 2433ae4110
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 18:55:56 2023 +0200

    Change Force Crosshair

commit 4ab6a6024a
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 17:01:16 2023 +0200

    Fixed player knockback.... hopefully

commit 7deeee7a6f
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 17:01:00 2023 +0200

    Increased Force Power Visibility

commit 1fdcb7c48f
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 15:16:34 2023 +0200

    Changed Brightness Range and Default

commit fada09a0bb
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 13 20:38:13 2023 +0200

    Fix remote turret on-screen help

commit 82af313786
Merge: 7680cb1 d13176c
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 13 18:59:46 2023 +0200

    Merge branch 'main' into contributions

commit d13176c9ba
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 13 13:29:49 2023 +0200

    New Quick Save / Load Video

commit 7680cb1288
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Apr 12 22:26:44 2023 +0200

    Fix use action when controlling droid; fix droid view help

commit 4d90595139
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 18:21:10 2023 +0200

    Fencing Speed on Pico default

commit 37d5ac4184
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 18:12:07 2023 +0200

    Changes to TBDC

    Different menu text + added vanilla mode

commit d6e40ead64
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 17:44:29 2023 +0200

    Set Fencing Speed back to Default (by Default)

commit 3f7d116e25
Merge: 7424628 c7c66e4
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 14:50:26 2023 +0200

    Merge branch 'main' of https://github.com/DrBeef/JKXR

commit 7424628a5d
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 14:50:23 2023 +0200

    Updated Weapons

    + Shader fix for FX mod

commit c7c66e46a7
Author: Simon <simonbrown77@googlemail.com>
Date:   Wed Apr 12 08:37:36 2023 +0100

    Revert "Arrange quick save icons horizontally"

    This reverts commit 20f8fff3fe.

    Also make the icons white

commit fa54045159
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 21:02:29 2023 +0100

    Update .gitignore

commit 20f8fff3fe
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 21:00:09 2023 +0100

    Arrange quick save icons horizontally

commit d3dcac8f9d
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 20:58:56 2023 +0100

    Save game crash fix in JKO

commit 6314561b52
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:49:42 2023 +0100

    Switch selector on offhand using offhand thumbstick

commit 3b2ffd7289
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:39:32 2023 +0100

    Attempted fix for save game crash

    - Not really a proper fix, but might at least workaround it

commit c135eefa05
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:38:54 2023 +0100

    Fixed save/load icon image size

commit f51270a294
Merge: a2ff16b e243d0b
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 10 19:42:11 2023 +0100

    Merge branch 'main' of https://github.com/DrBeef/JKXR

commit a2ff16b576
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 10 19:42:06 2023 +0100

    Quick Save/Load in Selector

    Haven't been able to test yet!

commit e243d0bdfa
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 10 18:29:18 2023 +0200

    Update README.md

commit b9d0314a6a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 9 19:38:32 2023 +0200

    Make getting into AT-ST easier

commit d121206f83
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 8 22:49:28 2023 +0200

    Tune touch gesture distance; Improve use interaction in 3rd person.

commit 260d501776
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 8 22:34:59 2023 +0200

    Fix and improve weapon adjustment helper axes

commit a6318867bb
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 20:35:02 2023 +0200

    Update README.md

commit 4a1d90e729
Merge: 425db0f 821a56d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 6 19:12:07 2023 +0200

    Merge branch 'main' into contributions

commit 821a56d4b9
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 17:24:20 2023 +0100

    Update README.md

commit 67b7d26de8
Merge: b407932 ccd63d4
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 16:54:01 2023 +0100

    Merge pull request #4 from DrBeef/TBDC

    TBDC Scales in Code

commit b407932bb2
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:43:26 2023 +0200

    Update README.md

commit 174c3ce96c
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:33:33 2023 +0200

    Update README.md

commit e9af8e87c2
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:23:36 2023 +0200

    Update README.md

commit ccd63d4eec
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 16:57:36 2023 +0200

    Forced for Extended Menu

commit d6b3e8eb65
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 16:55:02 2023 +0200

    TBDC Scales in Code

commit a5f3adf725
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 15:04:07 2023 +0100

    Update README.md

commit 316c2a2904
Merge: 387c34b 90b694f
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 10:02:01 2023 +0100

    Merge pull request #2 from DrBeef/TBDC

    Team Beef Directors Cut

commit 387c34b53e
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 09:59:18 2023 +0100

    Update Beef Crawl

commit a271b61ac7
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 09:58:18 2023 +0100

    Switch to use Bummser's NPC file if TBDC is disabled

commit a2f1644d72
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 08:39:02 2023 +0100

    Update version to 1.0.0 for release

commit f785fdc393
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 08:00:11 2023 +0100

    update github banner

    Update README.md

    Update README.md

    Update README.md

    Update README.md

    Update README.md

    Added Team Beef Patreon banner

commit 90b694ff60
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 22:21:41 2023 +0200

    Last Cleanup

commit 70468332d6
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 22:19:45 2023 +0200

    TBDC Cleanup

commit 6660e8c984
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 21:58:00 2023 +0200

    Credits / NPC Scale

commit e1b03fdcc6
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 21:57:07 2023 +0200

    Fixing Quick Save

commit 95950f2390
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 20:08:10 2023 +0200

    Updated ratios per difficulty

commit d6235ef199
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 00:30:35 2023 +0200

    Darkened Menu GFX

commit a3fdb460c4
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 4 23:03:31 2023 +0100

    Prevent crash when throwing Saber

    seems it is indexing the g2 model surface that doesn't exist, might be something to do with the new hilt and the old hilt being in the save. Not sure, but this stops it crashing.

commit 4c751fcb59
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:59:12 2023 +0200

    Y Close Datapad

commit a1216665c8
Merge: 1939a26 d841464
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:48:20 2023 +0200

    Merge pull request #1 from DrBeef/main

    Main -> TDBC

commit 1939a26542
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:37:41 2023 +0200

    TBDC

    Laser Saber deflections
    Guns balancing.

commit d841464924
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:59:31 2023 +0200

    Update help resources and menu

commit 425db0f108
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:59:31 2023 +0200

    Update help resources and menu

commit 3c895d27de
Merge: fe9e12a c3819fa
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:05:48 2023 +0200

    Merge branch 'main' into contributions

commit c3819fa407
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:57 2023 +0200

    Demo folder assets fix

commit fe9e12a3f9
Merge: d79f57b 2b255ac
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Mon Apr 3 22:55:29 2023 +0200

    Merge branch 'main' into contributions

commit 2b255ac3ea
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 3 21:26:39 2023 +0100

    Improved version string

commit 62284414d0
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 3 21:26:20 2023 +0100

    Ensure intro vid can be skipped without having to press trigger first

commit 65674abe2a
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 21:36:35 2023 +0200

    Fix Controller Location Buzz for Quick Save / Load

commit ba2e726a79
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:57 2023 +0200

    Demo folder assets fix

commit 7175c872a9
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:46 2023 +0200

    Knockback settings TBDC

commit cc7e73d04a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 22:59:47 2023 +0100

    Update beef_crawl.tga

commit dd71a05e36
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 22:51:49 2023 +0100

    Put version at the bottom of the main menu

commit cb52d310c1
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Sun Apr 2 23:18:28 2023 +0200

    TBDC Weapons

commit ac71f24e78
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 2 18:43:10 2023 +0200

    Updated control scheme picture

commit 3f5c767e8d
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:42:42 2023 +0100

    Update AndroidManifest.xml

commit 64ab392fc5
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:42:39 2023 +0100

    JKA: Some CVAR change to increase performance

commit d43de53e8a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:41:50 2023 +0100

    Added missed saber blocking check

    might explain why some people find JKA a bit easy if it is auto-blocking in 1st person

commit 8b23e255d8
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:41:16 2023 +0100

    Update open xr headers

commit d79f57ba2d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 2 18:43:10 2023 +0200

    Updated control scheme picture

commit e3524e8e48
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 18:48:42 2023 +0200

    Add use haptic feedback; Fix use in 3rd person mode

commit 05fc4d5ab4
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 12:07:13 2023 +0200

    Fix menu haptics

commit eec46c183d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 18:48:42 2023 +0200

    Add use haptic feedback; Fix use in 3rd person mode

commit fe9891f8db
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 12:07:13 2023 +0200

    Fix menu haptics

commit 21483d0d5a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 11:25:11 2023 +0200

    Make weapon adjustment mode independent for each weapon; Optimize loading of weapon adjustments

commit baec8832ab
Merge: 82706df 52fcc8a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 11:15:25 2023 +0200

    Merge branch 'main' into contributions

commit 52fcc8a49e
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Apr 1 09:47:48 2023 +0100

    Revert "Removed the no-backface-culling for weapons as it is no longer needed"

    This reverts commit b899b99178.

commit 5e66ebf6fc
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 15:40:54 2023 +0200

    Allow to skip cinematics also by triggers

commit 587277fa7f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 14:52:40 2023 +0200

    Fix use/crouch buttons on switched control schemes

commit 82706df34f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 15:40:54 2023 +0200

    Allow to skip cinematics also by triggers

commit 1111766032
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 14:52:40 2023 +0200

    Fix use/crouch buttons on switched control schemes

commit 822d1ddbba
Merge: a1a7d54 5f56cf4
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 08:43:50 2023 +0200

    Merge branch 'main' into contributions

commit 5f56cf48fc
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 22:16:37 2023 +0100

    Camera shake fix part 2

commit 3dd7833cd0
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 22:06:18 2023 +0100

    Disable camera shake when charging a weapon's alt fire

commit 6202017b6a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 21:52:44 2023 +0200

    Fix virtual gun stock

commit 6d49f87150
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 19:26:36 2023 +0200

    Do not check angle on non-facing triggers

commit 926c64c691
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 17:54:33 2023 +0200

    Add angle check for triggers touched by hand

commit 78f7d9bcfc
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:59:27 2023 +0200

    JKA mod menu warning

commit 4219f996e9
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:42:11 2023 +0200

    JKO mod menu warning

commit b899b99178
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 21:45:10 2023 +0100

    Removed the no-backface-culling for weapons as it is no longer needed

    used only for hand models now

commit 9877859676
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 21:44:36 2023 +0100

    Update to the VC+Elin weapons pack

    includes a sweet new saber hilt

commit a1a7d541fa
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 21:52:44 2023 +0200

    Fix virtual gun stock

commit 15d932c75f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 19:26:36 2023 +0200

    Do not check angle on non-facing triggers

commit 402277e717
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 17:54:33 2023 +0200

    Add angle check for triggers touched by hand

commit 9b22378c88
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 17:52:26 2023 +0200

    Add special delay for re-triggering security cameras

commit c4cc218f8b
Author: Simon <simonbrown77@googlemail.com>
Date:   Wed Mar 29 22:44:50 2023 +0100

    Turn the stun baton into an "always active" weapon

    movement still triggers the sound, but it will always shock an enemy when it makes contact

commit a4e99c20f9
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:59:27 2023 +0200

    JKA mod menu warning

commit 442a1fc8e2
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:42:11 2023 +0200

    JKO mod menu warning

commit 02261c57f0
Merge: 3c64fa7 51c703a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 20:51:42 2023 +0200

    Merge branch 'contributions' of github.com:DrBeef/JKXR into contributions

commit 3c64fa7e3e
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 23:19:29 2023 +0100

    Lowered Stun Baton trigger velocity

commit 43192a355d
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 23:03:17 2023 +0100

    Move beef_crawl back into the game specific assets

    as we will be fixing the JKO one on release, but updating JKA

commit 94e82c2da3
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 23:21:28 2023 +0200

    Fix subtitles rendering; Fix rendering of other centered texts

commit 40128567be
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 18:02:08 2023 +0200

    Add help to menu

commit 4f1b6b5f07
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 17:36:13 2023 +0200

    Split vr asset packs to avoid duplicates

commit 51c703a481
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 23:21:28 2023 +0200

    Fix subtitles rendering; Fix rendering of other centered texts

commit 04a539f890
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 18:02:08 2023 +0200

    Add help to menu

commit d9126738d3
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 17:36:13 2023 +0200

    Split vr asset packs to avoid duplicates

commit 62b9a0bfab
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:52:45 2023 +0100

    Hide force power aura when item selector is shown

commit 0a9206642e
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:52:23 2023 +0100

