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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1
2 #include "announcer.qh"
3 #include "hook.qh"
4 #include "hud.qh"
5 #include "hud_config.qh"
6 #include "mapvoting.qh"
7 #include "scoreboard.qh"
8 #include "shownames.qh"
9 #include "quickmenu.qh"
10
11 #include "mutators/events.qh"
12
13 #include "../common/anim.qh"
14 #include "../common/constants.qh"
15 #include "../common/mapinfo.qh"
16 #include "../common/gamemodes/all.qh"
17 #include "../common/nades/all.qh"
18 #include "../common/stats.qh"
19 #include "../common/triggers/target/music.qh"
20 #include "../common/teams.qh"
21
22 #include "../common/vehicles/all.qh"
23 #include "../common/weapons/all.qh"
24 #include "../common/viewloc.qh"
25 #include "../common/minigames/cl_minigames.qh"
26 #include "../common/minigames/cl_minigames_hud.qh"
27
28 #include "../lib/csqcmodel/cl_player.qh"
29
30 #include "../lib/warpzone/client.qh"
31 #include "../lib/warpzone/common.qh"
32
33 void viewmodel_draw(entity this)
34 {
35         int mask = (intermission || (getstati(STAT_HEALTH) <= 0)) ? 0 : MASK_NORMAL;
36         int c = stof(getplayerkeyvalue(current_player, "colors"));
37         vector g = colormapPaletteColor(c & 0x0F, true) * 2;
38         for (entity e = this; e; e = e.weaponchild)
39         {
40                 e.drawmask = mask;
41                 e.colormap = c;
42                 e.glowmod = g;
43         }
44 }
45
46 entity viewmodel;
47 STATIC_INIT(viewmodel) {
48     viewmodel = new(viewmodel);
49         viewmodel.draw = viewmodel_draw;
50 }
51
52 entity porto;
53 vector polyline[16];
54 void Porto_Draw(entity this)
55 {
56         vector p, dir, ang, q, nextdir;
57         float portal_number, portal1_idx;
58
59         if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
60                 return;
61         if(g_balance_porto_secondary)
62                 return;
63         if(intermission == 1)
64                 return;
65         if(intermission == 2)
66                 return;
67         if (getstati(STAT_HEALTH) <= 0)
68                 return;
69
70         dir = view_forward;
71
72         if(angles_held_status)
73         {
74                 makevectors(angles_held);
75                 dir = v_forward;
76         }
77
78         p = view_origin;
79
80         polyline[0] = p;
81         int idx = 1;
82         portal_number = 0;
83         nextdir = dir;
84
85         for (;;)
86         {
87                 dir = nextdir;
88                 traceline(p, p + 65536 * dir, true, porto);
89                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
90                         return;
91                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
92                 p = trace_endpos;
93                 polyline[idx] = p;
94                 ++idx;
95                 if(idx >= 16)
96                         return;
97                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
98                         continue;
99                 ++portal_number;
100                 ang = vectoangles2(trace_plane_normal, dir);
101                 ang.x = -ang.x;
102                 makevectors(ang);
103                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
104                         return;
105                 if(portal_number == 1)
106                 {
107                         portal1_idx = idx;
108                         if(portal_number >= 2)
109                                 break;
110                 }
111         }
112
113         while(idx >= 2)
114         {
115                 p = polyline[idx-2];
116                 q = polyline[idx-1];
117                 if(idx == 2)
118                         p = p - view_up * 16;
119                 if(idx-1 >= portal1_idx)
120                 {
121                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
122                 }
123                 else
124                 {
125                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
126                 }
127                 --idx;
128         }
129 }
130
131 void Porto_Init()
132 {
133         porto = spawn();
134         porto.classname = "porto";
135         porto.draw = Porto_Draw;
136         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
137 }
138
139 float drawtime;
140 float avgspeed;
141 vector GetCurrentFov(float fov)
142 {
143         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
144         float velocityzoom, curspeed;
145         vector v;
146
147         zoomsensitivity = autocvar_cl_zoomsensitivity;
148         zoomfactor = autocvar_cl_zoomfactor;
149         if(zoomfactor < 1 || zoomfactor > 30)
150                 zoomfactor = 2.5;
151         zoomspeed = autocvar_cl_zoomspeed;
152         if(zoomspeed >= 0)
153         if(zoomspeed < 0.5 || zoomspeed > 16)
154                         zoomspeed = 3.5;
155
156         zoomdir = button_zoom;
157         if(hud == HUD_NORMAL)
158         if(switchweapon == activeweapon)
159         if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
160                 zoomdir += button_attack2;
161         if(spectatee_status > 0 || isdemo())
162         {
163                 if(spectatorbutton_zoom)
164                 {
165                         if(zoomdir)
166                                 zoomdir = 0;
167                         else
168                                 zoomdir = 1;
169                 }
170                 // fteqcc failed twice here already, don't optimize this
171         }
172
173         if(zoomdir) { zoomin_effect = 0; }
174
175         if(camera_active)
176         {
177                 current_viewzoom = min(1, current_viewzoom + drawframetime);
178         }
179         else if(autocvar_cl_spawnzoom && zoomin_effect)
180         {
181                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
182
183                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
184                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
185                 if(current_viewzoom == 1) { zoomin_effect = 0; }
186         }
187         else
188         {
189                 if(zoomspeed < 0) // instant zoom
190                 {
191                         if(zoomdir)
192                                 current_viewzoom = 1 / zoomfactor;
193                         else
194                                 current_viewzoom = 1;
195                 }
196                 else
197                 {
198                         if(zoomdir)
199                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
200                         else
201                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
202                 }
203         }
204
205         if(almost_equals(current_viewzoom, 1))
206                 current_zoomfraction = 0;
207         else if(almost_equals(current_viewzoom, 1/zoomfactor))
208                 current_zoomfraction = 1;
209         else
210                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
211
212         if(zoomsensitivity < 1)
213                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
214         else
215                 setsensitivityscale(1);
216
217         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
218         {
219                 if(intermission) { curspeed = 0; }
220                 else
221                 {
222
223                         makevectors(view_angles);
224                         v = pmove_vel;
225                         if(csqcplayer)
226                                 v = csqcplayer.velocity;
227
228                         switch(autocvar_cl_velocityzoom_type)
229                         {
230                                 case 3: curspeed = max(0, v_forward * v); break;
231                                 case 2: curspeed = (v_forward * v); break;
232                                 case 1: default: curspeed = vlen(v); break;
233                         }
234                 }
235
236                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
237                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
238                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
239
240                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
241         }
242         else
243                 velocityzoom = 1;
244
245         float frustumx, frustumy, fovx, fovy;
246         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
247         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
248         fovx = atan2(frustumx, 1) / M_PI * 360.0;
249         fovy = atan2(frustumy, 1) / M_PI * 360.0;
250
251         return '1 0 0' * fovx + '0 1 0' * fovy;
252 }
253
254 vector GetViewLocationFOV(float fov)
255 {
256         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
257         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
258         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
259         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
260         return '1 0 0' * fovx + '0 1 0' * fovy;
261 }
262
263 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
264 {
265         float fovx, fovy;
266         float width = (ov_worldmax.x - ov_worldmin.x);
267         float height = (ov_worldmax.y - ov_worldmin.y);
268         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
269         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
270         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
271         return '1 0 0' * fovx + '0 1 0' * fovy;
272 }
273
274 // this function must match W_SetupShot!
