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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 void Porto_Draw()
11 {
12         vector p, dir, ang, q, nextdir;
13         float idx, portal_number, portal1_idx;
14
15         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                         portal1_idx = idx;
61                 if(portal_number >= 2)
62                         break;
63         }
64
65         while(idx >= 2)
66         {
67                 p = polyline[idx-2];
68                 q = polyline[idx-1];
69                 if(idx == 2)
70                         p = p - view_up * 16;
71                 if(idx-1 >= portal1_idx)
72                 {
73                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74                 }
75                 else
76                 {
77                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
78                 }
79                 --idx;
80         }
81 }
82
83 /**
84  * Checks whether the server initiated a map restart (stat_game_starttime changed)
85  *
86  * TODO: Use a better solution where a common shared entitiy is used that contains
87  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88  * and STAT_FRAGLIMIT to be auto-sent)
89  */
90 void CheckForGamestartChange() {
91         float startTime;
92         startTime = getstatf(STAT_GAMESTARTTIME);
93         if (previous_game_starttime != startTime) {
94                 if ((time + 5.0) < startTime) {
95                         //if connecting to server while restart was active don't always play prepareforbattle
96                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
97                 }
98                 if (time < startTime) {
99                         restartAnnouncer = spawn();
100                         restartAnnouncer.think = restartAnnouncer_Think;
101                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
102                 }
103         }
104         previous_game_starttime = startTime;
105 }
106
107 void Porto_Init()
108 {
109         porto = spawn();
110         porto.classname = "porto";
111         porto.draw = Porto_Draw;
112         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
113 }
114
115 float drawtime;
116 float avgspeed;
117 vector GetCurrentFov(float fov)
118 {
119         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
120
121         zoomsensitivity = autocvar_cl_zoomsensitivity;
122         zoomfactor = autocvar_cl_zoomfactor;
123         if(zoomfactor < 1 || zoomfactor > 16)
124                 zoomfactor = 2.5;
125         zoomspeed = autocvar_cl_zoomspeed;
126         if(zoomspeed >= 0)
127                 if(zoomspeed < 0.5 || zoomspeed > 16)
128                         zoomspeed = 3.5;
129
130         zoomdir = button_zoom;
131         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
132                 zoomdir += button_attack2;
133         if(spectatee_status > 0 || isdemo())
134         {
135                 if(spectatorbutton_zoom)
136                         zoomdir = 0 + !zoomdir;
137                 // do not even THINK about removing this 0
138                 // _I_ know what I am doing
139                 // fteqcc does not
140         }
141
142         if(zoomdir)
143                 zoomin_effect = 0;
144
145         if(zoomin_effect || camera_active)
146         {
147                 current_viewzoom = min(1, current_viewzoom + drawframetime);
148         }
149         else
150         {
151                 if(zoomspeed < 0) // instant zoom
152                 {
153                         if(zoomdir)
154                                 current_viewzoom = 1 / zoomfactor;
155                         else
156                                 current_viewzoom = 1;
157                 }
158                 else
159                 {
160                         if(zoomdir)
161                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
162                         else
163                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
164                 }
165         }
166
167         if(almost_equals(current_viewzoom, 1))
168                 current_zoomfraction = 0;
169         else if(almost_equals(current_viewzoom, 1/zoomfactor))
170                 current_zoomfraction = 1;
171         else
172                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
173
174         if(zoomsensitivity < 1)
175                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
176         else
177                 setsensitivityscale(1);
178
179         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
180         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
181         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
182
183         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
184
185         float frustumx, frustumy, fovx, fovy;
186         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
187         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
188         fovx = atan2(frustumx, 1) / M_PI * 360.0;
189         fovy = atan2(frustumy, 1) / M_PI * 360.0;
190
191         return '1 0 0' * fovx + '0 1 0' * fovy;
192 }
193
194 // this function must match W_SetupShot!
