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Move minigame HUD command into minigame file
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1
2 #include "announcer.qh"
3 #include "hud/all.qh"
4 #include "mapvoting.qh"
5 #include "scoreboard.qh"
6 #include "shownames.qh"
7 #include "quickmenu.qh"
8
9 #include "mutators/events.qh"
10
11 #include "../common/anim.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/gamemodes/all.qh"
16 #include "../common/physics/player.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
20
21 #include "../common/vehicles/all.qh"
22 #include "../common/weapons/all.qh"
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
26
27 #include "../lib/csqcmodel/cl_player.qh"
28
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
31
32 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
33
34 float autocvar_cl_viewmodel_scale;
35
36 bool autocvar_cl_bobmodel;
37 float autocvar_cl_bobmodel_speed;
38 float autocvar_cl_bobmodel_side;
39 float autocvar_cl_bobmodel_up;
40
41 float autocvar_cl_followmodel;
42 float autocvar_cl_followmodel_side_speed;
43 float autocvar_cl_followmodel_side_highpass;
44 float autocvar_cl_followmodel_side_highpass1;
45 float autocvar_cl_followmodel_side_limit;
46 float autocvar_cl_followmodel_side_lowpass;
47 float autocvar_cl_followmodel_up_speed;
48 float autocvar_cl_followmodel_up_highpass;
49 float autocvar_cl_followmodel_up_highpass1;
50 float autocvar_cl_followmodel_up_limit;
51 float autocvar_cl_followmodel_up_lowpass;
52
53 float autocvar_cl_leanmodel;
54 float autocvar_cl_leanmodel_side_speed;
55 float autocvar_cl_leanmodel_side_highpass;
56 float autocvar_cl_leanmodel_side_highpass1;
57 float autocvar_cl_leanmodel_side_lowpass;
58 float autocvar_cl_leanmodel_side_limit;
59 float autocvar_cl_leanmodel_up_speed;
60 float autocvar_cl_leanmodel_up_highpass;
61 float autocvar_cl_leanmodel_up_highpass1;
62 float autocvar_cl_leanmodel_up_lowpass;
63 float autocvar_cl_leanmodel_up_limit;
64
65 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
66 { \
67         float __frac = bound(0, frac, 1); \
68         ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
69 } MACRO_END
70
71 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
72 { \
73         float __ignore; lowpass(value, frac, ref_store, __ignore); \
74         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
75 } MACRO_END
76
77 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
78 { \
79         float __f = 0; lowpass(value, frac, ref_store, __f); \
80         ret = (value) - __f; \
81 } MACRO_END
82
83 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
84 { \
85         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
86         ret = (value) - __f; \
87 } MACRO_END
88
89 #define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
90 { \
91         lowpass(value.x, fracx, ref_store.x, ref_out.x); \
92         lowpass(value.y, fracy, ref_store.y, ref_out.y); \
93         lowpass(value.z, fracz, ref_store.z, ref_out.z); \
94 } MACRO_END
95
96 #define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
97 { \
98         highpass(value.x, fracx, ref_store.x, ref_out.x); \
99         highpass(value.y, fracy, ref_store.y, ref_out.y); \
100         highpass(value.z, fracz, ref_store.z, ref_out.z); \
101 } MACRO_END
102
103 #define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) MACRO_BEGIN \
104 { \
105         highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
106         highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
107         highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
108 } MACRO_END
109
110 void viewmodel_animate(entity this)
111 {
112         static float prevtime;
113         float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
114         prevtime = time;
115
116         if (autocvar_chase_active) return;
117         if (STAT(HEALTH) <= 0) return;
118
119         entity view = CSQCModel_server2csqc(player_localentnum - 1);
120
121         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
122         static bool oldonground;
123         static float hitgroundtime;
124         static float lastongroundtime;
125         if (clonground)
126         {
127                 float f = time; // cl.movecmd[0].time
128                 if (!oldonground)
129                         hitgroundtime = f;
130                 lastongroundtime = f;
131         }
132         oldonground = clonground;
133
134         vector gunorg = '0 0 0', gunangles = '0 0 0';
135         static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
136
137         bool teleported = view.csqcmodel_teleported;
138
139         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
140         if (teleported)
141         {
142                 // try to fix the first highpass; result is NOT
143                 // perfect! TODO find a better fix
144                 gunangles_prev = view_angles;
145                 gunorg_prev = view_origin;
146         }
147
148         static vector gunorg_highpass = '0 0 0';
149
150         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
151         gunorg_highpass += gunorg_prev;
152         highpass3_limited(view_origin,
153                 frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
154                 frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
155                 frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
156                 gunorg_highpass, gunorg);
157         gunorg_prev = view_origin;
158         gunorg_highpass -= gunorg_prev;
159
160         static vector gunangles_highpass = '0 0 0';
161
162         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
163         gunangles_highpass += gunangles_prev;
164         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
165         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
166         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
167         highpass3_limited(view_angles,
168                 frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
169                 frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
170                 0, 0,
171                 gunangles_highpass, gunangles);
172         gunangles_prev = view_angles;
173         gunangles_highpass -= gunangles_prev;
174
175         // 3. calculate the RAW adjustment vectors
176         gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
177         gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
178         gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
179
180         PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
181         YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
182         ROLL(gunangles) = 0;
183
184         static vector gunorg_adjustment_highpass;
185         static vector gunorg_adjustment_lowpass;
186         static vector gunangles_adjustment_highpass;
187         static vector gunangles_adjustment_lowpass;
188
189         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
190         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
191         highpass3(gunorg,
192                 frametime * autocvar_cl_followmodel_side_highpass,
193                 frametime * autocvar_cl_followmodel_side_highpass,
194                 frametime * autocvar_cl_followmodel_up_highpass,
195                 gunorg_adjustment_highpass, gunorg);
196         lowpass3(gunorg,
197                 frametime * autocvar_cl_followmodel_side_lowpass,
198                 frametime * autocvar_cl_followmodel_side_lowpass,
199                 frametime * autocvar_cl_followmodel_up_lowpass,
200                 gunorg_adjustment_lowpass, gunorg);
201         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
202         highpass3(gunangles,
203                 frametime * autocvar_cl_leanmodel_up_highpass,
204                 frametime * autocvar_cl_leanmodel_side_highpass,
205                 0,
206                 gunangles_adjustment_highpass, gunangles);
207         lowpass3(gunangles,
208                 frametime * autocvar_cl_leanmodel_up_lowpass,
209                 frametime * autocvar_cl_leanmodel_side_lowpass,
210                 0,
211                 gunangles_adjustment_lowpass, gunangles);
212         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
213
214         // vertical view bobbing code
215         // TODO: cl_bob
216
217         // horizontal view bobbing code
218         // TODO: cl_bob2
219
220         // fall bobbing code
221         // causes the view to swing down and back up when touching the ground
222         // TODO: cl_bobfall
223
224         // gun model bobbing code
225         if (autocvar_cl_bobmodel)
226         {
227                 // calculate for swinging gun model
228                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
229                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
230                 // for the most part, but for some reason when you go through a message trigger or
231                 // pick up an item or anything like that it will momentarily jolt the gun.
