]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Merge branch 'Juhu/velocity_pads_cleanup' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include <client/announcer.qh>
4 #include <client/csqcmodel_hooks.qh>
5 #include <client/draw.qh>
6 #include <client/hud/_mod.qh>
7 #include <client/hud/panel/quickmenu.qh>
8 #include <client/hud/panel/scoreboard.qh>
9 #include <client/mapvoting.qh>
10 #include <client/mutators/_mod.qh>
11 #include <client/shownames.qh>
12 #include <common/anim.qh>
13 #include <common/animdecide.qh>
14 #include <common/constants.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/debug.qh>
17 #include <common/ent_cs.qh>
18 #include <common/gamemodes/_mod.qh>
19 #include <common/mapinfo.qh>
20 #include <common/mapobjects/target/music.qh>
21 #include <common/mapobjects/trigger/viewloc.qh>
22 #include <common/minigames/cl_minigames.qh>
23 #include <common/minigames/cl_minigames_hud.qh>
24 #include <common/mutators/mutator/powerups/_mod.qh>
25 #include <common/mutators/mutator/status_effects/_mod.qh>
26 #include <common/mutators/mutator/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/physics/player.qh>
30 #include <common/stats.qh>
31 #include <common/teams.qh>
32 #include <common/vehicles/all.qh>
33 #include <common/viewloc.qh>
34 #include <common/weapons/_all.qh>
35 #include <common/weapons/weapon/tuba.qh>
36 #include <common/wepent.qh>
37 #include <lib/csqcmodel/cl_model.qh>
38 #include <lib/csqcmodel/cl_player.qh>
39 #include <lib/warpzone/client.qh>
40 #include <lib/warpzone/common.qh>
41
42 float autocvar_cl_viewmodel_scale;
43 float autocvar_cl_viewmodel_alpha = 1;
44
45 bool autocvar_cl_bobmodel;
46 float autocvar_cl_bobmodel_speed;
47 float autocvar_cl_bobmodel_side;
48 float autocvar_cl_bobmodel_up;
49
50 float autocvar_cl_followmodel;
51 float autocvar_cl_followmodel_speed = 0.3;
52 float autocvar_cl_followmodel_limit = 135;
53 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
54 float autocvar_cl_followmodel_highpass = 0.05;
55 float autocvar_cl_followmodel_lowpass = 0.03;
56 bool autocvar_cl_followmodel_velocity_absolute;
57
58 float autocvar_cl_leanmodel;
59 float autocvar_cl_leanmodel_speed = 0.3;
60 float autocvar_cl_leanmodel_limit = 30;
61 float autocvar_cl_leanmodel_highpass1 = 0.2;
62 float autocvar_cl_leanmodel_highpass = 0.2;
63 float autocvar_cl_leanmodel_lowpass = 0.05;
64
65 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
66
67 #define lowpass(value, frac, ref_store, ret) \
68         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
69
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
71         float __ignore; lowpass(value, frac, ref_store, __ignore); \
72         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
73 MACRO_END
74
75 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
76         float __f = 0; lowpass(value, frac, ref_store, __f); \
77         ret = (value) - __f; \
78 MACRO_END
79
80 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
81         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
82         ret = (value) - __f; \
83 MACRO_END
84
85 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
86         lowpass(value.x, frac, ref_store.x, ref_out.x); \
87         lowpass(value.y, frac, ref_store.y, ref_out.y); \
88 MACRO_END
89
90 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
91         highpass(value.x, frac, ref_store.x, ref_out.x); \
92         highpass(value.y, frac, ref_store.y, ref_out.y); \
93 MACRO_END
94
95 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
96         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
97         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
98 MACRO_END
99
100 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
101         lowpass(value.x, frac, ref_store.x, ref_out.x); \
102         lowpass(value.y, frac, ref_store.y, ref_out.y); \
103         lowpass(value.z, frac, ref_store.z, ref_out.z); \
104 MACRO_END
105
106 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107         highpass(value.x, frac, ref_store.x, ref_out.x); \
108         highpass(value.y, frac, ref_store.y, ref_out.y); \
109         highpass(value.z, frac, ref_store.z, ref_out.z); \
110 MACRO_END
111
112 void calc_followmodel_ofs(entity view)
113 {
114         if(cl_followmodel_time == time)
115                 return; // cl_followmodel_ofs already calculated for this frame
116
117         float frac;
118         vector gunorg = '0 0 0';
119         static vector vel_average;
120         static vector gunorg_adjustment_highpass;
121         static vector gunorg_adjustment_lowpass;
122
123         vector vel;
124         if (autocvar_cl_followmodel_velocity_absolute)
125                 vel = view.velocity;
126         else
127         {
128                 vector forward, right, up;
129                 MAKE_VECTORS(view_angles, forward, right, up);
130                 vel.x = view.velocity * forward;
131                 vel.y = view.velocity * right * -1;
132                 vel.z = view.velocity * up;
133         }
134
135         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
136         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
137         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
138
139         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
140         lowpass3(vel, frac, vel_average, gunorg);
141
142         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
143
144         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
145         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
146         frac = avg_factor(autocvar_cl_followmodel_highpass);
147         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
148         frac = avg_factor(autocvar_cl_followmodel_lowpass);
149         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
150
151         if (autocvar_cl_followmodel_velocity_absolute)
152         {
153                 vector fixed_gunorg;
154                 vector forward, right, up;
155                 MAKE_VECTORS(view_angles, forward, right, up);
156                 fixed_gunorg.x = gunorg * forward;
157                 fixed_gunorg.y = gunorg * right * -1;
158                 fixed_gunorg.z = gunorg * up;
159                 gunorg = fixed_gunorg;
160         }
161
162         cl_followmodel_ofs = gunorg;
163         cl_followmodel_time = time;
164 }
165
166 vector leanmodel_ofs(entity view)
167 {
168         float frac;
169         vector gunangles = '0 0 0';
170         static vector gunangles_prev = '0 0 0';
171         static vector gunangles_highpass = '0 0 0';
172         static vector gunangles_adjustment_highpass;
173         static vector gunangles_adjustment_lowpass;
174
175         if (view.csqcmodel_teleported)
176                 gunangles_prev = view_angles;
177
178         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
179         gunangles_highpass += gunangles_prev;
180         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
181         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
182         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
183         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
184         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
185         gunangles_prev = view_angles;
186         gunangles_highpass -= gunangles_prev;
187
188         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
189         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
190
191         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
192         frac = avg_factor(autocvar_cl_leanmodel_highpass);
193         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
194         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
195         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
196
197         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
198
199         return gunangles;
200 }
201
202 vector bobmodel_ofs(entity view)
203 {
204         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
205         static bool oldonground;
206         static float hitgroundtime;
207         if (clonground)
208         {
209                 float f = time; // cl.movecmd[0].time
210                 if (!oldonground)
211                         hitgroundtime = f;
212         }
213         oldonground = clonground;
214
215         // calculate for swinging gun model
216         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
217         vector gunorg = '0 0 0';
218         static float bobmodel_scale = 0;
219         static float time_ofs = 0; // makes the effect always restart in the same way
220         if (clonground)
