]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge remote-tracking branch 'origin/terencehill/forced_intermission_eventchase'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
8 void Porto_Draw()
9 {
10         vector p, dir, ang, q, nextdir;
11         float idx, portal_number, portal1_idx;
12
13         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
14                 return;
15         if(g_balance_porto_secondary)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                         portal1_idx = idx;
61                 if(portal_number >= 2)
62                         break;
63         }
64
65         while(idx >= 2)
66         {
67                 p = polyline[idx-2];
68                 q = polyline[idx-1];
69                 if(idx == 2)
70                         p = p - view_up * 16;
71                 if(idx-1 >= portal1_idx)
72                 {
73                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74                 }
75                 else
76                 {
77                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
78                 }
79                 --idx;
80         }
81 }
82
83 void Porto_Init()
84 {
85         porto = spawn();
86         porto.classname = "porto";
87         porto.draw = Porto_Draw;
88         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
89 }
90
91 float drawtime;
92 float avgspeed;
93 vector GetCurrentFov(float fov)
94 {
95         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
96         float velocityzoom, curspeed;
97         vector v;
98
99         zoomsensitivity = autocvar_cl_zoomsensitivity;
100         zoomfactor = autocvar_cl_zoomfactor;
101         if(zoomfactor < 1 || zoomfactor > 16)
102                 zoomfactor = 2.5;
103         zoomspeed = autocvar_cl_zoomspeed;
104         if(zoomspeed >= 0)
105                 if(zoomspeed < 0.5 || zoomspeed > 16)
106                         zoomspeed = 3.5;
107
108         zoomdir = button_zoom;
109         if(hud == HUD_NORMAL)
110         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
111                 zoomdir += button_attack2;
112         if(spectatee_status > 0 || isdemo())
113         {
114                 if(spectatorbutton_zoom)
115                 {
116                         if(zoomdir)
117                                 zoomdir = 0;
118                         else
119                                 zoomdir = 1;
120                 }
121                 // fteqcc failed twice here already, don't optimize this
122         }
123
124         if(zoomdir)
125                 zoomin_effect = 0;
126
127         if(zoomin_effect || camera_active)
128         {
129                 current_viewzoom = min(1, current_viewzoom + drawframetime);
130         }
131         else
132         {
133                 if(zoomspeed < 0) // instant zoom
134                 {
135                         if(zoomdir)
136                                 current_viewzoom = 1 / zoomfactor;
137                         else
138                                 current_viewzoom = 1;
139                 }
140                 else
141                 {
142                         if(zoomdir)
143                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
144                         else
145                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
146                 }
147         }
148
149         if(almost_equals(current_viewzoom, 1))
150                 current_zoomfraction = 0;
151         else if(almost_equals(current_viewzoom, 1/zoomfactor))
152                 current_zoomfraction = 1;
153         else
154                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
155
156         if(zoomsensitivity < 1)
157                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
158         else
159                 setsensitivityscale(1);
160                 
161         makevectors(view_angles);
162
163         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
164         {
165                 v = pmove_vel;
166                 if(csqcplayer)
167                         v = csqcplayer.velocity;
168
169                 switch(autocvar_cl_velocityzoom_type)
170                 {
171                         case 3: curspeed = max(0, v_forward * v); break;
172                         case 2: curspeed = (v_forward * v); break;
173                         case 1: default: curspeed = vlen(v); break;
174                 }
175                 
176                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
177                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
178                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
179                 
180                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
181         }
182         else
183                 velocityzoom = 1;
184
185         float frustumx, frustumy, fovx, fovy;
186         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
187         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
188         fovx = atan2(frustumx, 1) / M_PI * 360.0;
189         fovy = atan2(frustumy, 1) / M_PI * 360.0;
190
191         return '1 0 0' * fovx + '0 1 0' * fovy;
192 }
193
194 // this function must match W_SetupShot!
195 float zoomscript_caught;
196
197 vector wcross_origin;
198 float wcross_scale_prev, wcross_alpha_prev;
199 vector wcross_color_prev;
200 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
201 vector wcross_color_goal_prev;
202 float wcross_changedonetime;
203
204 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
205 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
206 float wcross_name_changestarttime, wcross_name_changedonetime;
207 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
208 entity trueaim;
209 entity trueaim_rifle;
210
211 #define SHOTTYPE_HITTEAM 1
212 #define SHOTTYPE_HITOBSTRUCTION 2
213 #define SHOTTYPE_HITWORLD 3
214 #define SHOTTYPE_HITENEMY 4
215
216 void TrueAim_Init()
217 {
218         trueaim = spawn();
219         trueaim.classname = "trueaim";
220         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
221         trueaim_rifle = spawn();
222         trueaim_rifle.classname = "trueaim_rifle";
223         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
224 }
225
226 float EnemyHitCheck()
227 {
228         float t, n;
229         wcross_origin = project_3d_to_2d(trace_endpos);
230         wcross_origin_z = 0;
231         if(trace_ent)
232                 n = trace_ent.entnum;
233         else
234                 n = trace_networkentity;
235         if(n < 1)
236                 return SHOTTYPE_HITWORLD;
237         if(n > maxclients)
238                 return SHOTTYPE_HITWORLD;
239         t = GetPlayerColor(n - 1);
240         if(teamplay)
241                 if(t == myteam)
242                         return SHOTTYPE_HITTEAM;
243         if(t == COLOR_SPECTATOR)
244                 return SHOTTYPE_HITWORLD;
245         return SHOTTYPE_HITENEMY;
246 }
247
248 float TrueAimCheck()
249 {
250         float nudge = 1; // added to traceline target and subtracted from result
251         vector vecs, trueaimpoint, w_shotorg;
252         vector mi, ma, dv;
253         float shottype;
254         entity ta;
255         float mv;
256
257         mi = ma = '0 0 0';
258         ta = trueaim;
259         mv = MOVE_NOMONSTERS;
260
261         switch(activeweapon)
262         {
263                 case WEP_TUBA: // no aim
264                 case WEP_PORTO: // shoots from eye
265                 case WEP_HOOK: // no trueaim
266                 case WEP_GRENADE_LAUNCHER: // toss curve
267                         return SHOTTYPE_HITWORLD;
268                 case WEP_NEX:
269                 case WEP_MINSTANEX:
270                         mv = MOVE_NORMAL;
271                         break;
272                 case WEP_RIFLE:
273                         ta = trueaim_rifle;
274                         mv = MOVE_NORMAL;
275                         if(zoomscript_caught)
276                         {
277                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
278                                 return EnemyHitCheck();
279                         }
280                         break;
281                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
282                         mi = '-3 -3 -3';
283                         ma = '3 3 3';
284                         break;
285                 case WEP_FIREBALL: // projectile has a size!