    Slight adjustment to muzzle position based on whether scoped/two-handed

commit f452b9cf06
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:51:49 2023 +0100

    Slight tweak to NPC Combat

commit 20de6ec478
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:50:54 2023 +0100

    Added simple readme and license

commit 77672f612b
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 07:20:22 2023 +0100

    Updated website link to be the patreon

commit 2a1cd0e6e7
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 07:20:10 2023 +0100

    Don't send roll to the server, this might be causing gradual roll drift

commit 1b22652e5c
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:46 2023 +0100

    Fixed aiming of bowcaster and demp alt fire

commit 895b09041f
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:25 2023 +0100

    JKA - Ensure UseVR Position is only true when in first person

commit 3897531544
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:17 2023 +0100

    JKO - Ensure UseVR Position is only true when in first person

commit 3b5121e349
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:37:49 2023 +0100

    Render Special Effects on hand/weapon when force power is activated for protection etc

commit 50db9039df
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:33:52 2023 +0100

    Separate no copy file flag for JK3

commit 1968a7d8ba
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:33:22 2023 +0100

    Always use right hand as saber home

commit 74dcd955d2
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:32:49 2023 +0100

    Fix crash in JKA

commit 1e4692d04a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:32:16 2023 +0100

    Update z_Crusty_and_Elin_vr_weapons.pk3

commit 134dec8264
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:31:53 2023 +0100

    Fix possible crash on JK2

commit f6dc432f6a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Mar 25 15:36:01 2023 +0000

    Copy mods to jk2demo if it exists

    to resolve the issue with mods not being picked up from the base folder
2023-04-16 09:38:26 +01:00

