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Quake 3 DeFRaG 1.91.26 - CampingGaz-Hud (speedometer, accel bar, compass, cgaz)
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#define M_PI 3.14159274101f | |
typedef struct | |
{ | |
vec3_t prev_vel; // 0x0 | |
float prev_width; // 0xc | |
int prev_commandTime; // 0x10 | |
} accelBarState_t; | |
accelBarState_t accelBarState; // 0x2b0bb0 | |
void cgaz(int draw, float opacity, int ypos) | |
{ | |
if (!cg.snap || cg.hyperspace) | |
{ | |
return; | |
} | |
// speedometer | |
if (draw & 2) | |
{ | |
int const charWidthBig = 32; | |
int const charWidthSmall = (3 * charWidthBig) / 4; | |
float const integer = floor(cg.xyspeed); | |
// integer-part | |
char const* str = va("^%d%4.0f", 7, integer); | |
int const len = CG_DrawStrlen(str); | |
CG_DrawStringExt( | |
640 - len * charWidthBig - 5 * charWidthSmall /*x*/, | |
480 - (int)(1.5f * (2.5f * charWidthBig)) /*y*/, | |
str, | |
colorWhite, | |
qfalse /*forceColor*/, | |
qtrue /*shadow*/, | |
charWidthBig, | |
(int)(1.5f * charWidthBig) /*charHeight*/, | |
0 /*maxChars*/); | |
// fractional-part | |
str = va("%0.01f^3u/s", cg.xyspeed - integer); | |
assert(CG_DrawStrlen(str) == 5); | |
CG_DrawStringExt( | |
640 - 5 * charWidthSmall /*x*/, | |
480 - (int)(1.5f * (2.375f * charWidthBig)) /*y*/, | |
str + 1, // start at decimal point, skip 0 | |
colorWhite, | |
qfalse /*forceColor*/, | |
qtrue /*shadow*/, | |
charWidthSmall, | |
(int)(1.5f * charWidthSmall) /*charHeight*/, | |
0 /*maxChars*/); | |
} | |
if (!(draw & 1)) | |
{ | |
return; | |
} | |
vec4_t white = { 1, 1, 1, 1 }; | |
vec4_t blue = { .5, .5, 1, 1 }; | |
vec4_t orange = { 1, .5, 0, 1 }; | |
float opacity2 = 2.f * opacity; | |
if (opacity2 > 1.f) | |
{ | |
opacity2 = 1.f; | |
} | |
white[3] = opacity2; | |
blue[3] = opacity2; | |
orange[3] = opacity2; | |
// accel bar | |
if (!(draw & 4)) | |
{ | |
vec4_t red = { 1, 0, 0, .8f }; | |
red[3] *= opacity; | |
playerState_t const* ps; | |
if (cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || cg_nopredict.integer || | |
cg_synchronousClients.integer) | |
{ | |
ps = cg.nextSnap ? &cg.nextSnap->ps : &cg.snap->ps; | |
} | |
else | |
{ | |
ps = &cg.predictedPlayerState; | |
} | |
float width; | |
if (ps->commandTime <= accelBarState.prev_commandTime) | |
{ | |
width = accelBarState.prev_width; | |
} | |
else | |
{ | |
vec3_t vel_xy; | |
memcpy(vel_xy, ps->velocity, sizeof(vec3_t)); | |
vel_xy[2] = 0; | |
float const speed = VectorLength(vel_xy); | |
float const prev_speed = VectorLength(accelBarState.prev_vel); | |
width = (speed - prev_speed) / (ps->commandTime - accelBarState.prev_commandTime); | |
width *= 256.f; | |
if (ps->groundEntityNum != ENTITYNUM_NONE) | |
{ | |
width *= .1f; | |
} | |
// update prev state | |
memcpy(accelBarState.prev_vel, vel_xy, sizeof(vec3_t)); | |
accelBarState.prev_commandTime = ps->commandTime; | |
accelBarState.prev_width = width; | |
