]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
934209143937b6134a3d0cf66885302d146906f7
[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(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         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
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // 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
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
342 float view_set;
343 float camera_mode;
344 float reticle_type;
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
348
349 vector freeze_pmove_org, freeze_input_angles;
350 entity nightvision_noise, nightvision_noise2;
351
352 float pickup_crosshair_time, pickup_crosshair_size;
353 float use_nex_chargepool;
354
355 float myhealth, myhealth_prev;
356 float myhealth_flash;
357
358 vector myhealth_gentlergb;
359
360 float contentavgalpha;
361
362 void CSQC_UpdateView(float w, float h)
363 {
364         entity e;
365         float fov;
366         float f, i, j;
367         vector v, vo;
368         vector vf_size, vf_min;
369         float a;
370
371         vf_size = R_SetView3fv(VF_SIZE);
372         vf_min = R_SetView3fv(VF_MIN);
373         vid_width = vf_size_x;
374         vid_height = vf_size_y;
375
376         vector reticle_pos, reticle_size;
377
378         WaypointSprite_Load();
379
380         if(spectatee_status)
381                 myteam = GetPlayerColor(spectatee_status - 1);
382         else
383                 myteam = GetPlayerColor(player_localentnum - 1);
384
385         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
386         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
387
388         warpzone_fixview_origin = pmove_org + vo;
389         warpzone_fixview_cl_viewangles = input_angles;
390         warpzone_fixview_angles = view_angles;
391         WarpZone_FixView();
392         pmove_org = warpzone_fixview_origin - vo;
393         input_angles = warpzone_fixview_cl_viewangles;
394         view_angles = warpzone_fixview_angles;
395
396         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
397         {
398                 pmove_org = freeze_pmove_org;
399                 input_angles = view_angles = freeze_input_angles;
400                 R_SetView(VF_ORIGIN, pmove_org + vo);
401                 R_SetView(VF_ANGLES, view_angles);
402                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
403         }
404         freeze_pmove_org = pmove_org;
405         freeze_input_angles = input_angles;
406
407         // Render the Scene
408         if(!intermission || !view_set)
409         {
410                 view_origin = pmove_org + vo;
411                 view_angles = input_angles;
412                 makevectors(view_angles);
413                 view_forward = v_forward;
414                 view_right = v_right;
415                 view_up = v_up;
416                 view_set = 1;
417         }
418
419 #ifdef BLURTEST
420         if(time > blurtest_time0 && time < blurtest_time1)
421         {
422                 float r, t;
423
424                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
425                 r = t * blurtest_radius;
426                 f = 1 / pow(t, blurtest_power) - 1;
427
428                 cvar_set("r_glsl_postprocess", "1");
429                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
430         }
431         else
432         {
433                 cvar_set("r_glsl_postprocess", "0");
434                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
435         }
436 #endif
437
438         TargetMusic_Advance();
439         Fog_Force();
440
441         drawframetime = max(0.000001, time - drawtime);
442         drawtime = time;
443
444         // watch for gametype changes here...
445         // in ParseStuffCMD the cmd isn't executed yet :/
446         // might even be better to add the gametype to TE_CSQC_INIT...?
447         if(!postinit)
448                 PostInit();
449
450         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
451                 if(calledhooks & HOOK_START)
452                 {
453                         localcmd("\ncl_hook_gameend\n");
454                         calledhooks |= HOOK_END;
455                 }
456
457         CheckForGamestartChange();
458         serverAnnouncer();
459         maptimeAnnouncer();
460         carrierAnnouncer();
461
462         fov = autocvar_fov;
463         if(button_zoom || fov <= 59.5)
464         {
465                 if(!zoomscript_caught)
466                 {
467                         localcmd("+button4\n");
468                         zoomscript_caught = 1;
469                         ignore_plus_zoom += 1;
470                 }
471         }
472         else
473         {
474                 if(zoomscript_caught)
475                 {
476                         localcmd("-button4\n");
477                         zoomscript_caught = 0;
478                         ignore_minus_zoom += 1;
479                 }
480         }
481
482         ColorTranslateMode = autocvar_cl_stripcolorcodes;
483         activeweapon = getstati(STAT_SWITCHWEAPON);
484         f = (serverflags & SERVERFLAG_TEAMPLAY);
485         if(f != teamplay)
486         {
487                 teamplay = f;
488                 HUD_InitScores();
489         }
490
491         if(last_weapon != activeweapon) {
492                 weapontime = time;
493                 last_weapon = activeweapon;
494
495                 e = get_weaponinfo(activeweapon);
496                 if(e.netname != "")
497                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
498                 else
499                         localcmd("\ncl_hook_activeweapon none\n");
500         }
501
502         // ALWAYS Clear Current Scene First
503         R_ClearScene();
504
505         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
506         R_SetView(VF_SIZE, vf_size);
507         R_SetView(VF_MIN, vf_min);
508
509         // Assign Standard Viewflags
510         // Draw the World (and sky)
511         R_SetView(VF_DRAWWORLD, 1);
512
513         // Set the console size vars
514         vid_conwidth = autocvar_vid_conwidth;
515         vid_conheight = autocvar_vid_conheight;
516         vid_pixelheight = autocvar_vid_pixelheight;
517
518         R_SetView(VF_FOV, GetCurrentFov(fov));
519
520         // Camera for demo playback
521         if(camera_active)
522         {
523                 if(autocvar_camera_enable)
524                         CSQC_Demo_Camera();
525                 else
526                 {
527                         cvar_set("chase_active", ftos(chase_active_backup));
528                         cvar_set("cl_demo_mousegrab", "0");
529                         camera_active = FALSE;
530                 }
531         }
532 #ifdef CAMERATEST
533         else if(autocvar_camera_enable)
534 #else
535         else if(autocvar_camera_enable && isdemo())
536 #endif
537         {
538                 // Enable required Darkplaces cvars
539                 chase_active_backup = autocvar_chase_active;
540                 cvar_set("chase_active", "2");
541                 cvar_set("cl_demo_mousegrab", "1");
542                 camera_active = TRUE;
543                 camera_mode = FALSE;
544         }
545
546         // Draw the Crosshair