286                         mi = '-16 -16 -16';
287                         ma = '16 16 16';
288                         break;
289                 case WEP_SEEKER: // projectile has a size!
290                         mi = '-2 -2 -2';
291                         ma = '2 2 2';
292                         break;
293                 case WEP_ELECTRO: // projectile has a size!
294                         mi = '0 0 -3';
295                         ma = '0 0 -3';
296                         break;
297         }
298
299         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
300
301         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
302         trueaimpoint = trace_endpos;
303
304         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
305                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
306
307         if(vecs_x > 0)
308                 vecs_y = -vecs_y;
309         else
310                 vecs = '0 0 0';
311
312         dv = view_right * vecs_y + view_up * vecs_z;
313         w_shotorg = view_origin + dv;
314
315         // now move the vecs forward as much as requested if possible
316         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
317         w_shotorg = trace_endpos - view_forward * nudge;
318
319         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
320         shottype = EnemyHitCheck();
321         if(shottype != SHOTTYPE_HITWORLD)
322                 return shottype;
323
324 #if 0
325         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
326         // or rather, I know why, but see no fix
327         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
328                 // 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
329                 return SHOTTYPE_HITOBSTRUCTION;
330 #endif
331
332         return SHOTTYPE_HITWORLD;
333 }
334
335 void CSQC_common_hud(void);
336
337 void PostInit(void);
338 void CSQC_Demo_Camera();
339 float HUD_WouldDrawScoreboard();
340 float camera_mode;
341 float CAMERA_FREE = 1;
342 float CAMERA_CHASE = 2;
343 float reticle_type;
344 string NextFrameCommand;
345 void CSQC_SPIDER_HUD();
346 void CSQC_RAPTOR_HUD();
347
348 vector freeze_org, freeze_ang;
349 entity nightvision_noise, nightvision_noise2;
350
351 #define MAX_TIME_DIFF 5
352 float pickup_crosshair_time, pickup_crosshair_size;
353 float hit_time, typehit_time;
354 float nextsound_hit_time, nextsound_typehit_time;
355 float hitindication_crosshair_time, hitindication_crosshair_size;
356 float use_nex_chargepool;
357
358 float myhealth, myhealth_prev;
359 float myhealth_flash;
360
361 float old_blurradius, old_bluralpha;
362 float old_sharpen_intensity;
363
364 vector myhealth_gentlergb;
365
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
368
369 float eventchase_current_distance;
370
371 vector damage_blurpostprocess, content_blurpostprocess;
372
373 float checkfail[16];
374
375 #define BUTTON_3 4
376 #define BUTTON_4 8
377 float cl_notice_run();
378 void CSQC_UpdateView(float w, float h)
379 {
380         entity e;
381         float fov;
382         float f, i, j;
383         vector v;
384         vector vf_size, vf_min;
385         float a;
386
387         execute_next_frame();
388
389         ++framecount;
390
391         hud = getstati(STAT_HUD);
392
393         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
394                 view_quality = getproperty(VF_MINFPS_QUALITY);
395         else
396                 view_quality = 1;
397
398         button_attack2 = (input_buttons & BUTTON_3);
399         button_zoom = (input_buttons & BUTTON_4);
400
401         // FIXME do we need this hack?
402         if(isdemo())
403         {
404                 // in demos, input_buttons do not work
405                 button_zoom = (autocvar__togglezoom == "-");
406         }
407
408 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
409         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
410         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
411         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
412         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
413         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
414         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
415         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
416
417         vf_size = getpropertyvec(VF_SIZE);
418         vf_min = getpropertyvec(VF_MIN);
419         vid_width = vf_size_x;
420         vid_height = vf_size_y;
421
422         vector reticle_pos, reticle_size;
423         vector splash_pos, splash_size;
424
425         WaypointSprite_Load();
426
427         CSQCPlayer_SetCamera();
428
429 #ifdef COMPAT_XON050_ENGINE
430         if(spectatee_status)
431                 myteam = GetPlayerColor(spectatee_status - 1);
432         else
433 #endif
434                 myteam = GetPlayerColor(player_localentnum - 1);
435
436         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
437
438         // event chase camera
439         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
440         {
441                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
442                 {
443                         // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
444                         vector current_view_origin = getpropertyvec(VF_ORIGIN);
445
446                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
447                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
448                         if(!autocvar_chase_active)
449                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
450
451                         // make the camera smooth back
452                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
453                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
454                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
455                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
456
457                         vector eventchase_target_origin;
458                         makevectors(view_angles);
459                         // pass 1, used to check where the camera would go and obtain the trace_fraction
460                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
461                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
462                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
463                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
464                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
465                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
466
467                         setproperty(VF_ORIGIN, trace_endpos);
468                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
469                 }
470                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
471                 {
472                         cvar_set("chase_active", "0");
473                         eventchase_current_distance = 0; // start from 0 next time
474                 }
475         }
476         // workaround for camera stuck between player's legs when using chase_active 1
477         // because the engine stops updating the chase_active camera when the game ends
478         else if(intermission)
479         {
480                 cvar_settemp("chase_active", "-1");
481                 eventchase_current_distance = 0;
482         }
483
484         // do lockview after event chase camera so that it still applies whenever necessary.
