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Take armor into consideration for the crosshair color by health
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
6 #include "hud/_mod.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
11
12 #include "mutators/events.qh"
13
14 #include <common/animdecide.qh>
15 #include <common/ent_cs.qh>
16 #include <common/anim.qh>
17 #include <common/constants.qh>
18 #include <common/net_linked.qh>
19 #include <common/debug.qh>
20 #include <common/mapinfo.qh>
21 #include <common/gamemodes/_mod.qh>
22 #include <common/physics/player.qh>
23 #include <common/stats.qh>
24 #include <common/triggers/target/music.qh>
25 #include <common/teams.qh>
26 #include <common/wepent.qh>
27
28 #include <common/weapons/weapon/tuba.qh>
29
30 #include <common/vehicles/all.qh>
31 #include <common/weapons/_all.qh>
32 #include <common/viewloc.qh>
33 #include <common/minigames/cl_minigames.qh>
34 #include <common/minigames/cl_minigames_hud.qh>
35
36 #include <lib/csqcmodel/cl_player.qh>
37 #include <lib/csqcmodel/cl_model.qh>
38 #include "csqcmodel_hooks.qh"
39
40 #include <lib/warpzone/client.qh>
41 #include <lib/warpzone/common.qh>
42
43 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
44
45 float autocvar_cl_viewmodel_scale;
46
47 bool autocvar_cl_bobmodel;
48 float autocvar_cl_bobmodel_speed;
49 float autocvar_cl_bobmodel_side;
50 float autocvar_cl_bobmodel_up;
51
52 float autocvar_cl_followmodel;
53 float autocvar_cl_followmodel_speed = 0.3;
54 float autocvar_cl_followmodel_limit = 135;
55 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
56 float autocvar_cl_followmodel_highpass = 0.05;
57 float autocvar_cl_followmodel_lowpass = 0.03;
58 bool autocvar_cl_followmodel_velocity_absolute;
59
60 float autocvar_cl_leanmodel;
61 float autocvar_cl_leanmodel_speed = 0.3;
62 float autocvar_cl_leanmodel_limit = 30;
63 float autocvar_cl_leanmodel_highpass1 = 0.2;
64 float autocvar_cl_leanmodel_highpass = 0.2;
65 float autocvar_cl_leanmodel_lowpass = 0.05;
66
67 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
68
69 #define lowpass(value, frac, ref_store, ret) \
70         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
71
72 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
73 { \
74         float __ignore; lowpass(value, frac, ref_store, __ignore); \
75         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
76 } MACRO_END
77
78 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
79 { \
80         float __f = 0; lowpass(value, frac, ref_store, __f); \
81         ret = (value) - __f; \
82 } MACRO_END
83
84 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
85 { \
86         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
87         ret = (value) - __f; \
88 } MACRO_END
89
90 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
91 { \
92         lowpass(value.x, frac, ref_store.x, ref_out.x); \
93         lowpass(value.y, frac, ref_store.y, ref_out.y); \
94 } MACRO_END
95
96 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
97 { \
98         highpass(value.x, frac, ref_store.x, ref_out.x); \
99         highpass(value.y, frac, ref_store.y, ref_out.y); \
100 } MACRO_END
101
102 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
103 { \
104         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
105         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
106 } MACRO_END
107
108 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
109 { \
110         lowpass(value.x, frac, ref_store.x, ref_out.x); \
111         lowpass(value.y, frac, ref_store.y, ref_out.y); \
112         lowpass(value.z, frac, ref_store.z, ref_out.z); \
113 } MACRO_END
114
115 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
116 { \
117         highpass(value.x, frac, ref_store.x, ref_out.x); \
118         highpass(value.y, frac, ref_store.y, ref_out.y); \
119         highpass(value.z, frac, ref_store.z, ref_out.z); \
120 } MACRO_END
121
122 void calc_followmodel_ofs(entity view)
123 {
124         if(cl_followmodel_time == time)
125                 return; // cl_followmodel_ofs already calculated for this frame
126
127         float frac;
128         vector gunorg = '0 0 0';
129         static vector vel_average;
130         static vector gunorg_adjustment_highpass;
131         static vector gunorg_adjustment_lowpass;
132
133         vector vel;
134         if (autocvar_cl_followmodel_velocity_absolute)
135                 vel = view.velocity;
136         else
137         {
138                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
139                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
140                 vel.x = view.velocity * forward;
141                 vel.y = view.velocity * right * -1;
142                 vel.z = view.velocity * up;
143         }
144
145         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
146         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
147         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
148
149         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
150         lowpass3(vel, frac, vel_average, gunorg);
151
152         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
153
154         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
155         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
156         frac = avg_factor(autocvar_cl_followmodel_highpass);
157         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
158         frac = avg_factor(autocvar_cl_followmodel_lowpass);
159         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
160
161         if (autocvar_cl_followmodel_velocity_absolute)
162         {
163                 vector fixed_gunorg;
164                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
165                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
166                 fixed_gunorg.x = gunorg * forward;
167                 fixed_gunorg.y = gunorg * right * -1;
168                 fixed_gunorg.z = gunorg * up;
169                 gunorg = fixed_gunorg;
170         }
171
172         cl_followmodel_ofs = gunorg;
173         cl_followmodel_time = time;
174 }
175
176 vector leanmodel_ofs(entity view)
177 {
178         float frac;
179         vector gunangles = '0 0 0';
180         static vector gunangles_prev = '0 0 0';
181         static vector gunangles_highpass = '0 0 0';
182         static vector gunangles_adjustment_highpass;
183         static vector gunangles_adjustment_lowpass;
184
185         if (view.csqcmodel_teleported)
186                 gunangles_prev = view_angles;
187
188         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
189         gunangles_highpass += gunangles_prev;
190         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
191         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
192         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
193         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
194         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
195         gunangles_prev = view_angles;
196         gunangles_highpass -= gunangles_prev;
197
198         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
199         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
200
201         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
202         frac = avg_factor(autocvar_cl_leanmodel_highpass);
203         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
204         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
205         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
206
207         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
208
209         return gunangles;
210 }
211
212 vector bobmodel_ofs(entity view)
213 {
214         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
215         static bool oldonground;
216         static float hitgroundtime;
217         if (clonground)
218         {
219                 float f = time; // cl.movecmd[0].time
220                 if (!oldonground)
221                         hitgroundtime = f;
222         }
223         oldonground = clonground;
224
225         // calculate for swinging gun model
226         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
227         vector gunorg = '0 0 0';
228         static float bobmodel_scale = 0;
229         static float time_ofs = 0; // makes the effect always restart in the same way
230         if (clonground)
231         {
232                 if (time - hitgroundtime > 0.05)
233                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
234         }
235         else
236                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
237
238         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
239         if (bobmodel_scale && xyspeed)
240         {
241                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
242                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
243                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
244                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
245         }
246         else
247                 time_ofs = time;
248
249         return gunorg;
250 }
251
252 void viewmodel_animate(entity this)
253 {
254         if (autocvar_chase_active) return;
255         if (STAT(HEALTH) <= 0) return;
256
257         entity view = CSQCModel_server2csqc(player_localentnum - 1);
258
259         if (autocvar_cl_followmodel)
260         {
261                 calc_followmodel_ofs(view);
262                 this.origin += cl_followmodel_ofs;
263         }
264
265         if (autocvar_cl_leanmodel)
266                 this.angles += leanmodel_ofs(view);
267
268         // vertical view bobbing code
269         // TODO: cl_bob
270
271         // horizontal view bobbing code
272         // TODO: cl_bob2
273
274         // fall bobbing code
275         // causes the view to swing down and back up when touching the ground
276         // TODO: cl_bobfall
277
278         // gun model bobbing code
279         if (autocvar_cl_bobmodel)
280                 this.origin += bobmodel_ofs(view);
281 }
282
283 .vector viewmodel_origin, viewmodel_angles;
284 .float weapon_nextthink;
285 .float weapon_eta_last;
286 .float weapon_switchdelay;
287
288 .string name_last;
289
290 void viewmodel_draw(entity this)
291 {
292         if(!this.activeweapon || !autocvar_r_drawviewmodel)
293                 return;
294         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
295         float a = this.alpha;
296         static bool wasinvehicle;
297         bool invehicle = player_localentnum > maxclients;
298         if (invehicle) a = -1;
299         else if (wasinvehicle) a = 1;
300         wasinvehicle = invehicle;
301         Weapon wep = this.activeweapon;
302         int c = entcs_GetClientColors(current_player);
303         vector g = weaponentity_glowmod(wep, NULL, c, this);
304         entity me = CSQCModel_server2csqc(player_localentnum - 1);
305         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
306                 | EF_NODEPTHTEST)
307                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
308         for (entity e = this; e; e = e.weaponchild)
309         {
310                 e.drawmask = mask;
311                 e.alpha = a;
312                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
313                 e.glowmod = g;
314                 e.csqcmodel_effects = fx;
315                 CSQCModel_Effects_Apply(e);
316         }
317         if(a >= 0)
318         {
319                 string name = wep.mdl;
320                 string newname = wep.wr_viewmodel(wep, this);
321                 if(newname)
322                         name = newname;
323                 bool swap = name != this.name_last;
324                 // if (swap)
325                 {
326                         this.name_last = name;
327                         CL_WeaponEntity_SetModel(this, name, swap);
328                         this.viewmodel_origin = this.origin;
329                         this.viewmodel_angles = this.angles;
330                 }
