{"slug": "quake-3-defrag-1-91-26-campinggaz-hud-speedometer-accel-bar-compass-cgaz", "title": "Quake 3 DeFRaG 1.91.26 - CampingGaz-Hud (speedometer, accel bar, compass, cgaz)", "summary": "This article provides the source code for a custom HUD element called \"CampingGaz-Hud\" for the game Quake 3 DeFRaG version 1.91.26. The code implements a speedometer that displays the player's speed in units per second, as well as an acceleration bar that visually indicates positive or negative acceleration. The HUD also includes a compass and other display features controlled by the `cgaz` function.", "body_md": "CGaz_StrafeHud.c\n\n      This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.\n      \nLearn more about bidirectional Unicode characters\n\n \n    Show hidden characters\n\n#define M_PI 3.14159274101f\n\ntypedef struct\n\n{\n\n    vec3_t prev_vel;         // 0x0\n\n    float  prev_width;       // 0xc\n\n    int    prev_commandTime; // 0x10\n\n} accelBarState_t;\n\naccelBarState_t accelBarState; // 0x2b0bb0\n\nvoid cgaz(int draw, float opacity, int ypos)\n\n{\n\n    if (!cg.snap || cg.hyperspace)\n\n    {\n\n        return;\n\n    }\n\n    // speedometer\n\n    if (draw & 2)\n\n    {\n\n        int const   charWidthBig   = 32;\n\n        int const   charWidthSmall = (3 * charWidthBig) / 4;\n\n        float const integer        = floor(cg.xyspeed);\n\n        // integer-part\n\n        char const* str = va(\"^%d%4.0f\", 7, integer);\n\n        int const   len = CG_DrawStrlen(str);\n\n        CG_DrawStringExt(\n\n            640 - len * charWidthBig - 5 * charWidthSmall /*x*/,\n\n            480 - (int)(1.5f * (2.5f * charWidthBig)) /*y*/,\n\n            str,\n\n            colorWhite,\n\n            qfalse /*forceColor*/,\n\n            qtrue /*shadow*/,\n\n            charWidthBig,\n\n            (int)(1.5f * charWidthBig) /*charHeight*/,\n\n            0 /*maxChars*/);\n\n        // fractional-part\n\n        str = va(\"%0.01f^3u/s\", cg.xyspeed - integer);\n\n        assert(CG_DrawStrlen(str) == 5);\n\n        CG_DrawStringExt(\n\n            640 - 5 * charWidthSmall /*x*/,\n\n            480 - (int)(1.5f * (2.375f * charWidthBig)) /*y*/,\n\n            str + 1, // start at decimal point, skip 0\n\n            colorWhite,\n\n            qfalse /*forceColor*/,\n\n            qtrue /*shadow*/,\n\n            charWidthSmall,\n\n            (int)(1.5f * charWidthSmall) /*charHeight*/,\n\n            0 /*maxChars*/);\n\n    }\n\n    if (!(draw & 1))\n\n    {\n\n      return;\n\n    }\n\n    vec4_t white  = { 1, 1, 1, 1 };\n\n    vec4_t blue   = { .5, .5, 1, 1 };\n\n    vec4_t orange = { 1, .5, 0, 1 };\n\n    float opacity2 = 2.f * opacity;\n\n    if (opacity2 > 1.f)\n\n    {\n\n        opacity2 = 1.f;\n\n    }\n\n    white[3]  = opacity2;\n\n    blue[3]   = opacity2;\n\n    orange[3] = opacity2;\n\n    // accel bar\n\n    if (!