221         {
222                 if (time - hitgroundtime > 0.05)
223                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
224         }
225         else
226                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
227
228         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
229         if (bobmodel_scale && xyspeed)
230         {
231                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
232                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
233                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
234                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
235         }
236         else
237                 time_ofs = time;
238
239         return gunorg;
240 }
241
242 void viewmodel_animate(entity this)
243 {
244         if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
245
246         entity view = CSQCModel_server2csqc(player_localentnum - 1);
247
248         if (autocvar_cl_followmodel)
249         {
250                 calc_followmodel_ofs(view);
251                 this.origin += cl_followmodel_ofs;
252         }
253
254         if (autocvar_cl_leanmodel)
255                 this.angles += leanmodel_ofs(view);
256
257         // vertical view bobbing code
258         // TODO: cl_bob
259
260         // horizontal view bobbing code
261         // TODO: cl_bob2
262
263         // fall bobbing code
264         // causes the view to swing down and back up when touching the ground
265         // TODO: cl_bobfall
266
267         // gun model bobbing code
268         if (autocvar_cl_bobmodel)
269                 this.origin += bobmodel_ofs(view);
270 }
271
272 .float weapon_nextthink;
273 .float weapon_eta_last;
274 .float weapon_switchdelay;
275
276 .string name_last;
277
278 void viewmodel_draw(entity this)
279 {
280         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
281         float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
282         int wepskin = this.m_skin;
283         bool invehicle = player_localentnum > maxclients;
284         if (invehicle) a = -1;
285         Weapon wep = this.activeweapon;
286         int c = entcs_GetClientColors(current_player);
287         vector g = weaponentity_glowmod(wep, c, this);
288         entity me = CSQCModel_server2csqc(player_localentnum - 1);
289         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
290                 | EF_NODEPTHTEST)
291                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
292         for (entity e = this; e; e = e.weaponchild)
293         {
294                 e.drawmask = mask;
295                 e.alpha = a;
296                 e.skin = wepskin;
297                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
298                 e.glowmod = g;
299                 e.csqcmodel_effects = fx;
300                 CSQCModel_Effects_Apply(e);
301         }
302         if(a >= 0)
303         {
304                 string name = wep.mdl;
305                 string newname = wep.wr_viewmodel(wep, this);
306                 if(newname)
307                         name = newname;
308                 bool swap = name != this.name_last;
309                 // if (swap)
310                 {
311                         this.name_last = name;
312                         CL_WeaponEntity_SetModel(this, name, swap);
313                         this.origin += autocvar_cl_gunoffset;
314                 }
315                 anim_update(this);
316                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
317                         anim_set(this, this.anim_idle, true, false, false);
318         }
319         float f = 0; // 0..1; 0: fully active
320         float rate = STAT(WEAPONRATEFACTOR);
321         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
322         if (eta <= 0) f = this.weapon_eta_last;
323         else switch (this.state)
324         {
325                 case WS_RAISE:
326                 {
327                         f = eta / max(eta, this.weapon_switchdelay);
328                         break;
329                 }
330                 case WS_DROP:
331                 {
332                         f = 1 - eta / max(eta, this.weapon_switchdelay);
333                         break;
334                 }
335                 case WS_CLEAR:
336                 {
337                         f = 1;
338                         break;
339                 }
340         }
341         this.weapon_eta_last = f;
342         this.angles_x = (-90 * f * f);
343         viewmodel_animate(this);
344         MUTATOR_CALLHOOK(DrawViewModel, this);
345         setorigin(this, this.origin);
346 }
347
348 STATIC_INIT(viewmodel) {
349     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
350         viewmodels[slot] = new(viewmodel);
351 }
352
353 vector project_3d_to_2d(vector vec)
354 {
355         vec = cs_project(vec);
356         return vec;
357 }
358
359 bool projected_on_screen(vector screen_pos)
360 {
361         return screen_pos.z >= 0
362                 && screen_pos.x >= 0
363                 && screen_pos.y >= 0
364                 && screen_pos.x < vid_conwidth
365                 && screen_pos.y < vid_conheight;
366 }
367
368 void update_mousepos()
369 {
370         mousepos += getmousepos() * autocvar_menu_mouse_speed;
371         mousepos.x = bound(0, mousepos.x, vid_conwidth);
372         mousepos.y = bound(0, mousepos.y, vid_conheight);
373 }
374
375 float showfps_prevfps_time;
376 int showfps_framecounter;
377
378 void fpscounter_update()
379 {
380         if(!STAT(SHOWFPS))
381                 return;
382
383         float currentTime = gettime(GETTIME_FRAMESTART);
384
385         showfps_framecounter += 1;
386         if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
387         {
388                 float fps = showfps_framecounter / (currentTime - showfps_prevfps_time);
389                 showfps_framecounter = 0;
390                 showfps_prevfps_time = currentTime;
391
392                 int channel = MSG_C2S;
393                 WriteHeader(channel, fpsreport);
394                 WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values
395         }
396 }
397
398 STATIC_INIT(fpscounter_init)
399 {
400         float currentTime = gettime(GETTIME_FRAMESTART);
401         showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
402 }
403
404 float avgspeed;
405 vector GetCurrentFov(float fov)
406 {
407         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
408         float velocityzoom, curspeed;
409         vector v;
410
411         zoomsensitivity = autocvar_cl_zoomsensitivity;
412         zoomfactor = autocvar_cl_zoomfactor;
413         if(zoomfactor < 1 || zoomfactor > 30)
414                 zoomfactor = 2.5;
415         zoomspeed = autocvar_cl_zoomspeed;
416         if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
417                 zoomspeed = 3.5;
418
419         zoomdir = button_zoom;
420
421         if(hud == HUD_NORMAL && !spectatee_status)
422         {
423                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
424                 {
425                         entity wepent = viewmodels[slot];
426                         if(wepent.switchweapon != wepent.activeweapon)
427                                 continue;
428                         Weapon wep = wepent.activeweapon;
429                         if(wep != WEP_Null && wep.wr_zoomdir)
430                         {
431                                 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
432                                 zoomdir += do_zoom;
433                         }
434                 }
435         }
436         if(spectatee_status > 0 || isdemo())
437         {
438                 if(spectatorbutton_zoom)
439                 {
440                         if(zoomdir)
441                                 zoomdir = 0;
442                         else
443                                 zoomdir = 1;
444                 }
445                 // fteqcc failed twice here already, don't optimize this
446         }
447
448         if(zoomdir) { zoomin_effect = 0; }
449
450         if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
451         {
452                 current_viewzoom = 1;
453         }
454         else if (camera_active)
455         {
456                 current_viewzoom = min(1, current_viewzoom + drawframetime);
457         }
458         else if(autocvar_cl_spawnzoom && zoomin_effect)
459         {
460                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
461
462                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