331                 anim_update(this);
332                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
333                         anim_set(this, this.anim_idle, true, false, false);
334         }
335         float f = 0; // 0..1; 0: fully active
336         float rate = STAT(WEAPONRATEFACTOR);
337         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
338         if (eta <= 0) f = this.weapon_eta_last;
339         else switch (this.state)
340         {
341                 case WS_RAISE:
342                 {
343                         f = eta / max(eta, this.weapon_switchdelay);
344                         break;
345                 }
346                 case WS_DROP:
347                 {
348                         f = 1 - eta / max(eta, this.weapon_switchdelay);
349                         break;
350                 }
351                 case WS_CLEAR:
352                 {
353                         f = 1;
354                         break;
355                 }
356         }
357         this.weapon_eta_last = f;
358         this.origin = this.viewmodel_origin;
359         this.angles = this.viewmodel_angles;
360         this.angles_x = (-90 * f * f);
361         viewmodel_animate(this);
362         MUTATOR_CALLHOOK(DrawViewModel, this);
363         setorigin(this, this.origin);
364 }
365
366 STATIC_INIT(viewmodel) {
367     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
368         viewmodels[slot] = new(viewmodel);
369 }
370
371 void Porto_Draw(entity this);
372 STATIC_INIT(Porto)
373 {
374         entity e = new_pure(porto);
375         e.draw = Porto_Draw;
376         IL_PUSH(g_drawables, e);
377         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
378 }
379
380 const int polyline_length = 16;
381 .vector polyline[polyline_length];
382 void Porto_Draw(entity this)
383 {
384         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
385         {
386                 entity wepent = viewmodels[slot];
387
388                 if (wepent.activeweapon != WEP_PORTO) continue;
389                 if (spectatee_status) continue;
390                 if (WEP_CVAR(porto, secondary)) continue;
391                 if (intermission == 1) continue;
392                 if (intermission == 2) continue;
393                 if (STAT(HEALTH) <= 0) continue;
394
395                 vector pos = view_origin;
396                 vector dir = view_forward;
397                 if (wepent.angles_held_status)
398                 {
399                         makevectors(wepent.angles_held);
400                         dir = v_forward;
401                 }
402
403                 wepent.polyline[0] = pos;
404
405                 int portal_number = 0, portal1_idx = 1, portal_max = 2;
406                 int n = 1 + 2;  // 2 lines == 3 points
407                 for (int idx = 0; idx < n && idx < polyline_length - 1; )
408                 {
409                         traceline(pos, pos + 65536 * dir, true, this);
410                         dir = reflect(dir, trace_plane_normal);
411                         pos = trace_endpos;
412                         wepent.polyline[++idx] = pos;
413                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
414                         {
415                                 n += 1;
416                                 continue;
417                         }
418                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
419                         {
420                                 n = max(2, idx);
421                                 break;
422                         }
423                         // check size
424                         {
425                                 vector ang = vectoangles2(trace_plane_normal, dir);
426                                 ang.x = -ang.x;
427                                 makevectors(ang);
428                                 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
429                                 {
430                                         n = max(2, idx);
431                                         break;
432                                 }
433                         }
434                         portal_number += 1;
435                         if (portal_number >= portal_max) break;
436                         if (portal_number == 1) portal1_idx = idx;
437                 }
438                 for (int idx = 0; idx < n - 1; ++idx)
439                 {
440                         vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
441                         if (idx == 0) p -= view_up * 16;  // line from player
442                         vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
443                         Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
444                 }
445         }
446 }
447
448 float drawtime;
449 float avgspeed;
450 vector GetCurrentFov(float fov)
451 {
452         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
453         float velocityzoom, curspeed;
454         vector v;
455
456         zoomsensitivity = autocvar_cl_zoomsensitivity;
457         zoomfactor = autocvar_cl_zoomfactor;
458         if(zoomfactor < 1 || zoomfactor > 30)
459                 zoomfactor = 2.5;
460         zoomspeed = autocvar_cl_zoomspeed;
461         if(zoomspeed >= 0)
462         if(zoomspeed < 0.5 || zoomspeed > 16)
463                         zoomspeed = 3.5;
464
465         zoomdir = button_zoom;
466
467         if(hud == HUD_NORMAL && !spectatee_status)
468         {
469                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
470                 {
471                         entity wepent = viewmodels[slot];
472                         if(wepent.switchweapon == wepent.activeweapon)
473                         if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
474                                 zoomdir += button_attack2;
475                 }
476         }
477         if(spectatee_status > 0 || isdemo())
478         {
479                 if(spectatorbutton_zoom)
480                 {
481                         if(zoomdir)
482                                 zoomdir = 0;
483                         else
484                                 zoomdir = 1;
485                 }
486                 // fteqcc failed twice here already, don't optimize this
487         }
488
489         if(zoomdir) { zoomin_effect = 0; }
490
491         if(camera_active)
492         {
493                 current_viewzoom = min(1, current_viewzoom + drawframetime);
494         }
495         else if(autocvar_cl_spawnzoom && zoomin_effect)
496         {
497                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
498
499                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
500                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
501                 if(current_viewzoom == 1) { zoomin_effect = 0; }
502         }
503         else
504         {
505                 if(zoomspeed < 0) // instant zoom
506                 {
507                         if(zoomdir)
508                                 current_viewzoom = 1 / zoomfactor;
509                         else
510                                 current_viewzoom = 1;
511                 }
512                 else
513                 {
514                         if(zoomdir)
515                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
516                         else
517                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
518                 }
519         }
520
521         if(almost_equals(current_viewzoom, 1))
522                 current_zoomfraction = 0;
523         else if(almost_equals(current_viewzoom, 1/zoomfactor))
524                 current_zoomfraction = 1;
525         else
526                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
527
528         if(zoomsensitivity < 1)
529                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
530         else
531                 setsensitivityscale(1);
532
533         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
534         {
535                 if(intermission) { curspeed = 0; }
536                 else
537                 {
538
539                         makevectors(view_angles);
540                         v = pmove_vel;
541                         if(csqcplayer)
542                                 v = csqcplayer.velocity;
543
544                         switch(autocvar_cl_velocityzoom_type)
545                         {
546                                 case 3: curspeed = max(0, v_forward * v); break;
547                                 case 2: curspeed = (v_forward * v); break;
548                                 case 1: default: curspeed = vlen(v); break;
549                         }
550                 }
551
552                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
553                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
554                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
555
556                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
557         }
558         else
559                 velocityzoom = 1;
560
561         float frustumx, frustumy, fovx, fovy;
562         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
563         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
564         fovx = atan2(frustumx, 1) / M_PI * 360.0;
565         fovy = atan2(frustumy, 1) / M_PI * 360.0;
566
567         return '1 0 0' * fovx + '0 1 0' * fovy;
568 }
569
570 vector GetViewLocationFOV(float fov)
571 {
572         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
573         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
574         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
575         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
576         return '1 0 0' * fovx + '0 1 0' * fovy;
577 }
578
579 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
580 {
581         float fovx, fovy;
582         float width = (ov_worldmax.x - ov_worldmin.x);
583         float height = (ov_worldmax.y - ov_worldmin.y);
584         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
585         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
586         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
587         return '1 0 0' * fovx + '0 1 0' * fovy;
588 }
589
590 // this function must match W_SetupShot!
591 float zoomscript_caught;
592
593 vector wcross_origin;
594 float wcross_scale_prev, wcross_alpha_prev;
595 vector wcross_color_prev;
596 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
597 vector wcross_color_goal_prev;
598 float wcross_changedonetime;
599
600 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
601 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
602 float wcross_name_changestarttime, wcross_name_changedonetime;
603 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
604
605 float wcross_ring_prev;
606
607 entity trueaim;
608 entity trueaim_rifle;
609
610 const float SHOTTYPE_HITTEAM = 1;
611 const float SHOTTYPE_HITOBSTRUCTION = 2;
612 const float SHOTTYPE_HITWORLD = 3;
613 const float SHOTTYPE_HITENEMY = 4;
614
615 void TrueAim_Init()
616 {
617         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
618         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
619 }
620
621 float EnemyHitCheck()
622 {
623         float t, n;
624         wcross_origin = project_3d_to_2d(trace_endpos);
625         wcross_origin.z = 0;
626         if(trace_ent)
627                 n = trace_ent.entnum;
628         else
629                 n = trace_networkentity;
630         if(n < 1)
631                 return SHOTTYPE_HITWORLD;
632         if(n > maxclients)
633                 return SHOTTYPE_HITWORLD;
634         t = entcs_GetTeam(n - 1);
635         if(teamplay)
636                 if(t == myteam)
637                         return SHOTTYPE_HITTEAM;
638         if(t == NUM_SPECTATOR)
639                 return SHOTTYPE_HITWORLD;
640         return SHOTTYPE_HITENEMY;
641 }
642
643 float TrueAimCheck(entity wepent)
644 {
645         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?