232                 vector forward, right = '0 0 0', up = '0 0 0';
233                 float bspeed;
234                 float t = 1;
235                 float s = time * autocvar_cl_bobmodel_speed;
236                 if (clonground)
237                 {
238                         if (time - hitgroundtime < 0.2)
239                         {
240                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
241                                 t = time - hitgroundtime;
242                                 t = bound(0, t, 0.2);
243                                 t *= 5;
244                         }
245                 }
246                 else
247                 {
248                         // recently left the ground, slow the bob down over the next 0.2 seconds
249                         t = time - lastongroundtime;
250                         t = 0.2 - bound(0, t, 0.2);
251                         t *= 5;
252                 }
253                 bspeed = xyspeed * 0.01;
254                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
255                 float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
256                 gunorg += bobr * right;
257                 float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
258                 gunorg += bobu * up;
259         }
260         vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
261         v.z = gunorg.z;
262         this.origin += v;
263         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
264         this.angles += gunangles;
265 }
266
267 .vector viewmodel_origin, viewmodel_angles;
268 .float weapon_nextthink;
269 .float weapon_eta_last;
270 .float weapon_switchdelay;
271
272 void viewmodel_draw(entity this)
273 {
274         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
275         float a = this.alpha;
276         static bool wasinvehicle;
277         bool invehicle = player_localentnum > maxclients;
278         if (invehicle) a = -1;
279         else if (wasinvehicle) a = 1;
280         wasinvehicle = invehicle;
281         int c = stof(getplayerkeyvalue(current_player, "colors"));
282         vector g;
283         Weapon wep = activeweapon;
284         if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
285         entity me = CSQCModel_server2csqc(player_localentnum - 1);
286         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
287                 | EF_NODEPTHTEST)
288                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
289         for (entity e = this; e; e = e.weaponchild)
290         {
291                 e.drawmask = mask;
292                 e.alpha = a;
293                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
294                 e.glowmod = g;
295                 e.csqcmodel_effects = fx;
296                 WITH(entity, self, e, CSQCModel_Effects_Apply());
297         }
298         {
299                 static string name_last;
300                 string name = wep.mdl;
301                 if (name != name_last)
302                 {
303                         name_last = name;
304                         CL_WeaponEntity_SetModel(this, name);
305                         this.viewmodel_origin = this.origin;
306                         this.viewmodel_angles = this.angles;
307                 }
308                 anim_update(this);
309                 if (!this.animstate_override)
310                         anim_set(this, this.anim_idle, true, false, false);
311         }
312         float f = 0; // 0..1; 0: fully active
313         float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
314         if (eta <= 0) f = this.weapon_eta_last;
315         else switch (this.state)
316         {
317                 case WS_RAISE:
318                 {
319                         f = eta / max(eta, this.weapon_switchdelay);
320                         break;
321                 }
322                 case WS_DROP:
323                 {
324                         f = 1 - eta / max(eta, this.weapon_switchdelay);
325                         break;
326                 }
327                 case WS_CLEAR:
328                 {
329                         f = 1;
330                         break;
331                 }
332         }
333         this.weapon_eta_last = f;
334         this.origin = this.viewmodel_origin;
335         this.angles = this.viewmodel_angles;
336         this.angles_x = (-90 * f * f);
337         viewmodel_animate(this);
338         setorigin(this, this.origin);
339 }
340
341 entity viewmodel;
342 STATIC_INIT(viewmodel) {
343     viewmodel = new(viewmodel);
344     make_pure(viewmodel);
345         viewmodel.draw = viewmodel_draw;
346 }
347
348 entity porto;
349 vector polyline[16];
350 void Porto_Draw(entity this)
351 {
352         vector p, dir, ang, q, nextdir;
353         float portal_number, portal1_idx;
354
355         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
356                 return;
357         if(WEP_CVAR(porto, secondary))
358                 return;
359         if(intermission == 1)
360                 return;
361         if(intermission == 2)
362                 return;
363         if (STAT(HEALTH) <= 0)
364                 return;
365
366         dir = view_forward;
367
368         if(angles_held_status)
369         {
370                 makevectors(angles_held);
371                 dir = v_forward;
372         }
373
374         p = view_origin;
375
376         polyline[0] = p;
377         int idx = 1;
378         portal_number = 0;
379         nextdir = dir;
380
381         for (;;)
382         {
383                 dir = nextdir;
384                 traceline(p, p + 65536 * dir, true, porto);
385                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
386                         return;
387                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
388                 p = trace_endpos;
389                 polyline[idx] = p;
390                 ++idx;
391                 if(idx >= 16)
392                         return;
393                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
394                         continue;
395                 ++portal_number;
396                 ang = vectoangles2(trace_plane_normal, dir);
397                 ang.x = -ang.x;
398                 makevectors(ang);
399                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
400                         return;
401                 if(portal_number == 1)
402                 {
403                         portal1_idx = idx;
404                         if(portal_number >= 2)
405                                 break;
406                 }
407         }
408
409         while(idx >= 2)
410         {
411                 p = polyline[idx-2];
412                 q = polyline[idx-1];
413                 if(idx == 2)
414                         p = p - view_up * 16;
415                 if(idx-1 >= portal1_idx)
416                 {
417                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
418                 }
419                 else
420                 {
421                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
422                 }
423                 --idx;
424         }
425 }
426
427 void Porto_Init()
428 {
429         porto = new(porto);
430         make_pure(porto);
431         porto.draw = Porto_Draw;
432         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
433 }
434
435 float drawtime;
436 float avgspeed;
437 vector GetCurrentFov(float fov)
438 {
439         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
440         float velocityzoom, curspeed;
441         vector v;
442
443         zoomsensitivity = autocvar_cl_zoomsensitivity;
444         zoomfactor = autocvar_cl_zoomfactor;
445         if(zoomfactor < 1 || zoomfactor > 30)
446                 zoomfactor = 2.5;
447         zoomspeed = autocvar_cl_zoomspeed;
448         if(zoomspeed >= 0)
449         if(zoomspeed < 0.5 || zoomspeed > 16)
450                         zoomspeed = 3.5;
451
452         zoomdir = button_zoom;
453         if(hud == HUD_NORMAL)
454         if(switchweapon == activeweapon)
455         if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
456                 zoomdir += button_attack2;
457         if(spectatee_status > 0 || isdemo())
458         {
459                 if(spectatorbutton_zoom)
460                 {
461                         if(zoomdir)
462                                 zoomdir = 0;
463                         else
464                                 zoomdir = 1;
465                 }
466                 // fteqcc failed twice here already, don't optimize this
467         }
468
469         if(zoomdir) { zoomin_effect = 0; }
470
471         if(camera_active)
472         {
473                 current_viewzoom = min(1, current_viewzoom + drawframetime);
474         }
475         else if(autocvar_cl_spawnzoom && zoomin_effect)
476         {
477                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
478
479                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
480                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
481                 if(current_viewzoom == 1) { zoomin_effect = 0; }
482         }
483         else
484         {
485                 if(zoomspeed < 0) // instant zoom
486                 {
487                         if(zoomdir)
488                                 current_viewzoom = 1 / zoomfactor;
489                         else
490                                 current_viewzoom = 1;
491                 }
492                 else
493                 {
494                         if(zoomdir)
495                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
496                         else
497                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
498                 }
499         }
500
501         if(almost_equals(current_viewzoom, 1))
502                 current_zoomfraction = 0;
503         else if(almost_equals(current_viewzoom, 1/zoomfactor))
504                 current_zoomfraction = 1;
505         else
506                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
507
508         if(zoomsensitivity < 1)
509                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
510         else
511                 setsensitivityscale(1);
512
513         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
514         {
515                 if(intermission) { curspeed = 0; }
516                 else
517                 {
518
519                         makevectors(view_angles);
520                         v = pmove_vel;
521                         if(csqcplayer)
522                                 v = csqcplayer.velocity;
523
524                         switch(autocvar_cl_velocityzoom_type)
525                         {
526                                 case 3: curspeed = max(0, v_forward * v); break;
527                                 case 2: curspeed = (v_forward * v); break;
528                                 case 1: default: curspeed = vlen(v); break;
529                         }
530                 }
531
532                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
533                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
534                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
535
536                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
537         }
538         else
539                 velocityzoom = 1;
540
541         float frustumx, frustumy, fovx, fovy;
542         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
543         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
544         fovx = atan2(frustumx, 1) / M_PI * 360.0;
545         fovy = atan2(frustumy, 1) / M_PI * 360.0;
546
547         return '1 0 0' * fovx + '0 1 0' * fovy;
548 }
549
550 vector GetViewLocationFOV(float fov)
551 {
552         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
553         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
554         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
555         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
556         return '1 0 0' * fovx + '0 1 0' * fovy;
557 }
558
559 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
560 {
561         float fovx, fovy;
562         float width = (ov_worldmax.x - ov_worldmin.x);
563         float height = (ov_worldmax.y - ov_worldmin.y);
564         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
565         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
566         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
567         return '1 0 0' * fovx + '0 1 0' * fovy;
568 }
569
570 // this function must match W_SetupShot!