195 float zoomscript_caught;
196
197 vector wcross_origin;
198 float wcross_scale_prev, wcross_alpha_prev;
199 vector wcross_color_prev;
200 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
201 vector wcross_color_goal_prev;
202 float wcross_changedonetime;
203
204 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
205 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
206 float wcross_name_changestarttime, wcross_name_changedonetime;
207 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
208 entity trueaim;
209 entity trueaim_rifle;
210
211 #define SHOTTYPE_HITTEAM 1
212 #define SHOTTYPE_HITOBSTRUCTION 2
213 #define SHOTTYPE_HITWORLD 3
214 #define SHOTTYPE_HITENEMY 4
215
216 void TrueAim_Init()
217 {
218         trueaim = spawn();
219         trueaim.classname = "trueaim";
220         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
221         trueaim_rifle = spawn();
222         trueaim_rifle.classname = "trueaim_rifle";
223         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
224 }
225
226 float EnemyHitCheck()
227 {
228         float t;
229         wcross_origin = project_3d_to_2d(trace_endpos);
230         wcross_origin_z = 0;
231         if(trace_networkentity < 1)
232                 return SHOTTYPE_HITWORLD;
233         if(trace_networkentity > maxclients)
234                 return SHOTTYPE_HITWORLD;
235         t = GetPlayerColor(trace_networkentity - 1);
236         if(teamplay)
237                 if(t == myteam)
238                         return SHOTTYPE_HITTEAM;
239         if(t == COLOR_SPECTATOR)
240                 return SHOTTYPE_HITWORLD;
241         return SHOTTYPE_HITENEMY;
242 }
243
244 float TrueAimCheck()
245 {
246         float nudge = 1; // added to traceline target and subtracted from result
247         vector vecs, trueaimpoint, w_shotorg;
248         vector mi, ma, dv;
249         float shottype;
250         entity ta;
251         float mv;
252
253         mi = ma = '0 0 0';
254         ta = trueaim;
255         mv = MOVE_NOMONSTERS;
256
257         switch(activeweapon)
258         {
259                 case WEP_TUBA: // no aim
260                 case WEP_PORTO: // shoots from eye
261                 case WEP_HOOK: // no trueaim
262                 case WEP_GRENADE_LAUNCHER: // toss curve
263                         return SHOTTYPE_HITWORLD;
264                 case WEP_NEX:
265                 case WEP_MINSTANEX:
266                         mv = MOVE_NORMAL;
267                         break;
268                 case WEP_SNIPERRIFLE:
269                         ta = trueaim_rifle;
270                         mv = MOVE_NORMAL;
271                         if(zoomscript_caught)
272                         {
273                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
274                                 return EnemyHitCheck();
275                         }
276                         break;
277                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
278                         mi = '-3 -3 -3';
279                         ma = '3 3 3';
280                         break;
281                 case WEP_FIREBALL: // projectile has a size!
282                         mi = '-16 -16 -16';
283                         ma = '16 16 16';
284                         break;
285                 case WEP_SEEKER: // projectile has a size!
286                         mi = '-2 -2 -2';
287                         ma = '2 2 2';
288                         break;
289                 case WEP_ELECTRO: // projectile has a size!
290                         mi = '0 0 -3';
291                         ma = '0 0 -3';
292                         break;
293         }
294
295         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
296
297         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
298         trueaimpoint = trace_endpos;
299
300         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
301                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
302
303         if(vecs_x > 0)
304                 vecs_y = -vecs_y;
305         else
306                 vecs = '0 0 0';
307
308         dv = view_right * vecs_y + view_up * vecs_z;
309         w_shotorg = view_origin + dv;
310
311         // now move the vecs forward as much as requested if possible
312         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
313         w_shotorg = trace_endpos - view_forward * nudge;
314
315         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
316         shottype = EnemyHitCheck();
317         if(shottype != SHOTTYPE_HITWORLD)
318                 return shottype;
319
320 #if 0
321         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
322         // or rather, I know why, but see no fix
323         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
324                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
325                 return SHOTTYPE_HITOBSTRUCTION;
326 #endif
327
328         return SHOTTYPE_HITWORLD;
329 }
330
331 void CSQC_common_hud(void);
332
333 void PostInit(void);
334 void CSQC_Demo_Camera();
335 float HUD_WouldDrawScoreboard();
336 float view_set;
337 float camera_mode;
338 float reticle_type;
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
342
343 vector freeze_pmove_org, freeze_input_angles;
344 entity nightvision_noise, nightvision_noise2;
345
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
351
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
354
355 vector myhealth_gentlergb;
356
357 float contentavgalpha, liquidalpha_prev;
358 vector liquidcolor_prev;
359
360 void CSQC_UpdateView(float w, float h)
361 {
362         entity e;
363         float fov;
364         float f, i, j;
365         vector v, vo;
366         vector vf_size, vf_min;
367         float a;
368
369         vf_size = R_SetView3fv(VF_SIZE);
370         vf_min = R_SetView3fv(VF_MIN);
371         vid_width = vf_size_x;
372         vid_height = vf_size_y;
373
374         vector reticle_pos, reticle_size;
375
376         WaypointSprite_Load();
377
378         if(spectatee_status)
379                 myteam = GetPlayerColor(spectatee_status - 1);
380         else
381                 myteam = GetPlayerColor(player_localentnum - 1);
382
383         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
384         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
385
386         warpzone_fixview_origin = pmove_org + vo;
387         warpzone_fixview_cl_viewangles = input_angles;
388         warpzone_fixview_angles = view_angles;
389         WarpZone_FixView();
390         pmove_org = warpzone_fixview_origin - vo;
391         input_angles = warpzone_fixview_cl_viewangles;
392         view_angles = warpzone_fixview_angles;
393
394         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
395         {
396                 pmove_org = freeze_pmove_org;
397                 input_angles = view_angles = freeze_input_angles;
398                 R_SetView(VF_ORIGIN, pmove_org + vo);
399                 R_SetView(VF_ANGLES, view_angles);
400                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
401         }
402         freeze_pmove_org = pmove_org;
403         freeze_input_angles = input_angles;
404
405         // Render the Scene
406         if(!intermission || !view_set)
407         {
408                 view_origin = pmove_org + vo;
409                 view_angles = input_angles;
410                 makevectors(view_angles);
411                 view_forward = v_forward;
412                 view_right = v_right;
413                 view_up = v_up;
414                 view_set = 1;
415         }
416
417 #ifdef BLURTEST
418         if(time > blurtest_time0 && time < blurtest_time1)
419         {
420                 float r, t;
421
422                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
423                 r = t * blurtest_radius;
424                 f = 1 / pow(t, blurtest_power) - 1;
425
426                 cvar_set("r_glsl_postprocess", "1");
427                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
428         }
429         else
430         {
431                 cvar_set("r_glsl_postprocess", "0");
432                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
433         }
434 #endif
435
436         TargetMusic_Advance();
437         Fog_Force();
438
439         drawframetime = max(0.000001, time - drawtime);
440         drawtime = time;
441
442         // watch for gametype changes here...