485         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
486         {
487                 setproperty(VF_ORIGIN, freeze_org);
488                 setproperty(VF_ANGLES, freeze_ang);
489         }
490         else
491         {
492                 freeze_org = getpropertyvec(VF_ORIGIN);
493                 freeze_ang = getpropertyvec(VF_ANGLES);
494         }
495
496         WarpZone_FixView();
497         //WarpZone_FixPMove();
498
499         // Render the Scene
500         view_origin = getpropertyvec(VF_ORIGIN);
501         view_angles = getpropertyvec(VF_ANGLES);
502         makevectors(view_angles);
503         view_forward = v_forward;
504         view_right = v_right;
505         view_up = v_up;
506
507 #ifdef BLURTEST
508         if(time > blurtest_time0 && time < blurtest_time1)
509         {
510                 float r, t;
511
512                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
513                 r = t * blurtest_radius;
514                 f = 1 / pow(t, blurtest_power) - 1;
515
516                 cvar_set("r_glsl_postprocess", "1");
517                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
518         }
519         else
520         {
521                 cvar_set("r_glsl_postprocess", "0");
522                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
523         }
524 #endif
525
526         TargetMusic_Advance();
527         Fog_Force();
528
529         if(drawtime == 0)
530                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
531         else
532                 drawframetime = bound(0.000001, time - drawtime, 1);
533         drawtime = time;
534
535         // watch for gametype changes here...
536         // in ParseStuffCMD the cmd isn't executed yet :/
537         // might even be better to add the gametype to TE_CSQC_INIT...?
538         if(!postinit)
539                 PostInit();
540
541         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
542         {
543                 if(calledhooks & HOOK_START)
544                 {
545                         localcmd("\ncl_hook_gameend\n");
546                         calledhooks |= HOOK_END;
547                 }
548         }
549
550         Announcer();
551
552         fov = autocvar_fov;
553         if(fov <= 59.5)
554         {
555                 if(!zoomscript_caught)
556                 {
557                         localcmd("+button9\n");
558                         zoomscript_caught = 1;
559                 }
560         }
561         else
562         {
563                 if(zoomscript_caught)
564                 {
565                         localcmd("-button9\n");
566                         zoomscript_caught = 0;
567                 }
568         }
569
570         ColorTranslateMode = autocvar_cl_stripcolorcodes;
571
572         // next WANTED weapon (for HUD)
573         switchweapon = getstati(STAT_SWITCHWEAPON);
574
575         // currently switching-to weapon (for crosshair)
576         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
577
578         // actually active weapon (for zoom)
579         activeweapon = getstati(STAT_ACTIVEWEAPON);
580
581         f = (serverflags & SERVERFLAG_TEAMPLAY);
582         if(f != teamplay)
583         {
584                 teamplay = f;
585                 HUD_InitScores();
586         }
587
588         if(last_switchweapon != switchweapon) {
589                 weapontime = time;
590                 last_switchweapon = switchweapon;
591         }
592         if(last_activeweapon != activeweapon) {
593                 last_activeweapon = activeweapon;
594
595                 e = get_weaponinfo(activeweapon);
596                 if(e.netname != "")
597                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
598                 else
599                         localcmd("\ncl_hook_activeweapon none\n");
600         }
601
602         // ALWAYS Clear Current Scene First
603         clearscene();
604 #ifdef WORKAROUND_XON010
605         if(checkextension("DP_CSQC_ROTATEMOVES"))
606         {
607 #endif
608         setproperty(VF_ORIGIN, view_origin);
609         setproperty(VF_ANGLES, view_angles);
610 #ifdef WORKAROUND_XON010
611         }
612 #endif
613
614         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
615         setproperty(VF_SIZE, vf_size);
616         setproperty(VF_MIN, vf_min);
617
618         // Assign Standard Viewflags
619         // Draw the World (and sky)
620         setproperty(VF_DRAWWORLD, 1);
621
622         // Set the console size vars
623         vid_conwidth = autocvar_vid_conwidth;
624         vid_conheight = autocvar_vid_conheight;
625         vid_pixelheight = autocvar_vid_pixelheight;
626
627         setproperty(VF_FOV, GetCurrentFov(fov));
628
629         // Camera for demo playback
630         if(camera_active)
631         {
632                 if(autocvar_camera_enable)
633                         CSQC_Demo_Camera();
634                 else
635                 {
636                         cvar_set("chase_active", ftos(chase_active_backup));
637                         cvar_set("cl_demo_mousegrab", "0");
638                         camera_active = FALSE;
639                 }
640         }
641 #ifdef CAMERATEST
642         else if(autocvar_camera_enable)
643 #else
644         else if(autocvar_camera_enable && isdemo())
645 #endif
646         {
647                 // Enable required Darkplaces cvars
648                 chase_active_backup = autocvar_chase_active;
649                 cvar_set("chase_active", "2");
650                 cvar_set("cl_demo_mousegrab", "1");
651                 camera_active = TRUE;
652                 camera_mode = FALSE;
653         }
654
655         // Draw the Crosshair
656         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
657
658         // Draw the Engine Status Bar (the default Quake HUD)
659         setproperty(VF_DRAWENGINESBAR, 0);
660
661         // Update the mouse position
662         /*
663            mousepos_x = vid_conwidth;
664            mousepos_y = vid_conheight;
665            mousepos = mousepos*0.5 + getmousepos();
666          */
667
668         e = self;
669         for(self = world; (self = nextent(self)); )
670                 if(self.draw)
671                         self.draw();
672         self = e;
673
674         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
675         renderscene();
676
677         // now switch to 2D drawing mode by calling a 2D drawing function
678         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
679         // next R_RenderScene call
680         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
681
682         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
683         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
684         {
685                 // apply night vision effect
686                 vector tc_00, tc_01, tc_10, tc_11;
687                 vector rgb;
688                 rgb_x = 0; // fteqcc sucks
689                 rgb_y = 0; // fteqcc sucks
690                 rgb_z = 0; // fteqcc sucks
691
692                 if(!nightvision_noise)
693                 {
694                         nightvision_noise = spawn();
695                         nightvision_noise.classname = "nightvision_noise";
696                 }
697                 if(!nightvision_noise2)
698                 {
699                         nightvision_noise2 = spawn();
700                         nightvision_noise2.classname = "nightvision_noise2";
701                 }
702
703                 // color tint in yellow
704                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
705
706                 // draw BG
707                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
708                 rgb = '1 1 1';
709                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
710                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
711                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
712                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
713                 tc_11 = tc_01 + tc_10 - tc_00;
714                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
715                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
716                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