571 float zoomscript_caught;
572
573 vector wcross_origin;
574 float wcross_scale_prev, wcross_alpha_prev;
575 vector wcross_color_prev;
576 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
577 vector wcross_color_goal_prev;
578 float wcross_changedonetime;
579
580 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
581 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
582 float wcross_name_changestarttime, wcross_name_changedonetime;
583 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
584
585 float wcross_ring_prev;
586
587 entity trueaim;
588 entity trueaim_rifle;
589
590 const float SHOTTYPE_HITTEAM = 1;
591 const float SHOTTYPE_HITOBSTRUCTION = 2;
592 const float SHOTTYPE_HITWORLD = 3;
593 const float SHOTTYPE_HITENEMY = 4;
594
595 void TrueAim_Init()
596 {
597         trueaim = new(trueaim);
598         make_pure(trueaim);
599         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
600         trueaim_rifle = new(trueaim_rifle);
601         make_pure(trueaim_rifle);
602         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
603 }
604
605 float EnemyHitCheck()
606 {
607         float t, n;
608         wcross_origin = project_3d_to_2d(trace_endpos);
609         wcross_origin.z = 0;
610         if(trace_ent)
611                 n = trace_ent.entnum;
612         else
613                 n = trace_networkentity;
614         if(n < 1)
615                 return SHOTTYPE_HITWORLD;
616         if(n > maxclients)
617                 return SHOTTYPE_HITWORLD;
618         t = entcs_GetTeam(n - 1);
619         if(teamplay)
620                 if(t == myteam)
621                         return SHOTTYPE_HITTEAM;
622         if(t == NUM_SPECTATOR)
623                 return SHOTTYPE_HITWORLD;
624         return SHOTTYPE_HITENEMY;
625 }
626
627 float TrueAimCheck()
628 {
629         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?
630         vector vecs, trueaimpoint, w_shotorg;
631         vector mi, ma, dv;
632         float shottype;
633         entity ta;
634         float mv;
635
636         mi = ma = '0 0 0';
637         ta = trueaim;
638         mv = MOVE_NOMONSTERS;
639
640         switch(activeweapon) // WEAPONTODO
641         {
642                 case WEP_TUBA: // no aim
643                 case WEP_PORTO: // shoots from eye
644                 case WEP_NEXBALL: // shoots from eye
645                 case WEP_HOOK: // no trueaim
646                 case WEP_MORTAR: // toss curve
647                         return SHOTTYPE_HITWORLD;
648                 case WEP_VORTEX:
649                 case WEP_VAPORIZER:
650                         mv = MOVE_NORMAL;
651                         break;
652                 case WEP_RIFLE:
653                         ta = trueaim_rifle;
654                         mv = MOVE_NORMAL;
655                         if(zoomscript_caught)
656                         {
657                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
658                                 return EnemyHitCheck();
659                         }
660                         break;
661                 case WEP_DEVASTATOR: // projectile has a size!
662                         mi = '-3 -3 -3';
663                         ma = '3 3 3';
664                         break;
665                 case WEP_FIREBALL: // projectile has a size!
666                         mi = '-16 -16 -16';
667                         ma = '16 16 16';
668                         break;
669                 case WEP_SEEKER: // projectile has a size!
670                         mi = '-2 -2 -2';
671                         ma = '2 2 2';
672                         break;
673                 case WEP_ELECTRO: // projectile has a size!
674                         mi = '0 0 -3';
675                         ma = '0 0 -3';
676                         break;
677         }
678
679         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
680
681         vecs = decompressShotOrigin(STAT(SHOTORG));
682
683         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
684         trueaimpoint = trace_endpos;
685
686         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
687                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
688
689         if(vecs.x > 0)
690                 vecs.y = -vecs.y;
691         else
692                 vecs = '0 0 0';
693
694         dv = view_right * vecs.y + view_up * vecs.z;
695         w_shotorg = traceorigin + dv;
696
697         // now move the vecs forward as much as requested if possible
698         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
699         w_shotorg = trace_endpos - view_forward * nudge;
700
701         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
702         shottype = EnemyHitCheck();
703         if(shottype != SHOTTYPE_HITWORLD)
704                 return shottype;
705
706 #if 0
707         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
708         // or rather, I know why, but see no fix
709         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
710                 // 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
711                 return SHOTTYPE_HITOBSTRUCTION;
712 #endif
713
714         return SHOTTYPE_HITWORLD;
715 }
716
717 void PostInit();
718 void CSQC_Demo_Camera();
719 float HUD_WouldDrawScoreboard();
720 float camera_mode;
721 const float CAMERA_FREE = 1;
722 const float CAMERA_CHASE = 2;
723 float reticle_type;
724 string reticle_image;
725 string NextFrameCommand;
726
727 vector freeze_org, freeze_ang;
728 entity nightvision_noise, nightvision_noise2;
729
730 const float MAX_TIME_DIFF = 5;
731 float pickup_crosshair_time, pickup_crosshair_size;
732 float hitindication_crosshair_size;
733 float use_vortex_chargepool;
734
735 float myhealth, myhealth_prev;
736 float myhealth_flash;
737
738 float old_blurradius, old_bluralpha;
739 float old_sharpen_intensity;
740
741 vector myhealth_gentlergb;
742
743 float contentavgalpha, liquidalpha_prev;
744 vector liquidcolor_prev;
745
746 float eventchase_current_distance;
747 float eventchase_running;
748 bool WantEventchase()
749 {SELFPARAM();
750         if(autocvar_cl_orthoview)
751                 return false;
752         if(intermission)
753                 return true;
754         if(self.viewloc)
755                 return true;
756         if(spectatee_status >= 0)
757         {
758                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
759                         return true;
760                 if(MUTATOR_CALLHOOK(WantEventchase, self))
761                         return true;
762                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
763                         return true;
764                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
765                 {
766                         if(autocvar_cl_eventchase_death == 2)
767                         {
768                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
769                                 if(self.velocity == '0 0 0' || eventchase_running)
770                                         return true;
771                         }
772                         else return true;
773                 }
774         }
775         return false;
776 }
777
778 void HUD_Crosshair_Vehicle()
779 {
780         if(hud != HUD_BUMBLEBEE_GUN)
781         {
782                 Vehicle info = get_vehicleinfo(hud);
783                 info.vr_crosshair(info);
784         }
785 }
786
787 vector damage_blurpostprocess, content_blurpostprocess;
788
789 float unaccounted_damage = 0;
790 void UpdateDamage()
791 {
792         // accumulate damage with each stat update
793         static float damage_total_prev = 0;
794         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
795         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
796         damage_total_prev = damage_total;
797
798         static float damage_dealt_time_prev = 0;
799         float damage_dealt_time = STAT(HIT_TIME);
800         if (damage_dealt_time != damage_dealt_time_prev)
801         {
802                 unaccounted_damage += unaccounted_damage_new;
803                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
804         }
805         damage_dealt_time_prev = damage_dealt_time;
806
807         // prevent hitsound when switching spectatee
808         static float spectatee_status_prev = 0;
809         if (spectatee_status != spectatee_status_prev)
810                 unaccounted_damage = 0;
811         spectatee_status_prev = spectatee_status;
812 }
813
814 void HitSound()
815 {
816         // varying sound pitch
817
818         static float hitsound_time_prev = 0;
819         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
820         float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
821         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
822         {
823                 if (autocvar_cl_hitsound && unaccounted_damage)
824                 {
825                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
826                         float a = autocvar_cl_hitsound_max_pitch;
827                         float b = autocvar_cl_hitsound_min_pitch;
828                         float c = autocvar_cl_hitsound_nom_damage;
829                         float x = unaccounted_damage;
830                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
831
832                         // if sound variation is disabled, set pitch_shift to 1
833                         if (autocvar_cl_hitsound == 1)
834                                 pitch_shift = 1;
835
836                         // if pitch shift is reversed, mirror in (max-min)/2 + min
837                         if (autocvar_cl_hitsound == 3)
838                         {
839                                 float mirror_value = (a-b)/2 + b;
840                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
841                         }
842
843                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
844
845                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
846                         // todo: normalize sound pressure levels? seems unnecessary
847
848                         sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
849                 }
850                 unaccounted_damage = 0;
851                 hitsound_time_prev = time;
852         }
853
854         static float typehit_time_prev = 0;
855         float typehit_time = STAT(TYPEHIT_TIME);
856         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
857         {
858                 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
859                 typehit_time_prev = typehit_time;
860         }
861 }
862
863 void HUD_Crosshair()
864 {SELFPARAM();
865         static float rainbow_last_flicker;
866         static vector rainbow_prev_color;
867         entity e = self;
868         float f, i, j;
869         vector v;
870         if(!scoreboard_active && !camera_active && intermission != 2 &&