275 float zoomscript_caught;
276
277 vector wcross_origin;
278 float wcross_scale_prev, wcross_alpha_prev;
279 vector wcross_color_prev;
280 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
281 vector wcross_color_goal_prev;
282 float wcross_changedonetime;
283
284 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
285 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
286 float wcross_name_changestarttime, wcross_name_changedonetime;
287 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
288
289 float wcross_ring_prev;
290
291 entity trueaim;
292 entity trueaim_rifle;
293
294 const float SHOTTYPE_HITTEAM = 1;
295 const float SHOTTYPE_HITOBSTRUCTION = 2;
296 const float SHOTTYPE_HITWORLD = 3;
297 const float SHOTTYPE_HITENEMY = 4;
298
299 void TrueAim_Init()
300 {
301         trueaim = spawn();
302         trueaim.classname = "trueaim";
303         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
304         trueaim_rifle = spawn();
305         trueaim_rifle.classname = "trueaim_rifle";
306         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
307 }
308
309 float EnemyHitCheck()
310 {
311         float t, n;
312         wcross_origin = project_3d_to_2d(trace_endpos);
313         wcross_origin.z = 0;
314         if(trace_ent)
315                 n = trace_ent.entnum;
316         else
317                 n = trace_networkentity;
318         if(n < 1)
319                 return SHOTTYPE_HITWORLD;
320         if(n > maxclients)
321                 return SHOTTYPE_HITWORLD;
322         t = GetPlayerColor(n - 1);
323         if(teamplay)
324                 if(t == myteam)
325                         return SHOTTYPE_HITTEAM;
326         if(t == NUM_SPECTATOR)
327                 return SHOTTYPE_HITWORLD;
328         return SHOTTYPE_HITENEMY;
329 }
330
331 float TrueAimCheck()
332 {
333         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
334         vector vecs, trueaimpoint, w_shotorg;
335         vector mi, ma, dv;
336         float shottype;
337         entity ta;
338         float mv;
339
340         mi = ma = '0 0 0';
341         ta = trueaim;
342         mv = MOVE_NOMONSTERS;
343
344         switch(activeweapon) // WEAPONTODO
345         {
346                 case WEP_TUBA.m_id: // no aim
347                 case WEP_PORTO.m_id: // shoots from eye
348                 case WEP_NEXBALL.m_id: // shoots from eye
349                 case WEP_HOOK.m_id: // no trueaim
350                 case WEP_MORTAR.m_id: // toss curve
351                         return SHOTTYPE_HITWORLD;
352                 case WEP_VORTEX.m_id:
353                 case WEP_VAPORIZER.m_id:
354                         mv = MOVE_NORMAL;
355                         break;
356                 case WEP_RIFLE.m_id:
357                         ta = trueaim_rifle;
358                         mv = MOVE_NORMAL;
359                         if(zoomscript_caught)
360                         {
361                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
362                                 return EnemyHitCheck();
363                         }
364                         break;
365                 case WEP_DEVASTATOR.m_id: // projectile has a size!
366                         mi = '-3 -3 -3';
367                         ma = '3 3 3';
368                         break;
369                 case WEP_FIREBALL.m_id: // projectile has a size!
370                         mi = '-16 -16 -16';
371                         ma = '16 16 16';
372                         break;
373                 case WEP_SEEKER.m_id: // projectile has a size!
374                         mi = '-2 -2 -2';
375                         ma = '2 2 2';
376                         break;
377                 case WEP_ELECTRO.m_id: // projectile has a size!
378                         mi = '0 0 -3';
379                         ma = '0 0 -3';
380                         break;
381         }
382
383         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
384
385         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
386
387         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
388         trueaimpoint = trace_endpos;
389
390         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
391                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
392
393         if(vecs.x > 0)
394                 vecs.y = -vecs.y;
395         else
396                 vecs = '0 0 0';
397
398         dv = view_right * vecs.y + view_up * vecs.z;
399         w_shotorg = traceorigin + dv;
400
401         // now move the vecs forward as much as requested if possible
402         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
403         w_shotorg = trace_endpos - view_forward * nudge;
404
405         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
406         shottype = EnemyHitCheck();
407         if(shottype != SHOTTYPE_HITWORLD)
408                 return shottype;
409
410 #if 0
411         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
412         // or rather, I know why, but see no fix
413         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
414                 // 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
415                 return SHOTTYPE_HITOBSTRUCTION;
416 #endif
417
418         return SHOTTYPE_HITWORLD;
419 }
420
421 void PostInit(void);
422 void CSQC_Demo_Camera();
423 float HUD_WouldDrawScoreboard();
424 float camera_mode;
425 const float CAMERA_FREE = 1;
426 const float CAMERA_CHASE = 2;
427 float reticle_type;
428 string reticle_image;
429 string NextFrameCommand;
430
431 vector freeze_org, freeze_ang;
432 entity nightvision_noise, nightvision_noise2;
433
434 const float MAX_TIME_DIFF = 5;
435 float pickup_crosshair_time, pickup_crosshair_size;
436 float hitindication_crosshair_size;
437 float use_vortex_chargepool;
438
439 float myhealth, myhealth_prev;
440 float myhealth_flash;
441
442 float old_blurradius, old_bluralpha;
443 float old_sharpen_intensity;
444
445 vector myhealth_gentlergb;
446
447 float contentavgalpha, liquidalpha_prev;
448 vector liquidcolor_prev;
449
450 float eventchase_current_distance;
451 float eventchase_running;
452 bool WantEventchase()
453 {SELFPARAM();
454         if(autocvar_cl_orthoview)
455                 return false;
456         if(intermission)
457                 return true;
458         if(self.viewloc)
459                 return true;
460         if(spectatee_status >= 0)
461         {
462                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
463                         return true;
464                 if(MUTATOR_CALLHOOK(WantEventchase, self))
465                         return true;
466                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
467                         return true;
468                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
469                 {
470                         if(autocvar_cl_eventchase_death == 2)
471                         {
472                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
473                                 if(self.velocity == '0 0 0' || eventchase_running)
474                                         return true;
475                         }
476                         else return true;
477                 }
478         }
479         return false;
480 }
481
482 void HUD_Crosshair_Vehicle()
483 {
484         if(hud != HUD_BUMBLEBEE_GUN)
485         {
486                 Vehicle info = get_vehicleinfo(hud);
487                 info.vr_crosshair(info);
488         }
489 }
490
491 vector damage_blurpostprocess, content_blurpostprocess;
492
493 float unaccounted_damage = 0;
494 void UpdateDamage()
495 {
496         // accumulate damage with each stat update
497         static float damage_total_prev = 0;
498         float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
499         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
500         damage_total_prev = damage_total;
501
502         static float damage_dealt_time_prev = 0;
503         float damage_dealt_time = getstatf(STAT_HIT_TIME);
504         if (damage_dealt_time != damage_dealt_time_prev)
505         {
506                 unaccounted_damage += unaccounted_damage_new;
507                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
508         }
509         damage_dealt_time_prev = damage_dealt_time;
510
511         // prevent hitsound when switching spectatee
512         static float spectatee_status_prev = 0;
513         if (spectatee_status != spectatee_status_prev)
514                 unaccounted_damage = 0;
515         spectatee_status_prev = spectatee_status;
516 }
517
518 void HitSound()
519 {
520         // varying sound pitch
521
522         static float hitsound_time_prev = 0;
523         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
524         float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
525         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
526         {
527                 if (autocvar_cl_hitsound && unaccounted_damage)
528                 {
529                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
530                         float a = autocvar_cl_hitsound_max_pitch;
531                         float b = autocvar_cl_hitsound_min_pitch;
532                         float c = autocvar_cl_hitsound_nom_damage;
533                         float x = unaccounted_damage;
534                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
535
536                         // if sound variation is disabled, set pitch_shift to 1
537                         if (autocvar_cl_hitsound == 1)
538                                 pitch_shift = 1;
539
540                         // if pitch shift is reversed, mirror in (max-min)/2 + min
541                         if (autocvar_cl_hitsound == 3)
542                         {
543                                 float mirror_value = (a-b)/2 + b;
544                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
545                         }
546
547                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
548
549                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
550                         // todo: normalize sound pressure levels? seems unnecessary
551
552                         sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
553                 }
554                 unaccounted_damage = 0;
555                 hitsound_time_prev = time;
556         }
557
558         static float typehit_time_prev = 0;
559         float typehit_time = getstatf(STAT_TYPEHIT_TIME);
560         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
561         {
562                 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
563                 typehit_time_prev = typehit_time;
564         }
565 }
566
567 void HUD_Crosshair()
568 {SELFPARAM();
569         static float rainbow_last_flicker;
570         static vector rainbow_prev_color;
571         entity e = self;
572         float f, i, j;