443         // in ParseStuffCMD the cmd isn't executed yet :/
444         // might even be better to add the gametype to TE_CSQC_INIT...?
445         if(!postinit)
446                 PostInit();
447
448         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
449                 if(calledhooks & HOOK_START)
450                 {
451                         localcmd("\ncl_hook_gameend\n");
452                         calledhooks |= HOOK_END;
453                 }
454
455         CheckForGamestartChange();
456         serverAnnouncer();
457         maptimeAnnouncer();
458         carrierAnnouncer();
459
460         fov = autocvar_fov;
461         if(button_zoom || fov <= 59.5)
462         {
463                 if(!zoomscript_caught)
464                 {
465                         localcmd("+button4\n");
466                         zoomscript_caught = 1;
467                         ignore_plus_zoom += 1;
468                 }
469         }
470         else
471         {
472                 if(zoomscript_caught)
473                 {
474                         localcmd("-button4\n");
475                         zoomscript_caught = 0;
476                         ignore_minus_zoom += 1;
477                 }
478         }
479
480         ColorTranslateMode = autocvar_cl_stripcolorcodes;
481         activeweapon = getstati(STAT_SWITCHWEAPON);
482         f = (serverflags & SERVERFLAG_TEAMPLAY);
483         if(f != teamplay)
484         {
485                 teamplay = f;
486                 HUD_InitScores();
487         }
488
489         if(last_weapon != activeweapon) {
490                 weapontime = time;
491                 last_weapon = activeweapon;
492
493                 e = get_weaponinfo(activeweapon);
494                 if(e.netname != "")
495                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
496                 else
497                         localcmd("\ncl_hook_activeweapon none\n");
498         }
499
500         // ALWAYS Clear Current Scene First
501         R_ClearScene();
502
503         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
504         R_SetView(VF_SIZE, vf_size);
505         R_SetView(VF_MIN, vf_min);
506
507         // Assign Standard Viewflags
508         // Draw the World (and sky)
509         R_SetView(VF_DRAWWORLD, 1);
510
511         // Set the console size vars
512         vid_conwidth = autocvar_vid_conwidth;
513         vid_conheight = autocvar_vid_conheight;
514         vid_pixelheight = autocvar_vid_pixelheight;
515
516         R_SetView(VF_FOV, GetCurrentFov(fov));
517
518         // Camera for demo playback
519         if(camera_active)
520         {
521                 if(autocvar_camera_enable)
522                         CSQC_Demo_Camera();
523                 else
524                 {
525                         cvar_set("chase_active", ftos(chase_active_backup));
526                         cvar_set("cl_demo_mousegrab", "0");
527                         camera_active = FALSE;
528                 }
529         }
530 #ifdef CAMERATEST
531         else if(autocvar_camera_enable)
532 #else
533         else if(autocvar_camera_enable && isdemo())
534 #endif
535         {
536                 // Enable required Darkplaces cvars
537                 chase_active_backup = autocvar_chase_active;
538                 cvar_set("chase_active", "2");
539                 cvar_set("cl_demo_mousegrab", "1");
540                 camera_active = TRUE;
541                 camera_mode = FALSE;
542         }
543
544         // Draw the Crosshair
545         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
546
547         // Draw the Engine Status Bar (the default Quake HUD)
548         R_SetView(VF_DRAWENGINEHUD, 0);
549
550         // fetch this one only once per frame
551         hud_showbinds = autocvar_hud_showbinds;
552         hud_showbinds_limit = autocvar_hud_showbinds_limit;
553
554         // Update the mouse position
555         /*
556            mousepos_x = vid_conwidth;
557            mousepos_y = vid_conheight;
558            mousepos = mousepos*0.5 + getmousepos();
559          */
560
561         e = self;
562         for(self = world; (self = nextent(self)); )
563                 if(self.draw)
564                         self.draw();
565         self = e;
566
567         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
568         R_RenderScene();
569
570         // now switch to 2D drawing mode by calling a 2D drawing function
571         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
572         // next R_RenderScene call
573         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
574
575         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
576         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
577         {
578                 // apply night vision effect
579                 vector rgb, tc_00, tc_01, tc_10, tc_11;
580
581                 if(!nightvision_noise)
582                 {
583                         nightvision_noise = spawn();
584                         nightvision_noise.classname = "nightvision_noise";
585                 }
586                 if(!nightvision_noise2)
587                 {
588                         nightvision_noise2 = spawn();
589                         nightvision_noise2.classname = "nightvision_noise2";
590                 }
591
592                 // color tint in yellow
593                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
594
595                 // draw BG
596                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
597                 rgb = '1 1 1';
598                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
599                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
600                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
601                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
602                 tc_11 = tc_01 + tc_10 - tc_00;
603                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
604                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
605                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
606                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
607                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
608                 R_EndPolygon();
609
610                 // draw FG
611                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
612                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
613                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
614                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
615                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
616                 tc_11 = tc_01 + tc_10 - tc_00;
617                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
618                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
619                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
620                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
621                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
622                 R_EndPolygon();
623         }
624
625         // Draw the aiming reticle for weapons that use it
626         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
627         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
628         // the view to go back to normal, so reticle_type would become 0 as we fade out)
629         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
630                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
631         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
632                 reticle_type = 2; // nex zoom
633         else if(button_zoom || zoomscript_caught)
634                 reticle_type = 1; // normal zoom