871                 spectatee_status != -1 && !csqcplayer.viewloc &&
872                 !HUD_MinigameMenu_IsOpened() )
873         {
874                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
875                         return;
876
877                 if (hud != HUD_NORMAL)
878                 {
879                         HUD_Crosshair_Vehicle();
880                         return;
881                 }
882
883                 string wcross_style;
884                 float wcross_alpha, wcross_resolution;
885                 wcross_style = autocvar_crosshair;
886                 if (wcross_style == "0")
887                         return;
888                 wcross_resolution = autocvar_crosshair_size;
889                 if (wcross_resolution == 0)
890                         return;
891                 wcross_alpha = autocvar_crosshair_alpha;
892                 if (wcross_alpha == 0)
893                         return;
894
895                 // TrueAim check
896                 float shottype;
897
898                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
899                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
900                 wcross_origin.z = 0;
901                 if(autocvar_crosshair_hittest)
902                 {
903                         vector wcross_oldorigin;
904                         wcross_oldorigin = wcross_origin;
905                         shottype = TrueAimCheck();
906                         if(shottype == SHOTTYPE_HITWORLD)
907                         {
908                                 v = wcross_origin - wcross_oldorigin;
909                                 v.x /= vid_conwidth;
910                                 v.y /= vid_conheight;
911                                 if(vlen(v) > 0.01)
912                                         shottype = SHOTTYPE_HITOBSTRUCTION;
913                         }
914                         if(!autocvar_crosshair_hittest_showimpact)
915                                 wcross_origin = wcross_oldorigin;
916                 }
917                 else
918                         shottype = SHOTTYPE_HITWORLD;
919
920                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
921                 string wcross_name = "";
922                 float wcross_scale, wcross_blur;
923
924                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
925                 {
926                         e = switchingweapon;
927                         if(e)
928                         {
929                                 if(autocvar_crosshair_per_weapon)
930                                 {
931                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
932                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
933                                         //if (wcross_resolution == 0)
934                                                 //return;
935
936                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
937                                         wcross_resolution *= e.w_crosshair_size;
938                                         wcross_name = e.w_crosshair;
939                                 }
940                         }
941                 }
942
943                 if(wcross_name == "")
944                         wcross_name = strcat("gfx/crosshair", wcross_style);
945
946                 // MAIN CROSSHAIR COLOR DECISION
947                 switch(autocvar_crosshair_color_special)
948                 {
949                         case 1: // crosshair_color_per_weapon
950                         {
951                                 if(e)
952                                 {
953                                         wcross_color = e.wpcolor;
954                                         break;
955                                 }
956                                 else { goto normalcolor; }
957                         }
958
959                         case 2: // crosshair_color_by_health
960                         {
961                                 float x = STAT(HEALTH);
962
963                                 //x = red
964                                 //y = green
965                                 //z = blue
966
967                                 wcross_color.z = 0;
968
969                                 if(x > 200)
970                                 {
971                                         wcross_color.x = 0;
972                                         wcross_color.y = 1;
973                                 }
974                                 else if(x > 150)
975                                 {
976                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
977                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
978                                 }
979                                 else if(x > 100)
980                                 {
981                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
982                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
983                                         wcross_color.z = 1 - (x-100)*0.02;
984                                 }
985                                 else if(x > 50)
986                                 {
987                                         wcross_color.x = 1;
988                                         wcross_color.y = 1;
989                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
990                                 }
991                                 else if(x > 20)
992                                 {
993                                         wcross_color.x = 1;
994                                         wcross_color.y = (x-20)*90/27/100;
995                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
996                                 }
997                                 else
998                                 {
999                                         wcross_color.x = 1;
1000                                         wcross_color.y = 0;
1001                                 }
1002                                 break;
1003                         }
1004
1005                         case 3: // crosshair_color_rainbow
1006                         {
1007                                 if(time >= rainbow_last_flicker)
1008                                 {
1009                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1010                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1011                                 }
1012                                 wcross_color = rainbow_prev_color;
1013                                 break;
1014                         }
1015                         :normalcolor
1016                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
1017                 }
1018
1019                 if(autocvar_crosshair_effect_scalefade)
1020                 {
1021                         wcross_scale = wcross_resolution;
1022                         wcross_resolution = 1;
1023                 }
1024                 else
1025                 {
1026                         wcross_scale = 1;
1027                 }
1028
1029                 if(autocvar_crosshair_pickup)
1030                 {
1031                         float stat_pickup_time = STAT(LAST_PICKUP);
1032
1033                         if(pickup_crosshair_time < stat_pickup_time)
1034                         {
1035                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1036                                         pickup_crosshair_size = 1;
1037
1038                                 pickup_crosshair_time = stat_pickup_time;
1039                         }
1040
1041                         if(pickup_crosshair_size > 0)
1042                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1043                         else
1044                                 pickup_crosshair_size = 0;
1045
1046                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1047                 }
1048
1049                 // todo: make crosshair hit indication dependent on damage dealt
1050                 if(autocvar_crosshair_hitindication)
1051                 {
1052                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1053
1054                         if(unaccounted_damage)
1055                         {
1056                                 hitindication_crosshair_size = 1;
1057                         }
1058
1059                         if(hitindication_crosshair_size > 0)
1060                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1061                         else
1062                                 hitindication_crosshair_size = 0;
1063
1064                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1065                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1066                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1067                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1068                 }
1069
1070                 if(shottype == SHOTTYPE_HITENEMY)
1071                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1072                 if(shottype == SHOTTYPE_HITTEAM)
1073                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1074
1075                 f = fabs(autocvar_crosshair_effect_time);
1076                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1077                 {
1078                         wcross_changedonetime = time + f;
1079                 }
1080                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1081                 {
1082                         wcross_name_changestarttime = time;
1083                         wcross_name_changedonetime = time + f;
1084                         if(wcross_name_goal_prev_prev)
1085                                 strunzone(wcross_name_goal_prev_prev);
1086                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1087                         wcross_name_goal_prev = strzone(wcross_name);
1088                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1089                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1090                         wcross_resolution_goal_prev = wcross_resolution;
1091                 }
1092
1093                 wcross_scale_goal_prev = wcross_scale;
1094                 wcross_alpha_goal_prev = wcross_alpha;
1095                 wcross_color_goal_prev = wcross_color;
1096
1097                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1098                 {
1099                         wcross_blur = 1;
1100                         wcross_alpha *= 0.75;
1101                 }
1102                 else
1103                         wcross_blur = 0;
1104                 // *_prev is at time-frametime
1105                 // * is at wcross_changedonetime+f
1106                 // what do we have at time?