717                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
718                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
719                 R_EndPolygon();
720
721                 // draw FG
722                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
723                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
724                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
725                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
726                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
727                 tc_11 = tc_01 + tc_10 - tc_00;
728                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
729                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
730                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
731                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
732                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
733                 R_EndPolygon();
734         }
735         
736         // Draw the aiming reticle for weapons that use it
737         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
738         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
739         // the view to go back to normal, so reticle_type would become 0 as we fade out)
740         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
741                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
742         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
743                 reticle_type = 2; // nex zoom
744         else if(button_zoom || zoomscript_caught)
745                 reticle_type = 1; // normal zoom
746         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
747                 reticle_type = 2; // nex zoom
748     
749         if(reticle_type && autocvar_cl_reticle)
750         {
751                 if(autocvar_cl_reticle_stretch)
752                 {
753                         reticle_size_x = vid_conwidth;
754                         reticle_size_y = vid_conheight;
755                         reticle_pos_x = 0;
756                         reticle_pos_y = 0;
757                 }
758                 else
759                 {
760                         reticle_size_x = max(vid_conwidth, vid_conheight);
761                         reticle_size_y = max(vid_conwidth, vid_conheight);
762                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
763                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
764                 }
765
766                 f = current_zoomfraction;
767                 if(zoomscript_caught)
768                         f = 1;
769                 if(autocvar_cl_reticle_item_normal)
770                 {
771                         if(reticle_type == 1 && f)
772                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
773                 }
774                 if(autocvar_cl_reticle_item_nex)
775                 {
776                         if(reticle_type == 2 && f)
777                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
778                 }
779         }
780
781
782         // improved polyblend
783         vector rgb;
784         if(autocvar_hud_contents)
785         {
786                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
787                 vector liquidcolor;
788
789                 switch(pointcontents(view_origin))
790                 {
791                         case CONTENT_WATER:
792                                 liquidalpha = autocvar_hud_contents_water_alpha;
793                                 liquidcolor = stov(autocvar_hud_contents_water_color);
794                                 incontent = 1;
795                                 break;
796
797                         case CONTENT_LAVA:
798                                 liquidalpha = autocvar_hud_contents_lava_alpha;
799                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
800                                 incontent = 1;
801                                 break;
802
803                         case CONTENT_SLIME:
804                                 liquidalpha = autocvar_hud_contents_slime_alpha;
805                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
806                                 incontent = 1;
807                                 break;
808
809                         default:
810                                 liquidalpha = 0;
811                                 liquidcolor = '0 0 0';
812                                 incontent = 0;
813                                 break;
814                 }
815
816                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
817                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
818                         contentfadetime = autocvar_hud_contents_fadeintime;
819                         liquidalpha_prev = liquidalpha;
820                         liquidcolor_prev = liquidcolor;
821                 }
822                 else
823                         contentfadetime = autocvar_hud_contents_fadeouttime;
824
825                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
826                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
827
828                 if(contentavgalpha)
829                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
830
831                 if(autocvar_hud_postprocessing)
832                 {
833                         if(autocvar_hud_contents_blur && contentavgalpha)
834                         {
835                                 content_blurpostprocess_x = 1;
836                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
837                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
838                         }
839                         else
840                         {
841                                 content_blurpostprocess_x = 0;
842                                 content_blurpostprocess_y = 0;
843                                 content_blurpostprocess_z = 0;
844                         }
845                 }
846         }
847         
848         if(autocvar_hud_damage)
849         {
850                 splash_size_x = max(vid_conwidth, vid_conheight);
851                 splash_size_y = max(vid_conwidth, vid_conheight);
852                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
853                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
854
855                 float myhealth_flash_temp;
856                 myhealth = getstati(STAT_HEALTH);
857
858                 // fade out
859                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
860                 // add new damage
861                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
862
863                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
864                 pain_threshold = autocvar_hud_damage_pain_threshold;
865                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
866                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
867
868                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
869                 {
870                         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);
871                 }
872
873                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
874
875                 if(myhealth_prev < 1)
876                 {
877                         if(myhealth >= 1)
878                         {
879                                 myhealth_flash = 0; // just spawned, clear the flash immediately
880                                 myhealth_flash_temp = 0;
881                         }
882                         else
883                         {
884                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
885                         }
886                 }
887
888                 if(spectatee_status == -1 || intermission)
889                 {
890                         myhealth_flash = 0; // observing, or match ended
891                         myhealth_flash_temp = 0;
892                 }
893
894                 myhealth_prev = myhealth;
895
896                 // IDEA: change damage color/picture based on player model for robot/alien species?