(draw & 4))\n\n    {\n\n        vec4_t red = { 1, 0, 0, .8f };\n\n        red[3] *= opacity;\n\n        playerState_t const* ps;\n\n        if (cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || cg_nopredict.integer ||\n\n            cg_synchronousClients.integer)\n\n        {\n\n          ps = cg.nextSnap ? &cg.nextSnap->ps : &cg.snap->ps;\n\n        }\n\n        else\n\n        {\n\n          ps = &cg.predictedPlayerState;\n\n        }\n\n        float width;\n\n        if (ps->commandTime <= accelBarState.prev_commandTime)\n\n        {\n\n            width = accelBarState.prev_width;\n\n        }\n\n        else\n\n        {\n\n            vec3_t vel_xy;\n\n            memcpy(vel_xy, ps->velocity, sizeof(vec3_t));\n\n            vel_xy[2] = 0;\n\n            float const speed      = VectorLength(vel_xy);\n\n            float const prev_speed = VectorLength(accelBarState.prev_vel);\n\n            width = (speed - prev_speed) / (ps->commandTime - accelBarState.prev_commandTime);\n\n            width *= 256.f;\n\n            if (ps->groundEntityNum != ENTITYNUM_NONE)\n\n            {\n\n                width *= .1f;\n\n            }\n\n            // update prev state\n\n            memcpy(accelBarState.prev_vel, vel_xy, sizeof(vec3_t));\n\n            accelBarState.prev_commandTime = ps->commandTime;\n\n            accelBarState.prev_width       = width;\n\n        }\n\n        if (width > 0)\n\n        {\n\n            CG_FillRect(cg_crosshairSize.integer + 320.f, 232.f, width, 16.f, red);\n\n        }\n\n        else if (width < 0)\n\n        {\n\n            CG_FillRect(320.f - cg_crosshairSize.integer, 232.f, width, 16.f, red);\n\n        }\n\n        trap_R_SetColor(colorWhite);\n\n        CG_FillRect(cg_crosshairSize.integer + 320 + 81.92f, 236.f, 1.f, 8.f, white);\n\n        CG_FillRect(320 - cg_crosshairSize.integer - 81.92f, 236.f, -1.f, 8.f, white);\n\n    }\n\n    float const tan_fov_2 = tan(DEG2RAD(cg.refdef.fov_x / 2.f));\n\n    // compass (quadrants & ticks)\n\n    if (!(draw & 8))\n\n    {\n\n        vec4_t colors[4] = {\n\n            { 1, 1, .5, .5 },\n\n            { 0, 1, .5, .5 },\n\n            { 0, 0, .5, .5 },\n\n            { 1, 0, .5, .5 },\n\n        };\n\n        colors[0][3] *= opacity;\n\n        colors[1][3] *= opacity;\n\n        colors[2][3] *= opacity;\n\n        colors[3][3] *= opacity;\n\n        for (float angle = 0.f; angle < 360.f; angle += 45.f)\n\n        {\n\n            float angle_a = AngleSubtract( cg.predictedPlayerState.viewangles[YAW], angle );\n\n            float angle_b = AngleSubtract( cg.predictedPlayerState.viewangles[YAW], angle + 90.f );\n\n            // clip\n\n            if (fabs(angle_a) > cg.refdef.fov_x / 2.f)\n\n            {\n\n                angle_a = copysign(cg.refdef.fov_x / 2.f, angle_a);\n\n            }\n\n            if (fabs(angle_b) > cg.refdef.fov_x / 2.f)\n\n            {\n\n                angle_b = copysign(cg.refdef.fov_x / 2.f, angle_b);\n\n            }\n\n            // project\n\n            float const x_a = (320.f * tan(DEG2RAD(angle_a))) / tan_fov_2;\n\n            float const x_b = (320.f * tan(DEG2RAD(angle_b))) / tan_fov_2;\n\n            if (x_a >= x_b)\n\n            {\n\n                qboolean const mainAxis = fmodf(angle, 90.f) == 0;\n\n                if (mainAxis)\n\n                {\n\n                    int const quadrant = (int)(angle / 90.f);\n\n                    CG_FillRect(x_b + 320.f, ypos + 16.f, x_a - x_b, 16.f, colors[quadrant]);\n\n                }\n\n                // tick\n\n                trap_R_SetColor(white);\n\n                float const h = mainAxis ? 