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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 == GAME_NEXBALL)
14                 return;
15         if(intermission == 1)
16                 return;
17         if(intermission == 2)
18                 return;
19         if (getstati(STAT_HEALTH) <= 0)
20                 return;
21
22         dir = view_forward;
23
24         if(angles_held_status)
25         {
26                 makevectors(angles_held);
27                 dir = v_forward;
28         }
29
30         p = view_origin;
31
32         polyline[0] = p;
33         idx = 1;
34         portal_number = 0;
35         nextdir = dir;
36
37         for(;;)
38         {
39                 dir = nextdir;
40                 traceline(p, p + 65536 * dir, TRUE, porto);
41                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
42                         return;
43                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
44                 p = trace_endpos;
45                 polyline[idx] = p;
46                 ++idx;
47                 if(idx >= 16)
48                         return;
49                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
50                         continue;
51                 ++portal_number;
52                 ang = vectoangles2(trace_plane_normal, dir);
53                 ang_x = -ang_x;
54                 makevectors(ang);
55                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
56                         return;
57                 if(portal_number == 1)
58                         portal1_idx = idx;
59                 if(portal_number >= 2)
60                         break;
61         }
62
63         while(idx >= 2)
64         {
65                 p = polyline[idx-2];
66                 q = polyline[idx-1];
67                 if(idx == 2)
68                         p = p - view_up * 16;
69                 if(idx-1 >= portal1_idx)
70                 {
71                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
72                 }
73                 else
74                 {
75                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
76                 }
77                 --idx;
78         }
79 }
80
81 void Porto_Init()
82 {
83         porto = spawn();
84         porto.classname = "porto";
85         porto.draw = Porto_Draw;
86         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
87 }
88
89 float drawtime;
90 float avgspeed;
91 vector GetCurrentFov(float fov)
92 {
93         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
94         float velocityzoom, curspeed;
95
96         zoomsensitivity = autocvar_cl_zoomsensitivity;
97         zoomfactor = autocvar_cl_zoomfactor;
98         if(zoomfactor < 1 || zoomfactor > 16)
99                 zoomfactor = 2.5;
100         zoomspeed = autocvar_cl_zoomspeed;
101         if(zoomspeed >= 0)
102                 if(zoomspeed < 0.5 || zoomspeed > 16)
103                         zoomspeed = 3.5;
104
105         zoomdir = button_zoom;
106         if(hud == HUD_NORMAL)
107         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
108                 zoomdir += button_attack2;
109         if(spectatee_status > 0 || isdemo())
110         {
111                 if(spectatorbutton_zoom)
112                 {
113                         if(zoomdir)
114                                 zoomdir = 0;
115                         else
116                                 zoomdir = 1;
117                 }
118                 // fteqcc failed twice here already, don't optimize this
119         }
120
121         if(zoomdir)
122                 zoomin_effect = 0;
123
124         if(zoomin_effect || camera_active)
125         {
126                 current_viewzoom = min(1, current_viewzoom + drawframetime);
127         }
128         else
129         {
130                 if(zoomspeed < 0) // instant zoom
131                 {
132                         if(zoomdir)
133                                 current_viewzoom = 1 / zoomfactor;
134                         else
135                                 current_viewzoom = 1;
136                 }
137                 else
138                 {
139                         if(zoomdir)
140                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
141                         else
142                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
143                 }
144         }
145
146         if(almost_equals(current_viewzoom, 1))
147                 current_zoomfraction = 0;
148         else if(almost_equals(current_viewzoom, 1/zoomfactor))
149                 current_zoomfraction = 1;
150         else
151                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
152
153         if(zoomsensitivity < 1)
154                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
155         else
156                 setsensitivityscale(1);
157                 
158         makevectors(view_angles);
159
160         if(autocvar_cl_velocityzoom)
161         {
162                 switch(autocvar_cl_velocityzoom_type)
163                 {
164                         case 3: curspeed = max(0, v_forward * pmove_vel); break;
165                         case 2: curspeed = (v_forward * pmove_vel); break;
166                         case 1: default: curspeed = vlen(pmove_vel); break;
167                 }
168                 
169                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
170                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
171                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
172                 
173                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
174         }
175         else
176                 velocityzoom = 1;
177
178         float frustumx, frustumy, fovx, fovy;
179         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
180         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
181         fovx = atan2(frustumx, 1) / M_PI * 360.0;
182         fovy = atan2(frustumy, 1) / M_PI * 360.0;
183
184         return '1 0 0' * fovx + '0 1 0' * fovy;
185 }
186
187 // this function must match W_SetupShot!