573         vector v;
574         if(!scoreboard_active && !camera_active && intermission != 2 &&
575                 spectatee_status != -1 && !csqcplayer.viewloc &&
576                 !HUD_MinigameMenu_IsOpened() )
577         {
578                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
579                         return;
580
581                 if (hud != HUD_NORMAL)
582                 {
583                         HUD_Crosshair_Vehicle();
584                         return;
585                 }
586
587                 string wcross_style;
588                 float wcross_alpha, wcross_resolution;
589                 wcross_style = autocvar_crosshair;
590                 if (wcross_style == "0")
591                         return;
592                 wcross_resolution = autocvar_crosshair_size;
593                 if (wcross_resolution == 0)
594                         return;
595                 wcross_alpha = autocvar_crosshair_alpha;
596                 if (wcross_alpha == 0)
597                         return;
598
599                 // TrueAim check
600                 float shottype;
601
602                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
603                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
604                 wcross_origin.z = 0;
605                 if(autocvar_crosshair_hittest)
606                 {
607                         vector wcross_oldorigin;
608                         wcross_oldorigin = wcross_origin;
609                         shottype = TrueAimCheck();
610                         if(shottype == SHOTTYPE_HITWORLD)
611                         {
612                                 v = wcross_origin - wcross_oldorigin;
613                                 v.x /= vid_conwidth;
614                                 v.y /= vid_conheight;
615                                 if(vlen(v) > 0.01)
616                                         shottype = SHOTTYPE_HITOBSTRUCTION;
617                         }
618                         if(!autocvar_crosshair_hittest_showimpact)
619                                 wcross_origin = wcross_oldorigin;
620                 }
621                 else
622                         shottype = SHOTTYPE_HITWORLD;
623
624                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
625                 string wcross_name = "";
626                 float wcross_scale, wcross_blur;
627
628                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
629                 {
630                         e = get_weaponinfo(switchingweapon);
631                         if(e)
632                         {
633                                 if(autocvar_crosshair_per_weapon)
634                                 {
635                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
636                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
637                                         //if (wcross_resolution == 0)
638                                                 //return;
639
640                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
641                                         wcross_resolution *= e.w_crosshair_size;
642                                         wcross_name = e.w_crosshair;
643                                 }
644                         }
645                 }
646
647                 if(wcross_name == "")
648                         wcross_name = strcat("gfx/crosshair", wcross_style);
649
650                 // MAIN CROSSHAIR COLOR DECISION
651                 switch(autocvar_crosshair_color_special)
652                 {
653                         case 1: // crosshair_color_per_weapon
654                         {
655                                 if(e)
656                                 {
657                                         wcross_color = e.wpcolor;
658                                         break;
659                                 }
660                                 else { goto normalcolor; }
661                         }
662
663                         case 2: // crosshair_color_by_health
664                         {
665                                 float x = getstati(STAT_HEALTH);
666
667                                 //x = red
668                                 //y = green
669                                 //z = blue
670
671                                 wcross_color.z = 0;
672
673                                 if(x > 200)
674                                 {
675                                         wcross_color.x = 0;
676                                         wcross_color.y = 1;
677                                 }
678                                 else if(x > 150)
679                                 {
680                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
681                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
682                                 }
683                                 else if(x > 100)
684                                 {
685                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
686                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
687                                         wcross_color.z = 1 - (x-100)*0.02;
688                                 }
689                                 else if(x > 50)
690                                 {
691                                         wcross_color.x = 1;
692                                         wcross_color.y = 1;
693                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
694                                 }
695                                 else if(x > 20)
696                                 {
697                                         wcross_color.x = 1;
698                                         wcross_color.y = (x-20)*90/27/100;
699                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
700                                 }
701                                 else
702                                 {
703                                         wcross_color.x = 1;
704                                         wcross_color.y = 0;
705                                 }
706                                 break;
707                         }
708
709                         case 3: // crosshair_color_rainbow
710                         {
711                                 if(time >= rainbow_last_flicker)
712                                 {
713                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
714                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
715                                 }
716                                 wcross_color = rainbow_prev_color;
717                                 break;
718                         }
719                         :normalcolor
720                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
721                 }
722
723                 if(autocvar_crosshair_effect_scalefade)
724                 {
725                         wcross_scale = wcross_resolution;
726                         wcross_resolution = 1;
727                 }
728                 else
729                 {
730                         wcross_scale = 1;
731                 }
732
733                 if(autocvar_crosshair_pickup)
734                 {
735                         float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
736
737                         if(pickup_crosshair_time < stat_pickup_time)
738                         {
739                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
740                                         pickup_crosshair_size = 1;
741
742                                 pickup_crosshair_time = stat_pickup_time;
743                         }
744
745                         if(pickup_crosshair_size > 0)
746                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
747                         else
748                                 pickup_crosshair_size = 0;
749
750                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
751                 }
752
753                 // todo: make crosshair hit indication dependent on damage dealt
754                 if(autocvar_crosshair_hitindication)
755                 {
756                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
757
758                         if(unaccounted_damage)
759                         {
760                                 hitindication_crosshair_size = 1;
761                         }
762
763                         if(hitindication_crosshair_size > 0)
764                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
765                         else
766                                 hitindication_crosshair_size = 0;
767
768                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
769                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
770                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
771                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
772                 }
773
774                 if(shottype == SHOTTYPE_HITENEMY)
775                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
776                 if(shottype == SHOTTYPE_HITTEAM)
777                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
778
779                 f = fabs(autocvar_crosshair_effect_time);
780                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
781                 {
782                         wcross_changedonetime = time + f;
783                 }
784                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
785                 {
786                         wcross_name_changestarttime = time;
787                         wcross_name_changedonetime = time + f;
788                         if(wcross_name_goal_prev_prev)
789                                 strunzone(wcross_name_goal_prev_prev);
790                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
791                         wcross_name_goal_prev = strzone(wcross_name);
792                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
793                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
794                         wcross_resolution_goal_prev = wcross_resolution;
795                 }
796
797                 wcross_scale_goal_prev = wcross_scale;
798                 wcross_alpha_goal_prev = wcross_alpha;
799                 wcross_color_goal_prev = wcross_color;
800
801                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
802                 {
803                         wcross_blur = 1;
804                         wcross_alpha *= 0.75;
805                 }
806                 else
807                         wcross_blur = 0;
808                 // *_prev is at time-frametime
809                 // * is at wcross_changedonetime+f
810                 // what do we have at time?