463                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
464                 if(current_viewzoom == 1) { zoomin_effect = 0; }
465         }
466         else
467         {
468                 if(zoomspeed < 0) // instant zoom
469                 {
470                         if(zoomdir)
471                                 current_viewzoom = 1 / zoomfactor;
472                         else
473                                 current_viewzoom = 1;
474                 }
475                 else
476                 {
477                         if(zoomdir)
478                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
479                         else
480                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
481                 }
482         }
483
484         if(almost_equals(current_viewzoom, 1))
485                 current_zoomfraction = 0;
486         else if(almost_equals(current_viewzoom, 1/zoomfactor))
487                 current_zoomfraction = 1;
488         else
489                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
490
491         if(zoomsensitivity < 1)
492                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
493         else
494                 setsensitivityscale(1);
495
496         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
497         {
498                 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
499                         curspeed = 0;
500                 else
501                 {
502                         vector forward, right, up;
503                         MAKE_VECTORS(view_angles, forward, right, up);
504                         v = pmove_vel;
505                         if(csqcplayer)
506                                 v = csqcplayer.velocity;
507
508                         switch(autocvar_cl_velocityzoom_type)
509                         {
510                                 case 3: curspeed = max(0, forward * v); break;
511                                 case 2: curspeed = (forward * v); break;
512                                 case 1: default: curspeed = vlen(v); break;
513                         }
514                 }
515
516                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
517                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
518                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
519
520                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
521         }
522         else
523                 velocityzoom = 1;
524
525         float frustumx, frustumy, fovx, fovy;
526         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
527         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
528         fovx = atan2(frustumx, 1) / M_PI * 360.0;
529         fovy = atan2(frustumy, 1) / M_PI * 360.0;
530
531         return '1 0 0' * fovx + '0 1 0' * fovy;
532 }
533
534 vector GetViewLocationFOV(float fov)
535 {
536         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
537         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
538         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
539         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
540         return '1 0 0' * fovx + '0 1 0' * fovy;
541 }
542
543 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
544 {
545         float fovx, fovy;
546         float width = (ov_worldmax.x - ov_worldmin.x);
547         float height = (ov_worldmax.y - ov_worldmin.y);
548         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
549         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
550         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
551         return '1 0 0' * fovx + '0 1 0' * fovy;
552 }
553
554 // this function must match W_SetupShot!
555
556 bool minigame_wasactive;
557
558 float camera_mode;
559 const float CAMERA_FREE = 1;
560 const float CAMERA_CHASE = 2;
561 string NextFrameCommand;
562
563 vector freeze_org, freeze_ang;
564 entity nightvision_noise, nightvision_noise2;
565
566 float myhealth, myhealth_prev;
567 float myhealth_flash;
568
569 float old_blurradius, old_bluralpha;
570 float old_sharpen_intensity;
571
572 vector myhealth_gentlergb;
573
574 float contentavgalpha, liquidalpha_prev;
575 vector liquidcolor_prev;
576
577 float eventchase_current_distance;
578 float eventchase_running;
579 int WantEventchase(entity this, bool want_vehiclechase)
580 {
581         if(autocvar_cl_orthoview)
582                 return 0;
583         if(STAT(GAME_STOPPED) || intermission)
584                 return 1;
585         if(this.viewloc)
586                 return 1;
587         if(spectatee_status >= 0)
588         {
589                 if(want_vehiclechase)
590                         return 1;
591                 if(MUTATOR_CALLHOOK(WantEventchase, this))
592                         return 1;
593                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
594                         return 1;
595                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
596                 {
597                         if(autocvar_cl_eventchase_death == 2)
598                         {
599                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
600                                 if(this.velocity == '0 0 0' || eventchase_running)
601                                         return 1;
602                         }
603                         else return 1;
604                 }
605                 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
606                 {
607                         if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
608                                 return 1;
609                         else if (eventchase_running)
610                                 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
611                 }
612         }
613         return 0;
614 }
615
616 void View_EventChase(entity this)
617 {
618         // event chase camera
619         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
620         {
621                 if(STAT(CAMERA_SPECTATOR))
622                 {
623                         if(spectatee_status > 0)
624                         {
625                                 if(!autocvar_chase_active)
626                                 {
627                                         cvar_set("chase_active", "-2");
628                                         return;
629                                 }
630                         }
631                         else if(autocvar_chase_active == -2)
632                                 cvar_set("chase_active", "0");
633
634                         if(autocvar_chase_active == -2)
635                                 return;
636                 }
637                 else if(autocvar_chase_active == -2)
638                         cvar_set("chase_active", "0");
639
640                 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
641
642                 float vehicle_viewdist = 0;
643                 vector vehicle_viewofs = '0 0 0';
644
645                 if(vehicle_chase)
646                 {
647                         if(hud != HUD_BUMBLEBEE_GUN)
648                         {
649                                 Vehicle info = REGISTRY_GET(Vehicles, hud);
650                                 vehicle_viewdist = info.height;
651                                 vehicle_viewofs = info.view_ofs;
652                                 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
653                                         vehicle_chase = false;
654                         }
655                         else
656                                 vehicle_chase = false;
657                 }
658
659                 int eventchase = WantEventchase(this, vehicle_chase);
660                 if (eventchase)
661                 {
662                         vector current_view_origin_override = '0 0 0';
663                         vector view_offset_override = '0 0 0';
664                         float chase_distance_override = 0;
665                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
666                         if(custom_eventchase)
667                         {
668                                 current_view_origin_override = M_ARGV(0, vector);
669                                 view_offset_override = M_ARGV(1, vector);
670                                 chase_distance_override = M_ARGV(0, float);
671                         }
672                         eventchase_running = true;
673
674                         // 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.)