3089 lines
79 KiB
C++

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// cg_draw.c -- draw all of the graphical elements during
// active (after loading) gameplay
#include "../game/g_local.h"
#include "cg_local.h"
#include "cg_media.h"
#include "../game/objectives.h"
#include "bg_local.h"
#include <JKXR/VrClientInfo.h>
#include "FxUtil.h"
void CG_DrawIconBackground(void);
void CG_DrawMoveSpeedIcon(void);
void CG_DrawMissionInformation( void );
void CG_DrawInventorySelect( void );
void CG_DrawForceSelect( void );
qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, int *x, int *y);
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y);
extern float g_crosshairEntDist;
extern int g_crosshairSameEntTime;
extern int g_crosshairEntNum;
extern int g_crosshairEntTime;
qboolean cg_forceCrosshair = qfalse;
// bad cheating
extern int g_rocketLockEntNum;
extern int g_rocketLockTime;
extern int g_rocketSlackTime;
vec3_t vfwd;
vec3_t vright;
vec3_t vup;
vec3_t vfwd_n;
vec3_t vright_n;
vec3_t vup_n;
int infoStringCount;
//===============================================================
/*
================
CG_Draw3DModel
================
*/
static void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ) {
refdef_t refdef;
refEntity_t ent;
memset( &refdef, 0, sizeof( refdef ) );
memset( &ent, 0, sizeof( ent ) );
AnglesToAxis( angles, ent.axis );
VectorCopy( origin, ent.origin );
ent.hModel = model;
ent.customSkin = skin;
ent.renderfx = RF_NOSHADOW; // no stencil shadows
refdef.rdflags = RDF_NOWORLDMODEL;
AxisClear( refdef.viewaxis );
refdef.override_fov = true;
refdef.fov_x = 30;
refdef.fov_y = 30;
refdef.x = x;
refdef.y = y;
refdef.width = w;
refdef.height = h;
refdef.time = cg.time;
cgi_R_ClearScene();
cgi_R_AddRefEntityToScene( &ent );
cgi_R_RenderScene( &refdef );
}
/*
================
CG_DrawHead
Used for both the status bar and the scoreboard
================
*/
void CG_DrawHead( float x, float y, float w, float h, int speaker_i, vec3_t headAngles )
{
qhandle_t hm = 0;
qhandle_t hs = 0;
float len;
vec3_t origin;
vec3_t mins, maxs;
gentity_t *ent;
qboolean extensions = qfalse;
int talking = 0;
//If the talking ent is actually on the level, use his info
if ( cg.gameTextEntNum != -1 && cg.gameTextEntNum < ENTITYNUM_WORLD )
{
ent = &g_entities[cg.gameTextEntNum];
if ( ent && ent->client )
{
hm = ent->client->clientInfo.headModel;
if ( hm )
{
hs = ent->client->clientInfo.headSkin;
extensions = ent->client->clientInfo.extensions;
talking = gi.VoiceVolume[ent->s.number];
}
}
}
if ( !hm )
{
return;
}
if ( !talking )
{//no sound playing, don't display the head any more
cg.gameNextTextTime = cg.time;
return;
}
//add talking anim
if ( extensions && talking > 0 )
{
hs = hs + talking;
}
// offset the origin y and z to center the head
cgi_R_ModelBounds( hm, mins, maxs );
origin[2] = -0.5 * ( mins[2] + maxs[2] );
origin[1] = 0.5 * ( mins[1] + maxs[1] );
// calculate distance so the head nearly fills the box
// assume heads are taller than wide
len = 0.7 * ( maxs[2] - mins[2] );
origin[0] = len / 0.268; // len / tan( fov/2 )
CG_Draw3DModel( x, y, w, h, hm, hs, origin, headAngles );
}
/*
================
CG_DrawTalk
================
*/
static void CG_DrawTalk(centity_t *cent)
{
float size;
vec3_t angles;
// int totalLines,y,i;
vec4_t color;
if ( cg.gameNextTextTime > cg.time)
{
color[0] = colorTable[CT_BLACK][0];
color[1] = colorTable[CT_BLACK][1];
color[2] = colorTable[CT_BLACK][2];
color[3] = 0.350F;
cgi_R_SetColor(color); // Background
CG_DrawPic( 5, 27, 50, 64, cgs.media.ammoslider );
cgi_R_SetColor(colorTable[CT_LTPURPLE1]);
CG_DrawPic( 5, 6, 128, 64, cgs.media.talkingtop );
/*
totalLines = cg.scrollTextLines - cg.gameTextCurrentLine;
y = 6;
CG_DrawPic( 55, y, 16, 16, cgs.media.bracketlu );
CG_DrawPic( 616, y, 16, 16, cgs.media.bracketru );
for (i=1;i<totalLines;++i)
{
y +=16;
CG_DrawPic( 55, y, 16, 16, cgs.media.ammoslider );
CG_DrawPic( 616,y, 16, 16, cgs.media.ammoslider );
}
y +=16;
CG_DrawPic( 55, y, 16, 16, cgs.media.bracketld );
CG_DrawPic( 616,y, 16, 16, cgs.media.bracketrd );
*/
size = ICON_SIZE * 1.5;
VectorClear( angles );
angles[YAW] = 180;
CG_DrawHead( -6, 25, size, size, cg.gameTextSpeaker, angles );
cgi_R_SetColor(colorTable[CT_LTPURPLE1]); // Bottom
CG_DrawPic( 5, 90, 64, 16, cgs.media.talkingbot );
cgi_R_SetColor(NULL);
}
}
int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y);
/*
================
CG_DrawHUDRightFrame1
================
*/
static void CG_DrawHUDRightFrame1(int x,int y)
{
cgi_R_SetColor( colorTable[CT_WHITE] );
// Inner gray wire frame
CG_DrawPic( x, y, 80, 80, cgs.media.HUDInnerRight ); //
}
/*
================
CG_DrawHUDRightFrame2
================
*/
static void CG_DrawHUDRightFrame2(int x,int y)
{
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDRightFrame ); // Metal frame
}
/*
================
CG_DrawMessageLit
================
*/
static void CG_DrawMessageLit(centity_t *cent,int x,int y)
{
cgi_R_SetColor(colorTable[CT_WHITE]);
if (cg.missionInfoFlashTime > cg.time )
{
if (!((cg.time / 600 ) & 1))
{
if (!cg.messageLitActive)
{
cgi_S_StartSound( NULL, 0, CHAN_AUTO, cgs.media.messageLitSound );
cg.messageLitActive = qtrue;
}
cgi_R_SetColor(colorTable[CT_HUD_RED]);
CG_DrawPic( x + 33,y + 41, 16,16, cgs.media.messageLitOn);
}
else
{
cg.messageLitActive = qfalse;
}
}
cgi_R_SetColor(colorTable[CT_WHITE]);
CG_DrawPic( x + 33,y + 41, 16,16, cgs.media.messageLitOff);
}
/*
================
CG_DrawForcePower
================
*/
static void CG_DrawForcePower(centity_t *cent,int x,int y)
{
int i;
vec4_t calcColor;
float value,extra=0,inc,percent;
if ( !cent->gent->client->ps.forcePowersKnown )
{
return;
}
inc = (float) cent->gent->client->ps.forcePowerMax / MAX_TICS;
value = cent->gent->client->ps.forcePower;
if ( value > cent->gent->client->ps.forcePowerMax )
{//supercharged with force
extra = value - cent->gent->client->ps.forcePowerMax;
value = cent->gent->client->ps.forcePowerMax;
}
for (i=MAX_TICS-1;i>=0;i--)
{
if ( extra )
{//supercharged
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
percent = 0.75f + (sin( cg.time * 0.005f )*((extra/cent->gent->client->ps.forcePowerMax)*0.25f));
calcColor[0] *= percent;
calcColor[1] *= percent;
calcColor[2] *= percent;
}
else if ( value <= 0 ) // partial tic
{
memcpy(calcColor, colorTable[CT_BLACK], sizeof(vec4_t));
}
else if (value < inc) // partial tic
{
memcpy(calcColor, colorTable[CT_LTGREY], sizeof(vec4_t));
percent = value / inc;
calcColor[0] *= percent;
calcColor[1] *= percent;
calcColor[2] *= percent;
}
else
{
memcpy(calcColor, colorTable[CT_LTGREY], sizeof(vec4_t));
}
cgi_R_SetColor( calcColor);
CG_DrawPic( x + forceTicPos[i].x,
y + forceTicPos[i].y,
forceTicPos[i].width,
forceTicPos[i].height,
forceTicPos[i].tic );
value -= inc;
}
}
/*
================
CG_DrawAmmo
================
*/
static void CG_DrawAmmo(centity_t *cent,int x,int y)
{
playerState_t *ps;
int numColor_i;
int i;
vec4_t calcColor;
float value,inc,percent;
ps = &cg.snap->ps;
if (!cent->currentState.weapon ) // We don't have a weapon right now
{
return;
}
if ( cent->currentState.weapon == WP_STUN_BATON )
{
return;
}
if ( cent->currentState.weapon == WP_SABER && cent->gent )
{
cgi_R_SetColor( colorTable[CT_WHITE] );
if ( !cg.saberAnimLevelPending && cent->gent->client )
{//uninitialized after a loadgame, cheat across and get it
cg.saberAnimLevelPending = cent->gent->client->ps.saberAnimLevel;
}
// don't need to draw ammo, but we will draw the current saber style in this window
switch ( cg.saberAnimLevelPending )
{
case 1://FORCE_LEVEL_1:
case 5://FORCE_LEVEL_5://Tavion
CG_DrawPic( x, y, 80, 40, cgs.media.HUDSaberStyleFast );
break;
case 2://FORCE_LEVEL_2:
CG_DrawPic( x, y, 80, 40, cgs.media.HUDSaberStyleMed );
break;
case 3://FORCE_LEVEL_3:
case 4://FORCE_LEVEL_4://Desann
CG_DrawPic( x, y, 80, 40, cgs.media.HUDSaberStyleStrong );
break;
}
return;
}
else
{
value = ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
}
if (value < 0) // No ammo
{
return;
}
//
// ammo
//
if (cg.oldammo < value)
{
cg.oldAmmoTime = cg.time + 200;
}
cg.oldammo = value;
// Firing or reloading?
if (( cg.predicted_player_state.weaponstate == WEAPON_FIRING
&& cg.predicted_player_state.weaponTime > 100 ))
{
numColor_i = CT_LTGREY;
}
else
{
if ( value > 0 )
{
if (cg.oldAmmoTime > cg.time)
{
numColor_i = CT_YELLOW;
}
else
{
numColor_i = CT_HUD_ORANGE;
}
}
else
{
numColor_i = CT_RED;
}
}
cgi_R_SetColor( colorTable[numColor_i] );
CG_DrawNumField(x + 29, y + 26, 3, value, 6, 12, NUM_FONT_SMALL,qfalse);
inc = (float) ammoData[weaponData[cent->currentState.weapon].ammoIndex].max / MAX_TICS;
value =ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
for (i=MAX_TICS-1;i>=0;i--)
{
if (value <= 0) // partial tic
{
memcpy(calcColor, colorTable[CT_BLACK], sizeof(vec4_t));
}
else if (value < inc) // partial tic
{
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
percent = value / inc;
calcColor[0] *= percent;
calcColor[1] *= percent;
calcColor[2] *= percent;
}
else
{
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
}
cgi_R_SetColor( calcColor);
CG_DrawPic( x + ammoTicPos[i].x,
y + ammoTicPos[i].y,
ammoTicPos[i].width,
ammoTicPos[i].height,
ammoTicPos[i].tic );
value -= inc;
}
}
/*
================
CG_DrawHUDLeftFrame1
================
*/
static void CG_DrawHUDLeftFrame1(int x,int y)
{
// Inner gray wire frame
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDInnerLeft );
}
/*
================
CG_DrawHUDLeftFrame2
================
*/
static void CG_DrawHUDLeftFrame2(int x,int y)
{
// Inner gray wire frame
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDLeftFrame ); // Metal frame
}
/*
================
CG_DrawHealth
================
*/
static void CG_DrawHealth(int x,int y)
{
vec4_t calcColor;
float healthPercent;
playerState_t *ps;
ps = &cg.snap->ps;
memcpy(calcColor, colorTable[CT_HUD_RED], sizeof(vec4_t));
healthPercent = (float) ps->stats[STAT_HEALTH]/ps->stats[STAT_MAX_HEALTH];
calcColor[0] *= healthPercent;
calcColor[1] *= healthPercent;
calcColor[2] *= healthPercent;
cgi_R_SetColor( calcColor);
CG_DrawPic( x, y, 80, 80, cgs.media.HUDHealth );
// Draw the ticks
if (cg.HUDHealthFlag)
{
cgi_R_SetColor( colorTable[CT_HUD_RED] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDHealthTic );
}
cgi_R_SetColor( colorTable[CT_HUD_RED] );
CG_DrawNumField (x + 16, y + 40, 3, ps->stats[STAT_HEALTH], 6, 12,
NUM_FONT_SMALL,qtrue);
}
/*
================
CG_DrawArmor
================
*/
static void CG_DrawArmor(int x,int y)
{
vec4_t calcColor;
float armorPercent,hold;
playerState_t *ps;
ps = &cg.snap->ps;
// Outer Armor circular
memcpy(calcColor, colorTable[CT_HUD_GREEN], sizeof(vec4_t));
hold = ps->stats[STAT_ARMOR]-(ps->stats[STAT_MAX_HEALTH]/2);
armorPercent = (float) hold/(ps->stats[STAT_MAX_HEALTH]/2);
if (armorPercent <0)
{
armorPercent = 0;
}
calcColor[0] *= armorPercent;
calcColor[1] *= armorPercent;
calcColor[2] *= armorPercent;
cgi_R_SetColor( calcColor);
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmor1 );
// Inner Armor circular
if (armorPercent>0)
{
armorPercent = 1;
}
else
{
armorPercent = (float) ps->stats[STAT_ARMOR]/(ps->stats[STAT_MAX_HEALTH]/2);
}
memcpy(calcColor, colorTable[CT_HUD_GREEN], sizeof(vec4_t));
calcColor[0] *= armorPercent;
calcColor[1] *= armorPercent;
calcColor[2] *= armorPercent;
cgi_R_SetColor( calcColor);
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmor2 ); // Inner Armor circular
/*
if (ps->stats[STAT_ARMOR]) // Is there armor? Draw the HUD Armor TIC
{
// Make tic flash if inner armor is at 50% (25% of full armor)
if (armorPercent<.5) // Do whatever the flash timer says
{
if (cg.HUDTickFlashTime < cg.time) // Flip at the same time
{
cg.HUDTickFlashTime = cg.time + 100;
