remove a debug message
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         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
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // 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
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float use_nex_chargepool;
357
358 float myhealth, myhealth_prev;
359 float myhealth_flash;
360
361 vector myhealth_gentlergb;
362
363 void CSQC_UpdateView(float w, float h)
364 {
365         entity e;
366         float fov;
367         float f, i, j;
368         vector v, vo;
369         vector vf_size, vf_min;
370         float a;
371
372         vf_size = R_SetView3fv(VF_SIZE);
373         vf_min = R_SetView3fv(VF_MIN);
374         vid_width = vf_size_x;
375         vid_height = vf_size_y;
376
377         vector reticle_pos, reticle_size;
378
379         WaypointSprite_Load();
380
381         if(spectatee_status)
382                 myteam = GetPlayerColor(spectatee_status - 1);
383         else
384                 myteam = GetPlayerColor(player_localentnum - 1);
385
386         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
387         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
388
389         warpzone_fixview_origin = pmove_org + vo;
390         warpzone_fixview_cl_viewangles = input_angles;
391         warpzone_fixview_angles = view_angles;
392         WarpZone_FixView();
393         pmove_org = warpzone_fixview_origin - vo;
394         input_angles = warpzone_fixview_cl_viewangles;
395         view_angles = warpzone_fixview_angles;
396
397         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
398         {
399                 pmove_org = freeze_pmove_org;
400                 input_angles = view_angles = freeze_input_angles;
401                 R_SetView(VF_ORIGIN, pmove_org + vo);
402                 R_SetView(VF_ANGLES, view_angles);
403                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
404         }
405         freeze_pmove_org = pmove_org;
406         freeze_input_angles = input_angles;
407
408         // Render the Scene
409         if(!intermission || !view_set)
410         {
411                 view_origin = pmove_org + vo;
412                 view_angles = input_angles;
413                 makevectors(view_angles);
414                 view_forward = v_forward;
415                 view_right = v_right;
416                 view_up = v_up;
417                 view_set = 1;
418         }
419
420 #ifdef BLURTEST
421         if(time > blurtest_time0 && time < blurtest_time1)
422         {
423                 float r, t;
424
425                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
426                 r = t * blurtest_radius;
427                 f = 1 / pow(t, blurtest_power) - 1;
428
429                 cvar_set("r_glsl_postprocess", "1");
430                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
431         }
432         else
433         {
434                 cvar_set("r_glsl_postprocess", "0");
435                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
436         }
437 #endif
438
439         TargetMusic_Advance();
440         Fog_Force();
441
442         drawframetime = max(0.000001, time - drawtime);
443         drawtime = time;
444
445         // watch for gametype changes here...
446         // in ParseStuffCMD the cmd isn't executed yet :/
447         // might even be better to add the gametype to TE_CSQC_INIT...?
448         if(!postinit)
449                 PostInit();
450
451         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
452                 if(calledhooks & HOOK_START)
453                 {
454                         localcmd("\ncl_hook_gameend\n");
455                         calledhooks |= HOOK_END;
456                 }
457
458         CheckForGamestartChange();
459         serverAnnouncer();
460         maptimeAnnouncer();
461         carrierAnnouncer();
462
463         fov = autocvar_fov;
464         if(button_zoom || fov <= 59.5)
465         {
466                 if(!zoomscript_caught)
467                 {
468                         localcmd("+button4\n");
469                         zoomscript_caught = 1;
470                         ignore_plus_zoom += 1;
471                 }
472         }
473         else
474         {
475                 if(zoomscript_caught)
476                 {
477                         localcmd("-button4\n");
478                         zoomscript_caught = 0;
479                         ignore_minus_zoom += 1;
480                 }
481         }
482
483         ColorTranslateMode = autocvar_cl_stripcolorcodes;
484         activeweapon = getstati(STAT_SWITCHWEAPON);
485         f = (serverflags & SERVERFLAG_TEAMPLAY);
486         if(f != teamplay)
487         {
488                 teamplay = f;
489                 HUD_InitScores();
490         }
491
492         if(last_weapon != activeweapon) {
493                 weapontime = time;
494                 last_weapon = activeweapon;
495
496                 e = get_weaponinfo(activeweapon);
497                 if(e.netname != "")
498                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
499                 else
500                         localcmd("\ncl_hook_activeweapon none\n");
501         }
502
503         // ALWAYS Clear Current Scene First
504         R_ClearScene();
505
506         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
507         R_SetView(VF_SIZE, vf_size);
508         R_SetView(VF_MIN, vf_min);
509
510         // Assign Standard Viewflags
511         // Draw the World (and sky)
512         R_SetView(VF_DRAWWORLD, 1);
513
514         // Set the console size vars
515         vid_conwidth = autocvar_vid_conwidth;
516         vid_conheight = autocvar_vid_conheight;
517         vid_pixelheight = autocvar_vid_pixelheight;
518
519         R_SetView(VF_FOV, GetCurrentFov(fov));
520
521         // Camera for demo playback
522         if(camera_active)
523         {
524                 if(autocvar_camera_enable)
525                         CSQC_Demo_Camera();
526                 else
527                 {
528                         cvar_set("chase_active", ftos(chase_active_backup));
529                         cvar_set("cl_demo_mousegrab", "0");
530                         camera_active = FALSE;
531                 }
532         }
533 #ifdef CAMERATEST
534         else if(autocvar_camera_enable)
535 #else
536         else if(autocvar_camera_enable && isdemo())