} | |
if (width > 0) | |
{ | |
CG_FillRect(cg_crosshairSize.integer + 320.f, 232.f, width, 16.f, red); | |
} | |
else if (width < 0) | |
{ | |
CG_FillRect(320.f - cg_crosshairSize.integer, 232.f, width, 16.f, red); | |
} | |
trap_R_SetColor(colorWhite); | |
CG_FillRect(cg_crosshairSize.integer + 320 + 81.92f, 236.f, 1.f, 8.f, white); | |
CG_FillRect(320 - cg_crosshairSize.integer - 81.92f, 236.f, -1.f, 8.f, white); | |
} | |
float const tan_fov_2 = tan(DEG2RAD(cg.refdef.fov_x / 2.f)); | |
// compass (quadrants & ticks) | |
if (!(draw & 8)) | |
{ | |
vec4_t colors[4] = { | |
{ 1, 1, .5, .5 }, | |
{ 0, 1, .5, .5 }, | |
{ 0, 0, .5, .5 }, | |
{ 1, 0, .5, .5 }, | |
}; | |
colors[0][3] *= opacity; | |
colors[1][3] *= opacity; | |
colors[2][3] *= opacity; | |
colors[3][3] *= opacity; | |
for (float angle = 0.f; angle < 360.f; angle += 45.f) | |
{ | |
float angle_a = AngleSubtract( cg.predictedPlayerState.viewangles[YAW], angle ); | |
float angle_b = AngleSubtract( cg.predictedPlayerState.viewangles[YAW], angle + 90.f ); | |
// clip | |
if (fabs(angle_a) > cg.refdef.fov_x / 2.f) | |
{ | |
angle_a = copysign(cg.refdef.fov_x / 2.f, angle_a); | |
} | |
if (fabs(angle_b) > cg.refdef.fov_x / 2.f) | |
{ | |
angle_b = copysign(cg.refdef.fov_x / 2.f, angle_b); | |
} | |
// project | |
float const x_a = (320.f * tan(DEG2RAD(angle_a))) / tan_fov_2; | |
float const x_b = (320.f * tan(DEG2RAD(angle_b))) / tan_fov_2; | |
if (x_a >= x_b) | |
{ | |
qboolean const mainAxis = fmodf(angle, 90.f) == 0; | |
if (mainAxis) | |
{ | |
int const quadrant = (int)(angle / 90.f); | |
CG_FillRect(x_b + 320.f, ypos + 16.f, x_a - x_b, 16.f, colors[quadrant]); | |
} | |
// tick | |
trap_R_SetColor(white); | |
float const h = mainAxis ? 8 : 4;; | |
CG_FillRect(x_a + 320.f - 1.f, ypos + 16.f + 16.f - h, 2.f, h, white); | |
} | |
} | |
} | |
if (fabs(cg.predictedPlayerState.velocity[0]) + fabs(cg.predictedPlayerState.velocity[1]) == 0) | |
{ | |
return; | |
} | |
float const vel_dir = RAD2DEG(atan2(cg.predictedPlayerState.velocity[1], cg.predictedPlayerState.velocity[0])); | |
// compass (arrow) | |
if (!(draw & 8)) | |
{ | |
vec4_t const arrows[2] = { | |
{ .439453125f, .5, .498046875f, .55859375f }, // char 135 - arrow pointing up | |
{ .373046875f, .5, .431640625f, .55859375f }, // char 134 - arrow pointing down | |
}; | |
enum { up = 0, down = 1 } dir = up; | |
float angle = AngleSubtract(cg.predictedPlayerState.viewangles[YAW], vel_dir); | |
if (angle > 90.f) | |
{ | |
// flip arrow | |
dir = down; | |
angle -= 180.f; | |
} | |
// clip | |
if (fabs(angle) > cg.refdef.fov_x / 2.f) | |
{ | |
angle = copysign(cg.refdef.fov_x / 2.f, angle); | |
} | |
// project | |
float x = (320.f * tan(DEG2RAD(angle))) / tan_fov_2 + 320.f - 8.f; | |
float y = ypos + 32.f; | |
float w = 16.f; | |
float h = 16.f; | |
CG_AdjustFrom640(&x, &y, &w, &h); | |
trap_R_SetColor(cg.predictedPlayerState.velocity[0] * cg.predictedPlayerState.velocity[1] != 0 | |
