]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
show crosshair for the ACTIVE, not SWITCHING-TO weapon
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index e26eca3dd8eded944e11c1ab28af08d41c0c8688..b4c222a7728cc44bed196550f4137f9aebcfec05 100644 (file)
@@ -1,7 +1,5 @@
 entity porto;
 vector polyline[16];
-float trace_dphitcontents;
-float trace_networkentity;
 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
 float DPCONTENTS_SOLID = 1; // blocks player movement
 float DPCONTENTS_BODY = 32; // blocks player movement
@@ -93,7 +91,7 @@ void CheckForGamestartChange() {
        if (previous_game_starttime != startTime) {
                if ((time + 5.0) < startTime) {
                        //if connecting to server while restart was active don't always play prepareforbattle
-                       sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
+                       sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
                }
                if (time < startTime) {
                        restartAnnouncer = spawn();
@@ -128,15 +126,19 @@ vector GetCurrentFov(float fov)
                        zoomspeed = 3.5;
 
        zoomdir = button_zoom;
+       if(hud == HUD_NORMAL)
        if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
                zoomdir += button_attack2;
        if(spectatee_status > 0 || isdemo())
        {
                if(spectatorbutton_zoom)
-                       zoomdir = 0 + !zoomdir;
-               // do not even THINK about removing this 0
-               // _I_ know what I am doing
-               // fteqcc does not
+               {
+                       if(zoomdir)
+                               zoomdir = 0;
+                       else
+                               zoomdir = 1;
+               }
+               // fteqcc failed twice here already, don't optimize this
        }
 
        if(zoomdir)
@@ -176,11 +178,15 @@ vector GetCurrentFov(float fov)
        else
                setsensitivityscale(1);
 
-       velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
-       avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
-       velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
-
-       //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
+       if (autocvar_cl_velocityzoom)
+       {
+               velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
+               avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
+               velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
+               //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
+       }
+       else
+               velocityzoom = 1;
 
        float frustumx, frustumy, fovx, fovy;
        frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
@@ -342,6 +348,7 @@ void CSQC_RAPTOR_HUD();
 vector freeze_org, freeze_ang;
 entity nightvision_noise, nightvision_noise2;
 
+#define MAX_TIME_DIFF 5
 float pickup_crosshair_time, pickup_crosshair_size;
 float hit_time, typehit_time;
 float nextsound_hit_time, nextsound_typehit_time;
@@ -351,6 +358,9 @@ float use_nex_chargepool;
 float myhealth, myhealth_prev;
 float myhealth_flash;
 
+float old_blurradius, old_bluralpha;
+float old_sharpen_intensity;
+
 vector myhealth_gentlergb;
 
 float contentavgalpha, liquidalpha_prev;
@@ -358,6 +368,8 @@ vector liquidcolor_prev;
 
 float eventchase_current_distance;
 
+vector damage_blurpostprocess, content_blurpostprocess;
+
 float checkfail[16];
 
 void CSQC_UpdateView(float w, float h)
@@ -365,15 +377,21 @@ void CSQC_UpdateView(float w, float h)
        entity e;
        float fov;
        float f, i, j;
-       vector v, vo;
+       vector v;
        vector vf_size, vf_min;
        float a;
-       float hud;
        hud = getstati(STAT_HUD);
 
        button_attack2 = (input_buttons & BUTTON_3);
        button_zoom = (input_buttons & BUTTON_4);
 
+       // FIXME do we need this hack?
+       if(isdemo())
+       {
+               // in demos, input_buttons do not work
+               button_zoom = (autocvar__togglezoom == "-");
+       }
+
 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
        CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
        CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
@@ -398,24 +416,15 @@ void CSQC_UpdateView(float w, float h)
                myteam = GetPlayerColor(player_localentnum - 1);
 
        ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
-       vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
-
-       if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
-       {
-               R_SetView(VF_ORIGIN, freeze_org);
-               R_SetView(VF_ANGLES, freeze_ang);
-       }
-       else
-       {
-               freeze_org = R_SetView3fv(VF_ORIGIN);
-               freeze_ang = R_SetView3fv(VF_ANGLES);
-       }
 
        // event chase camera
        if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
        {
                if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
                {
+                       // 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.)
+                       vector current_view_origin = R_SetView3fv(VF_ORIGIN);
+                       
                        // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
                        // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
                        if(!autocvar_chase_active)
@@ -430,13 +439,12 @@ void CSQC_UpdateView(float w, float h)
                        vector eventchase_target_origin;
                        makevectors(view_angles);
                        // pass 1, used to check where the camera would go and obtain the trace_fraction
-                       eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
-
-                       WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
+                       eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
+                       WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
                        // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
                        // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
-                       eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
-                       WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
+                       eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
+                       WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
 