675                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
676                         if (custom_eventchase)
677                                 current_view_origin = current_view_origin_override;
678
679                         // detect maximum viewoffset and use it
680                         vector view_offset = autocvar_cl_eventchase_viewoffset;
681                         if(vehicle_chase)
682                         {
683                                 if(vehicle_viewofs)
684                                         view_offset = vehicle_viewofs;
685                                 else
686                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
687                         }
688                         if (custom_eventchase)
689                                 view_offset = view_offset_override;
690
691                         if(view_offset)
692                         {
693                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
694                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
695                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
696                         }
697
698                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
699                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
700                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
701                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
702
703                         // make the camera smooth back
704                         float chase_distance = autocvar_cl_eventchase_distance;
705                         if(vehicle_chase)
706                         {
707                                 if(vehicle_viewofs)
708                                         chase_distance = vehicle_viewdist;
709                                 else
710                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
711                         }
712                         if (custom_eventchase)
713                                 chase_distance = chase_distance_override;
714
715                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
716                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
717                         else if(eventchase_current_distance != chase_distance)
718                                 eventchase_current_distance = chase_distance;
719
720                         vector forward, right, up;
721                         MAKE_VECTORS(view_angles, forward, right, up);
722
723                         vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
724                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
725
726                         // If the boxtrace fails, revert back to line tracing.
727                         if(!this.viewloc)
728                         if(trace_startsolid)
729                         {
730                                 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
731                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
732                                 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
733                         }
734                         else { setproperty(VF_ORIGIN, trace_endpos); }
735
736                         if(!this.viewloc)
737                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
738                 }
739
740                 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
741                 {
742                         eventchase_running = false;
743                         cvar_set("chase_active", "0");
744                         eventchase_current_distance = 0; // start from 0 next time
745                 }
746         }
747         // workaround for camera stuck between player's legs when using chase_active 1
748         // because the engine stops updating the chase_active camera when the game ends
749         else if(intermission)
750         {
751                 cvar_settemp("chase_active", "-1");
752                 eventchase_current_distance = 0;
753         }
754 }
755
756 vector damage_blurpostprocess, content_blurpostprocess;
757
758 void UpdateDamage()
759 {
760         // accumulate damage with each stat update
761         static float damage_total_prev = 0;
762         float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
763         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
764         damage_total_prev = damage_total;
765
766         static float damage_dealt_time_prev = 0;
767         float damage_dealt_time = STAT(HIT_TIME);
768         if (damage_dealt_time != damage_dealt_time_prev)
769         {
770                 unaccounted_damage += unaccounted_damage_new;
771                 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
772         }
773         damage_dealt_time_prev = damage_dealt_time;
774
775         // prevent hitsound when switching spectatee
776         static float spectatee_status_prev = 0;
777         if (spectatee_status != spectatee_status_prev)
778                 unaccounted_damage = 0;
779         spectatee_status_prev = spectatee_status;
780 }
781
782 void HitSound()
783 {
784         // varying sound pitch
785
786         bool have_arc = false;
787         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
788         {
789                 entity wepent = viewmodels[slot];
790
791                 if(wepent.activeweapon == WEP_ARC)
792                         have_arc = true;
793         }
794
795         static float hitsound_time_prev = 0;
796         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
797         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
798         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
799         {
800                 if (autocvar_cl_hitsound && unaccounted_damage)
801                 {
802                         float pitch_shift = 1;
803                         if (autocvar_cl_hitsound == 2 || autocvar_cl_hitsound == 3)
804                         {
805                                 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
806                                 float a = autocvar_cl_hitsound_max_pitch;
807                                 float b = autocvar_cl_hitsound_min_pitch;
808                                 float c = autocvar_cl_hitsound_nom_damage;
809                                 float d = unaccounted_damage;
810                                 pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
811
812                                 // if pitch shift is reversed, mirror in (max-min)/2 + min
813                                 if (autocvar_cl_hitsound == 3)
814                                 {
815                                         float mirror_value = (a-b)/2 + b;
816                                         pitch_shift = mirror_value + (mirror_value - pitch_shift);
817                                 }
818                         }
819
820                         //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
821
822                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
823                         // todo: normalize sound pressure levels? seems unnecessary
824
825                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
826                 }
827                 unaccounted_damage = 0;
828                 hitsound_time_prev = time;
829         }
830
831         static float typehit_time_prev = 0;
832         float typehit_time = STAT(TYPEHIT_TIME);
833         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
834         {
835                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
836                 typehit_time_prev = typehit_time;
837         }
838
839         static float kill_time_prev = 0;
840         float kill_time = STAT(KILL_TIME);
841         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
842         {
843                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
844                 kill_time_prev = kill_time;
845         }
846 }
847
848 void HUD_Draw(entity this)
849 {
850         // if we don't know gametype and scores yet avoid drawing the scoreboard
851         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
852         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
853         // cl_deathscoreboard would show the scoreboard and so on
854         if(!gametype)
855                 return;
856
857         Hud_Dynamic_Frame();
858
859         if(!intermission)
860         {
861                 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
862                 {
863                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
864                 }
865                 else if(STAT(FROZEN))
866                 {
867                         vector col = '0.25 0.90 1';
868                         float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
869                         float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
870                         if(col_fade)
871                                 col += vec3(col_fade, -col_fade, -col_fade);
872                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
873                 }
874         }
875
876         HUD_Scale_Enable();
877         if(!intermission)
878         {
879                 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
880                 {
881                         vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
882                         DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
883                         drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
884                 }
885                 else if(STAT(CAPTURE_PROGRESS))
886                 {
887                         DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
888                         drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
889                 }
890                 else if(STAT(REVIVE_PROGRESS))
891                 {
892                         DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
893                         drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
894                 }
895         }
896         HUD_Scale_Disable();
897
898         if(autocvar_r_letterbox == 0)
899         {
900                 if(autocvar_viewsize < 120)
901                 {
902                         if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
903                                 Accuracy_LoadLevels();
904
905                         HUD_Main();
906                         HUD_Scale_Disable();
907                 }
908         }
909
910         // crosshair goes VERY LAST
911         UpdateDamage();
912         HUD_Crosshair(this);
913         HitSound();
914         Local_Notification_Queue_Process();
915 }
916
917 void ViewLocation_Mouse()
918 {
919         if(spectatee_status)
920                 return; // don't draw it as spectator!