537 #endif
538         {
539                 // Enable required Darkplaces cvars
540                 chase_active_backup = autocvar_chase_active;
541                 cvar_set("chase_active", "2");
542                 cvar_set("cl_demo_mousegrab", "1");
543                 camera_active = TRUE;
544                 camera_mode = FALSE;
545         }
546
547         // Draw the Crosshair
548         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
549
550         // Draw the Engine Status Bar (the default Quake HUD)
551         R_SetView(VF_DRAWENGINEHUD, 0);
552
553         // fetch this one only once per frame
554         hud_showbinds = autocvar_hud_showbinds;
555         hud_showbinds_limit = autocvar_hud_showbinds_limit;
556
557         // Update the mouse position
558         /*
559            mousepos_x = vid_conwidth;
560            mousepos_y = vid_conheight;
561            mousepos = mousepos*0.5 + getmousepos();
562          */
563
564         e = self;
565         for(self = world; (self = nextent(self)); )
566                 if(self.draw)
567                         self.draw();
568         self = e;
569
570         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
571         R_RenderScene();
572
573         // now switch to 2D drawing mode by calling a 2D drawing function
574         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
575         // next R_RenderScene call
576         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
577
578         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
579         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
580         {
581                 // apply night vision effect
582                 vector rgb, tc_00, tc_01, tc_10, tc_11;
583
584                 if(!nightvision_noise)
585                 {
586                         nightvision_noise = spawn();
587                         nightvision_noise.classname = "nightvision_noise";
588                 }
589                 if(!nightvision_noise2)
590                 {
591                         nightvision_noise2 = spawn();
592                         nightvision_noise2.classname = "nightvision_noise2";
593                 }
594
595                 // color tint in yellow
596                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
597
598                 // draw BG
599                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
600                 rgb = '1 1 1';
601                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
602                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
603                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
604                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
605                 tc_11 = tc_01 + tc_10 - tc_00;
606                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
607                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
608                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
609                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
610                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
611                 R_EndPolygon();
612
613                 // draw FG
614                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
615                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
616                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
617                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
618                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
619                 tc_11 = tc_01 + tc_10 - tc_00;
620                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
621                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
622                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
623                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
624                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
625                 R_EndPolygon();
626         }
627
628         // Draw the aiming reticle for weapons that use it
629         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
630         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
631         // the view to go back to normal, so reticle_type would become 0 as we fade out)
632         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
633                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
634         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
635                 reticle_type = 2; // nex zoom
636         else if(button_zoom || zoomscript_caught)
637                 reticle_type = 1; // normal zoom
638         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
639                 reticle_type = 2; // nex zoom
640
641         if(autocvar_cl_reticle_stretch)
642         {
643                 reticle_size_x = vid_conwidth;
644                 reticle_size_y = vid_conheight;
645                 reticle_pos_x = 0;
646                 reticle_pos_y = 0;
647         }
648         else
649         {
650                 reticle_size_x = max(vid_conwidth, vid_conheight);
651                 reticle_size_y = max(vid_conwidth, vid_conheight);
652                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
653                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
654         }
655
656         f = current_zoomfraction;
657         if(zoomscript_caught)
658                 f = 1;
659         if(autocvar_cl_reticle_item_normal)
660         {
661                 precache_pic("gfx/reticle_normal");
662                 if(reticle_type == 1 && f)
663                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
664         }
665         if(autocvar_cl_reticle_item_nex)
666         {
667                 precache_pic("gfx/reticle_nex");
668                 if(reticle_type == 2 && f)
669                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
670         }
671
672         // improved polyblend
673         vector rgb;
674         if(autocvar_hud_damage)
675         {
676                 float myhealth_flash_temp;
677                 myhealth = getstati(STAT_HEALTH);
678
679                 // fade out
680                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
681                 // add new damage
682                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
683
684                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