                        R_SetView(VF_ORIGIN, trace_endpos);
                        R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
@@ -447,6 +455,18 @@ void CSQC_UpdateView(float w, float h)
                        eventchase_current_distance = 0; // start from 0 next time
                }
        }
+       
+       // do lockview after event chase camera so that it still applies whenever necessary.
+       if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
+       {
+               R_SetView(VF_ORIGIN, freeze_org);
+               R_SetView(VF_ANGLES, freeze_ang);
+       }
+       else
+       {
+               freeze_org = R_SetView3fv(VF_ORIGIN);
+               freeze_ang = R_SetView3fv(VF_ANGLES);
+       }
 
        WarpZone_FixView();
        //WarpZone_FixPMove();
@@ -524,7 +544,8 @@ void CSQC_UpdateView(float w, float h)
        }
 
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
-       activeweapon = getstati(STAT_SWITCHWEAPON);
+       activeswitchweapon = getstati(STAT_SWITCHWEAPON);
+       activeweapon = getstati(STAT_WEAPON);
        f = (serverflags & SERVERFLAG_TEAMPLAY);
        if(f != teamplay)
        {
@@ -545,8 +566,15 @@ void CSQC_UpdateView(float w, float h)
 
        // ALWAYS Clear Current Scene First
        R_ClearScene();
+#ifdef WORKAROUND_XON010
+       if(checkextension("DP_CSQC_ROTATEMOVES"))
+       {
+#endif
        R_SetView(VF_ORIGIN, view_origin);
        R_SetView(VF_ANGLES, view_angles);
+#ifdef WORKAROUND_XON010
+       }
+#endif
 
        // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
        R_SetView(VF_SIZE, vf_size);
@@ -665,12 +693,12 @@ void CSQC_UpdateView(float w, float h)
                R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
                R_EndPolygon();
        }
-
+        
        // Draw the aiming reticle for weapons that use it
        // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
        // It must be a persisted float for fading out to work properly (you let go of the zoom button for
        // the view to go back to normal, so reticle_type would become 0 as we fade out)
-       if(spectatee_status || getstati(STAT_HEALTH) <= 0)
+       if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
                reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
        else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
                reticle_type = 2; // nex zoom
@@ -678,7 +706,7 @@ void CSQC_UpdateView(float w, float h)
                reticle_type = 1; // normal zoom
        else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
                reticle_type = 2; // nex zoom
-
+    
        if (reticle_type)
        {
                if(autocvar_cl_reticle_stretch)
@@ -760,10 +788,25 @@ void CSQC_UpdateView(float w, float h)
 
                if(contentavgalpha)
                        drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
+
+               if(autocvar_hud_postprocessing)
+               {
+                       if(autocvar_hud_contents_blur && contentavgalpha)
+                       {
+                               content_blurpostprocess_x = 1;
+                               content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
+                               content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
+                       }
+                       else
+                       {
+                               content_blurpostprocess_x = 0;
+                               content_blurpostprocess_y = 0;
+                               content_blurpostprocess_z = 0;
+                       }
+               }
        }
        
        if(autocvar_hud_damage && !autocvar_chase_active)
-
        {
                splash_size_x = max(vid_conwidth, vid_conheight);
                splash_size_y = max(vid_conwidth, vid_conheight);
@@ -827,6 +870,69 @@ void CSQC_UpdateView(float w, float h)
                }
                else
                        drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+
+               if(autocvar_hud_postprocessing)
+               {
+                       if(autocvar_hud_damage_blur && myhealth_flash_temp)
+                       {
+                               damage_blurpostprocess_x = 1;
+                               damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
+                               damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
+                       }
+                       else
+                       {
+                               damage_blurpostprocess_x = 0;
+                               damage_blurpostprocess_y = 0;
+                               damage_blurpostprocess_z = 0;
+                       }
+               }
+       }
+
+       if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
+       {
+               // enable or disable rendering types if they are used or not
+               if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
+               if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
+               
+               // blur postprocess handling done first (used by hud_damage and hud_contents)
+               if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
+               {
+                       float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
+                       float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
+                       if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
+                       {
+                               cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
+                               old_blurradius = blurradius;
+                               old_bluralpha = bluralpha;
+                       }
+               }
+               else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
+               {
+                       cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
+                       old_blurradius = 0;
+                       old_bluralpha = 0;
+               }
+
+               // edge detection postprocess handling done second (used by hud_powerup) 
+               float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
+               if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
+               if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
+               
+               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.
+               
+               if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
+               {
+                       if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
+                       {
+                               cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
+                               old_sharpen_intensity = sharpen_intensity;
+                       }
+               }
+               else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
+               {
+                       cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
+                       old_sharpen_intensity = 0;
+               }
        }
 