646         vector vecs, trueaimpoint, w_shotorg;
647         vector mi, ma, dv;
648         float shottype;
649         entity ta;
650         float mv;
651
652         mi = ma = '0 0 0';
653         ta = trueaim;
654         mv = MOVE_NOMONSTERS;
655
656         switch(wepent.activeweapon) // WEAPONTODO
657         {
658                 case WEP_TUBA: // no aim
659                 case WEP_PORTO: // shoots from eye
660                 case WEP_NEXBALL: // shoots from eye
661                 case WEP_HOOK: // no trueaim
662                 case WEP_MORTAR: // toss curve
663                         return SHOTTYPE_HITWORLD;
664                 case WEP_VORTEX:
665                 case WEP_VAPORIZER:
666                         mv = MOVE_NORMAL;
667                         break;
668                 case WEP_RIFLE:
669                         ta = trueaim_rifle;
670                         mv = MOVE_NORMAL;
671                         if(zoomscript_caught)
672                         {
673                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
674                                 return EnemyHitCheck();
675                         }
676                         break;
677                 case WEP_DEVASTATOR: // projectile has a size!
678                         mi = '-3 -3 -3';
679                         ma = '3 3 3';
680                         break;
681                 case WEP_FIREBALL: // projectile has a size!
682                         mi = '-16 -16 -16';
683                         ma = '16 16 16';
684                         break;
685                 case WEP_SEEKER: // projectile has a size!
686                         mi = '-2 -2 -2';
687                         ma = '2 2 2';
688                         break;
689                 case WEP_ELECTRO: // projectile has a size!
690                         mi = '0 0 -3';
691                         ma = '0 0 -3';
692                         break;
693         }
694
695         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
696
697         vecs = decompressShotOrigin(STAT(SHOTORG));
698
699         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
700         trueaimpoint = trace_endpos;
701
702         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
703                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
704
705         if(vecs.x > 0)
706                 vecs.y = -vecs.y;
707         else
708                 vecs = '0 0 0';
709
710         dv = view_right * vecs.y + view_up * vecs.z;
711         w_shotorg = traceorigin + dv;
712
713         // now move the vecs forward as much as requested if possible
714         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
715         w_shotorg = trace_endpos - view_forward * nudge;
716
717         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
718         shottype = EnemyHitCheck();
719         if(shottype != SHOTTYPE_HITWORLD)
720                 return shottype;
721
722 #if 0
723         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
724         // or rather, I know why, but see no fix
725         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
726                 // 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
727                 return SHOTTYPE_HITOBSTRUCTION;
728 #endif
729
730         return SHOTTYPE_HITWORLD;
731 }
732
733 void PostInit();
734 void CSQC_Demo_Camera();
735 float camera_mode;
736 const float CAMERA_FREE = 1;
737 const float CAMERA_CHASE = 2;
738 float reticle_type;
739 string NextFrameCommand;
740
741 vector freeze_org, freeze_ang;
742 entity nightvision_noise, nightvision_noise2;
743
744 const float MAX_TIME_DIFF = 5;
745 float pickup_crosshair_time, pickup_crosshair_size;
746 float hitindication_crosshair_size;
747 float use_vortex_chargepool;
748
749 float myhealth, myhealth_prev;
750 float myhealth_flash;
751
752 float old_blurradius, old_bluralpha;
753 float old_sharpen_intensity;
754
755 vector myhealth_gentlergb;
756
757 float contentavgalpha, liquidalpha_prev;
758 vector liquidcolor_prev;
759
760 float eventchase_current_distance;
761 float eventchase_running;
762 bool WantEventchase(entity this)
763 {
764         if(autocvar_cl_orthoview)
765                 return false;
766         if(STAT(GAME_STOPPED) || intermission)
767                 return true;
768         if(this.viewloc)
769                 return true;
770         if(spectatee_status >= 0)
771         {
772                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
773                         return true;
774                 if(MUTATOR_CALLHOOK(WantEventchase, this))
775                         return true;
776                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
777                         return true;
778                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
779                 {
780                         if(autocvar_cl_eventchase_death == 2)
781                         {
782                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
783                                 if(this.velocity == '0 0 0' || eventchase_running)
784                                         return true;
785                         }
786                         else return true;
787                 }
788         }
789         return false;
790 }
791
792 void HUD_Crosshair_Vehicle(entity this)
793 {
794         if(hud != HUD_BUMBLEBEE_GUN)
795         {
796                 Vehicle info = Vehicles_from(hud);
797                 info.vr_crosshair(info, this);
798         }
799 }
800
801 vector damage_blurpostprocess, content_blurpostprocess;
802
803 float unaccounted_damage = 0;
804 void UpdateDamage()
805 {
806         // accumulate damage with each stat update
807         static float damage_total_prev = 0;
808         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
809         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
810         damage_total_prev = damage_total;
811
812         static float damage_dealt_time_prev = 0;
813         float damage_dealt_time = STAT(HIT_TIME);
814         if (damage_dealt_time != damage_dealt_time_prev)
815         {
816                 unaccounted_damage += unaccounted_damage_new;
817                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
818         }
819         damage_dealt_time_prev = damage_dealt_time;
820
821         // prevent hitsound when switching spectatee
822         static float spectatee_status_prev = 0;
823         if (spectatee_status != spectatee_status_prev)
824                 unaccounted_damage = 0;
825         spectatee_status_prev = spectatee_status;
826 }
827
828 void HitSound()
829 {
830         // varying sound pitch
831
832         bool have_arc = false;
833         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
834         {
835                 entity wepent = viewmodels[slot];
836
837                 if(wepent.activeweapon == WEP_ARC)
838                         have_arc = true;
839         }
840
841         static float hitsound_time_prev = 0;
842         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
843         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
844         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
845         {
846                 if (autocvar_cl_hitsound && unaccounted_damage)
847                 {
848                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
849                         float a = autocvar_cl_hitsound_max_pitch;
850                         float b = autocvar_cl_hitsound_min_pitch;
851                         float c = autocvar_cl_hitsound_nom_damage;
852                         float d = unaccounted_damage;
853                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
854
855                         // if sound variation is disabled, set pitch_shift to 1
856                         if (autocvar_cl_hitsound == 1)
857                                 pitch_shift = 1;
858
859                         // if pitch shift is reversed, mirror in (max-min)/2 + min
860                         if (autocvar_cl_hitsound == 3)
861                         {
862                                 float mirror_value = (a-b)/2 + b;
863                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
864                         }
865
866                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
867
868                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
869                         // todo: normalize sound pressure levels? seems unnecessary
870
871                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
872                 }
873                 unaccounted_damage = 0;
874                 hitsound_time_prev = time;
875         }
876
877         static float typehit_time_prev = 0;
878         float typehit_time = STAT(TYPEHIT_TIME);
879         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
880         {
881                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
882                 typehit_time_prev = typehit_time;
883         }
884
885         static float kill_time_prev = 0;
886         float kill_time = STAT(KILL_TIME);
887         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
888         {
889                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
890                 kill_time_prev = kill_time;
891         }
892 }
893
894 vector crosshair_getcolor(entity this, float health_stat)
895 {
896         static float rainbow_last_flicker;
897         static vector rainbow_prev_color;
898         vector wcross_color = '0 0 0';
899         switch(autocvar_crosshair_color_special)
900         {
901                 case 1: // crosshair_color_per_weapon
902                 {
903                         if(this != WEP_Null && hud == HUD_NORMAL)
904                         {
905                                 wcross_color = this.wpcolor;
906                                 break;
907                         }
908                         else { goto normalcolor; }
909                 }
910
911                 case 2: // crosshair_color_by_health
912                 {
913                         vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
914                         float hp = floor(v.x + 1);
915
916                         //x = red
917                         //y = green
918                         //z = blue
919
920                         wcross_color.z = 0;
921
922                         if(hp > 200)
923                         {
924                                 wcross_color.x = 0;
925                                 wcross_color.y = 1;
926                         }
927                         else if(hp > 150)
928                         {
929                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
930                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
931                         }
932                         else if(hp > 100)
933                         {
934                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
935                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
936                                 wcross_color.z = 1 - (hp-100)*0.02;
937                         }
938                         else if(hp > 50)
939                         {
940                                 wcross_color.x = 1;
941                                 wcross_color.y = 1;
942                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
943                         }
944                         else if(hp > 20)
945                         {
946                                 wcross_color.x = 1;
947                                 wcross_color.y = (hp-20)*90/27/100;
948                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
949                         }
950                         else
951                         {
952                                 wcross_color.x = 1;
953                                 wcross_color.y = 0;
954                         }
955                         break;
956                 }
957
958                 case 3: // crosshair_color_rainbow
959                 {
960                         if(time >= rainbow_last_flicker)
961                         {
962                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