811                 if(time < wcross_changedonetime)
812                 {
813                         f = frametime / (wcross_changedonetime - time + frametime);
814                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
815                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
816                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
817                 }
818
819                 wcross_scale_prev = wcross_scale;
820                 wcross_alpha_prev = wcross_alpha;
821                 wcross_color_prev = wcross_color;
822
823                 MUTATOR_CALLHOOK(UpdateCrosshair);
824
825                 wcross_scale *= 1 - autocvar__menu_alpha;
826                 wcross_alpha *= 1 - autocvar__menu_alpha;
827                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
828
829                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
830                 {
831                         // crosshair rings for weapon stats
832                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
833                         {
834                                 // declarations and stats
835                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
836                                 string ring_image = string_null, ring_inner_image = string_null;
837                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
838
839                                 ring_scale = autocvar_crosshair_ring_size;
840
841                                 float weapon_clipload, weapon_clipsize;
842                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
843                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
844
845                                 float ok_ammo_charge, ok_ammo_chargepool;
846                                 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
847                                 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
848
849                                 float vortex_charge, vortex_chargepool;
850                                 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
851                                 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
852
853                                 float arc_heat = getstatf(STAT_ARC_HEAT);
854
855                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
856                                         vortex_charge_movingavg = vortex_charge;
857
858
859                                 // handle the values
860                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
861                                 {
862                                         if (vortex_chargepool || use_vortex_chargepool) {
863                                                 use_vortex_chargepool = 1;
864                                                 ring_inner_value = vortex_chargepool;
865                                         } else {
866                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
867                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
868                                         }
869
870                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
871                                         ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
872                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
873
874                                         // draw the outer ring to show the current charge of the weapon
875                                         ring_value = vortex_charge;
876                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
877                                         ring_rgb = wcross_color;
878                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
879                                 }
880                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
881                                 {
882                                         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.
883                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
884                                         ring_rgb = wcross_color;
885                                         ring_image = "gfx/crosshair_ring.tga";
886                                 }
887                                 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
888                                 {
889                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
890                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
891                                         ring_rgb = wcross_color;
892                                         ring_image = "gfx/crosshair_ring.tga";
893                                 }
894                                 else if (ok_ammo_charge)
895                                 {
896                                         ring_value = ok_ammo_chargepool;
897                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
898                                         ring_rgb = wcross_color;
899                                         ring_image = "gfx/crosshair_ring.tga";
900                                 }
901                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
902                                 {
903                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
904                                         ring_scale = autocvar_crosshair_ring_reload_size;
905                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
906                                         ring_rgb = wcross_color;
907
908                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
909                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
910                                         if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
911                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
912                                         else
913                                                 ring_image = "gfx/crosshair_ring.tga";
914                                 }
915                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
916                                 {
917                                         ring_value = arc_heat;
918                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
919                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
920                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
921                                         ring_image = "gfx/crosshair_ring.tga";
922                                 }
923
924                                 // if in weapon switch animation, fade ring out/in
925                                 if(autocvar_crosshair_effect_time > 0)
926                                 {
927                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
928                                         if (f >= 1)
929                                         {
930                                                 wcross_ring_prev = ((ring_image) ? true : false);
931                                         }
932
933                                         if(wcross_ring_prev)
934                                         {
935                                                 if(f < 1)
936                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
937                                         }
938                                         else
939                                         {
940                                                 if(f < 1)
941                                                         ring_alpha *= bound(0, f, 1);
942                                         }
943                                 }
944
945                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
946                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
947
948                                 if (ring_value)
949                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
950                         }
951
952 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
953                         do \
954                         { \
955                                 if(wcross_blur > 0) \
956                                 { \
957                                         for(i = -2; i <= 2; ++i) \
958                                         for(j = -2; j <= 2; ++j) \
959                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
960                                 } \
961                                 else \
962                                 { \
963                                         M(0,0,sz,wcross_name,wcross_alpha); \
964                                 } \
965                         } \
966                         while(0)
967
968 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
969                         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)
970
971 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
972                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
973
974                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
975                         {
976                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
977                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
978                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
979                                 f = 1 - f;
980                         }
981                         else
982                         {
983                                 f = 1;
984                         }
985                         wcross_name_alpha_goal_prev = f;
986
987                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
988                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
989
990                         if(autocvar_crosshair_dot)
991                         {
992                                 vector wcross_color_old;
993                                 wcross_color_old = wcross_color;
994
995                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
996                                         wcross_color = stov(autocvar_crosshair_dot_color);
997