        if(menu_visible)
@@ -850,25 +956,21 @@ void CSQC_UpdateView(float w, float h)
        hit_time = getstatf(STAT_HIT_TIME);
        if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
        {
-               sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
+               if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
+                       sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
+                       
                nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
        }
        typehit_time = getstatf(STAT_TYPEHIT_TIME);
-       if(typehit_time > nextsound_typehit_time)
+       if(typehit_time > nextsound_typehit_time) 
        {
-               sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+               if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
+                       sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+                       
                nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
        }
 
-       if(hud == HUD_SPIDERBOT)
-               CSQC_SPIDER_HUD();
-       else if(hud == HUD_WAKIZASHI)
-        CSQC_WAKIZASHI_HUD();
-    else if(hud == HUD_RAPTOR)
-        CSQC_RAPTOR_HUD();
-    else if(hud == HUD_BUMBLEBEE)
-        CSQC_BUMBLE_HUD();
-       else
+       //else
        {
                if(gametype == GAME_FREEZETAG)
                {
@@ -886,7 +988,7 @@ void CSQC_UpdateView(float w, float h)
                                CSQC_common_hud();
 
                // crosshair goes VERY LAST
-               if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
+               if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
                        string wcross_style;
                        float wcross_alpha, wcross_resolution;
                        wcross_style = autocvar_crosshair;
@@ -1011,10 +1113,14 @@ void CSQC_UpdateView(float w, float h)
 
                        if(autocvar_crosshair_pickup)
                        {
-                               if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
+                               float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
+                               
+                               if(pickup_crosshair_time < stat_pickup_time)
                                {
-                                       pickup_crosshair_size = 1;
-                                       pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
+                                       if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
+                                               pickup_crosshair_size = 1;
+                                               
+                                       pickup_crosshair_time = stat_pickup_time;
                                }
 
                                if(pickup_crosshair_size > 0)
@@ -1025,13 +1131,14 @@ void CSQC_UpdateView(float w, float h)
                                wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
                        }
 
-                       vector hitindication_color;
                        if(autocvar_crosshair_hitindication)
                        {
-                               hitindication_color = stov(autocvar_crosshair_hitindication_color);
+                               vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
                                if(hitindication_crosshair_time < hit_time)
                                {
-                                       hitindication_crosshair_size = 1;
+                                       if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
+                                               hitindication_crosshair_size = 1;
+                                               
                                        hitindication_crosshair_time = hit_time;
                                }
 
@@ -1101,134 +1208,137 @@ void CSQC_UpdateView(float w, float h)
                        wcross_alpha *= 1 - autocvar__menu_alpha;
                        wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
 
-                       // crosshair rings for weapon stats
-                       if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+                       if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
                        {
-                               // declarations and stats
-                               float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
-                               string ring_image, ring_inner_image;
-                               vector ring_rgb, ring_inner_rgb;
+                               // crosshair rings for weapon stats
+                               if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+                               {
+                                       // declarations and stats
+                                       float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
+                                       string ring_image, ring_inner_image;
+                                       vector ring_rgb, ring_inner_rgb;
 
-                               ring_scale = autocvar_crosshair_ring_size;
+                                       ring_scale = autocvar_crosshair_ring_size;
 
-                               float weapon_clipload, weapon_clipsize;
-                               weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
-                               weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+                                       float weapon_clipload, weapon_clipsize;
+                                       weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+                                       weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
 
-                               float nex_charge, nex_chargepool;
-                               nex_charge = getstatf(STAT_NEX_CHARGE);
-                               nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+                                       float nex_charge, nex_chargepool;
+                                       nex_charge = getstatf(STAT_NEX_CHARGE);
+                                       nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
 
-                               if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                                       nex_charge_movingavg = nex_charge;
+                                       if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                               nex_charge_movingavg = nex_charge;
 