685                 pain_threshold = autocvar_hud_damage_pain_threshold;
686                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
687                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
688
689                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
690                 {
691                         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);
692                 }
693
694                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
695
696                 if(myhealth_prev < 1)
697                 {
698                         if(myhealth >= 1)
699                         {
700                                 myhealth_flash = 0; // just spawned, clear the flash immediately
701                                 myhealth_flash_temp = 0;
702                         }
703                         else
704                         {
705                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
706                         }
707                 }
708
709                 if(spectatee_status == -1 || intermission)
710                 {
711                         myhealth_flash = 0; // observing, or match ended
712                         myhealth_flash_temp = 0;
713                 }
714
715                 myhealth_prev = myhealth;
716
717                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
718                 {
719                         if(autocvar_cl_gentle_damage == 2)
720                         {
721                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
722                                 {
723                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
724                                 }
725                         }
726                         else
727                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
728
729                         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);
730                 }
731                 else
732                         drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
733         }
734
735         // Draw the mouse cursor
736         // NOTE: drawpic must happen after R_RenderScene for some reason
737         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
738         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
739         //self = edict_num(player_localnum);
740         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
741         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
742         // as long as the ctf part isn't in, this is useless
743         if(menu_visible)
744                 menu_show();
745
746         /*if(gametype == GAME_CTF)
747           {
748           ctf_view();
749           } else */
750
751         // draw 2D entities
752         e = self;
753         for(self = world; (self = nextent(self)); )
754                 if(self.draw2d)
755                         self.draw2d();
756         self = e;
757
758         scoreboard_active = HUD_WouldDrawScoreboard();
759
760         float hud;
761         hud = getstati(STAT_HUD);
762         if(hud == HUD_SPIDERBOT)
763                 CSQC_SPIDER_HUD();
764         else if(hud == HUD_WAKIZASHI)
765         CSQC_WAKIZASHI_HUD();
766     else if(hud == HUD_RAPTOR)
767         CSQC_RAPTOR_HUD();
768         else
769         {
770                 if(gametype == GAME_FREEZETAG)
771                 {
772                         if(getstati(STAT_FROZEN))
773                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
774                         if(getstatf(STAT_REVIVE_PROGRESS))
775                         {
776                                 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);
777                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
778                         }
779                 }
780
781                 if(autocvar_r_letterbox == 0)
782                         if(autocvar_viewsize < 120)
783                                 CSQC_common_hud();
784
785                 // crosshair goes VERY LAST
786                 if(!scoreboard_active && !camera_active && intermission != 2) {
787                         string wcross_style;
788                         float wcross_alpha, wcross_resolution;
789                         wcross_style = autocvar_crosshair;
790                         if (wcross_style == "0")
791                                 return;
792                         wcross_resolution = autocvar_crosshair_size;
793                         if (wcross_resolution == 0)
794                                 return;
795                         wcross_alpha = autocvar_crosshair_alpha;
796                         if (wcross_alpha == 0)
797                                 return;
798
799                         // TrueAim check
800                         float shottype;
801                         float bullets, ring_scale;
802                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
803                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
804                         wcross_origin_z = 0;
805                         if(autocvar_crosshair_hittest)
806                         {
807                                 vector wcross_oldorigin;
808                                 wcross_oldorigin = wcross_origin;
809                                 shottype = TrueAimCheck();
810                                 if(shottype == SHOTTYPE_HITWORLD)
811                                 {
812                                         v = wcross_origin - wcross_oldorigin;
813                                         v_x /= vid_conwidth;
814                                         v_y /= vid_conheight;
815                                         if(vlen(v) > 0.01)
816                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
817                                 }
818                                 if(!autocvar_crosshair_hittest_showimpact)
819                                         wcross_origin = wcross_oldorigin;
820                         }
821                         else
822                                 shottype = SHOTTYPE_HITWORLD;
823
824                         vector wcross_color, wcross_size;
825                         string wcross_wep, wcross_name;
826                         float wcross_scale, wcross_blur;
827
828                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
829                                 e = get_weaponinfo(activeweapon);