897                 // pro: matches model better
898                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
899                 // maybe different reddish pics?
900                 if(autocvar_chase_active >= 0) // not while the event chase camera is active
901                 {
902                         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
903                         {
904                                 if(autocvar_cl_gentle_damage == 2)
905                                 {
906                                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
907                                         {
908                                                 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
909                                         }
910                                 }
911                                 else
912                                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
913
914                                 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);
915                         }
916                         else
917                                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
918                 }
919
920                 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
921                 {
922                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
923                         {
924                                 damage_blurpostprocess_x = 1;
925                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
926                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
927                         }
928                         else
929                         {
930                                 damage_blurpostprocess_x = 0;
931                                 damage_blurpostprocess_y = 0;
932                                 damage_blurpostprocess_z = 0;
933                         }
934                 }
935         }
936
937         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
938         float e2 = (autocvar_hud_powerup != 0);
939         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
940         {
941                 // enable or disable rendering types if they are used or not
942                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
943                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
944
945                 // blur postprocess handling done first (used by hud_damage and hud_contents)
946                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
947                 {
948                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
949                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
950                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
951                         {
952                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
953                                 old_blurradius = blurradius;
954                                 old_bluralpha = bluralpha;
955                         }
956                 }
957                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
958                 {
959                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
960                         old_blurradius = 0;
961                         old_bluralpha = 0;
962                 }
963
964                 // edge detection postprocess handling done second (used by hud_powerup) 
965                 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
966                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
967                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
968                 
969                 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
970                 
971                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
972                 {
973                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
974                         {
975                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
976                                 old_sharpen_intensity = sharpen_intensity;
977                         }
978                 }
979                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
980                 {
981                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
982                         old_sharpen_intensity = 0;
983                 }
984
985                 if(cvar("r_glsl_postprocess") == 0)
986                         cvar_set("r_glsl_postprocess", "2");
987         }
988         else if(cvar("r_glsl_postprocess") == 2)
989                 cvar_set("r_glsl_postprocess", "0");
990
991         if(menu_visible)
992                 menu_show();
993
994         /*if(gametype == MAPINFO_TYPE_CTF)
995           {
996           ctf_view();
997           } else */
998
999         // draw 2D entities
1000         e = self;
1001         for(self = world; (self = nextent(self)); )
1002                 if(self.draw2d)
1003                         self.draw2d();
1004         self = e;
1005         Draw_ShowNames_All();
1006
1007         scoreboard_active = HUD_WouldDrawScoreboard();
1008
1009         hit_time = getstatf(STAT_HIT_TIME);
1010         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1011         {
1012                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1013                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1014                         
1015                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1016         }
1017         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1018         if(typehit_time > nextsound_typehit_time) 
1019         {
1020                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1021                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1022                         
1023                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1024         }
1025
1026         //else
1027         {
1028                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1029                 {
1030                         if(getstati(STAT_FROZEN))
1031                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1032                         if(getstatf(STAT_REVIVE_PROGRESS))
1033                         {
1034                                 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);
1035                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1036                         }
1037                 }
1038
1039                 if(autocvar_r_letterbox == 0)
1040                         if(autocvar_viewsize < 120)
1041                                 CSQC_common_hud();
1042
1043                 // crosshair goes VERY LAST
1044                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1045                 {
1046                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1047                                 return;
1048                                 
1049                         string wcross_style;
1050                         float wcross_alpha, wcross_resolution;
1051                         wcross_style = autocvar_crosshair;
1052                         if (wcross_style == "0")
1053                                 return;
1054                         wcross_resolution = autocvar_crosshair_size;
1055                         if (wcross_resolution == 0)
1056                                 return;
1057                         wcross_alpha = autocvar_crosshair_alpha;
1058                         if (wcross_alpha == 0)
1059                                 return;
1060
1061                         // TrueAim check
1062                         float shottype;
1063
1064                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1065                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1066                         wcross_origin_z = 0;
1067                         if(autocvar_crosshair_hittest)
1068                         {
1069                                 vector wcross_oldorigin;
1070                                 wcross_oldorigin = wcross_origin;
1071                                 shottype = TrueAimCheck();
1072                                 if(shottype == SHOTTYPE_HITWORLD)
1073                                 {
1074                                         v = wcross_origin - wcross_oldorigin;
1075                                         v_x /= vid_conwidth;
1076                                         v_y /= vid_conheight;
1077                                         if(vlen(v) > 0.01)
1078                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1079                                 }
1080                                 if(!autocvar_crosshair_hittest_showimpact)
1081                                         wcross_origin = wcross_oldorigin;
1082                         }
1083                         else