 
-                               // handle the values
-                               if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
-                               {
-                                       if (nex_chargepool || use_nex_chargepool) {
-                                               use_nex_chargepool = 1;
-                                               ring_inner_value = nex_chargepool;
-                                       } else {
-                                               nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
-                                               ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+                                       // handle the values
+                                       if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+                                       {
+                                               if (nex_chargepool || use_nex_chargepool) { 
+                                                       use_nex_chargepool = 1; 
+                                                       ring_inner_value = nex_chargepool;
+                                               } else { 
+                                                       nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
+                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
+                                               }
+
+                                               ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
+                                               ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+                                               ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+                                               // draw the outer ring to show the current charge of the weapon
+                                               ring_value = nex_charge;
+                                               ring_alpha = autocvar_crosshair_ring_nex_alpha;
+                                               ring_rgb = wcross_color;
+                                               ring_image = "gfx/crosshair_ring_nexgun.tga";
+                                       }
+                                       else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
+                                       {
+                                               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.
+                                               ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
+                                               ring_rgb = wcross_color;
+                                               ring_image = "gfx/crosshair_ring.tga";
+                                       }
+                                       else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                                       {
+                                               ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+                                               ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+                                               ring_rgb = wcross_color;
+                                               ring_image = "gfx/crosshair_ring.tga";
                                        }
 
-                                       ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
-                                       ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
-                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
+                                       if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
+                                       {
+                                               ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
+                                               ring_scale = autocvar_crosshair_ring_reload_size;
+                                               ring_alpha = autocvar_crosshair_ring_reload_alpha;
+                                               ring_rgb = wcross_color;
+
+                                               // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
+                                               // if a new image for another weapon is added, add the code (and its respective file/value) here
+                                               if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+                                                       ring_image = "gfx/crosshair_ring_rifle.tga";
+                                               else
+                                                       ring_image = "gfx/crosshair_ring.tga";
+                                       }
 
-                                       // draw the outer ring to show the current charge of the weapon
-                                       ring_value = nex_charge;
-                                       ring_alpha = autocvar_crosshair_ring_nex_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
-                               }
-                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
-                               {
-                                       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.
-                                       ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
-                               else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
-                               {
-                                       ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
-                                       ring_alpha = autocvar_crosshair_ring_hagar_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
+                                       if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
+                                               DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
 
-                               if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
-                               {
-                                       ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
-                                       ring_scale = autocvar_crosshair_ring_reload_size;
-                                       ring_alpha = autocvar_crosshair_ring_reload_alpha;
-                                       ring_rgb = wcross_color;
-
-                                       // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
-                                       // if a new image for another weapon is added, add the code (and its respective file/value) here
-                                       if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
-                                               ring_image = "gfx/crosshair_ring_rifle.tga";
-                                       else
-                                               ring_image = "gfx/crosshair_ring.tga";
+                                       if (ring_value)
+                                               DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
                                }
 
-                               if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
-                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
-
-                               if (ring_value)
-                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
-                       }
-
 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
-                       do \
-                       { \
-                               if(wcross_blur > 0) \
+                               do \
                                { \
-                                       for(i = -2; i <= 2; ++i) \
+                                       if(wcross_blur > 0) \
+                                       { \
+                                               for(i = -2; i <= 2; ++i) \
                                                for(j = -2; j <= 2; ++j) \
-                                                       M(i,j,sz,wcross_name,wcross_alpha*0.04); \
-                               } \
-                               else \
-                               { \
-                                       M(0,0,sz,wcross_name,wcross_alpha); \
+                                               M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+                                       } \
+                                       else \
+                                       { \
+                                               M(0,0,sz,wcross_name,wcross_alpha); \
+                                       } \
                                } \
-                       } \
-                       while(0)
+                               while(0)
 
 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
-                       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)
+                               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)
 
 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
-                       CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
+                               CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
 
-                       if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
-                       {
-                               f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
-                               wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
-                               CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
-                               f = 1 - f;
-                       }
-                       else
-                       {
-                               f = 1;
-                       }
+                               if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
+                               {
+                                       f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
+                                       wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
+                                       CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
+                                       f = 1 - f;
+                               }
+                               else
+                               {
+                                       f = 1;
+                               }
+                               wcross_name_alpha_goal_prev = f;
 