if (cg.HUDArmorFlag)
{
cg.HUDArmorFlag = qfalse;
}
else
{
cg.HUDArmorFlag = qtrue;
}
}
}
else
{
cg.HUDArmorFlag=qtrue;
}
}
else // No armor? Don't show it.
{
cg.HUDArmorFlag=qfalse;
}
if (cg.HUDArmorFlag)
{
cgi_R_SetColor( colorTable[CT_HUD_GREEN] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmorTic );
}
*/
cgi_R_SetColor( colorTable[CT_HUD_GREEN] );
CG_DrawNumField (x + 16 + 14, y + 40 + 14, 3, ps->stats[STAT_ARMOR], 6, 12,
NUM_FONT_SMALL,qfalse);
}
//-----------------------------------------------------
static qboolean CG_DrawCustomHealthHud( centity_t *cent )
{
float health = 0;
vec4_t color;
if (( cent->currentState.eFlags & EF_LOCKED_TO_WEAPON ))
{
// DRAW emplaced HUD
color[0] = color[1] = color[2] = 0.0f;
color[3] = 0.3f;
cgi_R_SetColor( color );
CG_DrawPic( 14, 480 - 50, 94, 32, cgs.media.whiteShader );
// NOTE: this looks ugly
if ( cent->gent && cent->gent->owner )
{
if (( cent->gent->owner->flags & FL_GODMODE ))
{
// chair is in godmode, so render the health of the player instead
health = cent->gent->health / (float)cent->gent->max_health;
}
else
{
// render the chair health
health = cent->gent->owner->health / (float)cent->gent->owner->max_health;
}
}
color[0] = 1.0f;
color[3] = 0.5f;
cgi_R_SetColor( color );
CG_DrawPic( 18, 480 - 41, 87 * health, 19, cgs.media.whiteShader );
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 2, 480 - 64, 128, 64, cgs.media.emplacedHealthBarShader);
return qfalse; // drew this hud, so don't draw the player one
}
else if (( cent->currentState.eFlags & EF_IN_ATST ))
{
// we are an ATST...
color[0] = color[1] = color[2] = 0.0f;
color[3] = 0.3f;
cgi_R_SetColor( color );
CG_DrawPic( 14, 480 - 50, 94, 32, cgs.media.whiteShader );
// we just calc the display value from the sum of health and armor
if ( g_entities[cg.snap->ps.viewEntity].activator ) // ensure we can look back to the atst_drivable to get the max health
{
health = ( g_entities[cg.snap->ps.viewEntity].health + g_entities[cg.snap->ps.viewEntity].client->ps.stats[STAT_ARMOR] ) /
(float)(g_entities[cg.snap->ps.viewEntity].max_health + g_entities[cg.snap->ps.viewEntity].activator->max_health );
}
else
{
health = ( g_entities[cg.snap->ps.viewEntity].health + g_entities[cg.snap->ps.viewEntity].client->ps.stats[STAT_ARMOR]) /
(float)(g_entities[cg.snap->ps.viewEntity].max_health + 800 ); // hacked max armor since we don't have an activator...should never happen
}
color[1] = 0.25f; // blue-green
color[2] = 1.0f;
color[3] = 0.5f;
cgi_R_SetColor( color );
CG_DrawPic( 18, 480 - 41, 87 * health, 19, cgs.media.whiteShader );
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 2, 480 - 64, 128, 64, cgs.media.emplacedHealthBarShader);
return qfalse; // drew this hud, so don't draw the player one
}
else if ( cg.snap->ps.viewEntity && ( g_entities[cg.snap->ps.viewEntity].dflags & DAMAGE_CUSTOM_HUD ))
{
// if we've gotten this far, we are assuming that we are a misc_panel_turret
color[0] = color[1] = color[2] = 0.0f;
color[3] = 0.3f;
cgi_R_SetColor( color );
CG_DrawPic( 14, 480 - 50, 94, 32, cgs.media.whiteShader );
health = g_entities[cg.snap->ps.viewEntity].health / (float)g_entities[cg.snap->ps.viewEntity].max_health;
color[1] = 1.0f;
color[3] = 0.5f;
cgi_R_SetColor( color );
CG_DrawPic( 18, 480 - 41, 87 * health, 19, cgs.media.whiteShader );
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 2, 480 - 64, 128, 64, cgs.media.ladyLuckHealthShader );
return qfalse; // drew this hud, so don't draw the player one
}
return qtrue;
}
/*
==============
CG_DrawWeapReticle
==============
*/
static void CG_DrawWeapReticle( void )
{
vec4_t light_color = {0.7, 0.7, 0.7, 1};
vec4_t black = {0.0, 0.0, 0.0, 1};
float indent = 0.16;
float X_WIDTH=640;
float Y_HEIGHT=480;
float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
// sides
CG_FillRect( 0, 0, (X_WIDTH * indent), Y_HEIGHT, black );
CG_FillRect( X_WIDTH * (1 - indent), 0, (X_WIDTH * indent), Y_HEIGHT, black );
// top/bottom
CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent, black );
CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent), X_WIDTH * (1-indent), Y_HEIGHT * indent, black );
{
// center
if ( cgs.media.reticleShader ) {
cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
cgi_R_DrawStretchPic( x + w, y, w, h, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
cgi_R_DrawStretchPic( x, y + h, w, h, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
cgi_R_DrawStretchPic( x + w, y + h, w, h, 1, 1, 0, 0, cgs.media.reticleShader ); // br
}
// hairs
CG_FillRect( 84, 239, 177, 2, black ); // left
CG_FillRect( 320, 242, 1, 58, black ); // center top
CG_FillRect( 319, 300, 2, 178, black ); // center bot
CG_FillRect( 380, 239, 177, 2, black ); // right
}
}
//--------------------------------------
static void CG_DrawBatteryCharge( void )
{
if ( cg.batteryChargeTime > cg.time )
{
vec4_t color;
// FIXME: drawing it here will overwrite zoom masks...find a better place
if ( cg.batteryChargeTime < cg.time + 1000 )
{
// fading out for the last second
color[0] = color[1] = color[2] = 1.0f;
color[3] = (cg.batteryChargeTime - cg.time) / 1000.0f;
}
else
{
// draw full
color[0] = color[1] = color[2] = color[3] = 1.0f;
}
cgi_R_SetColor( color );
// batteries were just charged
CG_DrawPic( 605, 295, 24, 32, cgs.media.batteryChargeShader );
}
}
/*
================
CG_DrawHUD
================
*/
extern void *cgi_UI_GetMenuByName( const char *menu );
extern void cgi_UI_Menu_Paint( void *menu, qboolean force );
static void CG_DrawHUD( centity_t *cent )
{
int x,y,value;
if (cgi_UI_GetMenuInfo("lefthud",&x,&y))
{
// Draw all the HUD elements --eez
cgi_UI_Menu_Paint( cgi_UI_GetMenuByName( "lefthud" ), qtrue );
// Draw armor & health values
if ( cg_draw2D.integer == 2 )
{
CG_DrawSmallStringColor(x+5, y - 60,va("Armor:%d",cg.snap->ps.stats[STAT_ARMOR]), colorTable[CT_HUD_GREEN] );
CG_DrawSmallStringColor(x+5, y - 40,va("Health:%d",cg.snap->ps.stats[STAT_HEALTH]), colorTable[CT_HUD_GREEN] );
}
CG_DrawHUDLeftFrame1(x,y);
CG_DrawArmor(x,y);
CG_DrawHealth(x,y);
CG_DrawHUDLeftFrame2(x,y);
}
if (cgi_UI_GetMenuInfo("righthud",&x,&y))
{
// Draw all the HUD elements --eez
cgi_UI_Menu_Paint( cgi_UI_GetMenuByName( "righthud" ), qtrue );
// Draw armor & health values
if ( cg_draw2D.integer == 2 )
{
if ( cent->currentState.weapon != WP_SABER && cent->currentState.weapon != WP_STUN_BATON && cent->gent )
{
// Bob, just didn't want the ammo text drawing when the saber or the stun baton is the current weapon...change it back if this is wrong.
value = cg.snap->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex];
// value = cent->gent->client->ps.forcePower;
CG_DrawSmallStringColor(x, y - 60,va("Ammo:%d",value), colorTable[CT_HUD_GREEN] );
}
else
{
// value = cg.snap->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex];
}
// CG_DrawSmallStringColor(x, y - 60,va("Ammo:%d",value), colorTable[CT_HUD_GREEN] );
CG_DrawSmallStringColor(x, y - 40,va("Force:%d",cent->gent->client->ps.forcePower), colorTable[CT_HUD_GREEN] );
}
CG_DrawHUDRightFrame1(x,y);
CG_DrawForcePower(cent,x,y);
CG_DrawAmmo(cent,x,y);
CG_DrawMessageLit(cent,x,y);
CG_DrawHUDRightFrame2(x,y);
}
}
/*
================
CG_ClearDataPadCvars
================
*/
void CG_ClearDataPadCvars( void )
{
cg_updatedDataPadForcePower1.integer = 0; //don't wait for the cvar-refresh.
cg_updatedDataPadForcePower2.integer = 0; //don't wait for the cvar-refresh.
cg_updatedDataPadForcePower3.integer = 0; //don't wait for the cvar-refresh.
cgi_Cvar_Set( "cg_updatedDataPadForcePower1", "0" );
cgi_Cvar_Set( "cg_updatedDataPadForcePower2", "0" );
cgi_Cvar_Set( "cg_updatedDataPadForcePower3", "0" );
cg_updatedDataPadObjective.integer = 0; //don't wait for the cvar-refresh.
cgi_Cvar_Set( "cg_updatedDataPadObjective", "0" );
}
/*
================
CG_DrawDataPadHUD
================
*/
void CG_DrawDataPadHUD( centity_t *cent )
{
int x,y;
x = 34;
y = 286;
CG_DrawHUDLeftFrame1(x,y);
CG_DrawArmor(x,y);
CG_DrawHealth(x,y);
x = 526;
if ((missionInfo_Updated) && ((cg_updatedDataPadForcePower1.integer) || (cg_updatedDataPadObjective.integer)))
{
// Stop flashing light
cg.missionInfoFlashTime = 0;
missionInfo_Updated = qfalse;
// Set which force power to show.
// cg_updatedDataPadForcePower is set from Q3_Interface, because force powers would only be given
// from a script.
if (cg_updatedDataPadForcePower1.integer)
{
cg.DataPadforcepowerSelect = cg_updatedDataPadForcePower1.integer - 1; // Not pretty, I know
if (cg.DataPadforcepowerSelect >= MAX_DPSHOWPOWERS)
{ //duh
cg.DataPadforcepowerSelect = MAX_DPSHOWPOWERS-1;
}
else if (cg.DataPadforcepowerSelect<0)
{
cg.DataPadforcepowerSelect=0;
}
}
// CG_ClearDataPadCvars();
}
CG_DrawHUDRightFrame1(x,y);
CG_DrawForcePower(cent,x,y);
CG_DrawAmmo(cent,x,y);
CG_DrawMessageLit(cent,x,y);
cgi_R_SetColor( colorTable[CT_WHITE]);
CG_DrawPic( 0, 0, 640, 480, cgs.media.dataPadFrame );
}
//------------------------
// CG_DrawZoomMask
//------------------------
static void CG_DrawBinocularNumbers( qboolean power )
{
vec4_t color1;
cgi_R_SetColor( colorTable[CT_BLACK]);
CG_DrawPic( 212, 367, 200, 40, cgs.media.whiteShader );
if ( power )
{
// Numbers should be kind of greenish
color1[0] = 0.2f;
color1[1] = 0.4f;
color1[2] = 0.2f;
color1[3] = 0.3f;
cgi_R_SetColor( color1 );
// Draw scrolling numbers, use intervals 10 units apart--sorry, this section of code is just kind of hacked
// up with a bunch of magic numbers.....
int val = ((int)((cg.refdefViewAngles[YAW] + 180) / 10)) * 10;
float off = (cg.refdefViewAngles[YAW] + 180) - val;
for ( int i = -10; i < 30; i += 10 )
{
val -= 10;
if ( val < 0 )
{
val += 360;
}
// we only want to draw the very far left one some of the time, if it's too far to the left it will poke outside the mask.
if (( off > 3.0f && i == -10 ) || i > -10 )
{
// draw the value, but add 200 just to bump the range up...arbitrary, so change it if you like
CG_DrawNumField( 155 + i * 10 + off * 10, 374, 3, val + 200, 24, 14, NUM_FONT_CHUNKY, qtrue );
CG_DrawPic( 245 + (i-1) * 10 + off * 10, 376, 6, 6, cgs.media.whiteShader );
}
}
CG_DrawPic( 212, 367, 200, 28, cgs.media.binocularOverlay );
}
}
/*
================
CG_DrawZoomMask
================
*/
extern float cg_zoomFov; //from cg_view.cpp
static void CG_DrawZoomMask( void )
{
vec4_t color1;
centity_t *cent;
float level;
static qboolean flip = qtrue;
float charge = cg.snap->ps.batteryCharge / (float)MAX_BATTERIES; // convert charge to a percentage
qboolean power = qfalse;
cent = &cg_entities[0];
if ( charge > 0.0f )
{
power = qtrue;
}
//-------------
// Binoculars
//--------------------------------
if ( cg.zoomMode == 1 )
{
CG_RegisterItemVisuals( ITM_BINOCULARS_PICKUP );
// zoom level
level = (float)(80.0f - cg_zoomFov) / 80.0f;
// ...so we'll clamp it
if ( level < 0.0f )
{
level = 0.0f;
}
else if ( level > 1.0f )
{
level = 1.0f;
}
// Using a magic number to convert the zoom level to scale amount
level *= 162.0f;
if ( power )
{
// draw blue tinted distortion mask, trying to make it as small as is necessary to fill in the viewable area
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 34, 48, 570, 362, cgs.media.binocularStatic );
}
CG_DrawBinocularNumbers( power );
// Black out the area behind the battery display
cgi_R_SetColor( colorTable[CT_DKGREY]);
CG_DrawPic( 50, 389, 161, 16, cgs.media.whiteShader );
if ( power )
{
color1[0] = sin( cg.time * 0.01f ) * 0.5f + 0.5f;
color1[0] = color1[0] * color1[0];
color1[1] = color1[0];
color1[2] = color1[0];
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 82, 94, 16, 16, cgs.media.binocularCircle );
}
CG_DrawPic( 0, 0, 640, 480, cgs.media.binocularMask );
if ( power )
{
// Flickery color
color1[0] = 0.7f + Q_flrand(-1.0f, 1.0f) * 0.1f;