998                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
999                                 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1000                                 wcross_color = wcross_color_old;
1001                         }
1002                 }
1003         }
1004         else
1005         {
1006                 wcross_scale_prev = 0;
1007                 wcross_alpha_prev = 0;
1008                 wcross_scale_goal_prev = 0;
1009                 wcross_alpha_goal_prev = 0;
1010                 wcross_changedonetime = 0;
1011                 if(wcross_name_goal_prev)
1012                         strunzone(wcross_name_goal_prev);
1013                 wcross_name_goal_prev = string_null;
1014                 if(wcross_name_goal_prev_prev)
1015                         strunzone(wcross_name_goal_prev_prev);
1016                 wcross_name_goal_prev_prev = string_null;
1017                 wcross_name_changestarttime = 0;
1018                 wcross_name_changedonetime = 0;
1019                 wcross_name_alpha_goal_prev = 0;
1020                 wcross_name_alpha_goal_prev_prev = 0;
1021                 wcross_resolution_goal_prev = 0;
1022                 wcross_resolution_goal_prev_prev = 0;
1023         }
1024 }
1025
1026 void HUD_Draw()
1027 {
1028         if(getstati(STAT_FROZEN))
1029                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1030         else if (getstatf(STAT_HEALING_ORB)>time)
1031                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1032         if(!intermission)
1033         if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1034         {
1035                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1036                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1037         }
1038         else if(getstatf(STAT_REVIVE_PROGRESS))
1039         {
1040                 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);
1041                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1042         }
1043
1044         if(autocvar_r_letterbox == 0)
1045                 if(autocvar_viewsize < 120)
1046                 {
1047                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1048                                 Accuracy_LoadLevels();
1049
1050                         HUD_Main();
1051                         HUD_DrawScoreboard();
1052                 }
1053
1054         // crosshair goes VERY LAST
1055         UpdateDamage();
1056         HUD_Crosshair();
1057         HitSound();
1058 }
1059
1060 bool ov_enabled;
1061 float oldr_nearclip;
1062 float oldr_farclip_base;
1063 float oldr_farclip_world;
1064 float oldr_novis;
1065 float oldr_useportalculling;
1066 float oldr_useinfinitefarclip;
1067
1068 const int BUTTON_3 = 4;
1069 const int BUTTON_4 = 8;
1070 float cl_notice_run();
1071 float prev_myteam;
1072 int lasthud;
1073 float vh_notice_time;
1074 void WaypointSprite_Load();
1075 void CSQC_UpdateView(float w, float h)
1076 {SELFPARAM();
1077         entity e;
1078         float fov;
1079         float f;
1080         vector vf_size, vf_min;
1081         float a;
1082
1083         execute_next_frame();
1084
1085         ++framecount;
1086
1087         hud = getstati(STAT_HUD);
1088
1089         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1090                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1091
1092         lasthud = hud;
1093
1094         if(autocvar__hud_showbinds_reload) // menu can set this one
1095         {
1096                 db_close(binddb);
1097                 binddb = db_create();
1098                 cvar_set("_hud_showbinds_reload", "0");
1099         }
1100
1101         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1102                 view_quality = getproperty(VF_MINFPS_QUALITY);
1103         else
1104                 view_quality = 1;
1105
1106         button_attack2 = (input_buttons & BUTTON_3);
1107         button_zoom = (input_buttons & BUTTON_4);
1108
1109         vf_size = getpropertyvec(VF_SIZE);
1110         vf_min = getpropertyvec(VF_MIN);
1111         vid_width = vf_size.x;
1112         vid_height = vf_size.y;
1113
1114         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1115         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1116
1117         WaypointSprite_Load();
1118
1119         CSQCPlayer_SetCamera();
1120
1121         if(player_localentnum <= maxclients) // is it a client?
1122                 current_player = player_localentnum - 1;
1123         else // then player_localentnum is the vehicle I'm driving
1124                 current_player = player_localnum;
1125         myteam = GetPlayerColor(current_player);
1126
1127         if(myteam != prev_myteam)
1128         {
1129                 myteamcolors = colormapPaletteColor(myteam, 1);
1130                 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1131                 prev_myteam = myteam;
1132         }
1133
1134         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1135
1136         float is_dead = (getstati(STAT_HEALTH) <= 0);
1137
1138         // FIXME do we need this hack?
1139         if(isdemo())
1140         {
1141                 // in demos, input_buttons do not work
1142                 button_zoom = (autocvar__togglezoom == "-");
1143         }
1144         else if(button_zoom
1145                 && autocvar_cl_unpress_zoom_on_death
1146                 && (spectatee_status >= 0)
1147                 && (is_dead || intermission))
1148         {
1149                 // no zoom while dead or in intermission please
1150                 localcmd("-zoom\n");
1151                 button_zoom = false;
1152         }
1153
1154         // event chase camera
1155         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1156         {
1157                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1158                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1159                 entity gen = world;
1160
1161                 if(ons_roundlost)
1162                 {
1163                         entity e;
1164                         for(e = world; (e = find(e, classname, "onslaught_generator")); )
1165                         {
1166                                 if(e.health <= 0)
1167                                 {
1168                                         gen = e;
1169                                         break;
1170                                 }
1171                         }
1172                         if(!gen)
1173                                 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1174                 }
1175                 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1176                 {
1177                         eventchase_running = true;
1178
1179                         // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
1180                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1181                         if(ons_roundlost) { current_view_origin = gen.origin; }
1182
1183                         // detect maximum viewoffset and use it
1184                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1185                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1186                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1187
1188                         if(view_offset)
1189                         {
1190                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1191                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1192                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1193                         }
1194
1195                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1196                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1197                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1198                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1199
1200                         // make the camera smooth back
1201                         float chase_distance = autocvar_cl_eventchase_distance;
1202                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1203                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1204
1205                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1206                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1207                         else if(eventchase_current_distance != chase_distance)
1208                                 eventchase_current_distance = chase_distance;
1209
1210                         makevectors(view_angles);
1211
1212                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1213                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1214
1215                         // If the boxtrace fails, revert back to line tracing.
1216                         if(!self.viewloc)
1217                         if(trace_startsolid)
1218                         {
1219                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1220                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1221                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1222                         }
1223                         else { setproperty(VF_ORIGIN, trace_endpos); }
1224
1225                         if(!self.viewloc)
1226                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1227                 }
1228                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1229                 {
1230                         eventchase_running = false;
1231                         cvar_set("chase_active", "0");
1232                         eventchase_current_distance = 0; // start from 0 next time
1233                 }
1234         }
1235         // workaround for camera stuck between player's legs when using chase_active 1
1236         // because the engine stops updating the chase_active camera when the game ends
1237         else if(intermission)
1238         {
1239                 cvar_settemp("chase_active", "-1");
1240                 eventchase_current_distance = 0;
1241         }
1242
1243         // do lockview after event chase camera so that it still applies whenever necessary.