1107                 if(time < wcross_changedonetime)
1108                 {
1109                         f = frametime / (wcross_changedonetime - time + frametime);
1110                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1111                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1112                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1113                 }
1114
1115                 wcross_scale_prev = wcross_scale;
1116                 wcross_alpha_prev = wcross_alpha;
1117                 wcross_color_prev = wcross_color;
1118
1119                 MUTATOR_CALLHOOK(UpdateCrosshair);
1120
1121                 wcross_scale *= 1 - autocvar__menu_alpha;
1122                 wcross_alpha *= 1 - autocvar__menu_alpha;
1123                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1124
1125                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1126                 {
1127                         // crosshair rings for weapon stats
1128                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1129                         {
1130                                 // declarations and stats
1131                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1132                                 string ring_image = string_null, ring_inner_image = string_null;
1133                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1134
1135                                 ring_scale = autocvar_crosshair_ring_size;
1136
1137                                 float weapon_clipload, weapon_clipsize;
1138                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1139                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1140
1141                                 float ok_ammo_charge, ok_ammo_chargepool;
1142                                 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1143                                 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1144
1145                                 float vortex_charge, vortex_chargepool;
1146                                 vortex_charge = STAT(VORTEX_CHARGE);
1147                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1148
1149                                 float arc_heat = STAT(ARC_HEAT);
1150
1151                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1152                                         vortex_charge_movingavg = vortex_charge;
1153
1154
1155                                 // handle the values
1156                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1157                                 {
1158                                         if (vortex_chargepool || use_vortex_chargepool) {
1159                                                 use_vortex_chargepool = 1;
1160                                                 ring_inner_value = vortex_chargepool;
1161                                         } else {
1162                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1163                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1164                                         }
1165
1166                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1167                                         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;
1168                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1169
1170                                         // draw the outer ring to show the current charge of the weapon
1171                                         ring_value = vortex_charge;
1172                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1173                                         ring_rgb = wcross_color;
1174                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1175                                 }
1176                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1177                                 {
1178                                         ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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.
1179                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1180                                         ring_rgb = wcross_color;
1181                                         ring_image = "gfx/crosshair_ring.tga";
1182                                 }
1183                                 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1184                                 {
1185                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1186                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1187                                         ring_rgb = wcross_color;
1188                                         ring_image = "gfx/crosshair_ring.tga";
1189                                 }
1190                                 else if (ok_ammo_charge)
1191                                 {
1192                                         ring_value = ok_ammo_chargepool;
1193                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1194                                         ring_rgb = wcross_color;
1195                                         ring_image = "gfx/crosshair_ring.tga";
1196                                 }
1197                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1198                                 {
1199                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1200                                         ring_scale = autocvar_crosshair_ring_reload_size;
1201                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1202                                         ring_rgb = wcross_color;
1203
1204                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1205                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1206                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1207                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1208                                         else
1209                                                 ring_image = "gfx/crosshair_ring.tga";
1210                                 }
1211                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1212                                 {
1213                                         ring_value = arc_heat;
1214                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1215                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1216                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1217                                         ring_image = "gfx/crosshair_ring.tga";
1218                                 }
1219
1220                                 // if in weapon switch animation, fade ring out/in
1221                                 if(autocvar_crosshair_effect_time > 0)
1222                                 {
1223                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1224                                         if (f >= 1)
1225                                         {
1226                                                 wcross_ring_prev = ((ring_image) ? true : false);
1227                                         }
1228
1229                                         if(wcross_ring_prev)
1230                                         {
1231                                                 if(f < 1)
1232                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1233                                         }
1234                                         else
1235                                         {
1236                                                 if(f < 1)
1237                                                         ring_alpha *= bound(0, f, 1);
1238                                         }
1239                                 }
1240
1241                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1242                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1243
1244                                 if (ring_value)
1245                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1246                         }
1247
1248 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1249                         MACRO_BEGIN { \
1250                                 if(wcross_blur > 0) \
1251                                 { \
1252                                         for(i = -2; i <= 2; ++i) \
1253                                         for(j = -2; j <= 2; ++j) \
1254                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1255                                 } \
1256                                 else \
1257                                 { \
1258                                         M(0,0,sz,wcross_name,wcross_alpha); \
1259                                 } \
1260                         } MACRO_END
1261
1262 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1263                         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)
1264
1265 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1266                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1267
1268                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1269                         {
1270                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1271                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1272                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1273                                 f = 1 - f;
1274                         }
1275                         else
1276                         {
1277                                 f = 1;
1278                         }
1279                         wcross_name_alpha_goal_prev = f;
1280
1281                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1282                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1283
1284                         if(autocvar_crosshair_dot)
1285                         {
1286                                 vector wcross_color_old;
1287                                 wcross_color_old = wcross_color;
1288
1289                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1290                                         wcross_color = stov(autocvar_crosshair_dot_color);
1291
1292                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1293                                 // FIXME why don't we use wcross_alpha here?
1294                                 wcross_color = wcross_color_old;
1295                         }
1296                 }
1297         }
1298         else
1299         {
1300                 wcross_scale_prev = 0;
1301                 wcross_alpha_prev = 0;
1302                 wcross_scale_goal_prev = 0;
1303                 wcross_alpha_goal_prev = 0;
1304                 wcross_changedonetime = 0;
1305                 if(wcross_name_goal_prev)
1306                         strunzone(wcross_name_goal_prev);
1307                 wcross_name_goal_prev = string_null;
1308                 if(wcross_name_goal_prev_prev)
1309                         strunzone(wcross_name_goal_prev_prev);
1310                 wcross_name_goal_prev_prev = string_null;
1311                 wcross_name_changestarttime = 0;
1312                 wcross_name_changedonetime = 0;
1313                 wcross_name_alpha_goal_prev = 0;
1314                 wcross_name_alpha_goal_prev_prev = 0;
1315                 wcross_resolution_goal_prev = 0;
1316                 wcross_resolution_goal_prev_prev = 0;
1317         }
1318 }
1319
1320 void HUD_Draw()
1321 {
1322         vector rgb = '0 0 0';
1323         float a = 1;
1324         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1325         {
1326                 rgb = MUTATOR_ARGV(0, vector);
1327                 a = MUTATOR_ARGV(0, float);
1328         }
1329         else if(STAT(FROZEN))
1330         {
1331                 rgb = ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
1332         }
1333         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1334         if(!intermission)
1335         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1336         {
1337                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1338                 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);
1339         }
1340         else if(STAT(REVIVE_PROGRESS))
1341         {
1342                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1343                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1344         }
1345
1346         if(autocvar_r_letterbox == 0)
1347                 if(autocvar_viewsize < 120)
1348                 {
1349                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1350                                 Accuracy_LoadLevels();
1351
1352                         HUD_Main();
1353                         HUD_DrawScoreboard();
1354                 }
1355
1356         // crosshair goes VERY LAST
1357         UpdateDamage();
1358         HUD_Crosshair();
1359         HitSound();
1360 }
1361
1362 bool ov_enabled;
1363 float oldr_nearclip;
1364 float oldr_farclip_base;
1365 float oldr_farclip_world;
1366 float oldr_novis;
1367 float oldr_useportalculling;
1368 float oldr_useinfinitefarclip;
1369
1370 void cl_notice_run();
1371 float prev_myteam;
1372 int lasthud;
1373 float vh_notice_time;
1374 void WaypointSprite_Load();
1375 void CSQC_UpdateView(float w, float h)
1376 {SELFPARAM();
1377         entity e;
1378         float fov;
1379         float f;
1380         vector vf_size, vf_min;
1381         float a;
1382
1383         execute_next_frame();
1384
1385         ++framecount;
1386
1387         stats_get();
1388         hud = STAT(HUD);
1389
1390         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1391                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1392
1393         lasthud = hud;
1394
1395         if(autocvar__hud_showbinds_reload) // menu can set this one
1396         {
1397                 db_close(binddb);
1398                 binddb = db_create();
1399                 cvar_set("_hud_showbinds_reload", "0");
1400         }
1401
1402         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1403                 view_quality = getproperty(VF_MINFPS_QUALITY);
1404         else
1405                 view_quality = 1;
1406
1407         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(self);
1408         button_zoom = PHYS_INPUT_BUTTON_ZOOM(self);
1409
1410         vf_size = getpropertyvec(VF_SIZE);
1411         vf_min = getpropertyvec(VF_MIN);
1412         vid_width = vf_size.x;
1413         vid_height = vf_size.y;
1414
1415         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1416         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1417
1418         WaypointSprite_Load();
1419
1420         CSQCPlayer_SetCamera();
1421
1422         if(player_localentnum <= maxclients) // is it a client?