color1[1] = 0.8f + Q_flrand(-1.0f, 1.0f) * 0.1f;
color1[2] = 0.7f + Q_flrand(-1.0f, 1.0f) * 0.1f;
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 4, 282 - level, 16, 16, cgs.media.binocularArrow );
}
else
{
// No power color
color1[0] = 0.15f;
color1[1] = 0.15f;
color1[2] = 0.15f;
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
}
// The top triangle bit randomly flips when the power is on
if ( flip && power )
{
CG_DrawPic( 330, 60, -26, -30, cgs.media.binocularTri );
}
else
{
CG_DrawPic( 307, 40, 26, 30, cgs.media.binocularTri );
}
if ( Q_flrand(0.0f, 1.0f) > 0.98f && ( cg.time & 1024 ))
{
flip = (qboolean)!flip;
}
if ( power )
{
color1[0] = 1.0f * ( charge < 0.2f ? !!(cg.time & 256) : 1 );
color1[1] = charge * color1[0];
color1[2] = 0.0f;
color1[3] = 0.2f;
cgi_R_SetColor( color1 );
CG_DrawPic( 60, 394.5f, charge * 141, 5, cgs.media.whiteShader );
}
}
//------------
// Disruptor
//--------------------------------
else if ( cg.zoomMode == 2 )
{
level = (float)(80.0f - cg_zoomFov) / 80.0f;
// ...so we'll clamp it
if ( level < 0.0f )
{
level = 0.0f;
}
else if ( level > 1.0f )
{
level = 1.0f;
}
// Using a magic number to convert the zoom level to a rotation amount that correlates more or less with the zoom artwork.
level *= 103.0f;
// Draw target mask
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 0, 0, 640, 480, cgs.media.disruptorMask );
// apparently 99.0f is the full zoom level
if ( level >= 99 )
{
// Fully zoomed, so make the rotating insert pulse
color1[0] = 1.0f;
color1[1] = 1.0f;
color1[2] = 1.0f;
color1[3] = 0.7f + sin( cg.time * 0.01f ) * 0.3f;
cgi_R_SetColor( color1 );
}
// Draw rotating insert
CG_DrawRotatePic2( 320, 240, 640, 480, -level, cgs.media.disruptorInsert );
float cx, cy;
float max;
max = cg_entities[0].gent->client->ps.ammo[weaponData[WP_DISRUPTOR].ammoIndex] / (float)ammoData[weaponData[WP_DISRUPTOR].ammoIndex].max;
if ( max > 1.0f )
{
max = 1.0f;
}
color1[0] = (1.0f - max) * 2.0f;
color1[1] = max * 1.5f;
color1[2] = 0.0f;
color1[3] = 1.0f;
// If we are low on ammo, make us flash
if ( max < 0.15f && ( cg.time & 512 ))
{
VectorClear( color1 );
}
if ( color1[0] > 1.0f )
{
color1[0] = 1.0f;
}
if ( color1[1] > 1.0f )
{
color1[1] = 1.0f;
}
cgi_R_SetColor( color1 );
max *= 58.0f;
for ( float i = 18.5f; i <= 18.5f + max; i+= 3 ) // going from 15 to 45 degrees, with 5 degree increments
{
cx = 320 + sin( (i+90.0f)/57.296f ) * 190;
cy = 240 + cos( (i+90.0f)/57.296f ) * 190;
CG_DrawRotatePic2( cx, cy, 12, 24, 90 - i, cgs.media.disruptorInsertTick );
}
// FIXME: doesn't know about ammo!! which is bad because it draws charge beyond what ammo you may have..
if ( cg_entities[0].gent->client->ps.weaponstate == WEAPON_CHARGING_ALT )
{
cgi_R_SetColor( colorTable[CT_WHITE] );
// draw the charge level
max = ( cg.time - cg_entities[0].gent->client->ps.weaponChargeTime ) / ( 150.0f * 10.0f ); // bad hardcodedness 150 is disruptor charge unit and 10 is max charge units allowed.
if ( max > 1.0f )
{
max = 1.0f;
}
CG_DrawPic2( 257, 435, 134 * max, 34, 0,0,max,1,cgi_R_RegisterShaderNoMip( "gfx/2d/crop_charge" ));
}
}
//-----------
// Light Amp
//--------------------------------
else if ( cg.zoomMode == 3 )
{
CG_RegisterItemVisuals( ITM_LA_GOGGLES_PICKUP );
if ( power )
{
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 34, 29, 580, 410, cgs.media.laGogglesStatic );
CG_DrawPic( 570, 140, 12, 160, cgs.media.laGogglesSideBit );
float light = (128-cent->gent->lightLevel) * 0.5f;
if ( light < -81 ) // saber can really jack up local light levels....?magic number??
{
light = -81;
}
float pos1 = 220 + light;
float pos2 = 220 + cos( cg.time * 0.0004f + light * 0.05f ) * 40 + sin( cg.time * 0.0013f + 1 ) * 20 + sin( cg.time * 0.0021f ) * 5;
// Flickery color
color1[0] = 0.7f + Q_flrand(-1.0f, 1.0f) * 0.2f;
color1[1] = 0.8f + Q_flrand(-1.0f, 1.0f) * 0.2f;
color1[2] = 0.7f + Q_flrand(-1.0f, 1.0f) * 0.2f;
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 565, pos1, 22, 8, cgs.media.laGogglesBracket );
CG_DrawPic( 558, pos2, 14, 5, cgs.media.laGogglesArrow );
}
// Black out the area behind the battery display
cgi_R_SetColor( colorTable[CT_DKGREY]);
CG_DrawPic( 236, 357, 164, 16, cgs.media.whiteShader );
if ( power )
{
// Power bar
color1[0] = 1.0f * ( charge < 0.2f ? !!(cg.time & 256) : 1 );
color1[1] = charge * color1[0];
color1[2] = 0.0f;
color1[3] = 0.4f;
cgi_R_SetColor( color1 );
CG_DrawPic( 247.0f, 362.5f, charge * 143.0f, 6, cgs.media.whiteShader );
// pulsing dot bit
color1[0] = sin( cg.time * 0.01f ) * 0.5f + 0.5f;
color1[0] = color1[0] * color1[0];
color1[1] = color1[0];
color1[2] = color1[0];
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 65, 94, 16, 16, cgs.media.binocularCircle );
}
CG_DrawPic( 0, 0, 640, 480, cgs.media.laGogglesMask );
}
}
/*
================
CG_DrawStats
================
*/
static void CG_DrawStats( void )
{
centity_t *cent;
if ( cg_drawStatus.integer == 0 ) {
return;
}
cent = &cg_entities[cg.snap->ps.clientNum];
if ((cg.snap->ps.viewEntity>0&&cg.snap->ps.viewEntity<ENTITYNUM_WORLD))
{
// MIGHT try and draw a custom hud if it wants...
CG_DrawCustomHealthHud( cent );
return;
}
cgi_UI_MenuPaintAll();
qboolean drawHud = qtrue;
if ( cent && cent->gent )
{
drawHud = CG_DrawCustomHealthHud( cent );
}
if (( drawHud ) && ( cg_drawHUD.integer ))
{
CG_DrawHUD( cent );
}
CG_DrawTalk(cent);
}
/*
===================
CG_DrawPickupItem
===================
*/
static void CG_DrawPickupItem( void ) {
int value;
float *fadeColor;
value = cg.itemPickup;
if ( value && cg_items[ value ].icon != -1 )
{
fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 );
if ( fadeColor )
{
CG_RegisterItemVisuals( value );
cgi_R_SetColor( fadeColor );
CG_DrawPic( 573, 340, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon );
//CG_DrawBigString( ICON_SIZE + 16, 398, bg_itemlist[ value ].classname, fadeColor[0] );
//CG_DrawProportionalString( ICON_SIZE + 16, 398,
// bg_itemlist[ value ].classname, CG_SMALLFONT,fadeColor );
cgi_R_SetColor( NULL );
}
}
}
void CMD_CGCam_Disable( void );
/*
===================
CG_DrawPickupItem
===================
*/
void CG_DrawCredits(void)
{
if (!cg.creditsStart)
{
//
cg.creditsStart = qtrue;
cgi_SP_Register("CREDITS", qfalse); // do not keep around after level
CG_Credits_Init("CREDITS_RAVEN", &colorTable[CT_ICON_BLUE]);
if ( cg_skippingcin.integer )
{//Were skipping a cinematic and it's over now
gi.cvar_set("timescale", "1");
gi.cvar_set("skippingCinematic", "0");
}
}
if (cg.creditsStart)
{
if ( !CG_Credits_Running() )
{
cgi_Cvar_Set( "cg_endcredits", "0" );
CMD_CGCam_Disable();
cgi_SendConsoleCommand("set nextmap disconnect ; cinematic outcast\n");
}
}
}
/*
================================================================================
CROSSHAIR
================================================================================
*/
/*
=================
CG_DrawCrosshair
=================
*/
static void CG_DrawCrosshair( vec3_t worldPoint )
{
float w, h;
qhandle_t hShader;
qboolean corona = qfalse;
vec4_t ecolor;
float f;
float x, y;
if ( !cg_drawCrosshair.integer )
{
return;
}
if ( cg.zoomMode > 0 && cg.zoomMode < 3 )
{
//not while scoped
return;
}
//set color based on what kind of ent is under crosshair
if ( g_crosshairEntNum >= ENTITYNUM_WORLD )
{
ecolor[0] = ecolor[1] = ecolor[2] = 1.0f;
}
else if ( cg_forceCrosshair && cg_crosshairForceHint.integer )
{
ecolor[0] = 0.2f;
ecolor[1] = 0.5f;
ecolor[2] = 1.0f;
corona = qtrue;
}
else if ( cg_crosshairIdentifyTarget.integer )
{
gentity_t *crossEnt = &g_entities[g_crosshairEntNum];
if ( crossEnt->client )
{
if ( crossEnt->client->ps.powerups[PW_CLOAKED] )
{//cloaked don't show up
ecolor[0] = 1.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 1.0f;//B
}
else if ( crossEnt->client->playerTeam == TEAM_PLAYER )
{
//Allies are green
ecolor[0] = 0.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 0.0f;//B
}
else if ( crossEnt->client->playerTeam == TEAM_NEUTRAL )
{
// NOTE: was yellow, but making it white unless they really decide they want to see colors
ecolor[0] = 1.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 1.0f;//B
}
else
{
//Enemies are red
ecolor[0] = 1.0f;//R
ecolor[1] = 0.1f;//G
ecolor[2] = 0.1f;//B
}
}
else if ( crossEnt->s.weapon == WP_TURRET && (crossEnt->svFlags&SVF_NONNPC_ENEMY) )
{
// a turret
if ( crossEnt->noDamageTeam == TEAM_PLAYER )
{
// mine are green
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
else
{
// hostile ones are red
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
}
}
else if ( crossEnt->s.weapon == WP_TRIP_MINE )
{
// tripmines are red
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
}
else
{
VectorCopy( crossEnt->startRGBA, ecolor );
if ( !ecolor[0] && !ecolor[1] && !ecolor[2] )
{
// We don't want a black crosshair, so use white since it will show up better
ecolor[0] = 1.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 1.0f;//B
}
}
}
else // cg_crosshairIdentifyTarget is not on, so make it white
{
ecolor[0] = ecolor[1] = ecolor[2] = 1.0f;
}
ecolor[3] = 1.0;
cgi_R_SetColor( ecolor );
if ( cg.forceCrosshairStartTime )
{
// both of these calcs will fade the corona in one direction
if ( cg.forceCrosshairEndTime )
{
ecolor[3] = (cg.time - cg.forceCrosshairEndTime) / 500.0f;
}
else
{
ecolor[3] = (cg.time - cg.forceCrosshairStartTime) / 300.0f;
}
// clamp
if ( ecolor[3] < 0 )
{
ecolor[3] = 0;
}
else if ( ecolor[3] > 1.0f )
{
ecolor[3] = 1.0f;
}
if ( !cg.forceCrosshairEndTime )
{
// but for the other direction, we'll need to reverse it
ecolor[3] = 1.0f - ecolor[3];
}
}
if ( corona ) // we are pointing at a crosshair item
{
if ( !cg.forceCrosshairStartTime )
{
// must have just happened because we are not fading in yet...start it now
cg.forceCrosshairStartTime = cg.time;
cg.forceCrosshairEndTime = 0;
}
if ( cg.forceCrosshairEndTime )
{
// must have just gone over a force thing again...and we were in the process of fading out. Set fade in level to the level where the fade left off
cg.forceCrosshairStartTime = cg.time - ( 1.0f - ecolor[3] ) * 300.0f;
cg.forceCrosshairEndTime = 0;
}
}
else // not pointing at a crosshair item
{
if ( cg.forceCrosshairStartTime && !cg.forceCrosshairEndTime ) // were currently fading in
{
// must fade back out, but we will have to set the fadeout time to be equal to the current level of faded-in-edness
cg.forceCrosshairEndTime = cg.time - ecolor[3] * 500.0f;
}
if ( cg.forceCrosshairEndTime && cg.time - cg.forceCrosshairEndTime > 500.0f ) // not pointing at anything and fade out is totally done
{
// reset everything
cg.forceCrosshairStartTime = 0;
cg.forceCrosshairEndTime = 0;
}
}
w = h = cg_crosshairSize.value;
// pulse the size of the crosshair when picking up items
f = cg.time - cg.itemPickupBlendTime;
if ( f > 0 && f < ITEM_BLOB_TIME ) {
f /= ITEM_BLOB_TIME;
w *= ( 1 + f );
h *= ( 1 + f );
}
if ( worldPoint && VectorLength( worldPoint ) )
{
if ( !CG_WorldCoordToScreenCoordFloat( worldPoint, &x, &y ) )
{//off screen, don't draw it
cgi_R_SetColor( NULL );
return;
}
x -= 320;//????
y -= 240;//????
}
else
{
x = cg_crosshairX.integer;
y = cg_crosshairY.integer;
}
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{
if ( !Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))
{
// draws a custom crosshair that is twice as large as normal
cgi_R_DrawStretchPic( x + cg.refdef.x + 320 - w,
y + cg.refdef.y + 240 - h,
w * 2, h * 2, 0, 0, 1, 1, cgs.media.turretCrossHairShader );
}
}
else
{
hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ];
cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (640 - w),
y + cg.refdef.y + 0.5 * (480 - h),
w, h, 0, 0, 1, 1, hShader );
}
if ( cg.forceCrosshairStartTime && cg_crosshairForceHint.integer ) // drawing extra bits