830                                 if (e && e.netname != "")
831                                 {
832                                         wcross_wep = e.netname;
833                                         if(autocvar_crosshair_per_weapon)
834                                         {
835                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
836                                                 if (wcross_resolution == 0)
837                                                         return;
838                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
839                                                 if (wcross_alpha == 0)
840                                                         return;
841
842                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
843                                                 if(wcross_style == "" || wcross_style == "0")
844                                                         wcross_style = wcross_wep;
845                                         }
846                                 }
847                         }
848                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
849                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
850                         else
851                                 wcross_color = stov(autocvar_crosshair_color);
852
853                         wcross_name = strcat("gfx/crosshair", wcross_style);
854
855                         if(autocvar_crosshair_effect_scalefade)
856                         {
857                                 wcross_scale = wcross_resolution;
858                                 wcross_resolution = 1;
859                         }
860                         else
861                         {
862                                 wcross_scale = 1;
863                         }
864
865                         if(autocvar_crosshair_pickup)
866                         {
867                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
868                                 {
869                                         pickup_crosshair_size = 1;
870                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
871                                 }
872
873                                 if(pickup_crosshair_size > 0)
874                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
875                                 else
876                                         pickup_crosshair_size = 0;
877
878                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
879                         }
880
881                         if(shottype == SHOTTYPE_HITENEMY)
882                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
883                         if(shottype == SHOTTYPE_HITTEAM)
884                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
885
886                         f = autocvar_crosshair_effect_speed;
887                         if(f < 0)
888                                 f *= -2 * g_weaponswitchdelay;
889                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
890                         {
891                                 wcross_changedonetime = time + f;
892                         }
893                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
894                         {
895                                 wcross_name_changestarttime = time;
896                                 wcross_name_changedonetime = time + f;
897                                 if(wcross_name_goal_prev_prev)
898                                         strunzone(wcross_name_goal_prev_prev);
899                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
900                                 wcross_name_goal_prev = strzone(wcross_name);
901                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
902                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
903                                 wcross_resolution_goal_prev = wcross_resolution;
904                         }
905
906                         wcross_scale_goal_prev = wcross_scale;
907                         wcross_alpha_goal_prev = wcross_alpha;
908                         wcross_color_goal_prev = wcross_color;
909
910                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
911                         {
912                                 wcross_blur = 1;
913                                 wcross_alpha *= 0.75;
914                         }
915                         else
916                                 wcross_blur = 0;
917                         // *_prev is at time-frametime
918                         // * is at wcross_changedonetime+f
919                         // what do we have at time?
920                         if(time < wcross_changedonetime)
921                         {
922                                 f = frametime / (wcross_changedonetime - time + frametime);
923                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
924                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
925                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
926                         }
927
928                         wcross_scale_prev = wcross_scale;
929                         wcross_alpha_prev = wcross_alpha;
930                         wcross_color_prev = wcross_color;
931
932                         wcross_scale *= 1 - autocvar__menu_alpha;
933                         wcross_alpha *= 1 - autocvar__menu_alpha;
934
935                         ring_scale = autocvar_crosshair_ring_size;
936
937                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
938
939                         float nex_charge, nex_chargepool;
940                         nex_charge = getstatf(STAT_NEX_CHARGE);
941                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
942
943                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
944                                 nex_charge_movingavg = nex_charge;
945
946                         // ring around crosshair representing bullets left in camping rifle clip
947                         if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
948                         {
949                                 bullets = getstati(STAT_BULLETS_LOADED);
950                                 f = bound(0, bullets / cr_maxbullets, 1);
951