635         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
636                 reticle_type = 2; // nex zoom
637
638         if(autocvar_cl_reticle_stretch)
639         {
640                 reticle_size_x = vid_conwidth;
641                 reticle_size_y = vid_conheight;
642                 reticle_pos_x = 0;
643                 reticle_pos_y = 0;
644         }
645         else
646         {
647                 reticle_size_x = max(vid_conwidth, vid_conheight);
648                 reticle_size_y = max(vid_conwidth, vid_conheight);
649                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
650                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
651         }
652
653         f = current_zoomfraction;
654         if(zoomscript_caught)
655                 f = 1;
656         if(autocvar_cl_reticle_item_normal)
657         {
658                 precache_pic("gfx/reticle_normal");
659                 if(reticle_type == 1 && f)
660                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
661         }
662         if(autocvar_cl_reticle_item_nex)
663         {
664                 precache_pic("gfx/reticle_nex");
665                 if(reticle_type == 2 && f)
666                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
667         }
668
669
670         // improved polyblend
671         vector rgb;
672         if(autocvar_hud_contents)
673         {
674                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
675                 vector liquidcolor;
676
677                 switch(pointcontents(view_origin))
678                 {
679                         case CONTENT_WATER:
680                                 liquidalpha = autocvar_hud_contents_water_alpha;
681                                 liquidcolor = stov(autocvar_hud_contents_water_color);
682                                 incontent = 1;
683                                 break;
684
685                         case CONTENT_LAVA:
686                                 liquidalpha = autocvar_hud_contents_lava_alpha;
687                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
688                                 incontent = 1;
689                                 break;
690
691                         case CONTENT_SLIME:
692                                 liquidalpha = autocvar_hud_contents_slime_alpha;
693                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
694                                 incontent = 1;
695                                 break;
696
697                         default:
698                                 liquidalpha = 0;
699                                 liquidcolor = '0 0 0';
700                                 incontent = 0;
701                                 break;
702                 }
703
704                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
705                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
706                         contentfadetime = autocvar_hud_contents_fadeintime;
707                         liquidalpha_prev = liquidalpha;
708                         liquidcolor_prev = liquidcolor;
709                 }
710                 else
711                         contentfadetime = autocvar_hud_contents_fadeouttime;
712
713                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
714                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
715
716                 if(contentavgalpha)
717                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
718         }
719
720         if(autocvar_hud_damage)
721         {
722                 float myhealth_flash_temp;
723                 myhealth = getstati(STAT_HEALTH);
724
725                 // fade out
726                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
727                 // add new damage
728                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
729
730                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
731                 pain_threshold = autocvar_hud_damage_pain_threshold;
732                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
733                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
734
735                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
736                 {
737                         pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
738                 }
739
740                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
741
742                 if(myhealth_prev < 1)
743                 {
744                         if(myhealth >= 1)
745                         {
746                                 myhealth_flash = 0; // just spawned, clear the flash immediately
747                                 myhealth_flash_temp = 0;
748                         }
749                         else
750                         {
751                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
752                         }
753                 }
754
755                 if(spectatee_status == -1 || intermission)
756                 {
757                         myhealth_flash = 0; // observing, or match ended
758                         myhealth_flash_temp = 0;
759                 }
760
761                 myhealth_prev = myhealth;
762
763                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
764                 {
765                         if(autocvar_cl_gentle_damage == 2)
766                         {
767                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
768                                 {
769                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
770                                 }
771                         }
772                         else
773                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
774
775                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
776                 }
777                 else
778                         drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
779         }
780
781         // Draw the mouse cursor
782         // NOTE: drawpic must happen after R_RenderScene for some reason
783         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
784         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
785         //self = edict_num(player_localnum);
786         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
787         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
788         // as long as the ctf part isn't in, this is useless
789         if(menu_visible)
790                 menu_show();
791
792         /*if(gametype == GAME_CTF)
793           {
794           ctf_view();
795           } else */
796
797         // draw 2D entities
798         e = self;
799         for(self = world; (self = nextent(self)); )
800                 if(self.draw2d)
801                         self.draw2d();
802         self = e;
803
804         scoreboard_active = HUD_WouldDrawScoreboard();
805
806         hit_time = getstatf(STAT_HIT_TIME);
807         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
808         {
809                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
810                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
811         }
812         typehit_time = getstatf(STAT_TYPEHIT_TIME);
813         if(typehit_time > nextsound_typehit_time)
814         {
815                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
816                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
817         }
818
819         float hud;
820         hud = getstati(STAT_HUD);
821         if(hud == HUD_SPIDERBOT)
822                 CSQC_SPIDER_HUD();
823         else if(hud == HUD_WAKIZASHI)
824         CSQC_WAKIZASHI_HUD();
825     else if(hud == HUD_RAPTOR)