921
922         viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
923         viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
924         viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
925
926         //float cursor_alpha = 1 - autocvar__menu_alpha;
927         //cursor_type = CURSOR_NORMAL;
928         //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
929 }
930
931 void HUD_Cursor_Show()
932 {
933         float cursor_alpha = 1 - autocvar__menu_alpha;
934         if(cursor_type == CURSOR_NORMAL)
935                 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
936         else if(cursor_type == CURSOR_MOVE)
937                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
938         else if(cursor_type == CURSOR_RESIZE)
939                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
940         else if(cursor_type == CURSOR_RESIZE2)
941                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
942 }
943
944 void HUD_Mouse(entity player)
945 {
946         if(autocvar__menu_alpha == 1)
947                 return;
948
949         if(!cursor_active)
950         {
951                 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
952                         ViewLocation_Mouse(); // NOTE: doesn't use cursormode
953                 return;
954         }
955
956         if (cursor_active == -1) // starting to display the cursor
957         {
958                 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
959                 // in the first frame mousepos is the mouse position of the last time
960                 // the cursor was displayed, thus we ignore it to avoid a glictch
961                 cursor_active = 1;
962                 return;
963         }
964
965         if(!autocvar_hud_cursormode)
966                 update_mousepos();
967
968         cursor_type = CURSOR_NORMAL;
969         if(autocvar__hud_configure)
970                 HUD_Panel_Mouse();
971         else
972         {
973                 if (HUD_MinigameMenu_IsOpened())
974                         HUD_Minigame_Mouse();
975                 if (QuickMenu_IsOpened())
976                         QuickMenu_Mouse();
977                 if (HUD_Radar_Clickable())
978                         HUD_Radar_Mouse();
979         }
980
981         prevMouseClicked = mouseClicked;
982
983         HUD_Cursor_Show();
984 }
985
986 void View_NightVision()
987 {
988         if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
989                 return;
990
991         // apply night vision effect
992         vector tc_00, tc_01, tc_10, tc_11;
993         vector rgb = '0 0 0';
994         float a;
995
996         if(!nightvision_noise)
997         {
998                 nightvision_noise = new(nightvision_noise);
999         }
1000         if(!nightvision_noise2)
1001         {
1002                 nightvision_noise2 = new(nightvision_noise2);
1003         }
1004
1005         // color tint in yellow
1006         drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1007
1008         // draw BG
1009         a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1010         rgb = '1 1 1';
1011         tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1012         tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1013         tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1014         //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1015         tc_11 = tc_01 + tc_10 - tc_00;
1016         R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true);
1017         R_PolygonVertex('0 0 0', tc_00, rgb, a);
1018         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1019         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1020         R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1021         R_EndPolygon();
1022
1023         // draw FG
1024         a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1025         rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1026         tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1027         tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1028         tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1029         tc_11 = tc_01 + tc_10 - tc_00;
1030         R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true);
1031         R_PolygonVertex('0 0 0', tc_00, rgb, a);
1032         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1033         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1034         R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1035         R_EndPolygon();
1036 }
1037
1038 // visual overlay while in liquids
1039 // provides some effects to the postprocessing function
1040 void HUD_Contents()
1041 {
1042         if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1043                 return;
1044
1045         // improved polyblend
1046         float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1047         vector liquidcolor;
1048
1049         switch(pointcontents(view_origin))
1050         {
1051                 case CONTENT_WATER:
1052                         liquidalpha = autocvar_hud_contents_water_alpha;
1053                         liquidcolor = stov(autocvar_hud_contents_water_color);
1054                         incontent = 1;
1055                         break;
1056
1057                 case CONTENT_LAVA:
1058                         liquidalpha = autocvar_hud_contents_lava_alpha;
1059                         liquidcolor = stov(autocvar_hud_contents_lava_color);
1060                         incontent = 1;
1061                         break;
1062
1063                 case CONTENT_SLIME:
1064                         liquidalpha = autocvar_hud_contents_slime_alpha;
1065                         liquidcolor = stov(autocvar_hud_contents_slime_color);
1066                         incontent = 1;
1067                         break;
1068
1069                 default:
1070                         liquidalpha = 0;
1071                         liquidcolor = '0 0 0';
1072                         incontent = 0;
1073                         break;
1074         }
1075
1076         if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1077         { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1078                 contentfadetime = autocvar_hud_contents_fadeintime;
1079                 liquidalpha_prev = liquidalpha;
1080                 liquidcolor_prev = liquidcolor;
1081         }
1082         else
1083                 contentfadetime = autocvar_hud_contents_fadeouttime;
1084
1085         contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1086         contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1087
1088         if(contentavgalpha)
1089                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1090
1091         if(autocvar_hud_postprocessing)
1092         {
1093                 if(autocvar_hud_contents_blur && contentavgalpha)
1094                 {
1095                         content_blurpostprocess.x = 1;
1096                         content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1097                         content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1098                 }
1099                 else
1100                 {
1101                         content_blurpostprocess.x = 0;
1102                         content_blurpostprocess.y = 0;
1103                         content_blurpostprocess.z = 0;
1104                 }
1105         }
1106 }
1107
1108 // visual pain effects on the screen
1109 // provides some effects to the postprocessing function
1110 void HUD_Damage()
1111 {
1112         if(!autocvar_hud_damage || STAT(FROZEN))
1113                 return;
1114
1115         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1116         splash_size.x = max(vid_conwidth, vid_conheight);
1117         splash_size.y = max(vid_conwidth, vid_conheight);
1118         splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1119         splash_pos.y = (vid_conheight - splash_size.y) / 2;
1120
1121         float myhealth_flash_temp;
1122         myhealth = STAT(HEALTH);
1123
1124         // fade out
1125         myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1126         // add new damage
1127         myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1128
1129         float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1130         pain_threshold = autocvar_hud_damage_pain_threshold;
1131         pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1132         pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1133
1134         if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1135         {
1136                 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);
1137         }
1138
1139         myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1140
1141         if(myhealth_prev < 1)
1142         {
1143                 if(myhealth >= 1)
1144                 {
1145                         myhealth_flash = 0; // just spawned, clear the flash immediately
1146                         myhealth_flash_temp = 0;
1147                 }
1148                 else
1149                 {
1150                         myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1151                 }
1152         }
1153
1154         if(spectatee_status == -1 || intermission)
1155         {
1156                 myhealth_flash = 0; // observing, or match ended
1157                 myhealth_flash_temp = 0;
1158         }
1159
1160         myhealth_prev = myhealth;
1161
1162         // IDEA: change damage color/picture based on player model for robot/alien species?
1163         // pro: matches model better
1164         // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1165         // maybe different reddish pics?
1166         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1167         {
1168                 if(autocvar_cl_gentle_damage == 2)
1169                 {
1170                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1171                                 myhealth_gentlergb = randomvec();
1172                 }
1173                 else
1174                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1175
1176                 if(myhealth_flash_temp > 0)
1177                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1178         }
1179         else if(myhealth_flash_temp > 0)
1180                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1181
1182         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.