963                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
964                         }
965                         wcross_color = rainbow_prev_color;
966                         break;
967                 }
968 LABEL(normalcolor)
969                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
970         }
971
972         return wcross_color;
973 }
974
975 void HUD_Crosshair(entity this)
976 {
977         float f, i, j;
978         vector v;
979         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
980                 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
981                 !HUD_MinigameMenu_IsOpened() )
982         {
983                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
984                         return;
985
986                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
987                         return;
988
989                 if (hud != HUD_NORMAL)
990                 {
991                         HUD_Crosshair_Vehicle(this);
992                         return;
993                 }
994
995                 string wcross_style;
996                 float wcross_alpha, wcross_resolution;
997                 wcross_style = autocvar_crosshair;
998                 if (wcross_style == "0")
999                         return;
1000                 wcross_resolution = autocvar_crosshair_size;
1001                 if (wcross_resolution == 0)
1002                         return;
1003                 wcross_alpha = autocvar_crosshair_alpha;
1004                 if (wcross_alpha == 0)
1005                         return;
1006
1007                 // TrueAim check
1008                 float shottype;
1009
1010                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1011                 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1012                 wcross_origin.z = 0;
1013                 if(autocvar_crosshair_hittest)
1014                 {
1015                         vector wcross_oldorigin;
1016                         entity thiswep = viewmodels[0]; // TODO: unhardcode
1017                         wcross_oldorigin = wcross_origin;
1018                         shottype = TrueAimCheck(thiswep);
1019                         if(shottype == SHOTTYPE_HITWORLD)
1020                         {
1021                                 v = wcross_origin - wcross_oldorigin;
1022                                 v.x /= vid_conwidth;
1023                                 v.y /= vid_conheight;
1024                                 if(vdist(v, >, 0.01))
1025                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1026                         }
1027                         if(!autocvar_crosshair_hittest_showimpact)
1028                                 wcross_origin = wcross_oldorigin;
1029                 }
1030                 else
1031                         shottype = SHOTTYPE_HITWORLD;
1032
1033                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1034                 string wcross_name = "";
1035                 float wcross_scale, wcross_blur;
1036
1037         entity e = WEP_Null;
1038                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1039                 {
1040                         entity wepent = viewmodels[0]; // TODO: unhardcode
1041                         e = wepent.switchingweapon;
1042                         if(e)
1043                         {
1044                                 if(autocvar_crosshair_per_weapon)
1045                                 {
1046                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1047                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1048                                         //if (wcross_resolution == 0)
1049                                                 //return;
1050
1051                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1052                                         wcross_resolution *= e.w_crosshair_size;
1053                                         wcross_name = e.w_crosshair;
1054                                 }
1055                         }
1056                 }
1057
1058                 if(wcross_name == "")
1059                         wcross_name = strcat("gfx/crosshair", wcross_style);
1060
1061                 // MAIN CROSSHAIR COLOR DECISION
1062                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1063
1064                 if(autocvar_crosshair_effect_scalefade)
1065                 {
1066                         wcross_scale = wcross_resolution;
1067                         wcross_resolution = 1;
1068                 }
1069                 else
1070                 {
1071                         wcross_scale = 1;
1072                 }
1073
1074                 if(autocvar_crosshair_pickup)
1075                 {
1076                         float stat_pickup_time = STAT(LAST_PICKUP);
1077
1078                         if(pickup_crosshair_time < stat_pickup_time)
1079                         {
1080                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1081                                         pickup_crosshair_size = 1;
1082
1083                                 pickup_crosshair_time = stat_pickup_time;
1084                         }
1085
1086                         if(pickup_crosshair_size > 0)
1087                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1088                         else
1089                                 pickup_crosshair_size = 0;
1090
1091                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1092                 }
1093
1094                 // todo: make crosshair hit indication dependent on damage dealt
1095                 if(autocvar_crosshair_hitindication)
1096                 {
1097                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1098
1099                         if(unaccounted_damage)
1100                         {
1101                                 hitindication_crosshair_size = 1;
1102                         }
1103
1104                         if(hitindication_crosshair_size > 0)
1105                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1106                         else
1107                                 hitindication_crosshair_size = 0;
1108
1109                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1110                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1111                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1112                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1113                 }
1114
1115                 if(shottype == SHOTTYPE_HITENEMY)
1116                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1117                 if(shottype == SHOTTYPE_HITTEAM)
1118                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1119
1120                 f = fabs(autocvar_crosshair_effect_time);
1121                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1122                 {
1123                         wcross_changedonetime = time + f;
1124                 }
1125                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1126                 {
1127                         wcross_name_changestarttime = time;
1128                         wcross_name_changedonetime = time + f;
1129                         if(wcross_name_goal_prev_prev)
1130                                 strunzone(wcross_name_goal_prev_prev);
1131                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1132                         wcross_name_goal_prev = strzone(wcross_name);
1133                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1134                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1135                         wcross_resolution_goal_prev = wcross_resolution;
1136                 }
1137
1138                 wcross_scale_goal_prev = wcross_scale;
1139                 wcross_alpha_goal_prev = wcross_alpha;
1140                 wcross_color_goal_prev = wcross_color;
1141
1142                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1143                 {
1144                         wcross_blur = 1;
1145                         wcross_alpha *= 0.75;
1146                 }
1147                 else
1148                         wcross_blur = 0;
1149                 // *_prev is at time-frametime
1150                 // * is at wcross_changedonetime+f
1151                 // what do we have at time?
1152                 if(time < wcross_changedonetime)
1153                 {
1154                         f = frametime / (wcross_changedonetime - time + frametime);
1155                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1156                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1157                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1158                 }
1159
1160                 wcross_scale_prev = wcross_scale;
1161                 wcross_alpha_prev = wcross_alpha;
1162                 wcross_color_prev = wcross_color;
1163
1164                 MUTATOR_CALLHOOK(UpdateCrosshair);
1165
1166                 wcross_scale *= 1 - autocvar__menu_alpha;
1167                 wcross_alpha *= 1 - autocvar__menu_alpha;
1168                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1169
1170                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1171                 {
1172                         // crosshair rings for weapon stats
1173                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1174                         {
1175                                 // declarations and stats
1176                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1177                                 string ring_image = string_null, ring_inner_image = string_null;
1178                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1179
1180                                 ring_scale = autocvar_crosshair_ring_size;
1181
1182                                 float weapon_clipload, weapon_clipsize;
1183                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1184                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1185
1186                                 float vortex_charge, vortex_chargepool;
1187                                 vortex_charge = STAT(VORTEX_CHARGE);
1188                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1189
1190                                 float arc_heat = STAT(ARC_HEAT);
1191
1192                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1193                                         vortex_charge_movingavg = vortex_charge;
1194
1195                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1196
1197                                 // handle the values
1198                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1199                                 {
1200                                         if (vortex_chargepool || use_vortex_chargepool) {
1201                                                 use_vortex_chargepool = 1;
1202                                                 ring_inner_value = vortex_chargepool;
1203                                         } else {
1204                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1205                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1206                                         }
1207
1208                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1209                                         ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1210                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1211
1212                                         // draw the outer ring to show the current charge of the weapon
1213                                         ring_value = vortex_charge;
1214                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1215                                         ring_rgb = wcross_color;
1216                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1217                                 }
1218                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1219                                 {
1220                                         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.