188 float zoomscript_caught;
189
190 vector wcross_origin;
191 float wcross_scale_prev, wcross_alpha_prev;
192 vector wcross_color_prev;
193 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
194 vector wcross_color_goal_prev;
195 float wcross_changedonetime;
196
197 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
198 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
199 float wcross_name_changestarttime, wcross_name_changedonetime;
200 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
201 entity trueaim;
202 entity trueaim_rifle;
203
204 #define SHOTTYPE_HITTEAM 1
205 #define SHOTTYPE_HITOBSTRUCTION 2
206 #define SHOTTYPE_HITWORLD 3
207 #define SHOTTYPE_HITENEMY 4
208
209 void TrueAim_Init()
210 {
211         trueaim = spawn();
212         trueaim.classname = "trueaim";
213         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
214         trueaim_rifle = spawn();
215         trueaim_rifle.classname = "trueaim_rifle";
216         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
217 }
218
219 float EnemyHitCheck()
220 {
221         float t;
222         wcross_origin = project_3d_to_2d(trace_endpos);
223         wcross_origin_z = 0;
224         if(trace_networkentity < 1)
225                 return SHOTTYPE_HITWORLD;
226         if(trace_networkentity > maxclients)
227                 return SHOTTYPE_HITWORLD;
228         t = GetPlayerColor(trace_networkentity - 1);
229         if(teamplay)
230                 if(t == myteam)
231                         return SHOTTYPE_HITTEAM;
232         if(t == COLOR_SPECTATOR)
233                 return SHOTTYPE_HITWORLD;
234         return SHOTTYPE_HITENEMY;
235 }
236
237 float TrueAimCheck()
238 {
239         float nudge = 1; // added to traceline target and subtracted from result
240         vector vecs, trueaimpoint, w_shotorg;
241         vector mi, ma, dv;
242         float shottype;
243         entity ta;
244         float mv;
245
246         mi = ma = '0 0 0';
247         ta = trueaim;
248         mv = MOVE_NOMONSTERS;
249
250         switch(activeweapon)
251         {
252                 case WEP_TUBA: // no aim
253                 case WEP_PORTO: // shoots from eye
254                 case WEP_HOOK: // no trueaim
255                 case WEP_GRENADE_LAUNCHER: // toss curve
256                         return SHOTTYPE_HITWORLD;
257                 case WEP_NEX:
258                 case WEP_MINSTANEX:
259                         mv = MOVE_NORMAL;
260                         break;
261                 case WEP_RIFLE:
262                         ta = trueaim_rifle;
263                         mv = MOVE_NORMAL;
264                         if(zoomscript_caught)
265                         {
266                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
267                                 return EnemyHitCheck();
268                         }
269                         break;
270                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
271                         mi = '-3 -3 -3';
272                         ma = '3 3 3';
273                         break;
274                 case WEP_FIREBALL: // projectile has a size!
275                         mi = '-16 -16 -16';
276                         ma = '16 16 16';
277                         break;
278                 case WEP_SEEKER: // projectile has a size!
279                         mi = '-2 -2 -2';
280                         ma = '2 2 2';
281                         break;
282                 case WEP_ELECTRO: // projectile has a size!