952                                 a = autocvar_crosshair_ring_sniperrifle_alpha;
953                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
954                         }
955                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
956                         {
957                                 if(nex_chargepool || use_nex_chargepool)
958                                 {
959                                         use_nex_chargepool = 1;
960
961                                         a = autocvar_crosshair_ring_nex_inner_alpha;
962                                         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;
963                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
964                                 }
965                                 else
966                                 {
967                                         // indicate how much we're charging right now with an inner circle
968                                         a = autocvar_crosshair_ring_nex_inner_alpha;
969                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
970
971                                         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;
972                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
973                                 }
974
975                                 // draw the charge
976                                 a = autocvar_crosshair_ring_nex_outer_alpha;
977                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
978                         }
979
980 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
981                         do \
982                         { \
983                                 if(wcross_blur > 0) \
984                                 { \
985                                         for(i = -2; i <= 2; ++i) \
986                                                 for(j = -2; j <= 2; ++j) \
987                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
988                                 } \
989                                 else \
990                                 { \
991                                         M(0,0,sz,wcross_name,wcross_alpha); \
992                                 } \
993                         } \
994                         while(0)
995
996 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
997                         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)
998
999 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1000                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1001
1002                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1003                         {
1004                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1005                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1006                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1007                                 f = 1 - f;
1008                         }
1009                         else
1010                         {
1011                                 f = 1;
1012                         }
1013
1014                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1015                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1016
1017                         if(autocvar_crosshair_dot)
1018             {
1019                 vector wcross_color_old;
1020                 wcross_color_old = wcross_color;
1021                 if(autocvar_crosshair_dot_color != "0")
1022                     wcross_color = stov(autocvar_crosshair_dot_color);
1023                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1024                 wcross_color = wcross_color_old;
1025             }
1026
1027                         wcross_name_alpha_goal_prev = f;
1028                 }
1029                 else
1030                 {
1031                         wcross_scale_prev = 0;
1032                         wcross_alpha_prev = 0;
1033                         wcross_scale_goal_prev = 0;
1034                         wcross_alpha_goal_prev = 0;
1035                         wcross_changedonetime = 0;
1036                         if(wcross_name_goal_prev)
1037                                 strunzone(wcross_name_goal_prev);
1038                         wcross_name_goal_prev = string_null;
1039                         if(wcross_name_goal_prev_prev)
1040                                 strunzone(wcross_name_goal_prev_prev);
1041                         wcross_name_goal_prev_prev = string_null;
1042                         wcross_name_changestarttime = 0;
1043                         wcross_name_changedonetime = 0;
1044                         wcross_name_alpha_goal_prev = 0;
1045                         wcross_name_alpha_goal_prev_prev = 0;
1046                         wcross_resolution_goal_prev = 0;
1047                         wcross_resolution_goal_prev_prev = 0;
1048                 }
1049         }
1050
1051         if(NextFrameCommand)
1052         {
1053                 localcmd("\n", NextFrameCommand, "\n");
1054                 NextFrameCommand = string_null;
1055         }
1056
1057         // we must do this check AFTER a frame was rendered, or it won't work
1058         if(cs_project_is_b0rked == 0)
1059         {
1060                 string w0, h0;
1061                 w0 = ftos(autocvar_vid_conwidth);
1062                 h0 = ftos(autocvar_vid_conheight);
1063                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1064                 //R_SetView(VF_FOV, '90 90 0');
1065                 R_SetView(VF_ORIGIN, '0 0 0');
1066                 R_SetView(VF_ANGLES, '0 0 0');
1067                 R_SetView(VF_PERSPECTIVE, 1);
1068                 makevectors('0 0 0');
1069                 vector v1, v2;
1070                 cvar_set("vid_conwidth", "800");
1071                 cvar_set("vid_conheight", "600");
1072                 v1 = cs_project(v_forward);
1073                 cvar_set("vid_conwidth", "640");
1074                 cvar_set("vid_conheight", "480");
1075                 v2 = cs_project(v_forward);
1076                 if(v1 == v2)
1077                         cs_project_is_b0rked = 1;
1078                 else
1079                         cs_project_is_b0rked = -1;
1080                 cvar_set("vid_conwidth", w0);
1081                 cvar_set("vid_conheight", h0);
1082         }
1083
1084         if(autocvar__hud_configure)
1085                 HUD_Panel_Mouse();
1086