{
ecolor[0] = ecolor[1] = ecolor[2] = (1 - ecolor[3]) * ( sin( cg.time * 0.001f ) * 0.08f + 0.35f ); // don't draw full color
ecolor[3] = 1.0f;
cgi_R_SetColor( ecolor );
w *= 2.0f;
h *= 2.0f;
cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5f * ( 640 - w ), y + cg.refdef.y + 0.5f * ( 480 - h ),
w, h,
0, 0, 1, 1,
cgs.media.forceCoronaShader );
}
cgi_R_SetColor( NULL );
}
/*
qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, int *x, int *y)
Take any world coord and convert it to a 2D virtual 640x480 screen coord
*/
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y)
{
vec3_t trans;
float xc, yc;
float px, py;
float z;
px = tan(cg.refdef.fov_x * (M_PI / 360) );
py = tan(cg.refdef.fov_y * (M_PI / 360) );
VectorSubtract(worldCoord, cg.refdef.vieworg, trans);
xc = 640 / 2.0;
yc = 480 / 2.0;
// z = how far is the object in our forward direction
z = DotProduct(trans, cg.refdef.viewaxis[0]);
if (z <= 0.001)
return qfalse;
*x = xc - DotProduct(trans, cg.refdef.viewaxis[1])*xc/(z*px);
*y = yc - DotProduct(trans, cg.refdef.viewaxis[2])*yc/(z*py);
return qtrue;
}
qboolean CG_WorldCoordToScreenCoord( vec3_t worldCoord, int *x, int *y ) {
float xF, yF;
if ( CG_WorldCoordToScreenCoordFloat( worldCoord, &xF, &yF ) ) {
*x = (int)xF;
*y = (int)yF;
return qtrue;
}
return qfalse;
}
// I'm keeping the rocket tracking code separate for now since I may want to do different logic...but it still uses trace info from scanCrosshairEnt
//-----------------------------------------
static void CG_ScanForRocketLock( void )
//-----------------------------------------
{
gentity_t *traceEnt;
static qboolean tempLock = qfalse; // this will break if anything else uses this locking code ( other than the player )
traceEnt = &g_entities[g_crosshairEntNum];
if ( !traceEnt || g_crosshairEntNum <= 0 || g_crosshairEntNum >= ENTITYNUM_WORLD || (!traceEnt->client && traceEnt->s.weapon != WP_TURRET ) || !traceEnt->health
|| ( traceEnt && traceEnt->client && traceEnt->client->ps.powerups[PW_CLOAKED] ))
{
// see how much locking we have
int dif = ( cg.time - g_rocketLockTime ) / ( 1200.0f / 8.0f );
// 8 is full locking....also if we just traced onto the world,
// give them 1/2 second of slop before dropping the lock
if ( dif < 8 && g_rocketSlackTime + 500 < cg.time )
{
// didn't have a full lock and not in grace period, so drop the lock
g_rocketLockTime = 0;
g_rocketSlackTime = 0;
tempLock = qfalse;
}
if ( g_rocketSlackTime + 500 >= cg.time && g_rocketLockEntNum < ENTITYNUM_WORLD )
{
// were locked onto an ent, aren't right now.....but still within the slop grace period
// keep the current lock amount
g_rocketLockTime += cg.frametime;
}
if ( !tempLock && g_rocketLockEntNum < ENTITYNUM_WORLD && dif >= 8 )
{
tempLock = qtrue;
if ( g_rocketLockTime + 1200 < cg.time )
{
g_rocketLockTime = cg.time - 1200; // doh, hacking the time so the targetting still gets drawn full
}
}
// keep locking to this thing for one second after it gets out of view
if ( g_rocketLockTime + 2000.0f < cg.time ) // since time was hacked above, I'm compensating so that 2000ms is really only 1000ms
{
// too bad, you had your chance
g_rocketLockEntNum = ENTITYNUM_NONE;
g_rocketSlackTime = 0;
g_rocketLockTime = 0;
}
}
else
{
tempLock = qfalse;
if ( g_rocketLockEntNum >= ENTITYNUM_WORLD )
{
if ( g_rocketSlackTime + 500 < cg.time )
{
// we just locked onto something, start the lock at the current time
g_rocketLockEntNum = g_crosshairEntNum;
g_rocketLockTime = cg.time;
g_rocketSlackTime = cg.time;
}
}
else
{
if ( g_rocketLockEntNum != g_crosshairEntNum )
{
g_rocketLockTime = cg.time;
}
// may as well always set this when we can potentially lock to something
g_rocketSlackTime = cg.time;
g_rocketLockEntNum = g_crosshairEntNum;
}
}
}
extern float forcePushPullRadius[];
void CG_ScanForForceCrosshairEntity( )
{
trace_t trace;
gentity_t *traceEnt = NULL;
vec3_t start, end;
int content;
int ignoreEnt = cg.snap->ps.clientNum;
//FIXME: debounce this to about 10fps?
cg_forceCrosshair = qfalse;
if ( cg_entities[0].gent && cg_entities[0].gent->client ) // <-Mike said it should always do this //if (cg_crosshairForceHint.integer &&
{//try to check for force-affectable stuff first
vec3_t angles, d_f, d_rt, d_up;
//VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
//AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
BG_CalculateVROffHandPosition(start, angles);
AngleVectors( angles, d_f, d_rt, d_up );
VectorMA( start, 2048, d_f, end );//4028 is max for mind trick
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi.trace( &trace, start, vec3_origin, vec3_origin, end,
ignoreEnt, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_NOCOLLIDE, 10 );// ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
if ( trace.entityNum < ENTITYNUM_WORLD )
{//hit something
traceEnt = &g_entities[trace.entityNum];
if ( traceEnt )
{
if ( traceEnt->client)
{//is a client
cg_forceCrosshair = qtrue;
}
// No? Check for force-push/pullable doors and func_statics
else if ( traceEnt->s.eType == ET_MOVER )
{//hit a mover
if ( !Q_stricmp( "func_door", traceEnt->classname ) )
{//it's a func_door
if ( traceEnt->spawnflags & 2/*MOVER_FORCE_ACTIVATE*/ )
{//it's force-usable
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] || cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//player has push or pull
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
}
}
else if ( !Q_stricmp( "func_static", traceEnt->classname ) )
{//it's a func_static
if ( (traceEnt->spawnflags & 1/*F_PUSH*/) && (traceEnt->spawnflags & 2/*F_PULL*/) )
{//push or pullable
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 1/*F_PUSH*/) )
{//pushable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]] >= trace.fraction * 2048 )
{//actually close enough to use force push on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 2/*F_PULL*/) )
{//pullable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]] >= trace.fraction * 2048 )
{//actually close enough to use force pull on it
cg_forceCrosshair = qtrue;
}
}
}
}
}
}
}
if ( !traceEnt || (traceEnt->s.eFlags & EF_NO_TED) )
{
return;
}
// if the player is in fog, don't show it
content = cgi_CM_PointContents( trace.endpos, 0 );
if ( content & CONTENTS_FOG )
{
return;
}
// if the player is cloaked, don't show it
if ( cg_entities[ trace.entityNum ].currentState.powerups & ( 1 << PW_CLOAKED ))
{
return;
}
// update the fade timer
if ( cg.crosshairClientNum != trace.entityNum )
{
infoStringCount = 0;
}
cg.crosshairClientNum = trace.entityNum;
cg.crosshairClientTime = cg.time;
}
/*
=================
CG_DrawCrosshair3D
=================
*/
static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
{
float w;
qhandle_t hShader;
float f;
int ca;
trace_t trace;
vec3_t endpos;
refEntity_t ent;
if (( type == 1 && !cg_drawCrosshair.integer) ||
(type == 0 && !cg_drawCrosshairForce.integer)) {
return;
}
if (cg.snap->ps.pm_type == PM_INTERMISSION)
{
return;
}
if ( in_camera ) {
return;
}
if ( cg.zoomMode )
{
//not while scoped
return;
}
if ( in_misccamera )
{
//Not while viewing from another entity (such as a camera)
return;
}
if ( type == 1 && (cg.snap->ps.weapon == WP_NONE ||
cg.snap->ps.weapon == WP_SABER ||
cg.snap->ps.weapon == WP_STUN_BATON ||
cg.snap->ps.weapon == WP_THERMAL ))
{
return;
}
if (type == 0)
{
if (showPowers[cg.forcepowerSelect] == FP_HEAL ||
showPowers[cg.forcepowerSelect] == FP_SPEED ||
vr->weapon_stabilised)
{
return;
}
CG_ScanForForceCrosshairEntity();
}
w = cg_crosshairSize.value;
// pulse the size of the crosshair when picking up items
f = cg.time - cg.itemPickupBlendTime;
if ( f > 0 && f < ITEM_BLOB_TIME ) {
f /= ITEM_BLOB_TIME;
w *= ( 1 + f );
}
ca = (type == 1) ? cg_drawCrosshair.integer : cg_drawCrosshairForce.integer;
if (ca < 0) {
ca = 0;
}
hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ];
float xmax = 64.0f * tan(cg.refdef.fov_x * M_PI / 360.0f);
vec3_t forward, weaponangles, origin;
if (type == 0)
{
BG_CalculateVROffHandPosition(origin, weaponangles);
}
else
{
BG_CalculateVRWeaponPosition(origin, weaponangles);
}
AngleVectors(weaponangles, forward, NULL, NULL);
VectorMA(origin, 2048, forward, endpos);
CG_Trace(&trace, origin, NULL, NULL, endpos, 0, MASK_SHOT);
if (trace.fraction != 1.0f) {
memset(&ent, 0, sizeof(ent));
ent.reType = RT_SPRITE;
ent.renderfx = RF_FIRST_PERSON;
VectorCopy(trace.endpos, ent.origin);
ent.radius = w / 640 * xmax * trace.fraction * 2048 / 64.0f;
ent.customShader = hShader;
if(type == 0 && !cg_forceCrosshair) //Not Active Force Crosshair
{
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 180;
ent.shaderRGBA[2] = 180;
}
else if(type == 0) //Active Force Crosshair
{
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 90;
ent.shaderRGBA[2] = 90;
}
else //Regular Crosshair
{
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255;
}
ent.shaderRGBA[3] = 255;
cgi_R_AddRefEntityToScene(&ent);
}
}
/*
=================
CG_ScanForCrosshairEntity
=================
*/
static void CG_ScanForCrosshairEntity( qboolean scanAll )
{
trace_t trace;
gentity_t *traceEnt = NULL;
vec3_t start, end;
int content;
int ignoreEnt = cg.snap->ps.clientNum;
//FIXME: debounce this to about 10fps?
cg_forceCrosshair = qfalse;
if ( cg_entities[0].gent && cg_entities[0].gent->client ) // <-Mike said it should always do this //if (cg_crosshairForceHint.integer &&
{//try to check for force-affectable stuff first
vec3_t d_f, d_rt, d_up;
//VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
//AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
VectorMA( start, 2048, d_f, end );//4028 is max for mind trick
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi.trace( &trace, start, vec3_origin, vec3_origin, end,
ignoreEnt, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_NOCOLLIDE, 10 );// ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
if ( trace.entityNum < ENTITYNUM_WORLD )
{//hit something
traceEnt = &g_entities[trace.entityNum];
if ( traceEnt )
{
// Check for mind trickable-guys
if ( traceEnt->client )
{//is a client
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_TELEPATHY] && traceEnt->health > 0 && VALIDSTRING(traceEnt->behaviorSet[BSET_MINDTRICK]) )
{//I have the ability to mind-trick and he is alive and he has a mind trick script
//NOTE: no need to check range since it's always 2048
cg_forceCrosshair = qtrue;
}
}
// No? Check for force-push/pullable doors and func_statics
else if ( traceEnt->s.eType == ET_MOVER )
{//hit a mover
if ( !Q_stricmp( "func_door", traceEnt->classname ) )
{//it's a func_door
if ( traceEnt->spawnflags & 2/*MOVER_FORCE_ACTIVATE*/ )
{//it's force-usable
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] || cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//player has push or pull
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
}
}
else if ( !Q_stricmp( "func_static", traceEnt->classname ) )
{//it's a func_static
if ( (traceEnt->spawnflags & 1/*F_PUSH*/) && (traceEnt->spawnflags & 2/*F_PULL*/) )
{//push or pullable
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 1/*F_PUSH*/) )
{//pushable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]] >= trace.fraction * 2048 )
{//actually close enough to use force push on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 2/*F_PULL*/) )
{//pullable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]] >= trace.fraction * 2048 )
{//actually close enough to use force pull on it
cg_forceCrosshair = qtrue;
}
}
}
}
}
}
}
if ( !cg_forceCrosshair )
{
if ( cg_dynamicCrosshair.integer )
{//100% accurate
vec3_t d_f, d_rt, d_up;
if ( cg.snap->ps.weapon == WP_NONE ||
cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_STUN_BATON )
{