1221                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1222                                         ring_rgb = wcross_color;
1223                                         ring_image = "gfx/crosshair_ring.tga";
1224                                 }
1225                                 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1226                                 {
1227                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1228                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1229                                         ring_rgb = wcross_color;
1230                                         ring_image = "gfx/crosshair_ring.tga";
1231                                 }
1232                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1233                                 {
1234                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1235                                         ring_scale = autocvar_crosshair_ring_reload_size;
1236                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1237                                         ring_rgb = wcross_color;
1238
1239                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1240                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1241                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1242                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1243                                         else
1244                                                 ring_image = "gfx/crosshair_ring.tga";
1245                                 }
1246                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1247                                 {
1248                                         ring_value = arc_heat;
1249                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1250                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1251                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1252                                         ring_image = "gfx/crosshair_ring.tga";
1253                                 }
1254
1255                                 // if in weapon switch animation, fade ring out/in
1256                                 if(autocvar_crosshair_effect_time > 0)
1257                                 {
1258                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1259                                         if (f >= 1)
1260                                         {
1261                                                 wcross_ring_prev = ((ring_image) ? true : false);
1262                                         }
1263
1264                                         if(wcross_ring_prev)
1265                                         {
1266                                                 if(f < 1)
1267                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1268                                         }
1269                                         else
1270                                         {
1271                                                 if(f < 1)
1272                                                         ring_alpha *= bound(0, f, 1);
1273                                         }
1274                                 }
1275
1276                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1277                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1278
1279                                 if (ring_value)
1280                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1281                         }
1282
1283 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1284                         MACRO_BEGIN { \
1285                                 if(wcross_blur > 0) \
1286                                 { \
1287                                         for(i = -2; i <= 2; ++i) \
1288                                         for(j = -2; j <= 2; ++j) \
1289                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1290                                 } \
1291                                 else \
1292                                 { \
1293                                         M(0,0,sz,wcross_name,wcross_alpha); \
1294                                 } \
1295                         } MACRO_END
1296
1297 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1298                         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)
1299
1300 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1301                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1302
1303                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1304                         {
1305                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1306                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1307                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1308                                 f = 1 - f;
1309                         }
1310                         else
1311                         {
1312                                 f = 1;
1313                         }
1314                         wcross_name_alpha_goal_prev = f;
1315
1316                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1317                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1318
1319                         if(autocvar_crosshair_dot)
1320                         {
1321                                 vector wcross_color_old;
1322                                 wcross_color_old = wcross_color;
1323
1324                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1325                                         wcross_color = stov(autocvar_crosshair_dot_color);
1326
1327                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1328                                 // FIXME why don't we use wcross_alpha here?
1329                                 wcross_color = wcross_color_old;
1330                         }
1331                 }
1332         }
1333         else
1334         {
1335                 wcross_scale_prev = 0;
1336                 wcross_alpha_prev = 0;
1337                 wcross_scale_goal_prev = 0;
1338                 wcross_alpha_goal_prev = 0;
1339                 wcross_changedonetime = 0;
1340                 if(wcross_name_goal_prev)
1341                         strunzone(wcross_name_goal_prev);
1342                 wcross_name_goal_prev = string_null;
1343                 if(wcross_name_goal_prev_prev)
1344                         strunzone(wcross_name_goal_prev_prev);
1345                 wcross_name_goal_prev_prev = string_null;
1346                 wcross_name_changestarttime = 0;
1347                 wcross_name_changedonetime = 0;
1348                 wcross_name_alpha_goal_prev = 0;
1349                 wcross_name_alpha_goal_prev_prev = 0;
1350                 wcross_resolution_goal_prev = 0;
1351                 wcross_resolution_goal_prev_prev = 0;
1352         }
1353 }
1354
1355 const int MAX_SPECIALCOMMAND = 15;
1356 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1357 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1358 const float SPECIALCOMMAND_SPEED = 150;
1359 const float SPECIALCOMMAND_TURNSPEED = 2;
1360 const float SPECIALCOMMAND_SIZE = 0.025;
1361 const float SPECIALCOMMAND_CHANCE = 0.35;
1362 float sc_spawntime, sc_changetime;
1363 vector sc_color = '1 1 1';
1364 void SpecialCommand()
1365 {
1366         if(!STAT(MOVEVARS_SPECIALCOMMAND))
1367                 return;
1368
1369         if(time >= sc_changetime)
1370         {
1371                 sc_changetime = time + 1;
1372                 sc_color = randomvec() * 1.5;
1373                 sc_color.x = bound(0.2, sc_color.x, 0.75);
1374                 sc_color.y = bound(0.2, sc_color.y, 0.75);
1375                 sc_color.z = bound(0.2, sc_color.z, 0.75);
1376         }
1377         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1378
1379         if(!precache_pic("gfx/smile"))
1380                 return; // damn party poopers
1381
1382         for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1383         {
1384                 vector slot = specialcommand_slots[j];
1385                 if(slot.y)
1386                         slot.y += SPECIALCOMMAND_SPEED * frametime;
1387                 if(slot.z)
1388                         slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1389                 if(slot.y >= vid_conheight)
1390                         slot = '0 0 0';
1391
1392                 if(slot == '0 0 0')
1393                 {
1394                         if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1395                         {
1396                                 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1397                                 slot.y = 1; // start it off 0 so we can use it
1398                                 slot.z = random();
1399                                 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1400                                 vector newcolor = randomvec() * 2;
1401                                 newcolor.x = bound(0.4, newcolor.x, 1);
1402                                 newcolor.y = bound(0.4, newcolor.y, 1);
1403                                 newcolor.z = bound(0.4, newcolor.z, 1);
1404                                 specialcommand_colors[j] = newcolor;
1405                         }
1406                 }
1407                 else
1408                 {
1409                         vector splash_size = '0 0 0';
1410                         splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1411                         splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1412                         drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1413                         //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1414                 }
1415
1416                 specialcommand_slots[j] = slot;
1417         }
1418 }
1419
1420 void HUD_Draw(entity this)
1421 {
1422         // if we don't know gametype and scores yet avoid drawing the scoreboard
1423         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1424         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1425         // cl_deathscoreboard would show the scoreboard and so on
1426         if(!gametype)
1427                 return;
1428
1429         Hud_Dynamic_Frame();
1430
1431         if(!intermission)
1432         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1433         {
1434                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1435         }
1436         else if(STAT(FROZEN))
1437         {
1438                 vector col = '0.25 0.90 1';
1439                 if(STAT(REVIVE_PROGRESS))
1440                         col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1441                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1442         }
1443
1444         HUD_Scale_Enable();
1445         if(!intermission)
1446         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1447         {
1448                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1449                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1450                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1451         }
1452         else if(STAT(CAPTURE_PROGRESS))
1453         {
1454                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1455                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1456         }
1457         else if(STAT(REVIVE_PROGRESS))
1458         {
1459                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 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);
1460                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1461         }
1462         HUD_Scale_Disable();
1463
1464         if(autocvar_r_letterbox == 0)
1465                 if(autocvar_viewsize < 120)
1466                 {
1467                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1468                                 Accuracy_LoadLevels();
1469
1470                         HUD_Main();
1471                         HUD_Scale_Disable();
1472                 }
1473
1474         // crosshair goes VERY LAST
1475         SpecialCommand();
1476         UpdateDamage();
1477         HUD_Crosshair(this);
1478         HitSound();
1479 }
1480
1481 bool ov_enabled;
1482 float oldr_nearclip;
1483 float oldr_farclip_base;
1484 float oldr_farclip_world;
1485 float oldr_novis;
1486 float oldr_useportalculling;
1487 float oldr_useinfinitefarclip;
1488
1489 void cl_notice_run();
1490
1491 float prev_myteam;
1492 int lasthud;
1493 float vh_notice_time;
1494 void WaypointSprite_Load();
1495 void CSQC_UpdateView(entity this, float w, float h)
1496 {
1497     TC(int, w); TC(int, h);
1498         entity e;
1499         float fov;
1500         float f;
1501         vector vf_size, vf_min;
1502         float a;
1503
1504         execute_next_frame();
1505
1506         ++framecount;
1507
1508         stats_get();
1509         hud = STAT(HUD);
1510
1511         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1512                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1513
1514         lasthud = hud;
1515
1516         HUD_Scale_Disable();
1517
1518         if(autocvar__hud_showbinds_reload) // menu can set this one
1519         {
1520                 db_close(binddb);
1521                 binddb = db_create();
1522                 cvar_set("_hud_showbinds_reload", "0");
1523         }
1524
1525         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1526                 view_quality = getproperty(VF_MINFPS_QUALITY);
1527         else
1528                 view_quality = 1;
1529
1530         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1531         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1532
1533         vf_size = getpropertyvec(VF_SIZE);
1534         vf_min = getpropertyvec(VF_MIN);
1535         vid_width = vf_size.x;
1536         vid_height = vf_size.y;
1537
1538         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1539         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1540
1541         WaypointSprite_Load();
1542
1543         CSQCPlayer_SetCamera();
1544
1545         if(player_localentnum <= maxclients) // is it a client?
1546                 current_player = player_localentnum - 1;
1547         else // then player_localentnum is the vehicle I'm driving
1548                 current_player = player_localnum;
1549         myteam = entcs_GetTeam(current_player);
1550
1551         if(myteam != prev_myteam)
1552         {
1553                 myteamcolors = colormapPaletteColor(myteam, 1);
1554                 FOREACH(hud_panels, true, it.update_time = time);
1555                 prev_myteam = myteam;
1556         }
1557
1558         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1559
1560         float is_dead = (STAT(HEALTH) <= 0);
1561
1562         // FIXME do we need this hack?