283                         mi = '0 0 -3';
284                         ma = '0 0 -3';
285                         break;
286         }
287
288         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
289
290         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
291         trueaimpoint = trace_endpos;
292
293         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
294                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
295
296         if(vecs_x > 0)
297                 vecs_y = -vecs_y;
298         else
299                 vecs = '0 0 0';
300
301         dv = view_right * vecs_y + view_up * vecs_z;
302         w_shotorg = view_origin + dv;
303
304         // now move the vecs forward as much as requested if possible
305         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
306         w_shotorg = trace_endpos - view_forward * nudge;
307
308         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
309         shottype = EnemyHitCheck();
310         if(shottype != SHOTTYPE_HITWORLD)
311                 return shottype;
312
313 #if 0
314         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
315         // or rather, I know why, but see no fix
316         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
317                 // 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
318                 return SHOTTYPE_HITOBSTRUCTION;
319 #endif
320
321         return SHOTTYPE_HITWORLD;
322 }
323
324 void CSQC_common_hud(void);
325
326 void PostInit(void);
327 void CSQC_Demo_Camera();
328 float HUD_WouldDrawScoreboard();
329 float camera_mode;
330 float reticle_type;
331 string NextFrameCommand;
332 void CSQC_SPIDER_HUD();
333 void CSQC_RAPTOR_HUD();
334
335 vector freeze_org, freeze_ang;
336 entity nightvision_noise, nightvision_noise2;
337
338 #define MAX_TIME_DIFF 5
339 float pickup_crosshair_time, pickup_crosshair_size;
340 float hit_time, typehit_time;
341 float nextsound_hit_time, nextsound_typehit_time;
342 float hitindication_crosshair_time, hitindication_crosshair_size;
343 float use_nex_chargepool;
344
345 float myhealth, myhealth_prev;
346 float myhealth_flash;
347
348 float old_blurradius, old_bluralpha;
349 float old_sharpen_intensity;
350
351 vector myhealth_gentlergb;
352
353 float contentavgalpha, liquidalpha_prev;
354 vector liquidcolor_prev;
355
356 float eventchase_current_distance;
357
358 vector damage_blurpostprocess, content_blurpostprocess;
359
360 float checkfail[16];
361
362 void CSQC_UpdateView(float w, float h)
363 {
364         entity e;
365         float fov;
366         float f, i, j;
367         vector v;
368         vector vf_size, vf_min;
369         float a;
370         hud = getstati(STAT_HUD);
371
372         button_attack2 = (input_buttons & BUTTON_3);
373         button_zoom = (input_buttons & BUTTON_4);
374
375         // FIXME do we need this hack?
376         if(isdemo())
377         {
378                 // in demos, input_buttons do not work
379                 button_zoom = (autocvar__togglezoom == "-");
380         }
381
382 #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
383         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
384         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
385         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);
386         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
387         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
388         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
389         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
390
391         vf_size = R_SetView3fv(VF_SIZE);
392         vf_min = R_SetView3fv(VF_MIN);
393         vid_width = vf_size_x;
394         vid_height = vf_size_y;
395
396         vector reticle_pos, reticle_size;
397         vector splash_pos, splash_size;
398
399         WaypointSprite_Load();
400
401         if((e = findfloat(world, entnum, player_localentnum)))
402         {
403                 R_SetView3fv(VF_ORIGIN, e.origin + e.view_ofs);
404                 R_SetView3fv(VF_ANGLES, e.angles);
405         }
406
407         if(spectatee_status)
408                 myteam = GetPlayerColor(spectatee_status - 1);
409         else
410                 myteam = GetPlayerColor(player_localentnum - 1);
411
412         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
413
414         // event chase camera
415         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
416         {
417                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
418                 {
419                         // 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.)
420                         vector current_view_origin = R_SetView3fv(VF_ORIGIN);
421                         
422                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
423                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
424                         if(!autocvar_chase_active)
425                                 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)
426
427                         // make the camera smooth back
428                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
429                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
430                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
431                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
432
433                         vector eventchase_target_origin;
434                         makevectors(view_angles);
435                         // pass 1, used to check where the camera would go and obtain the trace_fraction
436                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
437                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
438                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
439                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
440                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
441                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
442
443                         R_SetView(VF_ORIGIN, trace_endpos);
444                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
445                 }
446                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
447                 {
448                         cvar_set("chase_active", "0");
449                         eventchase_current_distance = 0; // start from 0 next time
450                 }
451         }
452         
453         // do lockview after event chase camera so that it still applies whenever necessary.