547         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
548
549         // Draw the Engine Status Bar (the default Quake HUD)
550         R_SetView(VF_DRAWENGINEHUD, 0);
551
552         // fetch this one only once per frame
553         hud_showbinds = autocvar_hud_showbinds;
554         hud_showbinds_limit = autocvar_hud_showbinds_limit;
555
556         // Update the mouse position
557         /*
558            mousepos_x = vid_conwidth;
559            mousepos_y = vid_conheight;
560            mousepos = mousepos*0.5 + getmousepos();
561          */
562
563         e = self;
564         for(self = world; (self = nextent(self)); )
565                 if(self.draw)
566                         self.draw();
567         self = e;
568
569         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
570         R_RenderScene();
571
572         // now switch to 2D drawing mode by calling a 2D drawing function
573         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
574         // next R_RenderScene call
575         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
576
577         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
578         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
579         {
580                 // apply night vision effect
581                 vector rgb, tc_00, tc_01, tc_10, tc_11;
582
583                 if(!nightvision_noise)
584                 {
585                         nightvision_noise = spawn();
586                         nightvision_noise.classname = "nightvision_noise";
587                 }
588                 if(!nightvision_noise2)
589                 {
590                         nightvision_noise2 = spawn();
591                         nightvision_noise2.classname = "nightvision_noise2";
592                 }
593
594                 // color tint in yellow
595                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
596
597                 // draw BG
598                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
599                 rgb = '1 1 1';
600                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
601                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
602                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
603                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
604                 tc_11 = tc_01 + tc_10 - tc_00;
605                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
606                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
607                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
608                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
609                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
610                 R_EndPolygon();
611
612                 // draw FG
613                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
614                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
615                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
616                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
617                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
618                 tc_11 = tc_01 + tc_10 - tc_00;
619                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
620                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
621                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
622                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
623                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
624                 R_EndPolygon();
625         }
626
627         // Draw the aiming reticle for weapons that use it
628         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
629         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
630         // the view to go back to normal, so reticle_type would become 0 as we fade out)
631         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
632                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
633         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
634                 reticle_type = 2; // nex zoom
635         else if(button_zoom || zoomscript_caught)
636                 reticle_type = 1; // normal zoom
637         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
638                 reticle_type = 2; // nex zoom
639
640         if(autocvar_cl_reticle_stretch)
641         {
642                 reticle_size_x = vid_conwidth;
643                 reticle_size_y = vid_conheight;
644                 reticle_pos_x = 0;
645                 reticle_pos_y = 0;
646         }
647         else
648         {
649                 reticle_size_x = max(vid_conwidth, vid_conheight);
650                 reticle_size_y = max(vid_conwidth, vid_conheight);
651                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
652                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
653         }
654
655         f = current_zoomfraction;
656         if(zoomscript_caught)
657                 f = 1;
658         if(autocvar_cl_reticle_item_normal)
659         {
660                 precache_pic("gfx/reticle_normal");
661                 if(reticle_type == 1 && f)
662                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
663         }
664         if(autocvar_cl_reticle_item_nex)
665         {
666                 precache_pic("gfx/reticle_nex");
667                 if(reticle_type == 2 && f)
668                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
669         }
670
671         // improved polyblend with post processing effects
672         vector rgb;
673         vector damage_blurpostprocess;
674         vector content_blurpostprocess;
675         if(autocvar_hud_contents)
676         {
677                 float contentalpha_temp, incontent, liquidalpha;
678                 vector liquidcolor;
679                 
680                 switch(pointcontents(view_origin))
681                 {
682                         case CONTENT_WATER:
683                                 liquidalpha = autocvar_hud_contents_water_alpha;
684                                 liquidcolor = stov(autocvar_hud_contents_water_color);
685                                 incontent = 1;
686                                 break;
687                                 
688                         case CONTENT_LAVA:
689                                 liquidalpha = autocvar_hud_contents_lava_alpha;
690                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
691                                 incontent = 1;
692                                 break;  
693                                                         
694                         case CONTENT_SLIME:
695                                 liquidalpha = autocvar_hud_contents_slime_alpha;
696                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
697                                 incontent = 1;
698                                 break;
699                                 
700                         default:
701                                 liquidalpha = 0;
702                                 liquidcolor = '0 0 0';
703                                 incontent = 0;