1563         if(isdemo())
1564         {
1565                 // in demos, input_buttons do not work
1566                 button_zoom = (autocvar__togglezoom == "-");
1567         }
1568         else if(button_zoom
1569                 && autocvar_cl_unpress_zoom_on_death
1570                 && (spectatee_status >= 0)
1571                 && (is_dead || intermission))
1572         {
1573                 // no zoom while dead or in intermission please
1574                 localcmd("-zoom\n");
1575                 button_zoom = false;
1576         }
1577
1578         // event chase camera
1579         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1580         {
1581                 if(STAT(CAMERA_SPECTATOR))
1582                 {
1583                         if(spectatee_status > 0)
1584                         {
1585                                 if(!autocvar_chase_active)
1586                                 {
1587                                         cvar_set("chase_active", "-2");
1588                                         goto skip_eventchase_death;
1589                                 }
1590                         }
1591                         else if(autocvar_chase_active == -2)
1592                                 cvar_set("chase_active", "0");
1593
1594                         if(autocvar_chase_active == -2)
1595                                 goto skip_eventchase_death;
1596                 }
1597                 else if(autocvar_chase_active == -2)
1598                         cvar_set("chase_active", "0");
1599
1600                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1601
1602                 float vehicle_viewdist = 0;
1603                 vector vehicle_viewofs = '0 0 0';
1604
1605                 if(vehicle_chase)
1606                 {
1607                         if(hud != HUD_BUMBLEBEE_GUN)
1608                         {
1609                                 Vehicle info = Vehicles_from(hud);
1610                                 vehicle_viewdist = info.height;
1611                                 vehicle_viewofs = info.view_ofs;
1612                         }
1613                 }
1614
1615                 if(WantEventchase(this))
1616                 {
1617                         vector current_view_origin_override = '0 0 0';
1618                         vector view_offset_override = '0 0 0';
1619                         float chase_distance_override = 0;
1620                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1621                         if(custom_eventchase)
1622                         {
1623                                 current_view_origin_override = M_ARGV(0, vector);
1624                                 view_offset_override = M_ARGV(1, vector);
1625                                 chase_distance_override = M_ARGV(0, float);
1626                         }
1627                         eventchase_running = true;
1628
1629                         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1630                         if(!local_player)
1631                                 local_player = this; // fall back!
1632
1633                         // 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.)
1634                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1635                         if (custom_eventchase)
1636                                 current_view_origin = current_view_origin_override;
1637
1638                         // detect maximum viewoffset and use it
1639                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1640                         if(vehicle_chase)
1641                         {
1642                                 if(vehicle_viewofs)
1643                                         view_offset = vehicle_viewofs;
1644                                 else
1645                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1646                         }
1647                         if (custom_eventchase)
1648                                 view_offset = view_offset_override;
1649
1650                         if(view_offset)
1651                         {
1652                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1653                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1654                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1655                         }
1656
1657                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1658                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1659                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1660                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1661
1662                         // make the camera smooth back
1663                         float chase_distance = autocvar_cl_eventchase_distance;
1664                         if(vehicle_chase)
1665                         {
1666                                 if(vehicle_viewofs)
1667                                         chase_distance = vehicle_viewdist;
1668                                 else
1669                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1670                         }
1671                         if (custom_eventchase)
1672                                 chase_distance = chase_distance_override;
1673
1674                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1675                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1676                         else if(eventchase_current_distance != chase_distance)
1677                                 eventchase_current_distance = chase_distance;
1678
1679                         makevectors(view_angles);
1680
1681                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1682                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1683
1684                         // If the boxtrace fails, revert back to line tracing.
1685                         if(!local_player.viewloc)
1686                         if(trace_startsolid)
1687                         {
1688                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1689                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1690                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1691                         }
1692                         else { setproperty(VF_ORIGIN, trace_endpos); }
1693
1694                         if(!local_player.viewloc)
1695                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1696                 }
1697                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1698                 {
1699                         eventchase_running = false;
1700                         cvar_set("chase_active", "0");
1701                         eventchase_current_distance = 0; // start from 0 next time
1702                 }
1703         }
1704         // workaround for camera stuck between player's legs when using chase_active 1
1705         // because the engine stops updating the chase_active camera when the game ends
1706         else if(intermission)
1707         {
1708                 cvar_settemp("chase_active", "-1");
1709                 eventchase_current_distance = 0;
1710         }
1711
1712         LABEL(skip_eventchase_death);
1713
1714         // do lockview after event chase camera so that it still applies whenever necessary.
1715         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1716         {
1717                 setproperty(VF_ORIGIN, freeze_org);
1718                 setproperty(VF_ANGLES, freeze_ang);
1719         }
1720         else
1721         {
1722                 freeze_org = getpropertyvec(VF_ORIGIN);
1723                 freeze_ang = getpropertyvec(VF_ANGLES);
1724         }
1725
1726         WarpZone_FixView();
1727         //WarpZone_FixPMove();
1728
1729         vector ov_org = '0 0 0';
1730         vector ov_mid = '0 0 0';
1731         vector ov_worldmin = '0 0 0';
1732         vector ov_worldmax = '0 0 0';
1733         if(autocvar_cl_orthoview)
1734         {
1735                 ov_worldmin = mi_picmin;
1736                 ov_worldmax = mi_picmax;
1737
1738                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1739                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1740                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1741
1742                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1743                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1744
1745                 float ov_nearest = vlen(ov_org - vec3(
1746                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1747                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1748                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1749                 ));
1750
1751                 float ov_furthest = 0;
1752                 float dist = 0;
1753
1754                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1755                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1756                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1757                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1758                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1759                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1760                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1761                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1762
1763                 if(!ov_enabled)
1764                 {
1765                         oldr_nearclip = cvar("r_nearclip");
1766                         oldr_farclip_base = cvar("r_farclip_base");
1767                         oldr_farclip_world = cvar("r_farclip_world");
1768                         oldr_novis = cvar("r_novis");
1769                         oldr_useportalculling = cvar("r_useportalculling");
1770                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1771                 }
1772
1773                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1774                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1775                 cvar_settemp("r_farclip_world", "0");
1776                 cvar_settemp("r_novis", "1");
1777                 cvar_settemp("r_useportalculling", "0");
1778                 cvar_settemp("r_useinfinitefarclip", "0");
1779
1780                 setproperty(VF_ORIGIN, ov_org);
1781                 setproperty(VF_ANGLES, '90 0 0');
1782
1783                 ov_enabled = true;
1784
1785                 #if 0
1786                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1787                         vtos(ov_org),
1788                         vtos(getpropertyvec(VF_ANGLES)),
1789                         ov_distance,
1790                         ov_nearest,
1791                         ov_furthest);
1792                 #endif
1793         }
1794         else
1795         {
1796                 if(ov_enabled)
1797                 {
1798                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1799                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1800                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1801                         cvar_set("r_novis", ftos(oldr_novis));
1802                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1803                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1804                 }
1805                 ov_enabled = false;
1806         }
1807
1808         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1809         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1810         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1811                 viewmodel_draw(viewmodels[slot]);
1812
1813         // Render the Scene
1814         view_origin = getpropertyvec(VF_ORIGIN);
1815         view_angles = getpropertyvec(VF_ANGLES);
1816         makevectors(view_angles);
1817         view_forward = v_forward;
1818         view_right = v_right;
1819         view_up = v_up;
1820
1821 #ifdef BLURTEST
1822         if(time > blurtest_time0 && time < blurtest_time1)
1823         {
1824                 float r, t;
1825
1826                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1827                 r = t * blurtest_radius;
1828                 f = 1 / (t ** blurtest_power) - 1;
1829
1830                 cvar_set("r_glsl_postprocess", "1");
1831                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1832         }
1833         else
1834         {
1835                 cvar_set("r_glsl_postprocess", "0");
1836                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1837         }
1838 #endif
1839
1840         TargetMusic_Advance();
1841         Fog_Force();
1842
1843         if(drawtime == 0)
1844                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1845         else
1846                 drawframetime = bound(0.000001, time - drawtime, 1);
1847         drawtime = time;
1848
1849         // watch for gametype changes here...
1850         // in ParseStuffCMD the cmd isn't executed yet :/
1851         // might even be better to add the gametype to TE_CSQC_INIT...?