1244         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1245         {
1246                 setproperty(VF_ORIGIN, freeze_org);
1247                 setproperty(VF_ANGLES, freeze_ang);
1248         }
1249         else
1250         {
1251                 freeze_org = getpropertyvec(VF_ORIGIN);
1252                 freeze_ang = getpropertyvec(VF_ANGLES);
1253         }
1254
1255         WarpZone_FixView();
1256         //WarpZone_FixPMove();
1257         {
1258                 static string name_last;
1259                 string name = get_weaponinfo(switchingweapon).mdl;
1260                 if (name != name_last)
1261                 {
1262                     name_last = name;
1263                         CL_WeaponEntity_SetModel(viewmodel, name);
1264                         updateanim(viewmodel);
1265                         if (!viewmodel.animstate_override)
1266                                 setanim(viewmodel, viewmodel.anim_idle, true, false, false);
1267                 }
1268         }
1269
1270         vector ov_org = '0 0 0';
1271         vector ov_mid = '0 0 0';
1272         vector ov_worldmin = '0 0 0';
1273         vector ov_worldmax = '0 0 0';
1274         if(autocvar_cl_orthoview)
1275         {
1276                 ov_worldmin = mi_picmin;
1277                 ov_worldmax = mi_picmax;
1278
1279                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1280                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1281                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1282
1283                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1284                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1285
1286                 float ov_nearest = vlen(ov_org - vec3(
1287                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1288                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1289                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1290                 ));
1291
1292                 float ov_furthest = 0;
1293                 float dist = 0;
1294
1295                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1296                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1297                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1298                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1299                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1300                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1301                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1302                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1303
1304                 if(!ov_enabled)
1305                 {
1306                         oldr_nearclip = cvar("r_nearclip");
1307                         oldr_farclip_base = cvar("r_farclip_base");
1308                         oldr_farclip_world = cvar("r_farclip_world");
1309                         oldr_novis = cvar("r_novis");
1310                         oldr_useportalculling = cvar("r_useportalculling");
1311                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1312                 }
1313
1314                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1315                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1316                 cvar_settemp("r_farclip_world", "0");
1317                 cvar_settemp("r_novis", "1");
1318                 cvar_settemp("r_useportalculling", "0");
1319                 cvar_settemp("r_useinfinitefarclip", "0");
1320
1321                 setproperty(VF_ORIGIN, ov_org);
1322                 setproperty(VF_ANGLES, '90 0 0');
1323
1324                 ov_enabled = true;
1325
1326                 #if 0
1327                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1328                         vtos(ov_org),
1329                         vtos(getpropertyvec(VF_ANGLES)),
1330                         ov_distance,
1331                         ov_nearest,
1332                         ov_furthest);
1333                 #endif
1334         }
1335         else
1336         {
1337                 if(ov_enabled)
1338                 {
1339                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1340                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1341                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1342                         cvar_set("r_novis", ftos(oldr_novis));
1343                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1344                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1345                 }
1346                 ov_enabled = false;
1347         }
1348
1349         // Render the Scene
1350         view_origin = getpropertyvec(VF_ORIGIN);
1351         view_angles = getpropertyvec(VF_ANGLES);
1352         makevectors(view_angles);
1353         view_forward = v_forward;
1354         view_right = v_right;
1355         view_up = v_up;
1356
1357 #ifdef BLURTEST
1358         if(time > blurtest_time0 && time < blurtest_time1)
1359         {
1360                 float r, t;
1361
1362                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1363                 r = t * blurtest_radius;
1364                 f = 1 / pow(t, blurtest_power) - 1;
1365
1366                 cvar_set("r_glsl_postprocess", "1");
1367                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1368         }
1369         else
1370         {
1371                 cvar_set("r_glsl_postprocess", "0");
1372                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1373         }
1374 #endif
1375
1376         TargetMusic_Advance();
1377         Fog_Force();
1378
1379         if(drawtime == 0)
1380                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1381         else
1382                 drawframetime = bound(0.000001, time - drawtime, 1);
1383         drawtime = time;
1384
1385         // watch for gametype changes here...
1386         // in ParseStuffCMD the cmd isn't executed yet :/
1387         // might even be better to add the gametype to TE_CSQC_INIT...?
1388         if(!postinit)
1389                 PostInit();
1390
1391         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1392         {
1393                 if(calledhooks & HOOK_START)
1394                 {
1395                         localcmd("\ncl_hook_gameend\n");
1396                         calledhooks |= HOOK_END;
1397                 }
1398         }
1399
1400         Announcer();
1401
1402         fov = autocvar_fov;
1403         if(fov <= 59.5)
1404         {
1405                 if(!zoomscript_caught)
1406                 {
1407                         localcmd("+button9\n");
1408                         zoomscript_caught = 1;
1409                 }
1410         }
1411         else
1412         {
1413                 if(zoomscript_caught)
1414                 {
1415                         localcmd("-button9\n");
1416                         zoomscript_caught = 0;
1417                 }
1418         }
1419
1420         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1421
1422         // next WANTED weapon (for HUD)
1423         switchweapon = getstati(STAT_SWITCHWEAPON);
1424
1425         // currently switching-to weapon (for crosshair)
1426         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1427
1428         // actually active weapon (for zoom)
1429         activeweapon = getstati(STAT_ACTIVEWEAPON);
1430
1431         f = (serverflags & SERVERFLAG_TEAMPLAY);
1432         if(f != teamplay)
1433         {
1434                 teamplay = f;
1435                 HUD_InitScores();
1436         }
1437
1438         if(last_switchweapon != switchweapon)
1439         {
1440                 weapontime = time;
1441                 last_switchweapon = switchweapon;
1442                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1443                 {
1444                         localcmd("-zoom\n");
1445                         button_zoom = false;
1446                 }
1447                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1448                 {
1449                         localcmd("-fire\n");
1450                         localcmd("-fire2\n");
1451                         button_attack2 = false;
1452                 }
1453         }
1454         if(last_activeweapon != activeweapon)
1455         {
1456                 last_activeweapon = activeweapon;
1457
1458                 e = get_weaponinfo(activeweapon);
1459                 if(e.netname != "")
1460                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1461                 else
1462                         localcmd("\ncl_hook_activeweapon none\n");
1463         }
1464
1465         // ALWAYS Clear Current Scene First
1466         clearscene();
1467
1468         setproperty(VF_ORIGIN, view_origin);
1469         setproperty(VF_ANGLES, view_angles);
1470
1471         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1472         setproperty(VF_SIZE, vf_size);
1473         setproperty(VF_MIN, vf_min);
1474
1475         // Assign Standard Viewflags
1476         // Draw the World (and sky)
1477         setproperty(VF_DRAWWORLD, 1);
1478
1479         // Set the console size vars
1480         vid_conwidth = autocvar_vid_conwidth;
1481         vid_conheight = autocvar_vid_conheight;
1482         vid_pixelheight = autocvar_vid_pixelheight;
1483
1484         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1485         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1486         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1487
1488         // Camera for demo playback
1489         if(camera_active)
1490         {
1491                 if(autocvar_camera_enable)
1492                         CSQC_Demo_Camera();
1493                 else
1494                 {
1495                         cvar_set("chase_active", ftos(chase_active_backup));
1496                         cvar_set("cl_demo_mousegrab", "0");
1497                         camera_active = false;
1498                 }
1499         }
1500         else
1501         {
1502 #ifdef CAMERATEST
1503                 if(autocvar_camera_enable)
1504 #else
1505                 if(autocvar_camera_enable && isdemo())
1506 #endif
1507                 {
1508                         // Enable required Darkplaces cvars
1509                         chase_active_backup = autocvar_chase_active;
1510                         cvar_set("chase_active", "2");
1511                         cvar_set("cl_demo_mousegrab", "1");
1512                         camera_active = true;
1513                         camera_mode = false;
1514                 }
1515         }
1516
1517         // Draw the Crosshair
1518         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1519
1520         // Draw the Engine Status Bar (the default Quake HUD)
1521         setproperty(VF_DRAWENGINESBAR, 0);
1522
1523         // Update the mouse position
1524         /*
1525            mousepos_x = vid_conwidth;
1526            mousepos_y = vid_conheight;
1527            mousepos = mousepos*0.5 + getmousepos();