1183         {
1184                 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1185                 {
1186                         damage_blurpostprocess.x = 1;
1187                         damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1188                         damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1189                 }
1190                 else
1191                 {
1192                         damage_blurpostprocess.x = 0;
1193                         damage_blurpostprocess.y = 0;
1194                         damage_blurpostprocess.z = 0;
1195                 }
1196         }
1197 }
1198
1199 void View_PostProcessing()
1200 {
1201         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1202         float e2 = (autocvar_hud_powerup != 0);
1203         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1204         {
1205                 // enable or disable rendering types if they are used or not
1206                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1207                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1208
1209                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1210                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1211                 {
1212                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1213                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1214                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1215                         {
1216                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1217                                 old_blurradius = blurradius;
1218                                 old_bluralpha = bluralpha;
1219                         }
1220                 }
1221                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1222                 {
1223                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1224                         old_blurradius = 0;
1225                         old_bluralpha = 0;
1226                 }
1227
1228                 // edge detection postprocess handling done second (used by hud_powerup)
1229                 float sharpen_intensity = 0;
1230                 FOREACH(StatusEffect, it.instanceOfPowerups,
1231                 {
1232                         float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
1233                         if(powerup_finished > 0)
1234                                 sharpen_intensity += powerup_finished;
1235                 });
1236
1237                 sharpen_intensity = bound(0, ((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.
1238
1239                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1240                 {
1241                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1242                         {
1243                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1244                                 old_sharpen_intensity = sharpen_intensity;
1245                         }
1246                 }
1247                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1248                 {
1249                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1250                         old_sharpen_intensity = 0;
1251                 }
1252
1253                 if(cvar("r_glsl_postprocess") == 0)
1254                         cvar_set("r_glsl_postprocess", "2");
1255         }
1256         else if(cvar("r_glsl_postprocess") == 2)
1257                 cvar_set("r_glsl_postprocess", "0");
1258 }
1259
1260 void View_Lock()
1261 {
1262         int lock_type = autocvar_cl_lockview;
1263
1264         if (!autocvar_hud_cursormode
1265                 && ((autocvar__hud_configure && spectatee_status <= 0)
1266                         || intermission > 1
1267                         || HUD_Radar_Clickable()
1268                         || HUD_MinigameMenu_IsOpened()
1269                         || QuickMenu_IsOpened()
1270                 )
1271         )
1272                 lock_type = 1;
1273
1274         // lock_type 1: lock origin and angles
1275         // lock_type 2: lock only origin
1276         if(lock_type >= 1)
1277                 setproperty(VF_ORIGIN, freeze_org);
1278         else
1279                 freeze_org = getpropertyvec(VF_ORIGIN);
1280         if(lock_type == 1)
1281                 setproperty(VF_ANGLES, freeze_ang);
1282         else
1283                 freeze_ang = getpropertyvec(VF_ANGLES);
1284 }
1285
1286 void View_DemoCamera()
1287 {
1288         if(camera_active) // Camera for demo playback
1289         {
1290                 if(autocvar_camera_enable)
1291                         CSQC_Demo_Camera();
1292                 else
1293                 {
1294                         cvar_set("chase_active", ftos(chase_active_backup));
1295                         cvar_set("cl_demo_mousegrab", "0");
1296                         camera_active = false;
1297                 }
1298         }
1299         else
1300         {
1301 #ifdef CAMERATEST
1302                 if(autocvar_camera_enable)
1303 #else
1304                 if(autocvar_camera_enable && isdemo())
1305 #endif
1306                 {
1307                         // Enable required Darkplaces cvars
1308                         chase_active_backup = autocvar_chase_active;
1309                         cvar_set("chase_active", "2");
1310                         cvar_set("cl_demo_mousegrab", "1");
1311                         camera_active = true;
1312                         camera_mode = false;
1313                 }
1314         }
1315 }
1316
1317 #ifdef BLURTEST
1318 void View_BlurTest()
1319 {
1320         if(time > blurtest_time0 && time < blurtest_time1)
1321         {
1322                 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1323                 float r = t * blurtest_radius;
1324                 float f = 1 / (t ** blurtest_power) - 1;
1325
1326                 cvar_set("r_glsl_postprocess", "1");
1327                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1328         }
1329         else
1330         {
1331                 cvar_set("r_glsl_postprocess", "0");
1332                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1333         }
1334 }
1335 #endif
1336
1337 void View_CheckButtonStatus()
1338 {
1339         float is_dead = (STAT(HEALTH) <= 0);
1340
1341         // FIXME do we need this hack?
1342         if(isdemo())
1343         {
1344                 // in demos, input_buttons do not work
1345                 button_zoom = (autocvar__togglezoom == "-");
1346         }
1347         else if(button_zoom
1348                 && autocvar_cl_unpress_zoom_on_death
1349                 && (spectatee_status >= 0)
1350                 && (is_dead || intermission))
1351         {
1352                 // no zoom while dead or in intermission please
1353                 localcmd("-zoom\n");
1354                 button_zoom = false;
1355         }
1356
1357         if(autocvar_fov <= 59.5)
1358         {
1359                 if(!zoomscript_caught)
1360                 {
1361                         localcmd("+button9\n");
1362                         zoomscript_caught = 1;
1363                 }
1364         }
1365         else
1366         {
1367                 if(zoomscript_caught)
1368                 {
1369                         localcmd("-button9\n");
1370                         zoomscript_caught = 0;
1371                 }
1372         }
1373
1374         if(active_minigame && HUD_MinigameMenu_IsOpened())
1375         {
1376                 if(!minigame_wasactive)
1377                 {
1378                         localcmd("+button12\n");
1379                         minigame_wasactive = true;
1380                 }
1381         }
1382         else if(minigame_wasactive)
1383         {
1384                 localcmd("-button12\n");
1385                 minigame_wasactive = false;
1386         }
1387
1388         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1389         {
1390                 entity wepent = viewmodels[slot];
1391
1392                 if(wepent.last_switchweapon != wepent.switchweapon)
1393                 {
1394                         weapontime = time;
1395                         wepent.last_switchweapon = wepent.switchweapon;
1396                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1397                         {
1398                                 localcmd("-zoom\n");
1399                                 button_zoom = false;
1400                         }
1401                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1402                         {
1403                                 localcmd("-fire\n");
1404                                 localcmd("-fire2\n");
1405                                 button_attack2 = false;
1406                         }
1407                 }