1087         // let's reset the view back to normal for the end
1088         R_SetView(VF_MIN, '0 0 0');
1089         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1090 }
1091
1092 #define spider_h "gfx/vehicles/hud_bg.tga"
1093 #define spider_b "gfx/vehicles/sbot.tga"
1094 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1095 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1096 #define spider_s "gfx/vehicles/shiled.tga"
1097 #define spider_a1 "gfx/hud/sb_rocket.tga"
1098 #define spider_a2 "gfx/sb_bullets.tga"
1099
1100 void CSQC_SPIDER_HUD()
1101 {
1102         float rockets, reload, heat, hp, shield;
1103         vector picsize, hudloc;
1104
1105     // Fetch health & ammo stats
1106     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1107         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1108         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1109         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1110         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1111
1112     // Draw the crosshairs
1113     picsize = drawgetimagesize(SPIDER_CROSS);
1114     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1115     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1116     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1117
1118     hudloc_y =  4;
1119     hudloc_x = 4;
1120
1121     picsize = drawgetimagesize(spider_h) * 0.5;
1122     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1123
1124     picsize = drawgetimagesize(spider_a2) * 0.5;
1125     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1126
1127     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1128     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1129     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1130
1131     picsize = drawgetimagesize(spider_a1) * 0.85;
1132     if(rockets == 9)
1133     {
1134         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1135         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1136     }
1137     else
1138     {
1139         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1140         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1141     }
1142
1143     picsize = drawgetimagesize(spider_b) * 0.5;
1144     hudloc_y = 10.5;
1145     hudloc_x = 10.5;
1146
1147     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1148     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1149     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1150     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1151
1152
1153         /*
1154         // Draw health bar
1155         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1156         p = p + '0 1 0' * vid_conheight - '0 32 0';
1157         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1158         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1159         p_y += 8;
1160         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1161         p_x += 256 * hp;
1162         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1163
1164         // Draw minigun heat indicator
1165         p = '0.5 0 0' * (vid_conwidth - 256);
1166         p = p + '0 1 0' * vid_conheight - '0 34  0';
1167         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1168         p_x += 256 * (1-heat);
1169         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1170
1171
1172         // Draw rocket icons for loaded/empty tubes.
1173         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1174         pp += '0 1 0' * vid_conheight - '0 64 0';
1175         for(i = 0; i < 8; ++i)
1176         {
1177                 p = pp + '1 0 0' * (rkt_size * i);
1178                 if(rockets == 8)
1179                 {
1180                         if(floor(reload * 8) == i)
1181                         {
1182                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1183                         }
1184                         else if(i < reload * 8)
1185                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1186                         else
1187                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1188                 }
1189                 else
1190                 {
1191                         if(i < rockets)
1192                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1193                         else
1194                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1195                 }
1196         }
1197         */
1198
1199         if (scoreboard_showscores)
1200         {
1201                 HUD_DrawScoreboard();
1202                 HUD_DrawCenterPrint();
1203         }
1204
1205 }
1206
1207 #define raptor_h "gfx/vehicles/hud_bg.tga"
1208 #define raptor_b "gfx/vehicles/raptor.tga"
1209 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1210 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1211 #define raptor_s "gfx/vehicles/shiled.tga"
1212
1213 void CSQC_RAPTOR_HUD()
1214 {
1215         float reload, hp, shield, energy;
1216         vector picsize, hudloc;
1217
1218     // Fetch health & ammo stats
1219     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1220         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1221         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1222         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1223
1224     // Draw the crosshairs
1225     picsize = drawgetimagesize(SPIDER_CROSS);
1226     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1227     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1228     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1229
1230     hudloc_y =  4;
1231     hudloc_x = 4;
1232
1233     picsize = drawgetimagesize(raptor_h) * 0.5;
1234     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1235
1236     picsize = drawgetimagesize(spider_a2) * 0.5;
1237     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1238
1239     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1240     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1241     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1242
1243
1244     picsize = drawgetimagesize(spider_a1) * 0.85;
1245     if(reload == 1)
1246     {
1247         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1248         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1249     }
1250     else
1251     {
1252         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1253         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1254     }