1423                 current_player = player_localentnum - 1;
1424         else // then player_localentnum is the vehicle I'm driving
1425                 current_player = player_localnum;
1426         myteam = entcs_GetTeam(current_player);
1427
1428         if(myteam != prev_myteam)
1429         {
1430                 myteamcolors = colormapPaletteColor(myteam, 1);
1431                 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1432                 prev_myteam = myteam;
1433         }
1434
1435         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1436
1437         float is_dead = (STAT(HEALTH) <= 0);
1438
1439         // FIXME do we need this hack?
1440         if(isdemo())
1441         {
1442                 // in demos, input_buttons do not work
1443                 button_zoom = (autocvar__togglezoom == "-");
1444         }
1445         else if(button_zoom
1446                 && autocvar_cl_unpress_zoom_on_death
1447                 && (spectatee_status >= 0)
1448                 && (is_dead || intermission))
1449         {
1450                 // no zoom while dead or in intermission please
1451                 localcmd("-zoom\n");
1452                 button_zoom = false;
1453         }
1454
1455         // event chase camera
1456         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1457         {
1458                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1459                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1460                 entity gen = world;
1461
1462                 if(ons_roundlost)
1463                 {
1464                         FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1465                                 gen = it;
1466                                 break;
1467                         ));
1468                         if(!gen)
1469                                 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1470                 }
1471                 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1472                 {
1473                         eventchase_running = true;
1474
1475                         // 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.)
1476                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1477                         if(ons_roundlost) { current_view_origin = gen.origin; }
1478
1479                         // detect maximum viewoffset and use it
1480                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1481                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1482                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1483
1484                         if(view_offset)
1485                         {
1486                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1487                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1488                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1489                         }
1490
1491                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1492                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1493                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1494                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1495
1496                         // make the camera smooth back
1497                         float chase_distance = autocvar_cl_eventchase_distance;
1498                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1499                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1500
1501                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1502                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1503                         else if(eventchase_current_distance != chase_distance)
1504                                 eventchase_current_distance = chase_distance;
1505
1506                         makevectors(view_angles);
1507
1508                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1509                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1510
1511                         // If the boxtrace fails, revert back to line tracing.
1512                         if(!self.viewloc)
1513                         if(trace_startsolid)
1514                         {
1515                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1516                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1517                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1518                         }
1519                         else { setproperty(VF_ORIGIN, trace_endpos); }
1520
1521                         if(!self.viewloc)
1522                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1523                 }
1524                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1525                 {
1526                         eventchase_running = false;
1527                         cvar_set("chase_active", "0");
1528                         eventchase_current_distance = 0; // start from 0 next time
1529                 }
1530         }
1531         // workaround for camera stuck between player's legs when using chase_active 1
1532         // because the engine stops updating the chase_active camera when the game ends
1533         else if(intermission)
1534         {
1535                 cvar_settemp("chase_active", "-1");
1536                 eventchase_current_distance = 0;
1537         }
1538
1539         // do lockview after event chase camera so that it still applies whenever necessary.
1540         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1541         {
1542                 setproperty(VF_ORIGIN, freeze_org);
1543                 setproperty(VF_ANGLES, freeze_ang);
1544         }
1545         else
1546         {
1547                 freeze_org = getpropertyvec(VF_ORIGIN);
1548                 freeze_ang = getpropertyvec(VF_ANGLES);
1549         }
1550
1551         WarpZone_FixView();
1552         //WarpZone_FixPMove();
1553
1554         vector ov_org = '0 0 0';
1555         vector ov_mid = '0 0 0';
1556         vector ov_worldmin = '0 0 0';
1557         vector ov_worldmax = '0 0 0';
1558         if(autocvar_cl_orthoview)
1559         {
1560                 ov_worldmin = mi_picmin;
1561                 ov_worldmax = mi_picmax;
1562
1563                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1564                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1565                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1566
1567                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1568                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1569
1570                 float ov_nearest = vlen(ov_org - vec3(
1571                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1572                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1573                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1574                 ));
1575
1576                 float ov_furthest = 0;
1577                 float dist = 0;
1578
1579                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1580                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1581                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1582                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1583                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1584                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1585                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1586                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1587
1588                 if(!ov_enabled)
1589                 {
1590                         oldr_nearclip = cvar("r_nearclip");
1591                         oldr_farclip_base = cvar("r_farclip_base");
1592                         oldr_farclip_world = cvar("r_farclip_world");
1593                         oldr_novis = cvar("r_novis");
1594                         oldr_useportalculling = cvar("r_useportalculling");
1595                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1596                 }
1597
1598                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1599                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1600                 cvar_settemp("r_farclip_world", "0");
1601                 cvar_settemp("r_novis", "1");
1602                 cvar_settemp("r_useportalculling", "0");
1603                 cvar_settemp("r_useinfinitefarclip", "0");
1604
1605                 setproperty(VF_ORIGIN, ov_org);
1606                 setproperty(VF_ANGLES, '90 0 0');
1607
1608                 ov_enabled = true;
1609
1610                 #if 0
1611                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1612                         vtos(ov_org),
1613                         vtos(getpropertyvec(VF_ANGLES)),
1614                         ov_distance,
1615                         ov_nearest,
1616                         ov_furthest);
1617                 #endif
1618         }
1619         else
1620         {
1621                 if(ov_enabled)
1622                 {
1623                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1624                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1625                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1626                         cvar_set("r_novis", ftos(oldr_novis));
1627                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1628                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1629                 }
1630                 ov_enabled = false;
1631         }
1632
1633         // Render the Scene
1634         view_origin = getpropertyvec(VF_ORIGIN);
1635         view_angles = getpropertyvec(VF_ANGLES);
1636         makevectors(view_angles);
1637         view_forward = v_forward;
1638         view_right = v_right;
1639         view_up = v_up;
1640
1641 #ifdef BLURTEST
1642         if(time > blurtest_time0 && time < blurtest_time1)
1643         {
1644                 float r, t;
1645
1646                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1647                 r = t * blurtest_radius;
1648                 f = 1 / pow(t, blurtest_power) - 1;
1649
1650                 cvar_set("r_glsl_postprocess", "1");
1651                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1652         }
1653         else
1654         {
1655                 cvar_set("r_glsl_postprocess", "0");
1656                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1657         }
1658 #endif
1659
1660         TargetMusic_Advance();
1661         Fog_Force();
1662
1663         if(drawtime == 0)
1664                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1665         else
1666                 drawframetime = bound(0.000001, time - drawtime, 1);
1667         drawtime = time;
1668
1669         // watch for gametype changes here...
1670         // in ParseStuffCMD the cmd isn't executed yet :/
1671         // might even be better to add the gametype to TE_CSQC_INIT...?