1084                                 shottype = SHOTTYPE_HITWORLD;
1085
1086                         vector wcross_color, wcross_size;
1087                         string wcross_wep, wcross_name;
1088                         float wcross_scale, wcross_blur;
1089
1090                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1091                                 e = get_weaponinfo(switchingweapon);
1092                                 if (e && e.netname != "")
1093                                 {
1094                                         wcross_wep = e.netname;
1095                                         if(autocvar_crosshair_per_weapon)
1096                                         {
1097                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1098                                                 if (wcross_resolution == 0)
1099                                                         return;
1100                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1101                                                 if (wcross_alpha == 0)
1102                                                         return;
1103
1104                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1105                                                 if(wcross_style == "" || wcross_style == "0")
1106                                                         wcross_style = wcross_wep;
1107                                         }
1108                                 }
1109                         }
1110                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1111                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1112                         else if(autocvar_crosshair_color_by_health)
1113                         {
1114                                 float x = getstati(STAT_HEALTH);
1115
1116                                 //x = red
1117                                 //y = green
1118                                 //z = blue
1119
1120                                 wcross_color_z = 0;
1121
1122                                 if(x > 200)
1123                                 {
1124                                         wcross_color_x = 0;
1125                                         wcross_color_y = 1;
1126                                 }
1127                                 else if(x > 150)
1128                                 {
1129                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1130                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1131                                 }
1132                                 else if(x > 100)
1133                                 {
1134                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1135                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1136                                         wcross_color_z = 1 - (x-100)*0.02;
1137                                 }
1138                                 else if(x > 50)
1139                                 {
1140                                         wcross_color_x = 1;
1141                                         wcross_color_y = 1;
1142                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1143                                 }
1144                                 else if(x > 20)
1145                                 {
1146                                         wcross_color_x = 1;
1147                                         wcross_color_y = (x-20)*90/27/100;
1148                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1149                                 }
1150                                 else
1151                                 {
1152                                         wcross_color_x = 1;
1153                                         wcross_color_y = 0;
1154                                 }
1155                         }
1156                         else
1157                                 wcross_color = stov(autocvar_crosshair_color);
1158
1159                         wcross_name = strcat("gfx/crosshair", wcross_style);
1160
1161                         if(autocvar_crosshair_effect_scalefade)
1162                         {
1163                                 wcross_scale = wcross_resolution;
1164                                 wcross_resolution = 1;
1165                         }
1166                         else
1167                         {
1168                                 wcross_scale = 1;
1169                         }
1170
1171                         if(autocvar_crosshair_pickup)
1172                         {
1173                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1174                                 
1175                                 if(pickup_crosshair_time < stat_pickup_time)
1176                                 {
1177                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1178                                                 pickup_crosshair_size = 1;
1179                                                 
1180                                         pickup_crosshair_time = stat_pickup_time;
1181                                 }
1182
1183                                 if(pickup_crosshair_size > 0)
1184                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1185                                 else
1186                                         pickup_crosshair_size = 0;
1187
1188                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1189                         }
1190
1191                         if(autocvar_crosshair_hitindication)
1192                         {
1193                                 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1194                                 
1195                                 if(hitindication_crosshair_time < hit_time)
1196                                 {
1197                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1198                                                 hitindication_crosshair_size = 1;
1199                                                 
1200                                         hitindication_crosshair_time = hit_time;
1201                                 }
1202
1203                                 if(hitindication_crosshair_size > 0)
1204                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1205                                 else
1206                                         hitindication_crosshair_size = 0;
1207
1208                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1209                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1210                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1211                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1212                         }
1213
1214                         if(shottype == SHOTTYPE_HITENEMY)
1215                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1216                         if(shottype == SHOTTYPE_HITTEAM)
1217                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1218
1219                         f = autocvar_crosshair_effect_speed;
1220                         if(f < 0)
1221                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1222                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1223                         {
1224                                 wcross_changedonetime = time + f;
1225                         }
1226                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1227                         {
1228                                 wcross_name_changestarttime = time;
1229                                 wcross_name_changedonetime = time + f;
1230                                 if(wcross_name_goal_prev_prev)
1231                                         strunzone(wcross_name_goal_prev_prev);
1232                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1233                                 wcross_name_goal_prev = strzone(wcross_name);
1234                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1235                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1236                                 wcross_resolution_goal_prev = wcross_resolution;
1237                         }
1238
1239                         wcross_scale_goal_prev = wcross_scale;
1240                         wcross_alpha_goal_prev = wcross_alpha;
1241                         wcross_color_goal_prev = wcross_color;
1242
1243                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1244                         {
1245                                 wcross_blur = 1;
1246                                 wcross_alpha *= 0.75;
1247                         }
1248                         else
1249                                 wcross_blur = 0;
1250                         // *_prev is at time-frametime
1251                         // * is at wcross_changedonetime+f
1252                         // what do we have at time?