1255
1256     picsize = drawgetimagesize(raptor_b) * 0.5;
1257     hudloc_y = 10.5;
1258     hudloc_x = 10.5;
1259
1260     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1261     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1262     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1263     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1264
1265
1266         if (scoreboard_showscores)
1267         {
1268                 HUD_DrawScoreboard();
1269                 HUD_DrawCenterPrint();
1270         }
1271
1272 }
1273
1274 #define waki_h "gfx/vehicles/hud_bg.tga"
1275 #define waki_b "gfx/vehicles/waki.tga"
1276 #define waki_e "gfx/vehicles/waki_e.tga"
1277 #define waki_g "gfx/vehicles/waki_guns.tga"
1278 #define waki_r "gfx/vehicles/waki_rockets.tga"
1279 #define waki_s "gfx/vehicles/shiled.tga"
1280
1281 #define waki_a1 "gfx/hud/sb_rocket.tga"
1282 #define waki_a2 "gfx/sb_cells.tga"
1283
1284 void CSQC_WAKIZASHI_HUD()
1285 {
1286         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1287         float health, shield, energy, rockets;
1288         vector picsize, hudloc;
1289
1290     picsize = drawgetimagesize(SPIDER_CROSS);
1291     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1292     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1293     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1294
1295 /*
1296 const float STAT_VEHICLESTAT_HEALTH  = 60;
1297 const float STAT_VEHICLESTAT_SHIELD  = 61;
1298 const float STAT_VEHICLESTAT_ENERGY  = 62;
1299 const float STAT_VEHICLESTAT_AMMO1   = 63;
1300 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1301 const float STAT_VEHICLESTAT_AMMO2   = 65;
1302 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1303 */
1304     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1305         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1306         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1307         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1308
1309     hudloc_y =  4;
1310     hudloc_x = 4;
1311
1312     picsize = drawgetimagesize(waki_h) * 0.5;
1313     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1314
1315     picsize = drawgetimagesize(waki_a2) * 0.7;
1316     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1317
1318
1319     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1320     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1321
1322     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1323
1324     picsize = drawgetimagesize(waki_a1) * 0.75;
1325     if(rockets == 1)
1326     {
1327         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1328         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1329     }
1330     else
1331     {
1332         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1333         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1334         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1335     }
1336
1337     picsize = drawgetimagesize(waki_b) * 0.5;
1338     hudloc_y = 10.5;
1339     hudloc_x = 10.5;
1340
1341     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1342     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1343     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1344     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1345
1346
1347
1348         /*
1349         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1350         p = p + '0 1 0' * vid_conheight - '0 32 0';
1351
1352         // Draw health bar
1353         p_y += 8;
1354         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1355         p_x += 256 * health;
1356         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1357
1358         // Draw shiled bar
1359         p_x -= 256 * health;
1360         p_y += 4;
1361         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1362
1363         // Draw energy
1364         //p_x -= 256 * health;
1365         p_y -= 8;
1366         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1367
1368         // Draw rockets bar
1369         p_y += 12;
1370         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1371         */
1372
1373
1374
1375
1376         if (scoreboard_showscores)
1377         {
1378                 HUD_DrawScoreboard();
1379                 HUD_DrawCenterPrint();
1380         }
1381
1382 }
1383
1384
1385 void CSQC_common_hud(void)
1386 {
1387         // HUD_SortFrags(); done in HUD_Draw
1388         float hud;
1389         hud = getstati(STAT_HUD);
1390
1391         //hud = 10;
1392         switch(hud)
1393         {
1394                 case HUD_NORMAL:
1395                         // do some accuracy var caching
1396                         float i;
1397                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1398                         {
1399                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1400                                 {
1401                                         if(acc_color_levels)
1402                                                 strunzone(acc_color_levels);
1403                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1404                                         acc_levels = tokenize(acc_color_levels);
1405                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1406                                                 acc_levels = MAX_ACCURACY_LEVELS;
1407
1408                                         for (i = 0; i < acc_levels; ++i)
1409                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1410                                 }
1411                                 // let know that acc_col[] needs to be loaded
1412                                 acc_col_x[0] = -1;
1413                         }
1414
1415                         HUD_Main(); // always run these functions for alpha checks
1416                         HUD_DrawScoreboard();
1417
1418                         if (scoreboard_active) // scoreboard/accuracy
1419                         {       
1420                                 HUD_Reset();
1421                                 // HUD_DrawScoreboard takes care of centerprint_start
1422                         }
1423                         else if (intermission == 2) // map voting screen
1424                         {
1425                                 HUD_FinaleOverlay();
1426                                 HUD_Reset();
1427
1428                                 centerprint_start_x = 0;