704                                 break;
705                 }
706                 
707                 contentalpha_temp = bound(0, drawframetime / max(0.0001, autocvar_hud_contents_fadetime), 1);
708                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
709                 //contentalpha_temp = contentavgalpha;
710                 
711                 if(incontent)
712                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor, contentavgalpha * liquidalpha, DRAWFLAG_NORMAL);
713                 
714                 if(autocvar_hud_postprocessing)
715                 {
716                         if(autocvar_hud_contents_blur)
717                         {
718                                 content_blurpostprocess_x = 1;
719                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
720                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
721                         }
722                         else
723                         {
724                                 content_blurpostprocess_x = 0;
725                                 content_blurpostprocess_y = 0;
726                                 content_blurpostprocess_z = 0;
727                         }
728                 }
729         }
730         
731         if(autocvar_hud_damage)
732         {
733                 float myhealth_flash_temp;
734                 myhealth = getstati(STAT_HEALTH);
735
736                 // fade out
737                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
738                 // add new damage
739                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
740
741                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
742                 pain_threshold = autocvar_hud_damage_pain_threshold;
743                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
744                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
745
746                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
747                 {
748                         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);
749                 }
750
751                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
752
753                 if(myhealth_prev < 1)
754                 {
755                         if(myhealth >= 1)
756                         {
757                                 myhealth_flash = 0; // just spawned, clear the flash immediately
758                                 myhealth_flash_temp = 0;
759                         }
760                         else
761                         {
762                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
763                         }
764                 }
765
766                 if(spectatee_status == -1 || intermission)
767                 {
768                         myhealth_flash = 0; // observing, or match ended
769                         myhealth_flash_temp = 0;
770                 }
771
772                 myhealth_prev = myhealth;
773
774                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
775                 {
776                         if(autocvar_cl_gentle_damage == 2)
777                         {
778                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
779                                 {
780                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
781                                 }
782                         }
783                         else
784                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
785
786                         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);
787                 }
788                 else if(autocvar_hud_damage_image)
789                         drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
790                         
791                 if(autocvar_hud_postprocessing)
792                 {
793                         if(autocvar_hud_damage_blur)
794                         {
795                                 damage_blurpostprocess_x = 1;
796                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
797                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
798                         }
799                         else
800                         {
801                                 damage_blurpostprocess_x = 0;
802                                 damage_blurpostprocess_y = 0;
803                                 damage_blurpostprocess_z = 0;
804                         }
805                 }
806         }
807         
808         if(autocvar_hud_postprocessing)
809         { // lets apply the postprocess effects from the previous two functions if needed
810                 if(damage_blurpostprocess_x || content_blurpostprocess_x)
811                 {
812                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
813                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
814                         cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
815                         cvar_set("r_glsl_postprocess_uservec1_enable", "1");
816                 }
817                 else
818                 {
819                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
820                         cvar_set("r_glsl_postprocess_uservec1_enable", "0");
821                 }
822         }
823         
824
825         // Draw the mouse cursor
826         // NOTE: drawpic must happen after R_RenderScene for some reason
827         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
828         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
829         //self = edict_num(player_localnum);
830         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
831         //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);
832         // as long as the ctf part isn't in, this is useless
833         if(menu_visible)
834                 menu_show();
835
836         /*if(gametype == GAME_CTF)
837           {
838           ctf_view();
839           } else */
840
841         // draw 2D entities
842         e = self;
843         for(self = world; (self = nextent(self)); )
844                 if(self.draw2d)
845                         self.draw2d();
846         self = e;
847
848         scoreboard_active = HUD_WouldDrawScoreboard();
849
850         float hud;
851         hud = getstati(STAT_HUD);
852         if(hud == HUD_SPIDERBOT)
853                 CSQC_SPIDER_HUD();
854         else if(hud == HUD_WAKIZASHI)
855         CSQC_WAKIZASHI_HUD();
856     else if(hud == HUD_RAPTOR)
857         CSQC_RAPTOR_HUD();
858         else
859         {
860                 if(gametype == GAME_FREEZETAG)
861                 {
862                         if(getstati(STAT_FROZEN))
863                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
864                         if(getstatf(STAT_REVIVE_PROGRESS))
865                         {
866                                 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);
867                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
868                         }
869                 }
870
871                 if(autocvar_r_letterbox == 0)
872                         if(autocvar_viewsize < 120)