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{//in camera ent view
ignoreEnt = cg.snap->ps.viewEntity;
if ( g_entities[cg.snap->ps.viewEntity].client )
{
VectorCopy( g_entities[cg.snap->ps.viewEntity].client->renderInfo.eyePoint, start );
}
else
{
VectorCopy( cg_entities[cg.snap->ps.viewEntity].lerpOrigin, start );
}
AngleVectors( cg_entities[cg.snap->ps.viewEntity].lerpAngles, d_f, d_rt, d_up );
}
else
{
VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
}
}
else
{
extern void CalcMuzzlePoint( gentity_t *const ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float lead_in );
AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
CalcMuzzlePoint( &g_entities[0], d_f, d_rt, d_up, start , 0 );
}
//VectorCopy( g_entities[0].client->renderInfo.muzzlePoint, start );
//FIXME: increase this? Increase when zoom in?
VectorMA( start, 4096, d_f, end );//was 8192
}
else
{//old way
VectorCopy( cg.refdef.vieworg, start );
//FIXME: increase this? Increase when zoom in?
VectorMA( start, 4096, cg.refdef.viewaxis[0], end );//was 8192
}
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi.trace( &trace, start, vec3_origin, vec3_origin, end,
ignoreEnt, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_NOCOLLIDE, 10 );// ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
/*
CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
cg.snap->ps.clientNum, MASK_PLAYERSOLID|CONTENTS_CORPSE|CONTENTS_ITEM );
*/
//FIXME: pick up corpses
if ( trace.startsolid || trace.allsolid )
{
// trace should not be allowed to pick up anything if it started solid. I tried actually moving the trace start back, which also worked,
// but the dynamic cursor drawing caused it to render around the clip of the gun when I pushed the blaster all the way into a wall.
// It looked quite horrible...but, if this is bad for some reason that I don't know
trace.entityNum = ENTITYNUM_NONE;
}
traceEnt = &g_entities[trace.entityNum];
}
// if the object is "dead", don't show it
/* if ( cg.crosshairClientNum && g_entities[cg.crosshairClientNum].health <= 0 )
{
cg.crosshairClientNum = 0;
return;
}
*/
if ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON ||
(!Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))) {
//draw crosshair at endpoint
CG_DrawCrosshair(trace.endpos);
}
g_crosshairEntNum = trace.entityNum;
g_crosshairEntDist = 4096*trace.fraction;
if ( !traceEnt )
{
//not looking at anything
g_crosshairSameEntTime = 0;
g_crosshairEntTime = 0;
}
else
{//looking at a valid ent
//store the distance
if ( trace.entityNum != g_crosshairEntNum )
{//new crosshair ent
g_crosshairSameEntTime = 0;
}
else if ( g_crosshairEntDist < 256 )
{//close enough to start counting how long you've been looking
g_crosshairSameEntTime += cg.frametime;
}
//remember the last time you looked at the person
g_crosshairEntTime = cg.time;
}
if ( !traceEnt || (traceEnt->s.eFlags & EF_NO_TED) )
{
if ( traceEnt && scanAll )
{
}
else
{
return;
}
}
// if the player is in fog, don't show it
content = cgi_CM_PointContents( trace.endpos, 0 );
if ( content & CONTENTS_FOG )
{
return;
}
// if the player is cloaked, don't show it
if ( cg_entities[ trace.entityNum ].currentState.powerups & ( 1 << PW_CLOAKED ))
{
return;
}
// update the fade timer
if ( cg.crosshairClientNum != trace.entityNum )
{
infoStringCount = 0;
}
cg.crosshairClientNum = trace.entityNum;
cg.crosshairClientTime = cg.time;
}
/*
=====================
CG_DrawCrosshairNames
=====================
*/
static void CG_DrawCrosshairNames( void )
{
qboolean scanAll = qfalse;
centity_t *player = &cg_entities[0];
if ( cg_dynamicCrosshair.integer )
{
// still need to scan for dynamic crosshair
CG_ScanForCrosshairEntity( scanAll );
return;
}
if ( !player->gent )
{
return;
}
if ( !player->gent->client )
{
return;
}
// scan the known entities to see if the crosshair is sighted on one
// This is currently being called by the rocket tracking code, so we don't necessarily want to do duplicate traces :)
CG_ScanForCrosshairEntity( scanAll );
}
//--------------------------------------------------------------
static void CG_DrawRocketLocking( int lockEntNum, int lockTime )
//--------------------------------------------------------------
{
gentity_t *gent = &g_entities[lockEntNum];
if ( !gent )
{
return;
}
int cx, cy;
vec3_t org;
static int oldDif = 0;
VectorCopy( gent->currentOrigin, org );
org[2] += (gent->mins[2] + gent->maxs[2]) * 0.5f;
if ( CG_WorldCoordToScreenCoord( org, &cx, &cy ))
{
// we care about distance from enemy to eye, so this is good enough
float sz = Distance( gent->currentOrigin, cg.refdef.vieworg ) / 1024.0f;
if ( cg.zoomMode > 0 )
{
if ( cg.overrides.active & CG_OVERRIDE_FOV )
{
sz -= ( cg.overrides.fov - cg_zoomFov ) / 80.0f;
}
else
{
sz -= ( cg_fov.value - cg_zoomFov ) / 80.0f;
}
}
if ( sz > 1.0f )
{
sz = 1.0f;
}
else if ( sz < 0.0f )
{
sz = 0.0f;
}
sz = (1.0f - sz) * (1.0f - sz) * 32 + 6;
vec4_t color={0.0f,0.0f,0.0f,0.0f};
cy += sz * 0.5f;
// well now, take our current lock time and divide that by 8 wedge slices to get the current lock amount
int dif = ( cg.time - g_rocketLockTime ) / ( 1200.0f / 8.0f );
if ( dif < 0 )
{
oldDif = 0;
return;
}
else if ( dif > 8 )
{
dif = 8;
}
// do sounds
if ( oldDif != dif )
{
if ( dif == 8 )
{
cgi_S_StartSound( org, 0, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/rocket/lock.wav" ));
}
else
{
cgi_S_StartSound( org, 0, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/rocket/tick.wav" ));
}
}
oldDif = dif;
for ( int i = 0; i < dif; i++ )
{
color[0] = 1.0f;
color[1] = 0.0f;
color[2] = 0.0f;
color[3] = 0.1f * i + 0.2f;
cgi_R_SetColor( color );
// our slices are offset by about 45 degrees.
CG_DrawRotatePic( cx - sz, cy - sz, sz, sz, i * 45.0f, cgi_R_RegisterShaderNoMip( "gfx/2d/wedge" ));
}
// we are locked and loaded baby
if ( dif == 8 )
{
color[0] = color[1] = color[2] = sin( cg.time * 0.05f ) * 0.5f + 0.5f;
color[3] = 1.0f; // this art is additive, so the alpha value does nothing
cgi_R_SetColor( color );
CG_DrawPic( cx - sz, cy - sz * 2, sz * 2, sz * 2, cgi_R_RegisterShaderNoMip( "gfx/2d/lock" ));
}
}
}
//------------------------------------
static void CG_RunRocketLocking( void )
//------------------------------------
{
centity_t *player = &cg_entities[0];
// Only bother with this when the player is holding down the alt-fire button of the rocket launcher
if ( player->currentState.weapon == WP_ROCKET_LAUNCHER )
{
if ( player->currentState.eFlags & EF_ALT_FIRING )
{
CG_ScanForRocketLock();
if ( g_rocketLockEntNum > 0 && g_rocketLockEntNum < ENTITYNUM_WORLD && g_rocketLockTime > 0 )
{
CG_DrawRocketLocking( g_rocketLockEntNum, g_rocketLockTime );
}
}
else
{
// disengage any residual locking
g_rocketLockEntNum = ENTITYNUM_WORLD;
g_rocketLockTime = 0;
}
}
}
/*
=================
CG_DrawIntermission
=================
*/
static void CG_DrawIntermission( void ) {
CG_DrawScoreboard();
}
/*
==================
CG_DrawSnapshot
==================
*/
static float CG_DrawSnapshot( float y ) {
char *s;
int w;
s = va( "time:%i snap:%i cmd:%i", cg.snap->serverTime,
cg.latestSnapshotNum, cgs.serverCommandSequence );
w = cgi_R_Font_StrLenPixels(s, cgs.media.qhFontSmall, FONT_SCALE);
int tempX = 635 - w;
int tempY = y+2;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX, tempY, s, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, FONT_SCALE);
return y + BIGCHAR_HEIGHT + 10;
}
/*
==================
CG_DrawFPS
==================
*/
#define FPS_FRAMES 16
static float CG_DrawFPS( float y ) {
char *s;
static unsigned short previousTimes[FPS_FRAMES];
static unsigned short index;
static int previous, lastupdate;
int t, i, fps, total;
unsigned short frameTime;
// don't use serverTime, because that will be drifting to
// correct for internet lag changes, timescales, timedemos, etc
t = cgi_Milliseconds();
frameTime = t - previous;
previous = t;
if (t - lastupdate > 50) //don't sample faster than this
{
lastupdate = t;
previousTimes[index % FPS_FRAMES] = frameTime;
index++;
}
// average multiple frames together to smooth changes out a bit
total = 0;
for ( i = 0 ; i < FPS_FRAMES ; i++ ) {
total += previousTimes[i];
}
if ( !total ) {
total = 1;
}
fps = 1000 * FPS_FRAMES / total;
s = va( "%ifps", fps );
const int w = cgi_R_Font_StrLenPixels(s, cgs.media.qhFontSmall, FONT_SCALE);
int tempX = 635 - w;
int tempY = y+2;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX, tempY, s, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, FONT_SCALE);
return y + BIGCHAR_HEIGHT + 10;
}
/*
=================
CG_DrawTimer
=================
*/
static float CG_DrawTimer( float y ) {
char *s;
int w;
int mins, seconds, tens;
seconds = cg.time / 1000;
mins = seconds / 60;
seconds -= mins * 60;
tens = seconds / 10;
seconds -= tens * 10;
s = va( "%i:%i%i", mins, tens, seconds );
w = cgi_R_Font_StrLenPixels(s, cgs.media.qhFontSmall, FONT_SCALE);
int tempX = 635 - w;
int tempY = y+2;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX, tempY, s, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, FONT_SCALE);
return y + BIGCHAR_HEIGHT + 10;
}
/*
=================
CG_DrawAmmoWarning
=================
*/
static void CG_DrawAmmoWarning( void ) {
char text[1024]={0};
int w;
if ( cg_drawAmmoWarning.integer == 0 ) {
return;
}
if ( !cg.lowAmmoWarning ) {
return;
}
if ( weaponData[cg.snap->ps.weapon].ammoIndex == AMMO_NONE )
{//doesn't use ammo, so no warning
return;
}
if ( cg.lowAmmoWarning == 2 ) {
cgi_SP_GetStringTextString( "INGAME_INSUFFICIENTENERGY", text, sizeof(text) );
} else {
return;
//s = "LOW AMMO WARNING";
}
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE);
int offset = w / 2;
int tempX = SCREEN_WIDTH / 2;
int tempY = 64;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, FONT_SCALE);
}
//---------------------------------------
static qboolean CG_RenderingFromMiscCamera()
{
//centity_t *cent;
//cent = &cg_entities[cg.snap->ps.clientNum];
if ( cg.snap->ps.viewEntity > 0 &&
cg.snap->ps.viewEntity < ENTITYNUM_WORLD )// cent && cent->gent && cent->gent->client && cent->gent->client->ps.viewEntity)
{
// Only check viewEntities
if ( !Q_stricmp( "misc_camera", g_entities[cg.snap->ps.viewEntity].classname ))
{
// Only doing a misc_camera, so check health.
if ( g_entities[cg.snap->ps.viewEntity].health > 0 )
{
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/workingCamera" ));
}
else
{
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/brokenCamera" ));
}
// don't render other 2d stuff
return qtrue;
}
if (vr->remote_droid)
{
//Render as if we are looking through a camera
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/workingCamera" ));
}
else if ( !Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))
{
// could do a panel turret screen overlay...this is a cheesy placeholder
CG_DrawPic( 30, 90, 128, 300, cgs.media.turretComputerOverlayShader );
CG_DrawPic( 610, 90, -128, 300, cgs.media.turretComputerOverlayShader );
}
else
{
// FIXME: make sure that this assumption is correct...because I'm assuming that I must be a droid.
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/droid_view" ));
}
}
// not in misc_camera, render other stuff.
return qfalse;
}
qboolean cg_usingInFrontOf = qfalse;
qboolean CanUseInfrontOf(gentity_t*);
static void CG_UseIcon()
{
if (cg_usableObjectsHint.integer) {
cg_usingInFrontOf = CanUseInfrontOf(cg_entities[cg.snap->ps.clientNum].gent);
if (cg_usingInFrontOf)
{
cgi_R_SetColor( NULL );
CG_DrawPic( 50, 285, 64, 64, cgs.media.useableHint );
}
}
}
/*
-------------------------
CG_DrawZoomBorders
-------------------------
*/
static void CG_DrawZoomBorders( void )
{
vec4_t modulate;
modulate[0] = modulate[1] = modulate[2] = 0.0f;
modulate[3] = 1.0f;
int bar_height = 80;