1408                 if(wepent.last_activeweapon != wepent.activeweapon)
1409                 {
1410                         wepent.last_activeweapon = wepent.activeweapon;
1411
1412                         entity e = wepent.activeweapon;
1413                         if(e.netname != "")
1414                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1415                         else if(slot == 0)
1416                                 localcmd("\ncl_hook_activeweapon none\n");
1417                 }
1418         }
1419 }
1420
1421 bool ov_enabled;
1422 float oldr_nearclip;
1423 float oldr_farclip_base;
1424 float oldr_farclip_world;
1425 float oldr_novis;
1426 float oldr_useportalculling;
1427 float oldr_useinfinitefarclip;
1428 vector ov_org = '0 0 0';
1429 vector ov_mid = '0 0 0';
1430 vector ov_worldmin = '0 0 0';
1431 vector ov_worldmax = '0 0 0';
1432
1433 void View_Ortho()
1434 {
1435         ov_org = '0 0 0';
1436         ov_mid = '0 0 0';
1437         ov_worldmin = '0 0 0';
1438         ov_worldmax = '0 0 0';
1439         if(autocvar_cl_orthoview)
1440         {
1441                 ov_worldmin = mi_picmin;
1442                 ov_worldmax = mi_picmax;
1443
1444                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1445                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1446                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1447
1448                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1449                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1450
1451                 float ov_nearest = vlen(ov_org - vec3(
1452                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1453                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1454                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1455                 ));
1456
1457                 float ov_furthest = 0;
1458                 float dist = 0;
1459
1460                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1461                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1462                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1463                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1464                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1465                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1466                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1467                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1468
1469                 if(!ov_enabled)
1470                 {
1471                         oldr_nearclip = cvar("r_nearclip");
1472                         oldr_farclip_base = cvar("r_farclip_base");
1473                         oldr_farclip_world = cvar("r_farclip_world");
1474                         oldr_novis = cvar("r_novis");
1475                         oldr_useportalculling = cvar("r_useportalculling");
1476                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1477                 }
1478
1479                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1480                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1481                 cvar_settemp("r_farclip_world", "0");
1482                 cvar_settemp("r_novis", "1");
1483                 cvar_settemp("r_useportalculling", "0");
1484                 cvar_settemp("r_useinfinitefarclip", "0");
1485
1486                 setproperty(VF_ORIGIN, ov_org);
1487                 setproperty(VF_ANGLES, '90 0 0');
1488
1489                 ov_enabled = true;
1490
1491                 #if 0
1492                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1493                         vtos(ov_org),
1494                         vtos(getpropertyvec(VF_ANGLES)),
1495                         ov_distance,
1496                         ov_nearest,
1497                         ov_furthest);
1498                 #endif
1499         }
1500         else
1501         {
1502                 if(ov_enabled)
1503                 {
1504                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1505                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1506                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1507                         cvar_set("r_novis", ftos(oldr_novis));
1508                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1509                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1510                 }
1511                 ov_enabled = false;
1512         }
1513 }
1514
1515 void View_UpdateFov()
1516 {
1517         vector fov;
1518         if(autocvar_cl_orthoview)
1519                 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1520         else if(csqcplayer.viewloc)
1521                 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1522         else
1523                 fov = GetCurrentFov(autocvar_fov);
1524
1525         setproperty(VF_FOV, fov);
1526 }
1527
1528 void CSQC_UpdateView(entity this, float w, float h)
1529 {
1530         TC(int, w); TC(int, h);
1531
1532         execute_next_frame();
1533
1534         ++framecount;
1535
1536         stats_get();
1537         hud = STAT(HUD);
1538
1539         ReplicateVars(REPLICATEVARS_CHECK);
1540
1541         HUD_Scale_Disable();
1542
1543         if(autocvar__hud_showbinds_reload) // menu can set this one
1544         {
1545                 db_close(binddb);
1546                 binddb = db_create();
1547                 cvar_set("_hud_showbinds_reload", "0");
1548         }
1549
1550         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1551                 view_quality = getproperty(VF_MINFPS_QUALITY);
1552         else
1553                 view_quality = 1;
1554
1555         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1556         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1557
1558         vector vf_size = getpropertyvec(VF_SIZE);
1559         vector vf_min = getpropertyvec(VF_MIN);
1560         vid_width = vf_size.x;
1561         vid_height = vf_size.y;
1562
1563         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1564
1565         if (autocvar_chase_active)
1566         {
1567                 // in first person view if r_drawviewmodel is off weapon isn't visible
1568                 // and server doesn't throw any casing
1569                 // switching to 3rd person view r_drawviewmodel is set to -1 to let know the server casings
1570                 // can be thrown for self since own weapon model is visible
1571                 if (autocvar_r_drawviewmodel == 0 && STAT(HEALTH) > 0)
1572                         cvar_set("r_drawviewmodel", "-1");
1573         }
1574         else
1575         {
1576                 if (autocvar_r_drawviewmodel < 0)
1577                         cvar_set("r_drawviewmodel", "0");
1578         }
1579
1580         WaypointSprite_Load();
1581
1582         CSQCPlayer_SetCamera();
1583
1584         if(player_localentnum <= maxclients) // is it a client?
1585                 current_player = player_localentnum - 1;
1586         else // then player_localentnum is the vehicle I'm driving
1587                 current_player = player_localnum;
1588         myteam = entcs_GetTeam(current_player);
1589
1590         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1591         if(!local_player)
1592                 local_player = this; // fall back!
1593
1594         View_EventChase(local_player);
1595
1596         // do lockview after event chase camera so that it still applies whenever necessary.
1597         View_Lock();
1598
1599         WarpZone_FixView();
1600         //WarpZone_FixPMove();
1601
1602         View_Ortho();
1603
1604         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1605         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1606         if(autocvar_r_drawviewmodel)
1607                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1608                         if(viewmodels[slot].activeweapon)
1609                                 viewmodel_draw(viewmodels[slot]);
1610
1611         // Render the Scene
1612         view_origin = getpropertyvec(VF_ORIGIN);
1613         view_angles = getpropertyvec(VF_ANGLES);
1614         MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1615
1616 #ifdef BLURTEST
1617         View_BlurTest();
1618 #endif
1619
1620         TargetMusic_Advance();
1621         Fog_Force();
1622         fpscounter_update();
1623
1624         if(drawtime == 0)
1625                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1626         else
1627                 drawframetime = bound(0.000001, time - drawtime, 1);
1628         drawtime = time;
1629
1630         // watch for gametype changes here...
1631         // in ParseStuffCMD the cmd isn't executed yet :/
1632         // might even be better to add the gametype to TE_CSQC_INIT...?