8 : 4;;\n\n                CG_FillRect(x_a + 320.f - 1.f, ypos + 16.f + 16.f - h, 2.f, h, white);\n\n            }\n\n        }\n\n    }\n\n    if (fabs(cg.predictedPlayerState.velocity[0]) + fabs(cg.predictedPlayerState.velocity[1]) == 0)\n\n    {\n\n      return;\n\n    }\n\n    float const vel_dir = RAD2DEG(atan2(cg.predictedPlayerState.velocity[1], cg.predictedPlayerState.velocity[0]));\n\n    // compass (arrow)\n\n    if (!(draw & 8))\n\n    {\n\n        vec4_t const arrows[2] = {\n\n            { .439453125f, .5, .498046875f, .55859375f }, // char 135 - arrow pointing up\n\n            { .373046875f, .5, .431640625f, .55859375f }, // char 134 - arrow pointing down\n\n        };\n\n        enum { up = 0, down = 1 } dir = up;\n\n        float angle = AngleSubtract(cg.predictedPlayerState.viewangles[YAW], vel_dir);\n\n        if (angle > 90.f)\n\n        {\n\n            // flip arrow\n\n            dir = down;\n\n            angle -= 180.f;\n\n        }\n\n        // clip\n\n        if (fabs(angle) > cg.refdef.fov_x / 2.f)\n\n        {\n\n            angle = copysign(cg.refdef.fov_x / 2.f, angle);\n\n        }\n\n        // project\n\n        float x = (320.f * tan(DEG2RAD(angle))) / tan_fov_2 + 320.f - 8.f;\n\n        float y = ypos + 32.f;\n\n        float w = 16.f;\n\n        float h = 16.f;\n\n        CG_AdjustFrom640(&x, &y, &w, &h);\n\n        trap_R_SetColor(cg.predictedPlayerState.velocity[0] * cg.predictedPlayerState.velocity[1] != 0\n\n            ? white\n\n            : orange);\n\n        trap_R_DrawStretchPic(\n\n            x, y, w, h, arrows[dir][0], arrows[dir][1], arrows[dir][2], arrows[dir][3], cgs.media.charsetShader);\n\n    }\n\n    // cgaz\n\n    if (!(draw & 16))\n\n    {\n\n        vec3_t vel_xy;\n\n        vel_xy[0] = cg.predictedPlayerState.velocity[0];\n\n        vel_xy[1] = cg.predictedPlayerState.velocity[1];\n\n        vel_xy[2] = 0;\n\n        float speed = VectorLength(vel_xy);\n\n        float accel = (float)cg.snap->ps.speed * (pmove_msec.value / 1000.f);\n\n        if (cg.predictedPlayerState.groundEntityNum != ENTITYNUM_NONE)\n\n        {\n\n            accel *= 10.f; // hard coded for vq3\n\n            speed *= 1.f - 6.f * (pmove_msec.value / 1000.f); // friction\n\n        }\n\n        if (speed <= cg.snap->ps.speed - accel)\n\n        {\n\n          return;\n\n        }\n\n        vec4_t colors[8] = {\n\n            {   1,   1,   0, 1 }, // yellow\n\n            {   0, .25, .25, 1 }, // cyan\n\n            {   0,   1,   0, 1 }, // green\n\n            { .25, .25, .25, 1 }, // grey\n\n            { .25, .25, .25, 1 }, // grey\n\n            {   0,   1,   0, 1 }, // green\n\n            {   0, .25, .25, 1 }, // cyan\n\n            {   1,   1,   0, 1 }, // yellow\n\n        };\n\n        colors[0][3] *= opacity;\n\n        colors[1][3] *= opacity;\n\n        colors[2][3] *= opacity;\n\n        colors[3][3] *= opacity;\n\n        