826         CSQC_RAPTOR_HUD();
827         else
828         {
829                 if(gametype == GAME_FREEZETAG)
830                 {
831                         if(getstati(STAT_FROZEN))
832                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
833                         if(getstatf(STAT_REVIVE_PROGRESS))
834                         {
835                                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
836                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
837                         }
838                 }
839
840                 if(autocvar_r_letterbox == 0)
841                         if(autocvar_viewsize < 120)
842                                 CSQC_common_hud();
843
844                 // crosshair goes VERY LAST
845                 if(!scoreboard_active && !camera_active && intermission != 2) {
846                         string wcross_style;
847                         float wcross_alpha, wcross_resolution;
848                         wcross_style = autocvar_crosshair;
849                         if (wcross_style == "0")
850                                 return;
851                         wcross_resolution = autocvar_crosshair_size;
852                         if (wcross_resolution == 0)
853                                 return;
854                         wcross_alpha = autocvar_crosshair_alpha;
855                         if (wcross_alpha == 0)
856                                 return;
857
858                         // TrueAim check
859                         float shottype;
860
861                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
862                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
863                         wcross_origin_z = 0;
864                         if(autocvar_crosshair_hittest)
865                         {
866                                 vector wcross_oldorigin;
867                                 wcross_oldorigin = wcross_origin;
868                                 shottype = TrueAimCheck();
869                                 if(shottype == SHOTTYPE_HITWORLD)
870                                 {
871                                         v = wcross_origin - wcross_oldorigin;
872                                         v_x /= vid_conwidth;
873                                         v_y /= vid_conheight;
874                                         if(vlen(v) > 0.01)
875                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
876                                 }
877                                 if(!autocvar_crosshair_hittest_showimpact)
878                                         wcross_origin = wcross_oldorigin;
879                         }
880                         else
881                                 shottype = SHOTTYPE_HITWORLD;
882
883                         vector wcross_color, wcross_size;
884                         string wcross_wep, wcross_name;
885                         float wcross_scale, wcross_blur;
886
887                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
888                                 e = get_weaponinfo(activeweapon);
889                                 if (e && e.netname != "")
890                                 {
891                                         wcross_wep = e.netname;
892                                         if(autocvar_crosshair_per_weapon)
893                                         {
894                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
895                                                 if (wcross_resolution == 0)
896                                                         return;
897                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
898                                                 if (wcross_alpha == 0)
899                                                         return;
900
901                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
902                                                 if(wcross_style == "" || wcross_style == "0")
903                                                         wcross_style = wcross_wep;
904                                         }
905                                 }
906                         }
907                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
908                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
909                         else if(autocvar_crosshair_color_by_health)
910                         {
911                                 local float x = getstati(STAT_HEALTH);
912
913                                 //x = red
914                                 //y = green
915                                 //z = blue
916
917                                 wcross_color_z = 0;
918
919                                 if(x > 200)
920                                 {
921                                         wcross_color_x = 0;
922                                         wcross_color_y = 1;
923                                 }
924                                 else if(x > 150)
925                                 {
926                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
927                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
928                                 }
929                                 else if(x > 100)
930                                 {
931                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
932                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
933                                         wcross_color_z = 1 - (x-100)*0.02;
934                                 }
935                                 else if(x > 50)
936                                 {
937                                         wcross_color_x = 1;
938                                         wcross_color_y = 1;
939                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
940                                 }
941                                 else if(x > 20)
942                                 {
943                                         wcross_color_x = 1;
944                                         wcross_color_y = (x-20)*90/27/100;
945                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
946                                 }
947                                 else
948                                 {
949                                         wcross_color_x = 1;
950                                         wcross_color_y = 0;
951                                 }
952                         }
953                         else
954                                 wcross_color = stov(autocvar_crosshair_color);
955
956                         wcross_name = strcat("gfx/crosshair", wcross_style);
957
958                         if(autocvar_crosshair_effect_scalefade)
959                         {
960                                 wcross_scale = wcross_resolution;
961                                 wcross_resolution = 1;
962                         }
963                         else
964                         {
965                                 wcross_scale = 1;
966                         }
967
968                         if(autocvar_crosshair_pickup)
969                         {
970                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
971                                 {
972                                         pickup_crosshair_size = 1;
973                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
974                                 }
975
976                                 if(pickup_crosshair_size > 0)
977                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
978                                 else
979                                         pickup_crosshair_size = 0;