1253                         if(time < wcross_changedonetime)
1254                         {
1255                                 f = frametime / (wcross_changedonetime - time + frametime);
1256                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1257                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1258                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1259                         }
1260
1261                         wcross_scale_prev = wcross_scale;
1262                         wcross_alpha_prev = wcross_alpha;
1263                         wcross_color_prev = wcross_color;
1264
1265                         wcross_scale *= 1 - autocvar__menu_alpha;
1266                         wcross_alpha *= 1 - autocvar__menu_alpha;
1267                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1268
1269                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1270                         {
1271                                 // crosshair rings for weapon stats
1272                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1273                                 {
1274                                         // declarations and stats
1275                                         float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1276                                         string ring_image, ring_inner_image;
1277                                         vector ring_rgb, ring_inner_rgb;
1278
1279                                         ring_scale = autocvar_crosshair_ring_size;
1280
1281                                         float weapon_clipload, weapon_clipsize;
1282                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1283                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1284
1285                                         float nex_charge, nex_chargepool;
1286                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1287                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1288
1289                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1290                                                 nex_charge_movingavg = nex_charge;
1291
1292
1293                                         // handle the values
1294                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1295                                         {
1296                                                 if (nex_chargepool || use_nex_chargepool) { 
1297                                                         use_nex_chargepool = 1; 
1298                                                         ring_inner_value = nex_chargepool;
1299                                                 } else { 
1300                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1301                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1302                                                 }
1303
1304                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1305                                                 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1306                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1307
1308                                                 // draw the outer ring to show the current charge of the weapon
1309                                                 ring_value = nex_charge;
1310                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1311                                                 ring_rgb = wcross_color;
1312                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1313                                         }
1314                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1315                                         {
1316                                                 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1317                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1318                                                 ring_rgb = wcross_color;
1319                                                 ring_image = "gfx/crosshair_ring.tga";
1320                                         }
1321                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1322                                         {
1323                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1324                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1325                                                 ring_rgb = wcross_color;
1326                                                 ring_image = "gfx/crosshair_ring.tga";
1327                                         }
1328
1329                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1330                                         {
1331                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1332                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1333                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1334                                                 ring_rgb = wcross_color;
1335
1336                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1337                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1338                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1339                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1340                                                 else
1341                                                         ring_image = "gfx/crosshair_ring.tga";
1342                                         }
1343
1344                                         // if in weapon switch animation, fade ring out/in
1345                                         if(g_weaponswitchdelay > 0)
1346                                         {
1347                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1348                                                 if(f > 0 && f < 2)
1349                                                         ring_alpha *= fabs(1 - f);
1350                                         }
1351
1352                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1353                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1354
1355                                         if (ring_value)
1356                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1357                                 }
1358
1359 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1360                                 do \
1361                                 { \
1362                                         if(wcross_blur > 0) \
1363                                         { \
1364                                                 for(i = -2; i <= 2; ++i) \
1365                                                 for(j = -2; j <= 2; ++j) \
1366                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1367                                         } \
1368                                         else \
1369                                         { \
1370                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1371                                         } \
1372                                 } \
1373                                 while(0)
1374
1375 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1376                                 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)
1377
1378 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1379                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1380
1381                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1382                                 {
1383                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1384                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1385                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1386                                         f = 1 - f;
1387                                 }
1388                                 else
1389                                 {
1390                                         f = 1;
1391                                 }
1392                                 wcross_name_alpha_goal_prev = f;
1393
1394                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1395                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1396
1397                                 if(autocvar_crosshair_dot)
1398                                 {
1399                                         vector wcross_color_old;
1400                                         wcross_color_old = wcross_color;
1401                                         
1402                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1403                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1404                                                 
1405                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1406                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1407                                         wcross_color = wcross_color_old;
1408                                 }
1409                         }
1410                 }
1411                 else
1412                 {
1413                         wcross_scale_prev = 0;
1414                         wcross_alpha_prev = 0;
1415                         wcross_scale_goal_prev = 0;
1416                         wcross_alpha_goal_prev = 0;
1417                         wcross_changedonetime = 0;
1418                         if(wcross_name_goal_prev)
1419                                 strunzone(wcross_name_goal_prev);
1420                         wcross_name_goal_prev = string_null;
1421                         if(wcross_name_goal_prev_prev)
1422                                 strunzone(wcross_name_goal_prev_prev);
1423                         wcross_name_goal_prev_prev = string_null;
1424                         wcross_name_changestarttime = 0;
