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