CG_FillRect( 0, 0, 640, bar_height, modulate );
CG_FillRect( 0, 480 - 80, 640, bar_height, modulate );
}
/*
==============
CG_DrawVignette
==============
*/
float currentComfortVignetteValue = 0.0f;
float filteredViewYawDelta = 0.0f;
static void CG_DrawVignette( void )
{
playerState_t *ps;
ps = &cg.snap->ps;
cvar_t *vr_comfort_vignette = gi.cvar("vr_comfort_vignette", "0.0", CVAR_ARCHIVE); // defined in VrCvars.h
if (vr_comfort_vignette->value <= 0.0f || vr_comfort_vignette->value > 1.0f || !cg.zoomMode == 0)
{
return;
}
bool isMoving = VectorLength(cg.predicted_player_state.velocity) > 30.0;
// When player is in the air, apply vignette (to prevent throbbing on top of jump)
bool isInAir = ps->groundEntityNum == ENTITYNUM_NONE;
cvar_t *vr_turn_mode = gi.cvar("vr_turn_mode", "0", CVAR_ARCHIVE); // defined in VrCvars.h
// Apply only for smooth turn
bool isTurning = (vr_turn_mode->integer == 2 || (vr_turn_mode->integer == 1 && vr->third_person));
if (isTurning) {
float yawDelta = fabsf(vr->clientview_yaw_delta);
if (yawDelta > 180)
{
yawDelta = fabs(yawDelta - 360);
}
filteredViewYawDelta = filteredViewYawDelta * 0.75f + yawDelta * 0.25f;
isTurning = filteredViewYawDelta > 1;
}
if (isMoving || isInAir || isTurning)
{
if (currentComfortVignetteValue < vr_comfort_vignette->value)
{
currentComfortVignetteValue += vr_comfort_vignette->value * 0.05;
if (currentComfortVignetteValue > 1.0f)
currentComfortVignetteValue = 1.0f;
}
} else{
if (currentComfortVignetteValue > 0.0f)
currentComfortVignetteValue -= vr_comfort_vignette->value * 0.05;
}
if (currentComfortVignetteValue > 0.0f && currentComfortVignetteValue <= 1.0f)
{
int screenWidth = 640; //cg.refdef.width;
int screenHeight = 480; //cg.refdef.height;
int x = (int)(0 + currentComfortVignetteValue * screenWidth / 3.5f);
int w = (int)(screenWidth - 2 * x);
int y = (int)(0 + currentComfortVignetteValue * screenHeight / 3.5f);
int h = (int)(screenHeight - 2 * y);
vec4_t black = {0.0, 0.0, 0.0, 1};
cgi_R_SetColor( black );
// sides
cgi_R_DrawStretchPic( 0, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader );
cgi_R_DrawStretchPic( screenWidth - x, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader );
// top/bottom
cgi_R_DrawStretchPic( x, 0, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
cgi_R_DrawStretchPic( x, screenHeight - y, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
// vignette
cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.vignetteShader );
cgi_R_SetColor( NULL );
}
}
/*
=================
CG_Draw2D
=================
*/
extern void CG_SaberClashFlare( void );
static void CG_Draw2D( void )
{
char text[1024]={0};
int w,y_pos;
centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
// if we are taking a levelshot for the menu, don't draw anything
if ( cg.levelShot )
{
return;
}
if ( cg_draw2D.integer == 0 )
{
return;
}
if ( cg.snap->ps.pm_type == PM_INTERMISSION )
{
cg.drawingHUD = CG_HUD_SCALED;
CG_DrawIntermission();
cg.drawingHUD = CG_HUD_NORMAL;
return;
}
if (cg_endcredits.integer)
{
if (!CG_Credits_Draw())
{
CG_DrawCredits(); // will probably get rid of this soon
}
}
if (!vr->immersive_cinematics) {
CGCam_DrawWideScreen();
}
if (cg.zoomMode == 4)
{
CG_DrawWeapReticle();
}
else if (cg.zoomMode != 0)
{
CG_DrawZoomBorders();
}
cg.drawingHUD = CG_HUD_SCALED;
CG_DrawBatteryCharge();
// Draw this before the text so that any text won't get clipped off
if ( !in_camera )
{
cg.drawingHUD = CG_HUD_ZOOM;
CG_DrawZoomMask();
cg.drawingHUD = CG_HUD_SCALED;
}
CG_DrawScrollText();
CG_DrawCaptionText( in_camera && vr->immersive_cinematics );
if ( in_camera )
{//still draw the saber clash flare, but nothing else
cg.drawingHUD = CG_HUD_NORMAL;
CG_SaberClashFlare();
return;
}
cg.drawingHUD = CG_HUD_NORMAL;
if ( CG_RenderingFromMiscCamera())
{
// purposely doing an early out when in a misc_camera, change it if needed.
// allowing center print when in camera mode, probably just an alpha thing - dmv
CG_DrawCenterString();
return;
}
cg.drawingHUD = CG_HUD_SCALED;
// don't draw any status if dead
if ( cg.snap->ps.stats[STAT_HEALTH] > 0 )
{
CG_DrawVignette();
if ( !(cent->gent && cent->gent->s.eFlags & (EF_LOCKED_TO_WEAPON |EF_IN_ATST)))
{
CG_DrawIconBackground();
}
CG_DrawMoveSpeedIcon();
CG_DrawWeaponSelect();
if ( cg.zoomMode == 0 )
{
CG_DrawStats();
}
CG_DrawAmmoWarning();
//CROSSHAIR is now done from the crosshair ent trace
//if ( !cg.renderingThirdPerson && !cg_dynamicCrosshair.integer ) // disruptor draws it's own crosshair artwork; binocs draw nothing; third person draws its own crosshair
//{
// CG_DrawCrosshair( NULL );
//}
CG_DrawCrosshairNames();
CG_RunRocketLocking();
CG_DrawInventorySelect();
CG_DrawForceSelect();
CG_DrawPickupItem();
CG_UseIcon();
}
CG_SaberClashFlare();
float y = 0;
if (cg_drawSnapshot.integer) {
y=CG_DrawSnapshot(y);
}
if (cg_drawFPS.integer) {
y=CG_DrawFPS(y);
}
if (cg_drawTimer.integer) {
y=CG_DrawTimer(y);
}
// don't draw center string if scoreboard is up
if ( !CG_DrawScoreboard() ) {
CG_DrawCenterString();
}
if (missionInfo_Updated)
{
if (cg.predicted_player_state.pm_type != PM_DEAD)
{
// Was a objective given?
/* if ((cg_updatedDataPadForcePower.integer) || (cg_updatedDataPadObjective.integer))
{
// How long has the game been running? If within 15 seconds of starting, throw up the datapad.
if (cg.dataPadLevelStartTime>cg.time)
{
// Make it pop up
if (!in_camera)
{
cgi_SendConsoleCommand( "datapad" );
cg.dataPadLevelStartTime=cg.time; //and don't do it again this level!
}
}
}
*/
if (!cg.missionInfoFlashTime)
{
cg.missionInfoFlashTime = cg.time + cg_missionInfoFlashTime.integer;
}
if (cg.missionInfoFlashTime < cg.time) // Time's up. They didn't read it.
{
cg.missionInfoFlashTime = 0;
missionInfo_Updated = qfalse;
CG_ClearDataPadCvars();
}
cgi_SP_GetStringTextString( "INGAME_DATAPAD_UPDATED", text, sizeof(text) );
int x_pos = 0;
int offset = 0;
y_pos = (SCREEN_HEIGHT/2)+80;
if ( cg_missionInfoCentered.integer )
{
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE);
offset = w / 2;
x_pos = SCREEN_WIDTH / 2;
}
int tempX = x_pos;
int tempY = y_pos;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTRED1], cgs.media.qhFontSmall, -1, FONT_SCALE);
if (cg_updatedDataPadForcePower1.integer)
{
y_pos += 25;
cgi_SP_GetStringTextString("INGAME_NEW_FORCE_POWER_INFO", text, sizeof(text) );
if ( cg_missionInfoCentered.integer )
{
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE);
offset = w / 2;
x_pos = SCREEN_WIDTH / 2;
}
tempX = x_pos;
tempY = y_pos;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTRED1], cgs.media.qhFontSmall, -1, FONT_SCALE);
}
if (cg_updatedDataPadObjective.integer)
{
y_pos += 25;
cgi_SP_GetStringTextString( "INGAME_NEW_OBJECTIVE_INFO", text, sizeof(text) );
if ( cg_missionInfoCentered.integer )
{
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE);
offset = w / 2;
x_pos = SCREEN_WIDTH / 2;
}
tempX = x_pos;
tempY = y_pos;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTRED1], cgs.media.qhFontSmall, -1, FONT_SCALE);
}
// if (cent->gent->client->sess.missionObjectivesShown<3)
// {
// CG_DrawProportionalString((SCREEN_WIDTH/2), (SCREEN_HEIGHT/2) + 20, ingame_text[IGT_MISSIONINFO_UPDATED2],
// CG_PULSE | CG_CENTER| CG_SMALLFONT, colorTable[CT_LTRED1] );
// }
}
}
cg.drawingHUD = CG_HUD_NORMAL;
}
/*
=====================
CG_DrawActive
Perform all drawing needed to completely fill the screen
=====================
*/
void CG_DrawActive( stereoFrame_t stereoView ) {
float separation;
vec3_t baseOrg;
// optionally draw the info screen instead
if ( !cg.snap ) {
CG_DrawInformation();
return;
}
if (!vr->item_selector) {
CG_DrawCrosshair3D(0);
CG_DrawCrosshair3D(1);
}
//FIXME: these globals done once at start of frame for various funcs
AngleVectors (cg.refdefViewAngles, vfwd, vright, vup);
VectorCopy( vfwd, vfwd_n );
VectorCopy( vright, vright_n );
VectorCopy( vup, vup_n );
VectorNormalize( vfwd_n );
VectorNormalize( vright_n );
VectorNormalize( vup_n );
vr->cgzoommode = cg.zoomMode;
switch ( stereoView ) {
case STEREO_CENTER:
separation = 0;
break;
case STEREO_LEFT:
separation = cg_worldScale.value * (-cg_stereoSeparation.value / 2);
break;
case STEREO_RIGHT:
separation = cg_worldScale.value * (cg_stereoSeparation.value / 2);
break;
default:
separation = 0;
CG_Error( "CG_DrawActive: Undefined stereoView" );
}
//Only vehicle in JK2 is the AT-ST
vr->in_vehicle = (g_entities[0].client &&
g_entities[0].client->NPC_class == CLASS_ATST);
vr->remote_npc = !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname );
vr->remote_droid = false;
vr->remote_turret = false;
vr->emplaced_gun = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON );
in_misccamera = false;
if (cg.snap->ps.viewEntity) {
if (g_entities[cg.snap->ps.viewEntity].NPC_type) {
char modelName[256];
Q_strncpyz(modelName, g_entities[cg.snap->ps.viewEntity].NPC_type, sizeof modelName);
vr->remote_droid = vr->remote_npc &&
(!Q_stricmp("gonk", modelName) || !Q_stricmp("seeker", modelName) ||
!Q_stricmp("remote", modelName)
|| !Q_strncmp("r2d2", modelName, 4) ||
!Q_strncmp("r5d2", modelName, 4) || !Q_stricmp("mouse", modelName));
}
vr->remote_turret = (!Q_stricmp("misc_panel_turret",
g_entities[cg.snap->ps.viewEntity].classname));
in_misccamera = (!Q_stricmp("misc_camera", g_entities[cg.snap->ps.viewEntity].classname))
|| vr->remote_droid
|| vr->remote_turret;
}
cg.refdef.worldscale = cg_worldScale.value;
bool usingScope = (cg.zoomMode == 2 || cg.zoomMode == 4);
//Normal 1st person view angles
if (!in_camera &&
!in_misccamera &&
!vr->remote_droid &&
!vr->remote_npc &&
!usingScope &&
!cg.renderingThirdPerson)
{
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Controlling an NPC that isn't a droid
if (vr->remote_npc &&
!vr->remote_droid)
{
if (vr->remote_cooldown > cg.time)
{
VectorCopy(cg.refdefViewAngles, vr->remote_angles);
vr->take_snap = true;
}
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->remote_angles[YAW] + (vr->hmdorientation[YAW] - vr->hmdorientation_snap[YAW]) + (vr->snapTurn - vr->remote_snapTurn);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Sniper/E11 scope
if (usingScope)
{
cg.refdef.viewangles[ROLL] = vr->clientviewangles[ROLL];
cg.refdef.viewangles[PITCH] = vr->weaponangles[ANGLES_ADJUSTED][PITCH];
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW]
+ vr->weaponangles[ANGLES_ADJUSTED][YAW] + SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Normal 3rd person view angles
if (!in_camera &&
!in_misccamera &&
cg.renderingThirdPerson)
{
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
(vr->hmdorientation[YAW] - vr->hmdorientation_first[YAW]) +
SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Immersive cinematic sequence 6DoF
if ((in_camera && vr->immersive_cinematics) || vr->emplaced_gun || cg.renderingThirdPerson)
{
BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg);
}
// clear around the rendered view if sized down
CG_TileClear();
// offset vieworg appropriately if we're doing stereo separation
VectorCopy( cg.refdef.vieworg, baseOrg );
if ( separation != 0 && (!in_camera || vr->immersive_cinematics) && !in_misccamera && !usingScope ) {
VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg );
}
if ( cg.zoomMode == 3 && cg.snap->ps.batteryCharge ) // doing the Light amp goggles thing
{
cgi_R_LAGoggles();
}
if (!vr->emplaced_gun && !in_misccamera && !in_camera) {
//Vertical Positional Movement
cg.refdef.vieworg[2] -= DEFAULT_PLAYER_HEIGHT;
cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value;
}
// draw 3D view
cgi_R_RenderScene( &cg.refdef );
// restore original viewpoint if running stereo
if ( separation != 0 ) {
VectorCopy( baseOrg, cg.refdef.vieworg );
}
// draw status bar and other floating elements
CG_Draw2D();
}