? white | |
: orange); | |
trap_R_DrawStretchPic( | |
x, y, w, h, arrows[dir][0], arrows[dir][1], arrows[dir][2], arrows[dir][3], cgs.media.charsetShader); | |
} | |
// cgaz | |
if (!(draw & 16)) | |
{ | |
vec3_t vel_xy; | |
vel_xy[0] = cg.predictedPlayerState.velocity[0]; | |
vel_xy[1] = cg.predictedPlayerState.velocity[1]; | |
vel_xy[2] = 0; | |
float speed = VectorLength(vel_xy); | |
float accel = (float)cg.snap->ps.speed * (pmove_msec.value / 1000.f); | |
if (cg.predictedPlayerState.groundEntityNum != ENTITYNUM_NONE) | |
{ | |
accel *= 10.f; // hard coded for vq3 | |
speed *= 1.f - 6.f * (pmove_msec.value / 1000.f); // friction | |
} | |
if (speed <= cg.snap->ps.speed - accel) | |
{ | |
return; | |
} | |
vec4_t colors[8] = { | |
{ 1, 1, 0, 1 }, // yellow | |
{ 0, .25, .25, 1 }, // cyan | |
{ 0, 1, 0, 1 }, // green | |
{ .25, .25, .25, 1 }, // grey | |
{ .25, .25, .25, 1 }, // grey | |
{ 0, 1, 0, 1 }, // green | |
{ 0, .25, .25, 1 }, // cyan | |
{ 1, 1, 0, 1 }, // yellow | |
}; | |
colors[0][3] *= opacity; | |
colors[1][3] *= opacity; | |
colors[2][3] *= opacity; | |
colors[3][3] *= opacity; | |
colors[4][3] *= opacity; | |
colors[5][3] *= opacity; | |
colors[6][3] *= opacity; | |
colors[7][3] *= opacity; | |
float yaw = cg.predictedPlayerState.viewangles[YAW]; | |
// 0x1b = 0x1 | 0x2 | 0x8 | 0x10 = KEY_FORWARD | KEY_BACK | KEY_LEFT | KEY_RIGHT | |
// defrag_server = 1 when CS_SERVERINFO contains defrag_vers or defrag_version | |
if (cg.predictedPlayerState.stats[13] & 0x1b || !defrag_server) | |
{ | |
yaw += 45.f * cg.predictedPlayerState.movementDir; | |
} | |
float const max_angle = RAD2DEG(acos((-.5f * accel) / speed)); | |
float const opt_angle = RAD2DEG(acos((cg.snap->ps.speed - accel) / speed)); | |
float const min_angle = speed > cg.snap->ps.speed ? RAD2DEG(acos(cg.snap->ps.speed / speed)) : 0; | |
float angles[9] = { | |
vel_dir - max_angle, | |
vel_dir - 90.f, | |
vel_dir - opt_angle, | |
vel_dir - min_angle, | |
vel_dir, | |
vel_dir + min_angle, | |
vel_dir + opt_angle, | |
vel_dir + 90.f, | |
vel_dir + max_angle, | |
}; | |
for (int i = 0; i < 8; ++i) | |
{ | |
float angle_a = AngleSubtract( yaw, angles[i] ); | |
float angle_b = AngleSubtract( yaw, angles[i + 1] ); | |
// clip | |
if (fabs(angle_a) > cg.refdef.fov_x / 2.f) | |
{ | |
angle_a = copysign(cg.refdef.fov_x / 2.f, angle_a); | |
} | |
if (fabs(angle_b) > cg.refdef.fov_x / 2.f) | |
{ | |
angle_b = copysign(cg.refdef.fov_x / 2.f, angle_b); | |
} | |
// project | |
float const x_a = (320.f * tan(DEG2RAD(angle_a))) / tan_fov_2; | |
float const x_b = (320.f * tan(DEG2RAD(angle_b))) / tan_fov_2; | |
if (x_a >= x_b) | |
{ | |
CG_FillRect(x_b + 320.f, (float)ypos, x_a - x_b, 16.f, colors[i]); | |
if (i == 4) | |
{ | |
CG_FillRect(x_a + 320.f - 1.f, ypos + 2.f, 2.f, 12.f, blue); // little blue bar in the middle | |
} | |
} | |
} | |
} | |
} |
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