-                       wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
-                       CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
-
-                       if(autocvar_crosshair_dot)
-            {
-                vector wcross_color_old;
-                wcross_color_old = wcross_color;
-                if(autocvar_crosshair_dot_color != "0")
-                    wcross_color = stov(autocvar_crosshair_dot_color);
-                               CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
-                wcross_color = wcross_color_old;
-            }
-
-                       wcross_name_alpha_goal_prev = f;
+                               wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
+                               CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+                               if(autocvar_crosshair_dot)
+                               {
+                                       vector wcross_color_old;
+                                       wcross_color_old = wcross_color;
+                                       if(autocvar_crosshair_dot_color != "0")
+                                               wcross_color = stov(autocvar_crosshair_dot_color);
+                                       CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
+                                       // FIXME why don't we use wcross_alpha here?
+                                       wcross_color = wcross_color_old;
+                               }
+                       }
                }
                else
                {
@@ -1287,7 +1397,18 @@ void CSQC_UpdateView(float w, float h)
 
        if(autocvar__hud_configure)
                HUD_Panel_Mouse();
-
+    
+    if(hud && !intermission)
+    {        
+        if(hud == HUD_SPIDERBOT)
+            CSQC_SPIDER_HUD();
+        else if(hud == HUD_WAKIZASHI)
+            CSQC_WAKIZASHI_HUD();
+        else if(hud == HUD_RAPTOR)
+            CSQC_RAPTOR_HUD();
+        else if(hud == HUD_BUMBLEBEE)
+            CSQC_BUMBLE_HUD();
+    }
        // let's reset the view back to normal for the end
        R_SetView(VF_MIN, '0 0 0');
        R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
@@ -1296,59 +1417,39 @@ void CSQC_UpdateView(float w, float h)
 
 void CSQC_common_hud(void)
 {
-       // HUD_SortFrags(); done in HUD_Draw
-       float hud;
-       hud = getstati(STAT_HUD);
-
-       //hud = 10;
+    // do some accuracy var caching
+    float i;
+    if(!(gametype == GAME_RACE || gametype == GAME_CTS))
+    {
+        if(autocvar_accuracy_color_levels != acc_color_levels)
+        {
+            if(acc_color_levels)
+                strunzone(acc_color_levels);
+            acc_color_levels = strzone(autocvar_accuracy_color_levels);
+            acc_levels = tokenize(acc_color_levels);
+            if (acc_levels > MAX_ACCURACY_LEVELS)
+                acc_levels = MAX_ACCURACY_LEVELS;
+
+            for (i = 0; i < acc_levels; ++i)
+                acc_lev[i] = stof(argv(i)) / 100.0;
+        }
+        // let know that acc_col[] needs to be loaded
+        acc_col_x[0] = -1;
+    }
+
+    HUD_Main(); // always run these functions for alpha checks
+    HUD_DrawScoreboard();
+
+    if (scoreboard_active) // scoreboard/accuracy
+        HUD_Reset();
+    else if (intermission == 2) // map voting screen
+    {
+        HUD_FinaleOverlay();
+        HUD_Reset();
+    }
+       /*
        switch(hud)
        {
-               case HUD_NORMAL:
-                       // do some accuracy var caching
-                       float i;
-                       if(!(gametype == GAME_RACE || gametype == GAME_CTS))
-                       {
-                               if(autocvar_accuracy_color_levels != acc_color_levels)
-                               {
-                                       if(acc_color_levels)
-                                               strunzone(acc_color_levels);
-                                       acc_color_levels = strzone(autocvar_accuracy_color_levels);
-                                       acc_levels = tokenize(acc_color_levels);
-                                       if (acc_levels > MAX_ACCURACY_LEVELS)
-                                               acc_levels = MAX_ACCURACY_LEVELS;
-
-                                       for (i = 0; i < acc_levels; ++i)
-                                               acc_lev[i] = stof(argv(i)) / 100.0;
-                               }
-                               // let know that acc_col[] needs to be loaded
-                               acc_col_x[0] = -1;
-                       }
-
-                       HUD_Main(); // always run these functions for alpha checks
-                       HUD_DrawScoreboard();
-
-                       if (scoreboard_active) // scoreboard/accuracy
-                       {
-                               HUD_Reset();
-                               // HUD_DrawScoreboard takes care of centerprint_start
-                       }
-                       else if (intermission == 2) // map voting screen
-                       {
-                               HUD_FinaleOverlay();
-                               HUD_Reset();
-
-                               centerprint_start_x = 0;
-                               centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
-                       }
-                       else // hud
-                       {
-                               centerprint_start_x = 0;
-                               centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
-                       }
-
-                       HUD_DrawCenterPrint();
-                       break;
-
                case HUD_SPIDERBOT:
                        CSQC_SPIDER_HUD();
                        break;
@@ -1360,8 +1461,8 @@ void CSQC_common_hud(void)
         case HUD_BUMBLEBEE:
             CSQC_BUMBLE_HUD();
             break;
-
        }
+       */
 }