1528          */
1529
1530         for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1531                 WITH(entity, self, e, e.draw(e));
1532         }
1533
1534         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1535         renderscene();
1536
1537         // now switch to 2D drawing mode by calling a 2D drawing function
1538         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1539         // next R_RenderScene call
1540         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1541
1542         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1543         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1544         {
1545                 // apply night vision effect
1546                 vector tc_00, tc_01, tc_10, tc_11;
1547                 vector rgb = '0 0 0';
1548
1549                 if(!nightvision_noise)
1550                 {
1551                         nightvision_noise = spawn();
1552                         nightvision_noise.classname = "nightvision_noise";
1553                 }
1554                 if(!nightvision_noise2)
1555                 {
1556                         nightvision_noise2 = spawn();
1557                         nightvision_noise2.classname = "nightvision_noise2";
1558                 }
1559
1560                 // color tint in yellow
1561                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1562
1563                 // draw BG
1564                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1565                 rgb = '1 1 1';
1566                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1567                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1568                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1569                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1570                 tc_11 = tc_01 + tc_10 - tc_00;
1571                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1572                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1573                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1574                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1575                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1576                 R_EndPolygon();
1577
1578                 // draw FG
1579                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1580                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1581                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1582                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1583                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1584                 tc_11 = tc_01 + tc_10 - tc_00;
1585                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1586                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1587                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1588                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1589                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1590                 R_EndPolygon();
1591         }
1592
1593         if(autocvar_cl_reticle)
1594         {
1595                 Weapon wep = get_weaponinfo(activeweapon);
1596                 // Draw the aiming reticle for weapons that use it
1597                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1598                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1599                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1600                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1601                 {
1602                         // no zoom reticle while dead
1603                         reticle_type = 0;
1604                 }
1605                 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1606                 {
1607                         if(reticle_image != "") { reticle_type = 2; }
1608                         else { reticle_type = 0; }
1609                 }
1610                 else if(button_zoom || zoomscript_caught)
1611                 {
1612                         // normal zoom
1613                         reticle_type = 1;
1614                 }
1615
1616                 if(reticle_type)
1617                 {
1618                         if(autocvar_cl_reticle_stretch)
1619                         {
1620                                 reticle_size.x = vid_conwidth;
1621                                 reticle_size.y = vid_conheight;
1622                                 reticle_pos.x = 0;
1623                                 reticle_pos.y = 0;
1624                         }
1625                         else
1626                         {
1627                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1628                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1629                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1630                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1631                         }
1632
1633                         if(zoomscript_caught)
1634                                 f = 1;
1635                         else
1636                                 f = current_zoomfraction;
1637
1638                         if(f)
1639                         {
1640                                 switch(reticle_type)
1641                                 {
1642                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1643                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1644                                 }
1645                         }
1646                 }
1647         }
1648         else
1649         {
1650                 if(reticle_type != 0) { reticle_type = 0; }
1651         }
1652
1653
1654         // improved polyblend
1655         if(autocvar_hud_contents)
1656         {
1657                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1658                 vector liquidcolor;
1659
1660                 switch(pointcontents(view_origin))
1661                 {
1662                         case CONTENT_WATER:
1663                                 liquidalpha = autocvar_hud_contents_water_alpha;
1664                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1665                                 incontent = 1;
1666                                 break;
1667
1668                         case CONTENT_LAVA:
1669                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1670                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1671                                 incontent = 1;
1672                                 break;
1673
1674                         case CONTENT_SLIME:
1675                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1676                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1677                                 incontent = 1;
1678                                 break;
1679
1680                         default:
1681                                 liquidalpha = 0;
1682                                 liquidcolor = '0 0 0';
1683                                 incontent = 0;
1684                                 break;
1685                 }
1686
1687                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1688                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1689                         contentfadetime = autocvar_hud_contents_fadeintime;
1690                         liquidalpha_prev = liquidalpha;
1691                         liquidcolor_prev = liquidcolor;
1692                 }
1693                 else
1694                         contentfadetime = autocvar_hud_contents_fadeouttime;
1695
1696                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1697                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1698
1699                 if(contentavgalpha)
1700                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1701
1702                 if(autocvar_hud_postprocessing)
1703                 {
1704                         if(autocvar_hud_contents_blur && contentavgalpha)
1705                         {
1706                                 content_blurpostprocess.x = 1;
1707                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1708                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1709                         }
1710                         else
1711                         {
1712                                 content_blurpostprocess.x = 0;
1713                                 content_blurpostprocess.y = 0;
1714                                 content_blurpostprocess.z = 0;
1715                         }
1716                 }
1717         }
1718
1719         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1720         {
1721                 splash_size.x = max(vid_conwidth, vid_conheight);
1722                 splash_size.y = max(vid_conwidth, vid_conheight);
1723                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1724                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1725
1726                 float myhealth_flash_temp;
1727                 myhealth = getstati(STAT_HEALTH);
1728
1729                 // fade out
1730                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1731                 // add new damage
1732                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1733
1734                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1735                 pain_threshold = autocvar_hud_damage_pain_threshold;
1736                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1737                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1738
1739                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1740                 {
1741                         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);
1742                 }
1743
1744                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1745
1746                 if(myhealth_prev < 1)
1747                 {
1748                         if(myhealth >= 1)
1749                         {
1750                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1751                                 myhealth_flash_temp = 0;
1752                         }
1753                         else
1754                         {
1755                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1756                         }
1757                 }
1758
1759                 if(spectatee_status == -1 || intermission)
1760                 {
1761                         myhealth_flash = 0; // observing, or match ended
1762                         myhealth_flash_temp = 0;
1763                 }
1764
1765                 myhealth_prev = myhealth;
1766
1767                 // IDEA: change damage color/picture based on player model for robot/alien species?
1768                 // pro: matches model better
1769                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1770                 // maybe different reddish pics?