1633         if(!postinit)
1634                 PostInit();
1635
1636         if(intermission && !intermission_time)
1637                 intermission_time = time;
1638
1639         if(STAT(GAME_STOPPED) && !game_stopped_time)
1640                 game_stopped_time = time;
1641         else if(game_stopped_time && !STAT(GAME_STOPPED))
1642                 game_stopped_time = 0;
1643
1644         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1645         {
1646                 if(calledhooks & HOOK_START)
1647                 {
1648                         int gamecount = cvar("cl_matchcount");
1649                         localcmd("\ncl_hook_gameend\n");
1650                         // NOTE: using localcmd here to ensure it's executed AFTER cl_hook_gameend
1651                         // earlier versions of the game abuse the hook to set this cvar
1652                         localcmd(strcat("cl_matchcount ", itos(gamecount + 1), "\n"));
1653                         //cvar_set("cl_matchcount", itos(gamecount + 1));
1654                         calledhooks |= HOOK_END;
1655                 }
1656         }
1657
1658         Welcome_Message_Show_Try();
1659
1660         Announcer();
1661
1662         View_CheckButtonStatus();
1663
1664         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1665
1666         // ALWAYS Clear Current Scene First
1667         clearscene();
1668
1669         setproperty(VF_ORIGIN, view_origin);
1670         setproperty(VF_ANGLES, view_angles);
1671
1672         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1673         setproperty(VF_SIZE, vf_size);
1674         setproperty(VF_MIN, vf_min);
1675
1676         // Assign Standard Viewflags
1677         // Draw the World (and sky)
1678         setproperty(VF_DRAWWORLD, 1);
1679
1680         vid_conwidth = autocvar_vid_conwidth;
1681         vid_conheight = autocvar_vid_conheight;
1682         vid_pixelheight = autocvar_vid_pixelheight;
1683
1684         View_UpdateFov();
1685
1686         View_DemoCamera();
1687
1688         setproperty(VF_DRAWCROSSHAIR, 0); // hide engine crosshair
1689         setproperty(VF_DRAWENGINESBAR, 0); // hide engine status bar
1690
1691         IL_EACH(g_drawables, it.draw, it.draw(it));
1692
1693         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1694         renderscene();
1695
1696         // Now the the scene has been rendered, begin with the 2D drawing functions
1697
1698         View_NightVision();
1699         DrawReticle(local_player);
1700         HUD_Contents();
1701         HUD_Damage();
1702         View_PostProcessing();
1703
1704         // draw 2D entities
1705         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1706         Draw_ShowNames_All();
1707 #if ENABLE_DEBUGDRAW
1708         Debug_Draw();
1709 #endif
1710
1711         if (autocvar__scoreboard_team_selection)
1712         {
1713                 Scoreboard_UI_Enable(1);
1714                 cvar_set("_scoreboard_team_selection", "0");
1715         }
1716         scoreboard_active = Scoreboard_WouldDraw();
1717
1718         HUD_Draw(this); // this parameter for deep vehicle function
1719
1720         if(NextFrameCommand)
1721         {
1722                 localcmd("\n", NextFrameCommand, "\n");
1723                 NextFrameCommand = string_null;
1724         }
1725
1726         HUD_Mouse(local_player);
1727
1728         cl_notice_run();
1729         unpause_update();
1730         Net_Flush();
1731
1732         // let's reset the view back to normal for the end
1733         setproperty(VF_MIN, '0 0 0');
1734         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1735
1736         IL_ENDFRAME();
1737 }
1738
1739
1740 // following vectors must be global to allow seamless switching between camera modes
1741 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1742 void CSQC_Demo_Camera()
1743 {
1744         float speed, attenuation, dimensions;
1745         vector tmp;
1746
1747         if( autocvar_camera_reset || !camera_mode )
1748         {
1749                 camera_offset = '0 0 0';
1750                 current_angles = '0 0 0';
1751                 camera_direction = '0 0 0';
1752                 camera_offset.z += 30;
1753                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1754                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1755                 current_origin = view_origin;
1756                 current_camera_offset  = camera_offset;
1757                 cvar_set("camera_reset", "0");
1758                 camera_mode = CAMERA_CHASE;
1759         }
1760
1761         // Camera angles
1762         if( camera_roll )
1763                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1764
1765         if(autocvar_camera_look_player)
1766         {
1767                 vector dir;
1768                 float n;
1769
1770                 dir = normalize(view_origin - current_position);
1771                 n = mouse_angles.z;
1772                 mouse_angles = vectoangles(dir);
1773                 mouse_angles.x = mouse_angles.x * -1;
1774                 mouse_angles.z = n;
1775         }
1776         else
1777         {
1778                 tmp = getmousepos() * 0.1;
1779                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1780                 {
1781                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1782                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1783                 }
1784         }
1785
1786         if(autocvar_camera_look_player)
1787                 attenuation = autocvar_camera_look_attenuation;
1788         else
1789                 attenuation = autocvar_camera_speed_attenuation;
1790
1791         attenuation = 1 / max(1, attenuation);
1792         current_angles += (mouse_angles - current_angles) * attenuation;
1793
1794         // limit current pitch angle to sane values
1795         if (current_angles.x < -90) current_angles.x = -90;
1796         if (current_angles.x > 90 ) current_angles.x = 90;
1797
1798         // limit mouse and current yaw angles to standard values simultaneously so that the difference
1799         // between these angles is not altered
1800         while (current_angles.y < -180 && mouse_angles.y < -180) {current_angles.y += 360; mouse_angles.y += 360;}
1801         while (current_angles.y > 180  && mouse_angles.y > 180 ) {current_angles.y -= 360; mouse_angles.y -= 360;}
1802
1803         // Camera position
1804         tmp = '0 0 0';
1805         dimensions = 0;
1806
1807         if( camera_direction.x )
1808         {
1809                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1810                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1811                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1812                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1813                 ++dimensions;
1814         }
1815
1816         if( camera_direction.y )
1817         {
1818                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1819                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1820                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1821                 ++dimensions;
1822         }
1823
1824         if( camera_direction.z )
1825         {
1826                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1827                 ++dimensions;
1828         }
1829
1830         if(autocvar_camera_free)
1831                 speed = autocvar_camera_speed_free;
1832         else
1833                 speed = autocvar_camera_speed_chase;
1834
1835         if(dimensions)
1836         {
1837                 speed = speed * sqrt(1 / dimensions);
1838                 camera_offset += tmp * speed;
1839         }
1840
1841         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1842
1843         // Camera modes
1844         if( autocvar_camera_free )
1845         {
1846                 if ( camera_mode == CAMERA_CHASE )
1847                 {
1848                         current_camera_offset = current_origin + current_camera_offset;
1849                         camera_offset = current_origin + camera_offset;
1850                 }
1851
1852                 camera_mode = CAMERA_FREE;
1853                 current_position = current_camera_offset;
1854         }
1855         else
1856         {
1857                 if ( camera_mode == CAMERA_FREE )
1858                 {
1859                         current_origin = view_origin;
1860                         camera_offset = camera_offset - current_origin;
1861                         current_camera_offset = current_camera_offset - current_origin;
1862                 }
1863
1864                 camera_mode = CAMERA_CHASE;
1865
1866                 if(autocvar_camera_chase_smoothly)
1867                         current_origin += (view_origin - current_origin) * attenuation;
1868                 else
1869                         current_origin = view_origin;
1870
1871                 current_position = current_origin + current_camera_offset;
1872         }
1873
1874         setproperty(VF_ANGLES, current_angles);
1875         setproperty(VF_ORIGIN, current_position);
1876 }