1852         if(!postinit)
1853                 PostInit();
1854
1855         if(intermission && !intermission_time)
1856                 intermission_time = time;
1857
1858         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1859         {
1860                 if(calledhooks & HOOK_START)
1861                 {
1862                         localcmd("\ncl_hook_gameend\n");
1863                         calledhooks |= HOOK_END;
1864                 }
1865         }
1866
1867         Announcer();
1868
1869         fov = autocvar_fov;
1870         if(fov <= 59.5)
1871         {
1872                 if(!zoomscript_caught)
1873                 {
1874                         localcmd("+button9\n");
1875                         zoomscript_caught = 1;
1876                 }
1877         }
1878         else
1879         {
1880                 if(zoomscript_caught)
1881                 {
1882                         localcmd("-button9\n");
1883                         zoomscript_caught = 0;
1884                 }
1885         }
1886
1887         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1888
1889         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1890         {
1891                 entity wepent = viewmodels[slot];
1892
1893                 if(wepent.last_switchweapon != wepent.switchweapon)
1894                 {
1895                         weapontime = time;
1896                         wepent.last_switchweapon = wepent.switchweapon;
1897                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1898                         {
1899                                 localcmd("-zoom\n");
1900                                 button_zoom = false;
1901                         }
1902                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1903                         {
1904                                 localcmd("-fire\n");
1905                                 localcmd("-fire2\n");
1906                                 button_attack2 = false;
1907                         }
1908                 }
1909                 if(wepent.last_activeweapon != wepent.activeweapon)
1910                 {
1911                         wepent.last_activeweapon = wepent.activeweapon;
1912
1913                         e = wepent.activeweapon;
1914                         if(e.netname != "")
1915                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1916                         else if(slot == 0)
1917                                 localcmd("\ncl_hook_activeweapon none\n");
1918                 }
1919         }
1920
1921         // ALWAYS Clear Current Scene First
1922         clearscene();
1923
1924         setproperty(VF_ORIGIN, view_origin);
1925         setproperty(VF_ANGLES, view_angles);
1926
1927         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1928         setproperty(VF_SIZE, vf_size);
1929         setproperty(VF_MIN, vf_min);
1930
1931         // Assign Standard Viewflags
1932         // Draw the World (and sky)
1933         setproperty(VF_DRAWWORLD, 1);
1934
1935         // Set the console size vars
1936         vid_conwidth = autocvar_vid_conwidth;
1937         vid_conheight = autocvar_vid_conheight;
1938         vid_pixelheight = autocvar_vid_pixelheight;
1939
1940         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1941         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1942         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1943
1944         if(camera_active) // Camera for demo playback
1945         {
1946                 if(autocvar_camera_enable)
1947                         CSQC_Demo_Camera();
1948                 else
1949                 {
1950                         cvar_set("chase_active", ftos(chase_active_backup));
1951                         cvar_set("cl_demo_mousegrab", "0");
1952                         camera_active = false;
1953                 }
1954         }
1955         else
1956         {
1957 #ifdef CAMERATEST
1958                 if(autocvar_camera_enable)
1959 #else
1960                 if(autocvar_camera_enable && isdemo())
1961 #endif
1962                 {
1963                         // Enable required Darkplaces cvars
1964                         chase_active_backup = autocvar_chase_active;
1965                         cvar_set("chase_active", "2");
1966                         cvar_set("cl_demo_mousegrab", "1");
1967                         camera_active = true;
1968                         camera_mode = false;
1969                 }
1970         }
1971
1972         // Draw the Crosshair
1973         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1974
1975         // Draw the Engine Status Bar (the default Quake HUD)
1976         setproperty(VF_DRAWENGINESBAR, 0);
1977
1978         // Update the mouse position
1979         /*
1980            mousepos_x = vid_conwidth;
1981            mousepos_y = vid_conheight;
1982            mousepos = mousepos*0.5 + getmousepos();
1983          */
1984
1985         IL_EACH(g_drawables, it.draw, it.draw(it));
1986
1987         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1988         renderscene();
1989
1990         // now switch to 2D drawing mode by calling a 2D drawing function
1991         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1992         // next R_RenderScene call
1993         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1994
1995         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1996         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1997         {
1998                 // apply night vision effect
1999                 vector tc_00, tc_01, tc_10, tc_11;
2000                 vector rgb = '0 0 0';
2001
2002                 if(!nightvision_noise)
2003                 {
2004                         nightvision_noise = new(nightvision_noise);
2005                 }
2006                 if(!nightvision_noise2)
2007                 {
2008                         nightvision_noise2 = new(nightvision_noise2);
2009                 }
2010
2011                 // color tint in yellow
2012                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2013
2014                 // draw BG
2015                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2016                 rgb = '1 1 1';
2017                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2018                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2019                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2020                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2021                 tc_11 = tc_01 + tc_10 - tc_00;
2022                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2023                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2024                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2025                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2026                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2027                 R_EndPolygon();
2028
2029                 // draw FG
2030                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2031                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2032                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2033                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2034                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2035                 tc_11 = tc_01 + tc_10 - tc_00;
2036                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2037                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2038                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2039                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2040                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2041                 R_EndPolygon();
2042         }
2043
2044         if(autocvar_cl_reticle)
2045         {
2046                 string reticle_image = string_null;
2047                 bool wep_zoomed = false;
2048                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2049                 {
2050                         entity wepe = viewmodels[slot];
2051                         Weapon wep = wepe.activeweapon;
2052                         if(wep != WEP_Null && wep.wr_zoom)
2053                         {
2054                                 bool do_zoom = wep.wr_zoom(wep, NULL);
2055                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2056                                         reticle_image = wep.w_reticle;
2057                                 wep_zoomed += do_zoom;
2058                         }
2059                 }
2060                 // Draw the aiming reticle for weapons that use it
2061                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2062                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2063                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2064                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
2065                 {
2066                         // no zoom reticle while dead
2067                         reticle_type = 0;
2068                 }
2069                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2070                 {
2071                         if(reticle_image) { reticle_type = 2; }
2072                         else { reticle_type = 0; }
2073                 }
2074                 else if(button_zoom || zoomscript_caught)
2075                 {
2076                         // normal zoom
2077                         reticle_type = 1;
2078                 }
2079
2080                 if(reticle_type)
2081                 {
2082                         if(autocvar_cl_reticle_stretch)
2083                         {
2084                                 reticle_size.x = vid_conwidth;
2085                                 reticle_size.y = vid_conheight;
2086                                 reticle_pos.x = 0;
2087                                 reticle_pos.y = 0;
2088                         }
2089                         else
2090                         {
2091                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2092                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2093                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2094                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2095                         }
2096
2097                         if(zoomscript_caught)
2098                                 f = 1;
2099                         else
2100                                 f = current_zoomfraction;
2101
2102                         if(f)
2103                         {
2104                                 switch(reticle_type)
2105                                 {
2106                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2107                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2108                                 }
2109                         }
2110                 }
2111         }
2112         else
2113         {
2114                 if(reticle_type != 0) { reticle_type = 0; }
2115         }
2116
2117
2118         // improved polyblend
2119         if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2120         {
2121                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2122                 vector liquidcolor;
2123
2124                 switch(pointcontents(view_origin))
2125                 {
2126                         case CONTENT_WATER:
2127                                 liquidalpha = autocvar_hud_contents_water_alpha;
2128                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2129                                 incontent = 1;
2130                                 break;
2131
2132                         case CONTENT_LAVA:
2133                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2134                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2135                                 incontent = 1;
2136                                 break;
2137
2138                         case CONTENT_SLIME:
2139                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2140                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2141                                 incontent = 1;
2142                                 break;
2143
2144                         default:
2145                                 liquidalpha = 0;
2146                                 liquidcolor = '0 0 0';
2147                                 incontent = 0;
2148                                 break;
2149                 }
2150
2151                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2152                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2153                         contentfadetime = autocvar_hud_contents_fadeintime;
2154                         liquidalpha_prev = liquidalpha;
2155                         liquidcolor_prev = liquidcolor;
2156                 }
2157                 else
2158                         contentfadetime = autocvar_hud_contents_fadeouttime;
2159
2160                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2161                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2162
2163                 if(contentavgalpha)
2164                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2165
2166                 if(autocvar_hud_postprocessing)
2167                 {
2168                         if(autocvar_hud_contents_blur && contentavgalpha)
2169                         {
2170                                 content_blurpostprocess.x = 1;
2171                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2172                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2173                         }
2174                         else
2175                         {
2176                                 content_blurpostprocess.x = 0;
2177                                 content_blurpostprocess.y = 0;
2178                                 content_blurpostprocess.z = 0;
2179                         }
2180                 }
2181         }
2182
2183         if(autocvar_hud_damage && !STAT(FROZEN))
2184         {
2185                 splash_size.x = max(vid_conwidth, vid_conheight);
2186                 splash_size.y = max(vid_conwidth, vid_conheight);
2187                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2188                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2189
2190                 float myhealth_flash_temp;
2191                 myhealth = STAT(HEALTH);
2192
2193                 // fade out
2194                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2195                 // add new damage
2196                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2197
2198                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2199                 pain_threshold = autocvar_hud_damage_pain_threshold;
2200                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2201                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2202
2203                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2204                 {
2205                         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);
2206                 }
2207
2208                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2209
2210                 if(myhealth_prev < 1)
2211                 {
2212                         if(myhealth >= 1)
2213                         {
2214                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2215                                 myhealth_flash_temp = 0;
2216                         }
2217                         else
2218                         {
2219                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2220                         }
2221                 }
2222
2223                 if(spectatee_status == -1 || intermission)
2224                 {
2225                         myhealth_flash = 0; // observing, or match ended
2226                         myhealth_flash_temp = 0;
2227                 }
2228
2229                 myhealth_prev = myhealth;
2230
2231                 // IDEA: change damage color/picture based on player model for robot/alien species?