1771                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1772                 {
1773                         if(autocvar_cl_gentle_damage == 2)
1774                         {
1775                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1776                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1777                         }
1778                         else
1779                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1780
1781                         if(myhealth_flash_temp > 0)
1782                                 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);
1783                 }
1784                 else if(myhealth_flash_temp > 0)
1785                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1786
1787                 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
1788                 {
1789                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1790                         {
1791                                 damage_blurpostprocess.x = 1;
1792                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1793                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1794                         }
1795                         else
1796                         {
1797                                 damage_blurpostprocess.x = 0;
1798                                 damage_blurpostprocess.y = 0;
1799                                 damage_blurpostprocess.z = 0;
1800                         }
1801                 }
1802         }
1803
1804         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1805         float e2 = (autocvar_hud_powerup != 0);
1806         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1807         {
1808                 // enable or disable rendering types if they are used or not
1809                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1810                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1811
1812                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1813                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1814                 {
1815                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1816                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1817                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1818                         {
1819                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1820                                 old_blurradius = blurradius;
1821                                 old_bluralpha = bluralpha;
1822                         }
1823                 }
1824                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1825                 {
1826                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1827                         old_blurradius = 0;
1828                         old_bluralpha = 0;
1829                 }
1830
1831                 // edge detection postprocess handling done second (used by hud_powerup)
1832                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1833                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1834                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1835
1836                 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1837
1838                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1839                 {
1840                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1841                         {
1842                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1843                                 old_sharpen_intensity = sharpen_intensity;
1844                         }
1845                 }
1846                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1847                 {
1848                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1849                         old_sharpen_intensity = 0;
1850                 }
1851
1852                 if(cvar("r_glsl_postprocess") == 0)
1853                         cvar_set("r_glsl_postprocess", "2");
1854         }
1855         else if(cvar("r_glsl_postprocess") == 2)
1856                 cvar_set("r_glsl_postprocess", "0");
1857
1858         if(menu_visible)
1859                 menu_show();
1860
1861         /*if(gametype == MAPINFO_TYPE_CTF)
1862           {
1863           ctf_view();
1864           } else */
1865
1866         // draw 2D entities
1867         for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1868                 WITH(entity, self, e, e.draw2d(e));
1869         }
1870         Draw_ShowNames_All();
1871
1872         scoreboard_active = HUD_WouldDrawScoreboard();
1873
1874         HUD_Draw();
1875
1876         if(NextFrameCommand)
1877         {
1878                 localcmd("\n", NextFrameCommand, "\n");
1879                 NextFrameCommand = string_null;
1880         }
1881
1882         // we must do this check AFTER a frame was rendered, or it won't work
1883         if(cs_project_is_b0rked == 0)
1884         {
1885                 string w0, h0;
1886                 w0 = ftos(autocvar_vid_conwidth);
1887                 h0 = ftos(autocvar_vid_conheight);
1888                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1889                 //setproperty(VF_FOV, '90 90 0');
1890                 setproperty(VF_ORIGIN, '0 0 0');
1891                 setproperty(VF_ANGLES, '0 0 0');
1892                 setproperty(VF_PERSPECTIVE, 1);
1893                 makevectors('0 0 0');
1894                 vector v1, v2;
1895                 cvar_set("vid_conwidth", "800");
1896                 cvar_set("vid_conheight", "600");
1897                 v1 = cs_project(v_forward);
1898                 cvar_set("vid_conwidth", "640");
1899                 cvar_set("vid_conheight", "480");
1900                 v2 = cs_project(v_forward);
1901                 if(v1 == v2)
1902                         cs_project_is_b0rked = 1;
1903                 else
1904                         cs_project_is_b0rked = -1;
1905                 cvar_set("vid_conwidth", w0);
1906                 cvar_set("vid_conheight", h0);
1907         }
1908
1909         if(autocvar__hud_configure)
1910                 HUD_Panel_Mouse();
1911         else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1912                 HUD_Minigame_Mouse();
1913         else if(QuickMenu_IsOpened())
1914                 QuickMenu_Mouse();
1915         else
1916                 HUD_Radar_Mouse();
1917
1918         cl_notice_run();
1919
1920         // let's reset the view back to normal for the end
1921         setproperty(VF_MIN, '0 0 0');
1922         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1923 }
1924
1925
1926 // following vectors must be global to allow seamless switching between camera modes
1927 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1928 void CSQC_Demo_Camera()
1929 {
1930         float speed, attenuation, dimensions;
1931         vector tmp, delta;
1932
1933         if( autocvar_camera_reset || !camera_mode )
1934         {
1935                 camera_offset = '0 0 0';
1936                 current_angles = '0 0 0';
1937                 camera_direction = '0 0 0';
1938                 camera_offset.z += 30;
1939                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1940                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1941                 current_origin = view_origin;
1942                 current_camera_offset  = camera_offset;
1943                 cvar_set("camera_reset", "0");
1944                 camera_mode = CAMERA_CHASE;
1945         }
1946
1947         // Camera angles
1948         if( camera_roll )
1949                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1950
1951         if(autocvar_camera_look_player)
1952         {
1953                 vector dir;
1954                 float n;
1955
1956                 dir = normalize(view_origin - current_position);
1957                 n = mouse_angles.z;
1958                 mouse_angles = vectoangles(dir);
1959                 mouse_angles.x = mouse_angles.x * -1;
1960                 mouse_angles.z = n;
1961         }
1962         else
1963         {
1964                 tmp = getmousepos() * 0.1;
1965                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1966                 {
1967                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1968                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1969                 }
1970         }
1971
1972         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1973         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1974         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1975         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1976
1977         // Fix difference when angles don't have the same sign
1978         delta = '0 0 0';
1979         if(mouse_angles.y < -60 && current_angles.y > 60)
1980                 delta = '0 360 0';
1981         if(mouse_angles.y > 60 && current_angles.y < -60)
1982                 delta = '0 -360 0';
1983
1984         if(autocvar_camera_look_player)
1985                 attenuation = autocvar_camera_look_attenuation;
1986         else
1987                 attenuation = autocvar_camera_speed_attenuation;
1988
1989         attenuation = 1 / max(1, attenuation);
1990         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1991
1992         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1993         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1994         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1995         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1996
1997         // Camera position
1998         tmp = '0 0 0';
1999         dimensions = 0;
2000
2001         if( camera_direction.x )
2002         {
2003                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2004                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2005                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2006                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2007                 ++dimensions;
2008         }
2009
2010         if( camera_direction.y )
2011         {
2012                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2013                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2014                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2015                 ++dimensions;
2016         }
2017
2018         if( camera_direction.z )
2019         {
2020                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2021                 ++dimensions;
2022         }
2023
2024         if(autocvar_camera_free)
2025                 speed = autocvar_camera_speed_free;
2026         else
2027                 speed = autocvar_camera_speed_chase;
2028
2029         if(dimensions)
2030         {
2031                 speed = speed * sqrt(1 / dimensions);
2032                 camera_offset += tmp * speed;
2033         }
2034
2035         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2036
2037         // Camera modes
2038         if( autocvar_camera_free )
2039         {
2040                 if ( camera_mode == CAMERA_CHASE )
2041                 {
2042                         current_camera_offset = current_origin + current_camera_offset;
2043                         camera_offset = current_origin + camera_offset;
2044                 }
2045
2046                 camera_mode = CAMERA_FREE;
2047                 current_position = current_camera_offset;
2048         }
2049         else
2050         {
2051                 if ( camera_mode == CAMERA_FREE )
2052                 {
2053                         current_origin = view_origin;
2054                         camera_offset = camera_offset - current_origin;
2055                         current_camera_offset = current_camera_offset - current_origin;
2056                 }
2057
2058                 camera_mode = CAMERA_CHASE;
2059
2060                 if(autocvar_camera_chase_smoothly)
2061                         current_origin += (view_origin - current_origin) * attenuation;
2062                 else
2063                         current_origin = view_origin;
2064
2065                 current_position = current_origin + current_camera_offset;
2066         }
2067
2068         setproperty(VF_ANGLES, current_angles);
2069         setproperty(VF_ORIGIN, current_position);
2070 }