980
981                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
982                         }
983
984                         vector hitindication_color;
985                         if(autocvar_crosshair_hitindication)
986                         {
987                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
988                                 if(hitindication_crosshair_time < hit_time)
989                                 {
990                                         hitindication_crosshair_size = 1;
991                                         hitindication_crosshair_time = hit_time;
992                                 }
993
994                                 if(hitindication_crosshair_size > 0)
995                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
996                                 else
997                                         hitindication_crosshair_size = 0;
998
999                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1000                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1001                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1002                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1003                         }
1004
1005                         if(shottype == SHOTTYPE_HITENEMY)
1006                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1007                         if(shottype == SHOTTYPE_HITTEAM)
1008                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1009
1010                         f = autocvar_crosshair_effect_speed;
1011                         if(f < 0)
1012                                 f *= -2 * g_weaponswitchdelay;
1013                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1014                         {
1015                                 wcross_changedonetime = time + f;
1016                         }
1017                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1018                         {
1019                                 wcross_name_changestarttime = time;
1020                                 wcross_name_changedonetime = time + f;
1021                                 if(wcross_name_goal_prev_prev)
1022                                         strunzone(wcross_name_goal_prev_prev);
1023                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1024                                 wcross_name_goal_prev = strzone(wcross_name);
1025                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1026                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1027                                 wcross_resolution_goal_prev = wcross_resolution;
1028                         }
1029
1030                         wcross_scale_goal_prev = wcross_scale;
1031                         wcross_alpha_goal_prev = wcross_alpha;
1032                         wcross_color_goal_prev = wcross_color;
1033
1034                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1035                         {
1036                                 wcross_blur = 1;
1037                                 wcross_alpha *= 0.75;
1038                         }
1039                         else
1040                                 wcross_blur = 0;
1041                         // *_prev is at time-frametime
1042                         // * is at wcross_changedonetime+f
1043                         // what do we have at time?
1044                         if(time < wcross_changedonetime)
1045                         {
1046                                 f = frametime / (wcross_changedonetime - time + frametime);
1047                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1048                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1049                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1050                         }
1051
1052                         wcross_scale_prev = wcross_scale;
1053                         wcross_alpha_prev = wcross_alpha;
1054                         wcross_color_prev = wcross_color;
1055
1056                         wcross_scale *= 1 - autocvar__menu_alpha;
1057                         wcross_alpha *= 1 - autocvar__menu_alpha;
1058                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1059
1060                         // crosshair rings for weapon stats
1061                         if ((autocvar_crosshair_ring) || (autocvar_crosshair_ring_reload))
1062                         {
1063                                 // declarations and stats
1064                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1065                                 string ring_image, ring_inner_image;
1066                                 vector ring_rgb, ring_inner_rgb;
1067
1068                                 ring_scale = autocvar_crosshair_ring_size;
1069
1070                                 float weapon_clipload, weapon_clipsize;
1071                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1072                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1073
1074                                 float nex_charge, nex_chargepool;
1075                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1076                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1077
1078                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1079                                         nex_charge_movingavg = nex_charge;
1080
1081
1082                                 // handle the values
1083                                 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1084                                 {
1085                                         if (nex_chargepool || use_nex_chargepool) {
1086                                                 use_nex_chargepool = 1;
1087                                                 ring_inner_value = nex_chargepool;
1088                                         } else {
1089                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1090                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1091                                         }
1092
1093                                         ring_inner_alpha = wcross_alpha * autocvar_crosshair_ring_nex_inner_alpha;
1094                                         ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1095                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1096
1097                                         // draw the outer ring to show the current charge of the weapon
1098                                         ring_value = nex_charge;
1099                                         ring_alpha = wcross_alpha * autocvar_crosshair_ring_nex_alpha;
1100                                         ring_rgb = wcross_color;
1101                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1102                                 }
1103                                 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1104                                 {
1105                                         ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1106                                         ring_alpha = wcross_alpha * autocvar_crosshair_ring_minelayer_alpha;
1107                                         ring_rgb = wcross_color;
1108                                         ring_image = "gfx/crosshair_ring.tga";
1109                                 }
1110
1111                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1112                                 {
1113                                         // if the main ring is already used by another weapon, instead use the inner one for ammo.
1114                                         // inner ring is secondary anyway and doesn't matter as much as main ring, so overriding it is no issue.