colors[4][3] *= opacity;\n\n        colors[5][3] *= opacity;\n\n        colors[6][3] *= opacity;\n\n        colors[7][3] *= opacity;\n\n        float yaw = cg.predictedPlayerState.viewangles[YAW];\n\n        // 0x1b = 0x1 | 0x2 | 0x8 | 0x10 = KEY_FORWARD | KEY_BACK | KEY_LEFT | KEY_RIGHT\n\n        // defrag_server = 1 when CS_SERVERINFO contains defrag_vers or defrag_version\n\n        if (cg.predictedPlayerState.stats[13] & 0x1b || !defrag_server)\n\n        {\n\n            yaw += 45.f * cg.predictedPlayerState.movementDir;\n\n        }\n\n        float const max_angle = RAD2DEG(acos((-.5f * accel) / speed));\n\n        float const opt_angle = RAD2DEG(acos((cg.snap->ps.speed - accel) / speed));\n\n        float const min_angle = speed > cg.snap->ps.speed ? RAD2DEG(acos(cg.snap->ps.speed / speed)) : 0;\n\n        float angles[9] = {\n\n            vel_dir - max_angle,\n\n            vel_dir - 90.f,\n\n            vel_dir - opt_angle,\n\n            vel_dir - min_angle,\n\n            vel_dir,\n\n            vel_dir + min_angle,\n\n            vel_dir + opt_angle,\n\n            vel_dir + 90.f,\n\n            vel_dir + max_angle,\n\n        };\n\n        for (int i = 0; i < 8; ++i)\n\n        {\n\n            float angle_a = AngleSubtract( yaw, angles[i] );\n\n            float angle_b = AngleSubtract( yaw, angles[i + 1] );\n\n            // clip\n\n            if (fabs(angle_a) > cg.refdef.fov_x / 2.f)\n\n            {\n\n                angle_a = copysign(cg.refdef.fov_x / 2.f, angle_a);\n\n            }\n\n            if (fabs(angle_b) > cg.refdef.fov_x / 2.f)\n\n            {\n\n                angle_b = copysign(cg.refdef.fov_x / 2.f, angle_b);\n\n            }\n\n            // project\n\n            float const x_a = (320.f * tan(DEG2RAD(angle_a))) / tan_fov_2;\n\n            float const x_b = (320.f * tan(DEG2RAD(angle_b))) / tan_fov_2;\n\n            if (x_a >= x_b)\n\n            {\n\n                CG_FillRect(x_b + 320.f, (float)ypos, x_a - x_b, 16.f, colors[i]);\n\n                if (i == 4)\n\n                {\n\n                    CG_FillRect(x_a + 320.f - 1.f, ypos + 2.f, 2.f, 12.f, blue); // little blue bar in the middle\n\n                }\n\n            }\n\n        }\n\n    }\n\n}", "url": "https://wpnews.pro/news/quake-3-defrag-1-91-26-campinggaz-hud-speedometer-accel-bar-compass-cgaz", "canonical_source": "https://gist.github.com/Jelvan1/837983b2abaf8f2dd81b2be41078a3cd", "published_at": "2020-11-07 17:55:50+00:00", "updated_at": "2026-05-23 22:05:59.370121+00:00", "lang": "en", "topics": ["open-source", "developer-tools", "products"], "entities": ["Quake 3", "DeFRaG", "CampingGaz-Hud", "CGaz_StrafeHud.c"], "alternates": {"html": "https://wpnews.pro/news/quake-3-defrag-1-91-26-campinggaz-hud-speedometer-accel-bar-compass-cgaz", "markdown": "https://wpnews.pro/news/quake-3-defrag-1-91-26-campinggaz-hud-speedometer-accel-bar-compass-cgaz.md", "text": "https://wpnews.pro/news/quake-3-defrag-1-91-26-campinggaz-hud-speedometer-accel-bar-compass-cgaz.txt", "jsonld": "https://wpnews.pro/news/quake-3-defrag-1-91-26-campinggaz-hud-speedometer-accel-bar-compass-cgaz.jsonld"}}