1429                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1430                         }
1431                         else // hud
1432                         {
1433                                 centerprint_start_x = 0;
1434                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1435                         }
1436
1437                         HUD_DrawCenterPrint();
1438                         break;
1439
1440                 case HUD_SPIDERBOT:
1441                         CSQC_SPIDER_HUD();
1442                         break;
1443
1444                 case HUD_WAKIZASHI:
1445                         CSQC_WAKIZASHI_HUD();
1446                         break;
1447         }
1448 }
1449
1450
1451 // following vectors must be global to allow seamless switching between camera modes
1452 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1453 void CSQC_Demo_Camera()
1454 {
1455         float speed, attenuation, dimensions;
1456         vector tmp, delta;
1457
1458         if( autocvar_camera_reset || !camera_mode )
1459         {
1460                 camera_offset = '0 0 0';
1461                 current_angles = '0 0 0';
1462                 camera_direction = '0 0 0';
1463                 camera_offset_z += 30;
1464                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1465                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1466                 current_origin = view_origin;
1467                 current_camera_offset  = camera_offset;
1468                 cvar_set("camera_reset", "0");
1469                 camera_mode = CAMERA_CHASE;
1470         }
1471
1472         // Camera angles
1473         if( camera_roll )
1474                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1475
1476         if(autocvar_camera_look_player)
1477         {
1478                 local vector dir;
1479                 local float n;
1480
1481                 dir = normalize(view_origin - current_position);
1482                 n = mouse_angles_z;
1483                 mouse_angles = vectoangles(dir);
1484                 mouse_angles_x = mouse_angles_x * -1;
1485                 mouse_angles_z = n;
1486         }
1487         else
1488         {
1489                 tmp = getmousepos() * 0.1;
1490                 if(vlen(tmp)>autocvar_camera_mouse_treshold)
1491                 {
1492                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1493                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1494                 }
1495         }
1496
1497         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1498         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1499         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1500         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1501
1502         // Fix difference when angles don't have the same sign
1503         delta = '0 0 0';
1504         if(mouse_angles_y < -60 && current_angles_y > 60)
1505                 delta = '0 360 0';
1506         if(mouse_angles_y > 60 && current_angles_y < -60)
1507                 delta = '0 -360 0';
1508
1509         if(autocvar_camera_look_player)
1510                 attenuation = autocvar_camera_look_attenuation;
1511         else
1512                 attenuation = autocvar_camera_speed_attenuation;
1513
1514         attenuation = 1 / max(1, attenuation);
1515         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1516
1517         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1518         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1519         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1520         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1521
1522         // Camera position
1523         tmp = '0 0 0';
1524         dimensions = 0;
1525
1526         if( camera_direction_x )
1527         {
1528                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1529                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1530                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1531                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1532                 ++dimensions;
1533         }
1534
1535         if( camera_direction_y )
1536         {
1537                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1538                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1539                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1540                 ++dimensions;
1541         }
1542
1543         if( camera_direction_z )
1544         {
1545                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1546                 ++dimensions;
1547         }
1548
1549         if(autocvar_camera_free)
1550                 speed = autocvar_camera_speed_free;
1551         else
1552                 speed = autocvar_camera_speed_chase;
1553
1554         if(dimensions)
1555         {
1556                 speed = speed * sqrt(1 / dimensions);
1557                 camera_offset += tmp * speed;
1558         }
1559
1560         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1561
1562         // Camera modes
1563         if( autocvar_camera_free )
1564         {
1565                 if ( camera_mode == CAMERA_CHASE )
1566                 {
1567                         current_camera_offset = current_origin + current_camera_offset;
1568                         camera_offset = current_origin + camera_offset;
1569                 }
1570
1571                 camera_mode = CAMERA_FREE;
1572                 current_position = current_camera_offset;
1573         }
1574         else
1575         {
1576                 if ( camera_mode == CAMERA_FREE )
1577                 {
1578                         current_origin = view_origin;
1579                         camera_offset = camera_offset - current_origin;
1580                         current_camera_offset = current_camera_offset - current_origin;
1581                 }
1582
1583                 camera_mode = CAMERA_CHASE;
1584
1585                 if(autocvar_camera_chase_smoothly)
1586                         current_origin += (view_origin - current_origin) * attenuation;
1587                 else
1588                         current_origin = view_origin;
1589
1590                 current_position = current_origin + current_camera_offset;
1591         }
1592
1593         R_SetView(VF_ANGLES, current_angles);
1594         R_SetView(VF_ORIGIN, current_position);
1595 }