1115                                         if(ring_value && autocvar_crosshair_ring_reload_inner)
1116                                         {
1117                                                 ring_inner_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1118                                                 ring_inner_alpha = autocvar_crosshair_ring_reload_alpha;
1119                                                 ring_inner_rgb = wcross_color;
1120                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1121                                         }
1122                                         else
1123                                         {
1124                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1125                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1126                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1127                                                 ring_rgb = wcross_color;
1128
1129                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1130                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1131                                                 if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1132                                                         ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1133                                                 else
1134                                                         ring_image = "gfx/crosshair_ring.tga";
1135                                         }
1136                                 }
1137
1138                                 if ((autocvar_crosshair_ring_inner || autocvar_crosshair_ring_reload_inner) && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1139                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, ring_inner_alpha, DRAWFLAG_ADDITIVE);
1140
1141                                 if (ring_value)
1142                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, ring_alpha, DRAWFLAG_ADDITIVE);
1143                         }
1144
1145 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1146                         do \
1147                         { \
1148                                 if(wcross_blur > 0) \
1149                                 { \
1150                                         for(i = -2; i <= 2; ++i) \
1151                                                 for(j = -2; j <= 2; ++j) \
1152                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1153                                 } \
1154                                 else \
1155                                 { \
1156                                         M(0,0,sz,wcross_name,wcross_alpha); \
1157                                 } \
1158                         } \
1159                         while(0)
1160
1161 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1162                         drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1163
1164 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1165                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1166
1167                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1168                         {
1169                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1170                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1171                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1172                                 f = 1 - f;
1173                         }
1174                         else
1175                         {
1176                                 f = 1;
1177                         }
1178
1179                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1180                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1181
1182                         if(autocvar_crosshair_dot)
1183             {
1184                 vector wcross_color_old;
1185                 wcross_color_old = wcross_color;
1186                 if(autocvar_crosshair_dot_color != "0")
1187                     wcross_color = stov(autocvar_crosshair_dot_color);
1188                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1189                 wcross_color = wcross_color_old;
1190             }
1191
1192                         wcross_name_alpha_goal_prev = f;
1193                 }
1194                 else
1195                 {
1196                         wcross_scale_prev = 0;
1197                         wcross_alpha_prev = 0;
1198                         wcross_scale_goal_prev = 0;
1199                         wcross_alpha_goal_prev = 0;
1200                         wcross_changedonetime = 0;
1201                         if(wcross_name_goal_prev)
1202                                 strunzone(wcross_name_goal_prev);
1203                         wcross_name_goal_prev = string_null;
1204                         if(wcross_name_goal_prev_prev)
1205                                 strunzone(wcross_name_goal_prev_prev);
1206                         wcross_name_goal_prev_prev = string_null;
1207                         wcross_name_changestarttime = 0;
1208                         wcross_name_changedonetime = 0;
1209                         wcross_name_alpha_goal_prev = 0;
1210                         wcross_name_alpha_goal_prev_prev = 0;
1211                         wcross_resolution_goal_prev = 0;
1212                         wcross_resolution_goal_prev_prev = 0;
1213                 }
1214         }
1215
1216         if(NextFrameCommand)
1217         {
1218                 localcmd("\n", NextFrameCommand, "\n");
1219                 NextFrameCommand = string_null;
1220         }
1221
1222         // we must do this check AFTER a frame was rendered, or it won't work
1223         if(cs_project_is_b0rked == 0)
1224         {
1225                 string w0, h0;
1226                 w0 = ftos(autocvar_vid_conwidth);
1227                 h0 = ftos(autocvar_vid_conheight);
1228                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1229                 //R_SetView(VF_FOV, '90 90 0');
1230                 R_SetView(VF_ORIGIN, '0 0 0');
1231                 R_SetView(VF_ANGLES, '0 0 0');
1232                 R_SetView(VF_PERSPECTIVE, 1);
1233                 makevectors('0 0 0');
1234                 vector v1, v2;
1235                 cvar_set("vid_conwidth", "800");
1236                 cvar_set("vid_conheight", "600");
1237                 v1 = cs_project(v_forward);
1238                 cvar_set("vid_conwidth", "640");
1239                 cvar_set("vid_conheight", "480");
1240                 v2 = cs_project(v_forward);
1241                 if(v1 == v2)
1242                         cs_project_is_b0rked = 1;
1243                 else
1244                         cs_project_is_b0rked = -1;
1245                 cvar_set("vid_conwidth", w0);
1246                 cvar_set("vid_conheight", h0);
1247         }
1248
1249         if(autocvar__hud_configure)
1250                 HUD_Panel_Mouse();
1251
1252         // let's reset the view back to normal for the end
1253         R_SetView(VF_MIN, '0 0 0');
1254         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1255 }
1256
1257
1258 void CSQC_common_hud(void)
1259 {
1260         // HUD_SortFrags(); done in HUD_Draw
1261         float hud;
1262         hud = getstati(STAT_HUD);
1263
1264         //hud = 10;
1265         switch(hud)
1266         {
1267                 case HUD_NORMAL:
1268                         // do some accuracy var caching
1269                         float i;
1270                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1271                         {
1272                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1273                                 {
1274                                         if(acc_color_levels)
1275                                                 strunzone(acc_color_levels);