873                                 CSQC_common_hud();
874
875                 // crosshair goes VERY LAST
876                 if(!scoreboard_active && !camera_active && intermission != 2) {
877                         string wcross_style;
878                         float wcross_alpha, wcross_resolution;
879                         wcross_style = autocvar_crosshair;
880                         if (wcross_style == "0")
881                                 return;
882                         wcross_resolution = autocvar_crosshair_size;
883                         if (wcross_resolution == 0)
884                                 return;
885                         wcross_alpha = autocvar_crosshair_alpha;
886                         if (wcross_alpha == 0)
887                                 return;
888
889                         // TrueAim check
890                         float shottype;
891                         float bullets, ring_scale;
892                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
893                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
894                         wcross_origin_z = 0;
895                         if(autocvar_crosshair_hittest)
896                         {
897                                 vector wcross_oldorigin;
898                                 wcross_oldorigin = wcross_origin;
899                                 shottype = TrueAimCheck();
900                                 if(shottype == SHOTTYPE_HITWORLD)
901                                 {
902                                         v = wcross_origin - wcross_oldorigin;
903                                         v_x /= vid_conwidth;
904                                         v_y /= vid_conheight;
905                                         if(vlen(v) > 0.01)
906                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
907                                 }
908                                 if(!autocvar_crosshair_hittest_showimpact)
909                                         wcross_origin = wcross_oldorigin;
910                         }
911                         else
912                                 shottype = SHOTTYPE_HITWORLD;
913
914                         vector wcross_color, wcross_size;
915                         string wcross_wep, wcross_name;
916                         float wcross_scale, wcross_blur;
917
918                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
919                                 e = get_weaponinfo(activeweapon);
920                                 if (e && e.netname != "")
921                                 {
922                                         wcross_wep = e.netname;
923                                         if(autocvar_crosshair_per_weapon)
924                                         {
925                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
926                                                 if (wcross_resolution == 0)
927                                                         return;
928                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
929                                                 if (wcross_alpha == 0)
930                                                         return;
931
932                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
933                                                 if(wcross_style == "" || wcross_style == "0")
934                                                         wcross_style = wcross_wep;
935                                         }
936                                 }
937                         }
938                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
939                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
940                         else
941                                 wcross_color = stov(autocvar_crosshair_color);
942
943                         wcross_name = strcat("gfx/crosshair", wcross_style);
944
945                         if(autocvar_crosshair_effect_scalefade)
946                         {
947                                 wcross_scale = wcross_resolution;
948                                 wcross_resolution = 1;
949                         }
950                         else
951                         {
952                                 wcross_scale = 1;
953                         }
954
955                         if(autocvar_crosshair_pickup)
956                         {
957                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
958                                 {
959                                         pickup_crosshair_size = 1;
960                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
961                                 }
962
963                                 if(pickup_crosshair_size > 0)
964                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
965                                 else
966                                         pickup_crosshair_size = 0;
967
968                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
969                         }
970
971                         if(shottype == SHOTTYPE_HITENEMY)
972                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
973                         if(shottype == SHOTTYPE_HITTEAM)
974                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
975
976                         f = autocvar_crosshair_effect_speed;
977                         if(f < 0)
978                                 f *= -2 * g_weaponswitchdelay;
979                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
980                         {
981                                 wcross_changedonetime = time + f;
982                         }
983                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
984                         {
985                                 wcross_name_changestarttime = time;
986                                 wcross_name_changedonetime = time + f;
987                                 if(wcross_name_goal_prev_prev)
988                                         strunzone(wcross_name_goal_prev_prev);
989                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
990                                 wcross_name_goal_prev = strzone(wcross_name);
991                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
992                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
993                                 wcross_resolution_goal_prev = wcross_resolution;
994                         }
995
996                         wcross_scale_goal_prev = wcross_scale;
997                         wcross_alpha_goal_prev = wcross_alpha;
998                         wcross_color_goal_prev = wcross_color;
999
1000                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1001                         {
1002                                 wcross_blur = 1;
1003                                 wcross_alpha *= 0.75;
1004                         }
1005                         else
1006                                 wcross_blur = 0;
1007                         // *_prev is at time-frametime
1008                         // * is at wcross_changedonetime+f
1009                         // what do we have at time?