1672         if(!postinit)
1673                 PostInit();
1674
1675         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1676         {
1677                 if(calledhooks & HOOK_START)
1678                 {
1679                         localcmd("\ncl_hook_gameend\n");
1680                         calledhooks |= HOOK_END;
1681                 }
1682         }
1683
1684         Announcer();
1685
1686         fov = autocvar_fov;
1687         if(fov <= 59.5)
1688         {
1689                 if(!zoomscript_caught)
1690                 {
1691                         localcmd("+button9\n");
1692                         zoomscript_caught = 1;
1693                 }
1694         }
1695         else
1696         {
1697                 if(zoomscript_caught)
1698                 {
1699                         localcmd("-button9\n");
1700                         zoomscript_caught = 0;
1701                 }
1702         }
1703
1704         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1705
1706         // currently switching-to weapon (for crosshair)
1707         switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1708
1709         // actually active weapon (for zoom)
1710         activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1711
1712         switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1713
1714         f = (serverflags & SERVERFLAG_TEAMPLAY);
1715         if(f != teamplay)
1716         {
1717                 teamplay = f;
1718                 HUD_InitScores();
1719         }
1720
1721         if(last_switchweapon != switchweapon)
1722         {
1723                 weapontime = time;
1724                 last_switchweapon = switchweapon;
1725                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1726                 {
1727                         localcmd("-zoom\n");
1728                         button_zoom = false;
1729                 }
1730                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1731                 {
1732                         localcmd("-fire\n");
1733                         localcmd("-fire2\n");
1734                         button_attack2 = false;
1735                 }
1736         }
1737         if(last_activeweapon != activeweapon)
1738         {
1739                 last_activeweapon = activeweapon;
1740
1741                 e = activeweapon;
1742                 if(e.netname != "")
1743                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1744                 else
1745                         localcmd("\ncl_hook_activeweapon none\n");
1746         }
1747
1748         // ALWAYS Clear Current Scene First
1749         clearscene();
1750
1751         setproperty(VF_ORIGIN, view_origin);
1752         setproperty(VF_ANGLES, view_angles);
1753
1754         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1755         setproperty(VF_SIZE, vf_size);
1756         setproperty(VF_MIN, vf_min);
1757
1758         // Assign Standard Viewflags
1759         // Draw the World (and sky)
1760         setproperty(VF_DRAWWORLD, 1);
1761
1762         // Set the console size vars
1763         vid_conwidth = autocvar_vid_conwidth;
1764         vid_conheight = autocvar_vid_conheight;
1765         vid_pixelheight = autocvar_vid_pixelheight;
1766
1767         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1768         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1769         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1770
1771         // Camera for demo playback
1772         if(camera_active)
1773         {
1774                 if(autocvar_camera_enable)
1775                         CSQC_Demo_Camera();
1776                 else
1777                 {
1778                         cvar_set("chase_active", ftos(chase_active_backup));
1779                         cvar_set("cl_demo_mousegrab", "0");
1780                         camera_active = false;
1781                 }
1782         }
1783         else
1784         {
1785 #ifdef CAMERATEST
1786                 if(autocvar_camera_enable)
1787 #else
1788                 if(autocvar_camera_enable && isdemo())
1789 #endif
1790                 {
1791                         // Enable required Darkplaces cvars
1792                         chase_active_backup = autocvar_chase_active;
1793                         cvar_set("chase_active", "2");
1794                         cvar_set("cl_demo_mousegrab", "1");
1795                         camera_active = true;
1796                         camera_mode = false;
1797                 }
1798         }
1799
1800         // Draw the Crosshair
1801         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1802
1803         // Draw the Engine Status Bar (the default Quake HUD)
1804         setproperty(VF_DRAWENGINESBAR, 0);
1805
1806         // Update the mouse position
1807         /*
1808            mousepos_x = vid_conwidth;
1809            mousepos_y = vid_conheight;
1810            mousepos = mousepos*0.5 + getmousepos();
1811          */
1812
1813         FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it))));
1814
1815         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1816         renderscene();
1817
1818         // now switch to 2D drawing mode by calling a 2D drawing function
1819         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1820         // next R_RenderScene call
1821         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1822
1823         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1824         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1825         {
1826                 // apply night vision effect
1827                 vector tc_00, tc_01, tc_10, tc_11;
1828                 vector rgb = '0 0 0';
1829
1830                 if(!nightvision_noise)
1831                 {
1832                         nightvision_noise = new(nightvision_noise);
1833                 }
1834                 if(!nightvision_noise2)
1835                 {
1836                         nightvision_noise2 = new(nightvision_noise2);
1837                 }
1838
1839                 // color tint in yellow
1840                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1841
1842                 // draw BG
1843                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1844                 rgb = '1 1 1';
1845                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1846                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1847                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1848                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1849                 tc_11 = tc_01 + tc_10 - tc_00;
1850                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1851                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1852                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1853                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1854                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1855                 R_EndPolygon();
1856
1857                 // draw FG
1858                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1859                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1860                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1861                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1862                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1863                 tc_11 = tc_01 + tc_10 - tc_00;
1864                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1865                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1866                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1867                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1868                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1869                 R_EndPolygon();
1870         }
1871
1872         if(autocvar_cl_reticle)
1873         {
1874                 Weapon wep = activeweapon;
1875                 // Draw the aiming reticle for weapons that use it
1876                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1877                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1878                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1879                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1880                 {
1881                         // no zoom reticle while dead
1882                         reticle_type = 0;
1883                 }
1884                 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1885                 {
1886                         if(reticle_image != "") { reticle_type = 2; }
1887                         else { reticle_type = 0; }
1888                 }
1889                 else if(button_zoom || zoomscript_caught)
1890                 {
1891                         // normal zoom
1892                         reticle_type = 1;
1893                 }
1894
1895                 if(reticle_type)
1896                 {
1897                         if(autocvar_cl_reticle_stretch)
1898                         {
1899                                 reticle_size.x = vid_conwidth;
1900                                 reticle_size.y = vid_conheight;
1901                                 reticle_pos.x = 0;
1902                                 reticle_pos.y = 0;
1903                         }
1904                         else
1905                         {
1906                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1907                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1908                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1909                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1910                         }
1911
1912                         if(zoomscript_caught)
1913                                 f = 1;
1914                         else
1915                                 f = current_zoomfraction;
1916
1917                         if(f)
1918                         {
1919                                 switch(reticle_type)
1920                                 {
1921                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1922                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1923                                 }
1924                         }
1925                 }
1926         }
1927         else
1928         {
1929                 if(reticle_type != 0) { reticle_type = 0; }
1930         }
1931
1932
1933         // improved polyblend
1934         if(autocvar_hud_contents)
1935         {
1936                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1937                 vector liquidcolor;
1938
1939                 switch(pointcontents(view_origin))
1940                 {
1941                         case CONTENT_WATER:
1942                                 liquidalpha = autocvar_hud_contents_water_alpha;
1943                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1944                                 incontent = 1;
1945                                 break;
1946
1947                         case CONTENT_LAVA:
1948                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1949                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1950                                 incontent = 1;
1951                                 break;
1952
1953                         case CONTENT_SLIME:
1954                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1955                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1956                                 incontent = 1;
1957                                 break;
1958
1959                         default:
1960                                 liquidalpha = 0;
1961                                 liquidcolor = '0 0 0';
1962                                 incontent = 0;
1963                                 break;
1964                 }
1965
1966                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1967                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1968                         contentfadetime = autocvar_hud_contents_fadeintime;
1969                         liquidalpha_prev = liquidalpha;
1970                         liquidcolor_prev = liquidcolor;
1971                 }
1972                 else
1973                         contentfadetime = autocvar_hud_contents_fadeouttime;
1974
1975                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1976                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1977
1978                 if(contentavgalpha)
1979                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1980
1981                 if(autocvar_hud_postprocessing)
1982                 {
1983                         if(autocvar_hud_contents_blur && contentavgalpha)
1984                         {
1985                                 content_blurpostprocess.x = 1;
1986                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1987                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1988                         }
1989                         else
1990                         {
1991                                 content_blurpostprocess.x = 0;
1992                                 content_blurpostprocess.y = 0;
1993                                 content_blurpostprocess.z = 0;
1994                         }
1995                 }
1996         }
1997
1998         if(autocvar_hud_damage && !STAT(FROZEN))
1999         {
2000                 splash_size.x = max(vid_conwidth, vid_conheight);
2001                 splash_size.y = max(vid_conwidth, vid_conheight);
2002                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2003                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2004
2005                 float myhealth_flash_temp;
2006                 myhealth = STAT(HEALTH);
2007
2008                 // fade out
2009                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2010                 // add new damage
2011                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2012
2013                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2014                 pain_threshold = autocvar_hud_damage_pain_threshold;
2015                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2016                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2017
2018                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2019                 {
2020                         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);
2021                 }
2022
2023                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2024
2025                 if(myhealth_prev < 1)
2026                 {
2027                         if(myhealth >= 1)
2028                         {
2029                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2030                                 myhealth_flash_temp = 0;
2031                         }
2032                         else
2033                         {
2034                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2035                         }
2036                 }
2037
2038                 if(spectatee_status == -1 || intermission)
2039                 {
2040                         myhealth_flash = 0; // observing, or match ended
2041                         myhealth_flash_temp = 0;
2042                 }
2043
2044                 myhealth_prev = myhealth;
2045
2046                 // IDEA: change damage color/picture based on player model for robot/alien species?
2047                 // pro: matches model better
2048                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2049                 // maybe different reddish pics?