1276                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1277                                         acc_levels = tokenize(acc_color_levels);
1278                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1279                                                 acc_levels = MAX_ACCURACY_LEVELS;
1280
1281                                         for (i = 0; i < acc_levels; ++i)
1282                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1283                                 }
1284                                 // let know that acc_col[] needs to be loaded
1285                                 acc_col_x[0] = -1;
1286                         }
1287
1288                         HUD_Main(); // always run these functions for alpha checks
1289                         HUD_DrawScoreboard();
1290
1291                         if (scoreboard_active) // scoreboard/accuracy
1292                         {
1293                                 HUD_Reset();
1294                                 // HUD_DrawScoreboard takes care of centerprint_start
1295                         }
1296                         else if (intermission == 2) // map voting screen
1297                         {
1298                                 HUD_FinaleOverlay();
1299                                 HUD_Reset();
1300
1301                                 centerprint_start_x = 0;
1302                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1303                         }
1304                         else // hud
1305                         {
1306                                 centerprint_start_x = 0;
1307                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1308                         }
1309
1310                         HUD_DrawCenterPrint();
1311                         break;
1312
1313                 case HUD_SPIDERBOT:
1314                         CSQC_SPIDER_HUD();
1315                         break;
1316
1317                 case HUD_WAKIZASHI:
1318                         CSQC_WAKIZASHI_HUD();
1319                         break;
1320         }
1321 }
1322
1323
1324 // following vectors must be global to allow seamless switching between camera modes
1325 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1326 void CSQC_Demo_Camera()
1327 {
1328         float speed, attenuation, dimensions;
1329         vector tmp, delta;
1330
1331         if( autocvar_camera_reset || !camera_mode )
1332         {
1333                 camera_offset = '0 0 0';
1334                 current_angles = '0 0 0';
1335                 camera_direction = '0 0 0';
1336                 camera_offset_z += 30;
1337                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1338                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1339                 current_origin = view_origin;
1340                 current_camera_offset  = camera_offset;
1341                 cvar_set("camera_reset", "0");
1342                 camera_mode = CAMERA_CHASE;
1343         }
1344
1345         // Camera angles
1346         if( camera_roll )
1347                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1348
1349         if(autocvar_camera_look_player)
1350         {
1351                 local vector dir;
1352                 local float n;
1353
1354                 dir = normalize(view_origin - current_position);
1355                 n = mouse_angles_z;
1356                 mouse_angles = vectoangles(dir);
1357                 mouse_angles_x = mouse_angles_x * -1;
1358                 mouse_angles_z = n;
1359         }
1360         else
1361         {
1362                 tmp = getmousepos() * 0.1;
1363                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1364                 {
1365                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1366                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1367                 }
1368         }
1369
1370         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1371         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1372         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1373         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1374
1375         // Fix difference when angles don't have the same sign
1376         delta = '0 0 0';
1377         if(mouse_angles_y < -60 && current_angles_y > 60)
1378                 delta = '0 360 0';
1379         if(mouse_angles_y > 60 && current_angles_y < -60)
1380                 delta = '0 -360 0';
1381
1382         if(autocvar_camera_look_player)
1383                 attenuation = autocvar_camera_look_attenuation;
1384         else
1385                 attenuation = autocvar_camera_speed_attenuation;
1386
1387         attenuation = 1 / max(1, attenuation);
1388         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1389
1390         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1391         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1392         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1393         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1394
1395         // Camera position
1396         tmp = '0 0 0';
1397         dimensions = 0;
1398
1399         if( camera_direction_x )
1400         {
1401                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1402                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1403                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1404                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1405                 ++dimensions;
1406         }
1407
1408         if( camera_direction_y )
1409         {
1410                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1411                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1412                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1413                 ++dimensions;
1414         }
1415
1416         if( camera_direction_z )
1417         {
1418                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1419                 ++dimensions;
1420         }
1421
1422         if(autocvar_camera_free)
1423                 speed = autocvar_camera_speed_free;
1424         else
1425                 speed = autocvar_camera_speed_chase;
1426
1427         if(dimensions)
1428         {
1429                 speed = speed * sqrt(1 / dimensions);
1430                 camera_offset += tmp * speed;
1431         }
1432
1433         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1434
1435         // Camera modes
1436         if( autocvar_camera_free )
1437         {
1438                 if ( camera_mode == CAMERA_CHASE )
1439                 {
1440                         current_camera_offset = current_origin + current_camera_offset;
1441                         camera_offset = current_origin + camera_offset;
1442                 }
1443
1444                 camera_mode = CAMERA_FREE;
1445                 current_position = current_camera_offset;
1446         }
1447         else
1448         {
1449                 if ( camera_mode == CAMERA_FREE )
1450                 {
1451                         current_origin = view_origin;
1452                         camera_offset = camera_offset - current_origin;
1453                         current_camera_offset = current_camera_offset - current_origin;
1454                 }
1455
1456                 camera_mode = CAMERA_CHASE;
1457
1458                 if(autocvar_camera_chase_smoothly)
1459                         current_origin += (view_origin - current_origin) * attenuation;
1460                 else
1461                         current_origin = view_origin;
1462
1463                 current_position = current_origin + current_camera_offset;
1464         }
1465
1466         R_SetView(VF_ANGLES, current_angles);
1467         R_SetView(VF_ORIGIN, current_position);
1468 }