1010                         if(time < wcross_changedonetime)
1011                         {
1012                                 f = frametime / (wcross_changedonetime - time + frametime);
1013                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1014                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1015                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1016                         }
1017
1018                         wcross_scale_prev = wcross_scale;
1019                         wcross_alpha_prev = wcross_alpha;
1020                         wcross_color_prev = wcross_color;
1021
1022                         wcross_scale *= 1 - autocvar__menu_alpha;
1023                         wcross_alpha *= 1 - autocvar__menu_alpha;
1024
1025                         ring_scale = autocvar_crosshair_ring_size;
1026
1027                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1028
1029                         float nex_charge, nex_chargepool;
1030                         nex_charge = getstatf(STAT_NEX_CHARGE);
1031                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1032
1033                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1034                                 nex_charge_movingavg = nex_charge;
1035
1036                         // ring around crosshair representing bullets left in camping rifle clip
1037                         if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
1038                         {
1039                                 bullets = getstati(STAT_BULLETS_LOADED);
1040                                 f = bound(0, bullets / cr_maxbullets, 1);
1041
1042                                 a = autocvar_crosshair_ring_sniperrifle_alpha;
1043                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1044                         }
1045                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
1046                         {
1047                                 if(nex_chargepool || use_nex_chargepool)
1048                                 {
1049                                         use_nex_chargepool = 1;
1050
1051                                         a = autocvar_crosshair_ring_nex_inner_alpha;
1052                                         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;
1053                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1054                                 }
1055                                 else
1056                                 {
1057                                         // indicate how much we're charging right now with an inner circle
1058                                         a = autocvar_crosshair_ring_nex_inner_alpha;
1059                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1060
1061                                         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;
1062                                         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);
1063                                 }
1064
1065                                 // draw the charge
1066                                 a = autocvar_crosshair_ring_nex_outer_alpha;
1067                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1068                         }
1069
1070 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1071                         do \
1072                         { \
1073                                 if(wcross_blur > 0) \
1074                                 { \
1075                                         for(i = -2; i <= 2; ++i) \
1076                                                 for(j = -2; j <= 2; ++j) \
1077                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1078                                 } \
1079                                 else \
1080                                 { \
1081                                         M(0,0,sz,wcross_name,wcross_alpha); \
1082                                 } \
1083                         } \
1084                         while(0)
1085
1086 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1087                         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)
1088
1089 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1090                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1091
1092                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1093                         {
1094                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1095                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1096                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1097                                 f = 1 - f;
1098                         }
1099                         else
1100                         {
1101                                 f = 1;
1102                         }
1103
1104                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1105                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1106
1107                         if(autocvar_crosshair_dot)
1108             {
1109                 vector wcross_color_old;
1110                 wcross_color_old = wcross_color;
1111                 if(autocvar_crosshair_dot_color != "0")
1112                     wcross_color = stov(autocvar_crosshair_dot_color);
1113                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1114                 wcross_color = wcross_color_old;
1115             }
1116
1117                         wcross_name_alpha_goal_prev = f;
1118                 }
1119                 else
1120                 {
1121                         wcross_scale_prev = 0;
1122                         wcross_alpha_prev = 0;
1123                         wcross_scale_goal_prev = 0;
1124                         wcross_alpha_goal_prev = 0;
1125                         wcross_changedonetime = 0;
1126                         if(wcross_name_goal_prev)
1127                                 strunzone(wcross_name_goal_prev);
1128                         wcross_name_goal_prev = string_null;
1129                         if(wcross_name_goal_prev_prev)
1130                                 strunzone(wcross_name_goal_prev_prev);
1131                         wcross_name_goal_prev_prev = string_null;
1132                         wcross_name_changestarttime = 0;
1133                         wcross_name_changedonetime = 0;
1134                         wcross_name_alpha_goal_prev = 0;
1135                         wcross_name_alpha_goal_prev_prev = 0;
1136                         wcross_resolution_goal_prev = 0;
1137                         wcross_resolution_goal_prev_prev = 0;
1138                 }
1139         }
1140
1141         if(NextFrameCommand)
1142         {
1143                 localcmd("\n", NextFrameCommand, "\n");
1144                 NextFrameCommand = string_null;
1145         }
1146