2050                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2051                 {
2052                         if(autocvar_cl_gentle_damage == 2)
2053                         {
2054                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2055                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2056                         }
2057                         else
2058                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2059
2060                         if(myhealth_flash_temp > 0)
2061                                 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);
2062                 }
2063                 else if(myhealth_flash_temp > 0)
2064                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2065
2066                 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.
2067                 {
2068                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2069                         {
2070                                 damage_blurpostprocess.x = 1;
2071                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2072                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2073                         }
2074                         else
2075                         {
2076                                 damage_blurpostprocess.x = 0;
2077                                 damage_blurpostprocess.y = 0;
2078                                 damage_blurpostprocess.z = 0;
2079                         }
2080                 }
2081         }
2082
2083         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2084         float e2 = (autocvar_hud_powerup != 0);
2085         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2086         {
2087                 // enable or disable rendering types if they are used or not
2088                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2089                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2090
2091                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2092                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2093                 {
2094                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2095                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2096                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2097                         {
2098                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2099                                 old_blurradius = blurradius;
2100                                 old_bluralpha = bluralpha;
2101                         }
2102                 }
2103                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2104                 {
2105                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2106                         old_blurradius = 0;
2107                         old_bluralpha = 0;
2108                 }
2109
2110                 // edge detection postprocess handling done second (used by hud_powerup)
2111                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2112                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2113                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2114
2115                 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.
2116
2117                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2118                 {
2119                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2120                         {
2121                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2122                                 old_sharpen_intensity = sharpen_intensity;
2123                         }
2124                 }
2125                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2126                 {
2127                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2128                         old_sharpen_intensity = 0;
2129                 }
2130
2131                 if(cvar("r_glsl_postprocess") == 0)
2132                         cvar_set("r_glsl_postprocess", "2");
2133         }
2134         else if(cvar("r_glsl_postprocess") == 2)
2135                 cvar_set("r_glsl_postprocess", "0");
2136
2137         /*if(gametype == MAPINFO_TYPE_CTF)
2138           {
2139           ctf_view();
2140           } else */
2141
2142         // draw 2D entities
2143         FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it))));
2144         Draw_ShowNames_All();
2145         Debug_Draw();
2146
2147         scoreboard_active = HUD_WouldDrawScoreboard();
2148
2149         HUD_Draw();
2150
2151         if(NextFrameCommand)
2152         {
2153                 localcmd("\n", NextFrameCommand, "\n");
2154                 NextFrameCommand = string_null;
2155         }
2156
2157         // we must do this check AFTER a frame was rendered, or it won't work
2158         if(cs_project_is_b0rked == 0)
2159         {
2160                 string w0, h0;
2161                 w0 = ftos(autocvar_vid_conwidth);
2162                 h0 = ftos(autocvar_vid_conheight);
2163                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2164                 //setproperty(VF_FOV, '90 90 0');
2165                 setproperty(VF_ORIGIN, '0 0 0');
2166                 setproperty(VF_ANGLES, '0 0 0');
2167                 setproperty(VF_PERSPECTIVE, 1);
2168                 makevectors('0 0 0');
2169                 vector v1, v2;
2170                 cvar_set("vid_conwidth", "800");
2171                 cvar_set("vid_conheight", "600");
2172                 v1 = cs_project(v_forward);
2173                 cvar_set("vid_conwidth", "640");
2174                 cvar_set("vid_conheight", "480");
2175                 v2 = cs_project(v_forward);
2176                 if(v1 == v2)
2177                         cs_project_is_b0rked = 1;
2178                 else
2179                         cs_project_is_b0rked = -1;
2180                 cvar_set("vid_conwidth", w0);
2181                 cvar_set("vid_conheight", h0);
2182         }
2183
2184         if(autocvar__hud_configure)
2185                 HUD_Panel_Mouse();
2186         else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2187                 HUD_Minigame_Mouse();
2188         else if(QuickMenu_IsOpened())
2189                 QuickMenu_Mouse();
2190         else
2191                 HUD_Radar_Mouse();
2192
2193         cl_notice_run();
2194         unpause_update();
2195         Net_Flush();
2196
2197         // let's reset the view back to normal for the end
2198         setproperty(VF_MIN, '0 0 0');
2199         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2200 }
2201
2202
2203 // following vectors must be global to allow seamless switching between camera modes
2204 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2205 void CSQC_Demo_Camera()
2206 {
2207         float speed, attenuation, dimensions;
2208         vector tmp, delta;
2209
2210         if( autocvar_camera_reset || !camera_mode )
2211         {
2212                 camera_offset = '0 0 0';
2213                 current_angles = '0 0 0';
2214                 camera_direction = '0 0 0';
2215                 camera_offset.z += 30;
2216                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2217                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2218                 current_origin = view_origin;
2219                 current_camera_offset  = camera_offset;
2220                 cvar_set("camera_reset", "0");
2221                 camera_mode = CAMERA_CHASE;
2222         }
2223
2224         // Camera angles
2225         if( camera_roll )
2226                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2227
2228         if(autocvar_camera_look_player)
2229         {
2230                 vector dir;
2231                 float n;
2232
2233                 dir = normalize(view_origin - current_position);
2234                 n = mouse_angles.z;
2235                 mouse_angles = vectoangles(dir);
2236                 mouse_angles.x = mouse_angles.x * -1;
2237                 mouse_angles.z = n;
2238         }
2239         else
2240         {
2241                 tmp = getmousepos() * 0.1;
2242                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
2243                 {
2244                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2245                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2246                 }
2247         }
2248
2249         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2250         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2251         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2252         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2253
2254         // Fix difference when angles don't have the same sign
2255         delta = '0 0 0';
2256         if(mouse_angles.y < -60 && current_angles.y > 60)
2257                 delta = '0 360 0';
2258         if(mouse_angles.y > 60 && current_angles.y < -60)
2259                 delta = '0 -360 0';
2260
2261         if(autocvar_camera_look_player)
2262                 attenuation = autocvar_camera_look_attenuation;
2263         else
2264                 attenuation = autocvar_camera_speed_attenuation;
2265
2266         attenuation = 1 / max(1, attenuation);
2267         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2268
2269         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2270         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2271         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2272         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2273
2274         // Camera position
2275         tmp = '0 0 0';
2276         dimensions = 0;
2277
2278         if( camera_direction.x )
2279         {
2280                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2281                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2282                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2283                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2284                 ++dimensions;
2285         }
2286
2287         if( camera_direction.y )
2288         {
2289                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2290                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2291                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2292                 ++dimensions;
2293         }
2294
2295         if( camera_direction.z )
2296         {
2297                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2298                 ++dimensions;
2299         }
2300
2301         if(autocvar_camera_free)
2302                 speed = autocvar_camera_speed_free;
2303         else
2304                 speed = autocvar_camera_speed_chase;
2305
2306         if(dimensions)
2307         {
2308                 speed = speed * sqrt(1 / dimensions);
2309                 camera_offset += tmp * speed;
2310         }
2311
2312         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2313
2314         // Camera modes
2315         if( autocvar_camera_free )
2316         {
2317                 if ( camera_mode == CAMERA_CHASE )
2318                 {
2319                         current_camera_offset = current_origin + current_camera_offset;
2320                         camera_offset = current_origin + camera_offset;
2321                 }
2322
2323                 camera_mode = CAMERA_FREE;
2324                 current_position = current_camera_offset;
2325         }
2326         else
2327         {
2328                 if ( camera_mode == CAMERA_FREE )
2329                 {
2330                         current_origin = view_origin;
2331                         camera_offset = camera_offset - current_origin;
2332                         current_camera_offset = current_camera_offset - current_origin;
2333                 }
2334
2335                 camera_mode = CAMERA_CHASE;
2336
2337                 if(autocvar_camera_chase_smoothly)
2338                         current_origin += (view_origin - current_origin) * attenuation;
2339                 else
2340                         current_origin = view_origin;
2341
2342                 current_position = current_origin + current_camera_offset;
2343         }
2344
2345         setproperty(VF_ANGLES, current_angles);
2346         setproperty(VF_ORIGIN, current_position);
2347 }