1425                         wcross_name_changedonetime = 0;
1426                         wcross_name_alpha_goal_prev = 0;
1427                         wcross_name_alpha_goal_prev_prev = 0;
1428                         wcross_resolution_goal_prev = 0;
1429                         wcross_resolution_goal_prev_prev = 0;
1430                 }
1431         }
1432
1433         if(NextFrameCommand)
1434         {
1435                 localcmd("\n", NextFrameCommand, "\n");
1436                 NextFrameCommand = string_null;
1437         }
1438
1439         // we must do this check AFTER a frame was rendered, or it won't work
1440         if(cs_project_is_b0rked == 0)
1441         {
1442                 string w0, h0;
1443                 w0 = ftos(autocvar_vid_conwidth);
1444                 h0 = ftos(autocvar_vid_conheight);
1445                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1446                 //setproperty(VF_FOV, '90 90 0');
1447                 setproperty(VF_ORIGIN, '0 0 0');
1448                 setproperty(VF_ANGLES, '0 0 0');
1449                 setproperty(VF_PERSPECTIVE, 1);
1450                 makevectors('0 0 0');
1451                 vector v1, v2;
1452                 cvar_set("vid_conwidth", "800");
1453                 cvar_set("vid_conheight", "600");
1454                 v1 = cs_project(v_forward);
1455                 cvar_set("vid_conwidth", "640");
1456                 cvar_set("vid_conheight", "480");
1457                 v2 = cs_project(v_forward);
1458                 if(v1 == v2)
1459                         cs_project_is_b0rked = 1;
1460                 else
1461                         cs_project_is_b0rked = -1;
1462                 cvar_set("vid_conwidth", w0);
1463                 cvar_set("vid_conheight", h0);
1464         }
1465
1466         if(autocvar__hud_configure)
1467                 HUD_Panel_Mouse();
1468     
1469     if(hud && !intermission)
1470     {        
1471         if(hud == HUD_SPIDERBOT)
1472             CSQC_SPIDER_HUD();
1473         else if(hud == HUD_WAKIZASHI)
1474             CSQC_WAKIZASHI_HUD();
1475         else if(hud == HUD_RAPTOR)
1476             CSQC_RAPTOR_HUD();
1477         else if(hud == HUD_BUMBLEBEE)
1478             CSQC_BUMBLE_HUD();
1479         else if(hud == HUD_BUMBLEBEE_GUN)
1480             CSQC_BUMBLE_GUN_HUD();
1481     }
1482         
1483         cl_notice_run();
1484         
1485         // let's reset the view back to normal for the end
1486         setproperty(VF_MIN, '0 0 0');
1487         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1488 }
1489
1490
1491 void CSQC_common_hud(void)
1492 {
1493     // do some accuracy var caching
1494     float i;
1495     if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1496     {
1497         if(autocvar_accuracy_color_levels != acc_color_levels)
1498         {
1499             if(acc_color_levels)
1500                 strunzone(acc_color_levels);
1501             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1502             acc_levels = tokenize_console(acc_color_levels);
1503             if (acc_levels > MAX_ACCURACY_LEVELS)
1504                 acc_levels = MAX_ACCURACY_LEVELS;
1505
1506             for (i = 0; i < acc_levels; ++i)
1507                 acc_lev[i] = stof(argv(i)) / 100.0;
1508         }
1509         // let know that acc_col[] needs to be loaded
1510         acc_col[0] = '-1 0 0';
1511     }
1512
1513     HUD_Main(); // always run these functions for alpha checks
1514     HUD_DrawScoreboard();
1515
1516     if (scoreboard_active) // scoreboard/accuracy
1517         HUD_Reset();
1518     else if (intermission == 2) // map voting screen
1519     {
1520         HUD_FinaleOverlay();
1521         HUD_Reset();
1522     }
1523         /*
1524         switch(hud)
1525         {
1526                 case HUD_SPIDERBOT:
1527                         CSQC_SPIDER_HUD();
1528                         break;
1529
1530                 case HUD_WAKIZASHI:
1531                         CSQC_WAKIZASHI_HUD();
1532                         break;
1533
1534         case HUD_BUMBLEBEE:
1535             CSQC_BUMBLE_HUD();
1536             break;
1537         }
1538         */
1539 }
1540
1541
1542 // following vectors must be global to allow seamless switching between camera modes
1543 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1544 void CSQC_Demo_Camera()
1545 {
1546         float speed, attenuation, dimensions;
1547         vector tmp, delta;
1548
1549         if( autocvar_camera_reset || !camera_mode )
1550         {
1551                 camera_offset = '0 0 0';
1552                 current_angles = '0 0 0';
1553                 camera_direction = '0 0 0';
1554                 camera_offset_z += 30;
1555                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1556                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1557                 current_origin = view_origin;
1558                 current_camera_offset  = camera_offset;
1559                 cvar_set("camera_reset", "0");
1560                 camera_mode = CAMERA_CHASE;
1561         }
1562
1563         // Camera angles
1564         if( camera_roll )
1565                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1566
1567         if(autocvar_camera_look_player)
1568         {
1569                 vector dir;
1570                 float n;
1571
1572                 dir = normalize(view_origin - current_position);
1573                 n = mouse_angles_z;
1574                 mouse_angles = vectoangles(dir);
1575                 mouse_angles_x = mouse_angles_x * -1;
1576                 mouse_angles_z = n;
1577         }
1578         else
1579         {
1580                 tmp = getmousepos() * 0.1;
1581                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1582                 {
1583                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1584                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1585                 }
1586         }
1587
1588         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1589         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1590         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1591         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1592
1593         // Fix difference when angles don't have the same sign
1594         delta = '0 0 0';
1595         if(mouse_angles_y < -60 && current_angles_y > 60)
1596                 delta = '0 360 0';
1597         if(mouse_angles_y > 60 && current_angles_y < -60)
1598                 delta = '0 -360 0';
1599
1600         if(autocvar_camera_look_player)
1601                 attenuation = autocvar_camera_look_attenuation;
1602         else
1603                 attenuation = autocvar_camera_speed_attenuation;
1604
1605         attenuation = 1 / max(1, attenuation);
1606         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1607
1608         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1609         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1610         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1611         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1612
1613         // Camera position
1614         tmp = '0 0 0';
1615         dimensions = 0;
1616
1617         if( camera_direction_x )
1618         {
1619                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1620                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1621                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1622                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1623                 ++dimensions;
1624         }
1625
1626         if( camera_direction_y )
1627         {
1628                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1629                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1630                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1631                 ++dimensions;
1632         }
1633
1634         if( camera_direction_z )
1635         {
1636                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1637                 ++dimensions;
1638         }
1639
1640         if(autocvar_camera_free)
1641                 speed = autocvar_camera_speed_free;
1642         else
1643                 speed = autocvar_camera_speed_chase;
1644
1645         if(dimensions)
1646         {
1647                 speed = speed * sqrt(1 / dimensions);
1648                 camera_offset += tmp * speed;
1649         }
1650
1651         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1652
1653         // Camera modes
1654         if( autocvar_camera_free )
1655         {
1656                 if ( camera_mode == CAMERA_CHASE )
1657                 {
1658                         current_camera_offset = current_origin + current_camera_offset;
1659                         camera_offset = current_origin + camera_offset;
1660                 }
1661
1662                 camera_mode = CAMERA_FREE;
1663                 current_position = current_camera_offset;
1664         }
1665         else
1666         {
1667                 if ( camera_mode == CAMERA_FREE )
1668                 {
1669                         current_origin = view_origin;
1670                         camera_offset = camera_offset - current_origin;
1671                         current_camera_offset = current_camera_offset - current_origin;
1672                 }
1673
1674                 camera_mode = CAMERA_CHASE;
1675
1676                 if(autocvar_camera_chase_smoothly)
1677                         current_origin += (view_origin - current_origin) * attenuation;
1678                 else
1679                         current_origin = view_origin;
1680
1681                 current_position = current_origin + current_camera_offset;
1682         }
1683
1684         setproperty(VF_ANGLES, current_angles);
1685         setproperty(VF_ORIGIN, current_position);
1686 }