1147         // we must do this check AFTER a frame was rendered, or it won't work
1148         if(cs_project_is_b0rked == 0)
1149         {
1150                 string w0, h0;
1151                 w0 = ftos(autocvar_vid_conwidth);
1152                 h0 = ftos(autocvar_vid_conheight);
1153                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1154                 //R_SetView(VF_FOV, '90 90 0');
1155                 R_SetView(VF_ORIGIN, '0 0 0');
1156                 R_SetView(VF_ANGLES, '0 0 0');
1157                 R_SetView(VF_PERSPECTIVE, 1);
1158                 makevectors('0 0 0');
1159                 vector v1, v2;
1160                 cvar_set("vid_conwidth", "800");
1161                 cvar_set("vid_conheight", "600");
1162                 v1 = cs_project(v_forward);
1163                 cvar_set("vid_conwidth", "640");
1164                 cvar_set("vid_conheight", "480");
1165                 v2 = cs_project(v_forward);
1166                 if(v1 == v2)
1167                         cs_project_is_b0rked = 1;
1168                 else
1169                         cs_project_is_b0rked = -1;
1170                 cvar_set("vid_conwidth", w0);
1171                 cvar_set("vid_conheight", h0);
1172         }
1173
1174         if(autocvar__hud_configure)
1175                 HUD_Panel_Mouse();
1176
1177         // let's reset the view back to normal for the end
1178         R_SetView(VF_MIN, '0 0 0');
1179         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1180 }
1181
1182 #define spider_h "gfx/vehicles/hud_bg.tga"
1183 #define spider_b "gfx/vehicles/sbot.tga"
1184 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1185 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1186 #define spider_s "gfx/vehicles/shiled.tga"
1187 #define spider_a1 "gfx/hud/sb_rocket.tga"
1188 #define spider_a2 "gfx/sb_bullets.tga"
1189
1190 void CSQC_SPIDER_HUD()
1191 {
1192         float rockets, reload, heat, hp, shield;
1193         vector picsize, hudloc;
1194
1195     // Fetch health & ammo stats
1196     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1197         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1198         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1199         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1200         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1201
1202     // Draw the crosshairs
1203     picsize = drawgetimagesize(SPIDER_CROSS);
1204     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1205     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1206     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);
1207
1208     hudloc_y =  4;
1209     hudloc_x = 4;
1210
1211     picsize = drawgetimagesize(spider_h) * 0.5;
1212     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1213
1214     picsize = drawgetimagesize(spider_a2) * 0.5;
1215     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1216
1217     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1218     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1219     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1220
1221     picsize = drawgetimagesize(spider_a1) * 0.85;
1222     if(rockets == 9)
1223     {
1224         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1225         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1226     }
1227     else
1228     {
1229         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1230         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1231     }
1232
1233     picsize = drawgetimagesize(spider_b) * 0.5;
1234     hudloc_y = 10.5;
1235     hudloc_x = 10.5;
1236
1237     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1238     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1239     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1240     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1241
1242
1243         /*
1244         // Draw health bar
1245         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1246         p = p + '0 1 0' * vid_conheight - '0 32 0';
1247         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1248         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1249         p_y += 8;
1250         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1251         p_x += 256 * hp;
1252         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1253
1254         // Draw minigun heat indicator
1255         p = '0.5 0 0' * (vid_conwidth - 256);
1256         p = p + '0 1 0' * vid_conheight - '0 34  0';
1257         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1258         p_x += 256 * (1-heat);
1259         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1260
1261
1262         // Draw rocket icons for loaded/empty tubes.
1263         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1264         pp += '0 1 0' * vid_conheight - '0 64 0';
1265         for(i = 0; i < 8; ++i)
1266         {
1267                 p = pp + '1 0 0' * (rkt_size * i);
1268                 if(rockets == 8)
1269                 {
1270                         if(floor(reload * 8) == i)
1271                         {
1272                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1273                         }
1274                         else if(i < reload * 8)
1275                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1276                         else
1277                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1278                 }
1279                 else
1280                 {
1281                         if(i < rockets)
1282                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1283                         else
1284                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1285                 }
1286         }
1287         */
1288
1289         if (scoreboard_showscores)
1290         {
1291                 HUD_DrawScoreboard();
1292                 HUD_DrawCenterPrint();
1293         }
1294
1295 }
1296
1297 #define raptor_h "gfx/vehicles/hud_bg.tga"
1298 #define raptor_b "gfx/vehicles/raptor.tga"
1299 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1300 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1301 #define raptor_s "gfx/vehicles/shiled.tga"
1302
1303 void CSQC_RAPTOR_HUD()
1304 {
1305         float reload, hp, shield, energy;
1306         vector picsize, hudloc;
1307
1308     // Fetch health & ammo stats
1309     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1310         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1311         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1312         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1313
1314     // Draw the crosshairs
1315     picsize = drawgetimagesize(SPIDER_CROSS);
1316     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1317     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1318     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);