2232                 // pro: matches model better
2233                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2234                 // maybe different reddish pics?
2235                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2236                 {
2237                         if(autocvar_cl_gentle_damage == 2)
2238                         {
2239                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2240                                         myhealth_gentlergb = randomvec();
2241                         }
2242                         else
2243                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2244
2245                         if(myhealth_flash_temp > 0)
2246                                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2247                 }
2248                 else if(myhealth_flash_temp > 0)
2249                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2250
2251                 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.
2252                 {
2253                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2254                         {
2255                                 damage_blurpostprocess.x = 1;
2256                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2257                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2258                         }
2259                         else
2260                         {
2261                                 damage_blurpostprocess.x = 0;
2262                                 damage_blurpostprocess.y = 0;
2263                                 damage_blurpostprocess.z = 0;
2264                         }
2265                 }
2266         }
2267
2268         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2269         float e2 = (autocvar_hud_powerup != 0);
2270         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2271         {
2272                 // enable or disable rendering types if they are used or not
2273                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2274                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2275
2276                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2277                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2278                 {
2279                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2280                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2281                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2282                         {
2283                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2284                                 old_blurradius = blurradius;
2285                                 old_bluralpha = bluralpha;
2286                         }
2287                 }
2288                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2289                 {
2290                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2291                         old_blurradius = 0;
2292                         old_bluralpha = 0;
2293                 }
2294
2295                 // edge detection postprocess handling done second (used by hud_powerup)
2296                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2297                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2298                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2299
2300                 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.
2301
2302                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2303                 {
2304                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2305                         {
2306                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2307                                 old_sharpen_intensity = sharpen_intensity;
2308                         }
2309                 }
2310                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2311                 {
2312                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2313                         old_sharpen_intensity = 0;
2314                 }
2315
2316                 if(cvar("r_glsl_postprocess") == 0)
2317                         cvar_set("r_glsl_postprocess", "2");
2318         }
2319         else if(cvar("r_glsl_postprocess") == 2)
2320                 cvar_set("r_glsl_postprocess", "0");
2321
2322         /*if(gametype == MAPINFO_TYPE_CTF)
2323           {
2324           ctf_view();
2325           } else */
2326
2327         // draw 2D entities
2328         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2329         Draw_ShowNames_All();
2330 #if ENABLE_DEBUGDRAW
2331         Debug_Draw();
2332 #endif
2333
2334         scoreboard_active = Scoreboard_WouldDraw();
2335
2336         HUD_Draw(this); // this parameter for deep vehicle function
2337
2338         if(NextFrameCommand)
2339         {
2340                 localcmd("\n", NextFrameCommand, "\n");
2341                 NextFrameCommand = string_null;
2342         }
2343
2344         // we must do this check AFTER a frame was rendered, or it won't work
2345         if(cs_project_is_b0rked == 0)
2346         {
2347                 string w0, h0;
2348                 w0 = ftos(autocvar_vid_conwidth);
2349                 h0 = ftos(autocvar_vid_conheight);
2350                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2351                 //setproperty(VF_FOV, '90 90 0');
2352                 setproperty(VF_ORIGIN, '0 0 0');
2353                 setproperty(VF_ANGLES, '0 0 0');
2354                 setproperty(VF_PERSPECTIVE, 1);
2355                 makevectors('0 0 0');
2356                 vector v1, v2;
2357                 cvar_set("vid_conwidth", "800");
2358                 cvar_set("vid_conheight", "600");
2359                 v1 = cs_project(v_forward);
2360                 cvar_set("vid_conwidth", "640");
2361                 cvar_set("vid_conheight", "480");
2362                 v2 = cs_project(v_forward);
2363                 if(v1 == v2)
2364                         cs_project_is_b0rked = 1;
2365                 else
2366                         cs_project_is_b0rked = -1;
2367                 cvar_set("vid_conwidth", w0);
2368                 cvar_set("vid_conheight", h0);
2369         }
2370
2371         if(autocvar__hud_configure)
2372                 HUD_Panel_Mouse();
2373         else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2374                 HUD_Minigame_Mouse();
2375         else if(QuickMenu_IsOpened())
2376                 QuickMenu_Mouse();
2377         else
2378                 HUD_Radar_Mouse();
2379
2380         cl_notice_run();
2381         unpause_update();
2382         Net_Flush();
2383
2384         // let's reset the view back to normal for the end
2385         setproperty(VF_MIN, '0 0 0');
2386         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2387
2388         IL_ENDFRAME();
2389 }
2390
2391
2392 // following vectors must be global to allow seamless switching between camera modes
2393 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2394 void CSQC_Demo_Camera()
2395 {
2396         float speed, attenuation, dimensions;
2397         vector tmp, delta;
2398
2399         if( autocvar_camera_reset || !camera_mode )
2400         {
2401                 camera_offset = '0 0 0';
2402                 current_angles = '0 0 0';
2403                 camera_direction = '0 0 0';
2404                 camera_offset.z += 30;
2405                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2406                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2407                 current_origin = view_origin;
2408                 current_camera_offset  = camera_offset;
2409                 cvar_set("camera_reset", "0");
2410                 camera_mode = CAMERA_CHASE;
2411         }
2412
2413         // Camera angles
2414         if( camera_roll )
2415                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2416
2417         if(autocvar_camera_look_player)
2418         {
2419                 vector dir;
2420                 float n;
2421
2422                 dir = normalize(view_origin - current_position);
2423                 n = mouse_angles.z;
2424                 mouse_angles = vectoangles(dir);
2425                 mouse_angles.x = mouse_angles.x * -1;
2426                 mouse_angles.z = n;
2427         }
2428         else
2429         {
2430                 tmp = getmousepos() * 0.1;
2431                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2432                 {
2433                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2434                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2435                 }
2436         }
2437
2438         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2439         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2440         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2441         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2442
2443         // Fix difference when angles don't have the same sign
2444         delta = '0 0 0';
2445         if(mouse_angles.y < -60 && current_angles.y > 60)
2446                 delta = '0 360 0';
2447         if(mouse_angles.y > 60 && current_angles.y < -60)
2448                 delta = '0 -360 0';
2449
2450         if(autocvar_camera_look_player)
2451                 attenuation = autocvar_camera_look_attenuation;
2452         else
2453                 attenuation = autocvar_camera_speed_attenuation;
2454
2455         attenuation = 1 / max(1, attenuation);
2456         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2457
2458         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2459         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2460         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2461         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2462
2463         // Camera position
2464         tmp = '0 0 0';
2465         dimensions = 0;
2466
2467         if( camera_direction.x )
2468         {
2469                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2470                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2471                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2472                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2473                 ++dimensions;
2474         }
2475
2476         if( camera_direction.y )
2477         {
2478                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2479                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2480                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2481                 ++dimensions;
2482         }
2483
2484         if( camera_direction.z )
2485         {
2486                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2487                 ++dimensions;
2488         }
2489
2490         if(autocvar_camera_free)
2491                 speed = autocvar_camera_speed_free;
2492         else
2493                 speed = autocvar_camera_speed_chase;
2494
2495         if(dimensions)
2496         {
2497                 speed = speed * sqrt(1 / dimensions);
2498                 camera_offset += tmp * speed;
2499         }
2500
2501         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2502
2503         // Camera modes
2504         if( autocvar_camera_free )
2505         {
2506                 if ( camera_mode == CAMERA_CHASE )
2507                 {
2508                         current_camera_offset = current_origin + current_camera_offset;
2509                         camera_offset = current_origin + camera_offset;
2510                 }
2511
2512                 camera_mode = CAMERA_FREE;
2513                 current_position = current_camera_offset;
2514         }
2515         else
2516         {
2517                 if ( camera_mode == CAMERA_FREE )
2518                 {
2519                         current_origin = view_origin;
2520                         camera_offset = camera_offset - current_origin;
2521                         current_camera_offset = current_camera_offset - current_origin;
2522                 }
2523
2524                 camera_mode = CAMERA_CHASE;
2525
2526                 if(autocvar_camera_chase_smoothly)
2527                         current_origin += (view_origin - current_origin) * attenuation;
2528                 else
2529                         current_origin = view_origin;
2530
2531                 current_position = current_origin + current_camera_offset;
2532         }
2533
2534         setproperty(VF_ANGLES, current_angles);
2535         setproperty(VF_ORIGIN, current_position);
2536 }