1319
1320     hudloc_y =  4;
1321     hudloc_x = 4;
1322
1323     picsize = drawgetimagesize(raptor_h) * 0.5;
1324     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1325
1326     picsize = drawgetimagesize(spider_a2) * 0.5;
1327     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1328
1329     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1330     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1331     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1332
1333
1334     picsize = drawgetimagesize(spider_a1) * 0.85;
1335     if(reload == 1)
1336     {
1337         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1338         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1339     }
1340     else
1341     {
1342         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1343         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1344     }
1345
1346     picsize = drawgetimagesize(raptor_b) * 0.5;
1347     hudloc_y = 10.5;
1348     hudloc_x = 10.5;
1349
1350     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1351     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1352     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1353     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1354
1355
1356         if (scoreboard_showscores)
1357         {
1358                 HUD_DrawScoreboard();
1359                 HUD_DrawCenterPrint();
1360         }
1361
1362 }
1363
1364 #define waki_h "gfx/vehicles/hud_bg.tga"
1365 #define waki_b "gfx/vehicles/waki.tga"
1366 #define waki_e "gfx/vehicles/waki_e.tga"
1367 #define waki_g "gfx/vehicles/waki_guns.tga"
1368 #define waki_r "gfx/vehicles/waki_rockets.tga"
1369 #define waki_s "gfx/vehicles/shiled.tga"
1370
1371 #define waki_a1 "gfx/hud/sb_rocket.tga"
1372 #define waki_a2 "gfx/sb_cells.tga"
1373
1374 void CSQC_WAKIZASHI_HUD()
1375 {
1376         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1377         float health, shield, energy, rockets;
1378         vector picsize, hudloc;
1379
1380     picsize = drawgetimagesize(SPIDER_CROSS);
1381     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1382     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1383     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);
1384
1385 /*
1386 const float STAT_VEHICLESTAT_HEALTH  = 60;
1387 const float STAT_VEHICLESTAT_SHIELD  = 61;
1388 const float STAT_VEHICLESTAT_ENERGY  = 62;
1389 const float STAT_VEHICLESTAT_AMMO1   = 63;
1390 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1391 const float STAT_VEHICLESTAT_AMMO2   = 65;
1392 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1393 */
1394     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1395         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1396         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1397         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1398
1399     hudloc_y =  4;
1400     hudloc_x = 4;
1401
1402     picsize = drawgetimagesize(waki_h) * 0.5;
1403     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1404
1405     picsize = drawgetimagesize(waki_a2) * 0.7;
1406     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1407
1408
1409     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1410     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1411
1412     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1413
1414     picsize = drawgetimagesize(waki_a1) * 0.75;
1415     if(rockets == 1)
1416     {
1417         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1418         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1419     }
1420     else
1421     {
1422         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1423         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1424         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1425     }
1426
1427     picsize = drawgetimagesize(waki_b) * 0.5;
1428     hudloc_y = 10.5;
1429     hudloc_x = 10.5;
1430
1431     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1432     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1433     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1434     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1435
1436
1437
1438         /*
1439         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1440         p = p + '0 1 0' * vid_conheight - '0 32 0';
1441
1442         // Draw health bar
1443         p_y += 8;
1444         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1445         p_x += 256 * health;
1446         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1447
1448         // Draw shiled bar
1449         p_x -= 256 * health;
1450         p_y += 4;
1451         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1452
1453         // Draw energy
1454         //p_x -= 256 * health;
1455         p_y -= 8;
1456         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1457
1458         // Draw rockets bar
1459         p_y += 12;
1460         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1461         */
1462
1463
1464
1465
1466         if (scoreboard_showscores)
1467         {
1468                 HUD_DrawScoreboard();
1469                 HUD_DrawCenterPrint();
1470         }
1471
1472 }
1473
1474
1475 void CSQC_common_hud(void)
1476 {
1477         // HUD_SortFrags(); done in HUD_Draw
1478         float hud;
1479         hud = getstati(STAT_HUD);
1480
1481         //hud = 10;
1482         switch(hud)
1483         {
1484                 case HUD_NORMAL:
1485                         // do some accuracy var caching
1486                         float i;
1487                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1488                         {
1489                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1490                                 {
1491                                         if(acc_color_levels)
1492                                                 strunzone(acc_color_levels);
1493                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1494                                         acc_levels = tokenize(acc_color_levels);
1495                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1496                                                 acc_levels = MAX_ACCURACY_LEVELS;
1497
1498                                         for (i = 0; i < acc_levels; ++i)
1499                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1500                                 }
1501                                 // let know that acc_col[] needs to be loaded
1502                                 acc_col_x[0] = -1;
1503                         }
1504
1505                         HUD_Main(); // always run these functions for alpha checks
1506                         HUD_DrawScoreboard();
1507
1508                         if (scoreboard_active) // scoreboard/accuracy
1509                         {       
1510                                 HUD_Reset();
1511                                 // HUD_DrawScoreboard takes care of centerprint_start
1512                         }
1513                         else if (intermission == 2) // map voting screen
1514                         {
1515                                 HUD_FinaleOverlay();
1516                                 HUD_Reset();
1517
1518                                 centerprint_start_x = 0;
1519                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1520                         }
1521                         else // hud
1522                         {
1523                                 centerprint_start_x = 0;
1524                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1525                         }
1526
1527                         HUD_DrawCenterPrint();
1528                         break;
1529
1530                 case HUD_SPIDERBOT:
1531                         CSQC_SPIDER_HUD();
1532                         break;
1533
1534                 case HUD_WAKIZASHI:
1535                         CSQC_WAKIZASHI_HUD();
1536                         break;
1537         }
1538 }
1539
1540
1541 // following vectors must be global to allow seamless switching between camera modes
1542 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1543 void CSQC_Demo_Camera()
1544 {
1545         float speed, attenuation, dimensions;
1546         vector tmp, delta;
1547
1548         if( autocvar_camera_reset || !camera_mode )
1549         {
1550                 camera_offset = '0 0 0';
1551                 current_angles = '0 0 0';
1552                 camera_direction = '0 0 0';
1553                 camera_offset_z += 30;
1554                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1555                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1556                 current_origin = view_origin;
1557                 current_camera_offset  = camera_offset;
1558                 cvar_set("camera_reset", "0");
1559                 camera_mode = CAMERA_CHASE;
1560         }
1561
1562         // Camera angles
1563         if( camera_roll )
1564                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1565
1566         if(autocvar_camera_look_player)
1567         {
1568                 local vector dir;
1569                 local float n;
1570
1571                 dir = normalize(view_origin - current_position);
1572                 n = mouse_angles_z;
1573                 mouse_angles = vectoangles(dir);
1574                 mouse_angles_x = mouse_angles_x * -1;
1575                 mouse_angles_z = n;
1576         }
1577         else
1578         {
1579                 tmp = getmousepos() * 0.1;
1580                 if(vlen(tmp)>autocvar_camera_mouse_treshold)
1581                 {
1582                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1583                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1584                 }
1585         }
1586
1587         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1588         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1589         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1590         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1591
1592         // Fix difference when angles don't have the same sign
1593         delta = '0 0 0';
1594         if(mouse_angles_y < -60 && current_angles_y > 60)
1595                 delta = '0 360 0';
1596         if(mouse_angles_y > 60 && current_angles_y < -60)
1597                 delta = '0 -360 0';
1598
1599         if(autocvar_camera_look_player)
1600                 attenuation = autocvar_camera_look_attenuation;
1601         else
1602                 attenuation = autocvar_camera_speed_attenuation;
1603
1604         attenuation = 1 / max(1, attenuation);
1605         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1606
1607         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1608         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1609         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1610         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1611
1612         // Camera position
1613         tmp = '0 0 0';
1614         dimensions = 0;
1615
1616         if( camera_direction_x )
1617         {
1618                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1619                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1620                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1621                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1622                 ++dimensions;
1623         }
1624
1625         if( camera_direction_y )
1626         {
1627                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1628                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1629                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1630                 ++dimensions;
1631         }
1632
1633         if( camera_direction_z )
1634         {
1635                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1636                 ++dimensions;
1637         }
1638
1639         if(autocvar_camera_free)
1640                 speed = autocvar_camera_speed_free;
1641         else
1642                 speed = autocvar_camera_speed_chase;
1643
1644         if(dimensions)
1645         {
1646                 speed = speed * sqrt(1 / dimensions);
1647                 camera_offset += tmp * speed;
1648         }
1649
1650         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1651
1652         // Camera modes
1653         if( autocvar_camera_free )
1654         {
1655                 if ( camera_mode == CAMERA_CHASE )
1656                 {
1657                         current_camera_offset = current_origin + current_camera_offset;
1658                         camera_offset = current_origin + camera_offset;
1659                 }
1660
1661                 camera_mode = CAMERA_FREE;
1662                 current_position = current_camera_offset;
1663         }
1664         else
1665         {
1666                 if ( camera_mode == CAMERA_FREE )
1667                 {
1668                         current_origin = view_origin;
1669                         camera_offset = camera_offset - current_origin;
1670                         current_camera_offset = current_camera_offset - current_origin;
1671                 }
1672
1673                 camera_mode = CAMERA_CHASE;
1674
1675                 if(autocvar_camera_chase_smoothly)
1676                         current_origin += (view_origin - current_origin) * attenuation;
1677                 else
1678                         current_origin = view_origin;
1679
1680                 current_position = current_origin + current_camera_offset;
1681         }
1682
1683         R_SetView(VF_ANGLES, current_angles);
1684         R_SetView(VF_ORIGIN, current_position);
1685 }