454         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
455         {
456                 R_SetView(VF_ORIGIN, freeze_org);
457                 R_SetView(VF_ANGLES, freeze_ang);
458         }
459         else
460         {
461                 freeze_org = R_SetView3fv(VF_ORIGIN);
462                 freeze_ang = R_SetView3fv(VF_ANGLES);
463         }
464
465         WarpZone_FixView();
466         //WarpZone_FixPMove();
467
468         // Render the Scene
469         view_origin = R_SetView3fv(VF_ORIGIN);
470         view_angles = R_SetView3fv(VF_ANGLES);
471         makevectors(view_angles);
472         view_forward = v_forward;
473         view_right = v_right;
474         view_up = v_up;
475
476 #ifdef BLURTEST
477         if(time > blurtest_time0 && time < blurtest_time1)
478         {
479                 float r, t;
480
481                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
482                 r = t * blurtest_radius;
483                 f = 1 / pow(t, blurtest_power) - 1;
484
485                 cvar_set("r_glsl_postprocess", "1");
486                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
487         }
488         else
489         {
490                 cvar_set("r_glsl_postprocess", "0");
491                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
492         }
493 #endif
494
495         TargetMusic_Advance();
496         Fog_Force();
497
498         if(drawtime == 0)
499                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
500         else
501                 drawframetime = bound(0.000001, time - drawtime, 1);
502         drawtime = time;
503
504         // watch for gametype changes here...
505         // in ParseStuffCMD the cmd isn't executed yet :/
506         // might even be better to add the gametype to TE_CSQC_INIT...?
507         if(!postinit)
508                 PostInit();
509
510         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
511         {
512                 if(calledhooks & HOOK_START)
513                 {
514                         localcmd("\ncl_hook_gameend\n");
515                         calledhooks |= HOOK_END;
516                 }
517         }
518         
519   Announcer();
520
521         fov = autocvar_fov;
522         if(fov <= 59.5)
523         {
524                 if(!zoomscript_caught)
525                 {
526                         localcmd("+button9\n");
527                         zoomscript_caught = 1;
528                 }
529         }
530         else
531         {
532                 if(zoomscript_caught)
533                 {
534                         localcmd("-button9\n");
535                         zoomscript_caught = 0;
536                 }
537         }
538
539         ColorTranslateMode = autocvar_cl_stripcolorcodes;
540
541         // next WANTED weapon (for HUD)
542         switchweapon = getstati(STAT_SWITCHWEAPON);
543
544         // currently switching-to weapon (for crosshair)
545         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
546
547         // actually active weapon (for zoom)
548         activeweapon = getstati(STAT_ACTIVEWEAPON);
549
550         f = (serverflags & SERVERFLAG_TEAMPLAY);
551         if(f != teamplay)
552         {
553                 teamplay = f;
554                 HUD_InitScores();
555         }
556
557         if(last_switchweapon != switchweapon) {
558                 weapontime = time;
559                 last_switchweapon = switchweapon;
560         }
561         if(last_activeweapon != activeweapon) {
562                 last_activeweapon = activeweapon;
563
564                 e = get_weaponinfo(activeweapon);
565                 if(e.netname != "")
566                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
567                 else
568                         localcmd("\ncl_hook_activeweapon none\n");
569         }
570
571         // ALWAYS Clear Current Scene First
572         R_ClearScene();
573 #ifdef WORKAROUND_XON010
574         if(checkextension("DP_CSQC_ROTATEMOVES"))
575         {
576 #endif
577         R_SetView(VF_ORIGIN, view_origin);
578         R_SetView(VF_ANGLES, view_angles);
579 #ifdef WORKAROUND_XON010
580         }
581 #endif
582
583         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
584         R_SetView(VF_SIZE, vf_size);
585         R_SetView(VF_MIN, vf_min);
586
587         // Assign Standard Viewflags
588         // Draw the World (and sky)
589         R_SetView(VF_DRAWWORLD, 1);
590
591         // Set the console size vars
592         vid_conwidth = autocvar_vid_conwidth;
593         vid_conheight = autocvar_vid_conheight;
594         vid_pixelheight = autocvar_vid_pixelheight;
595
596         R_SetView(VF_FOV, GetCurrentFov(fov));
597
598         // Camera for demo playback
599         if(camera_active)
600         {
601                 if(autocvar_camera_enable)
602                         CSQC_Demo_Camera();
603                 else
604                 {
605                         cvar_set("chase_active", ftos(chase_active_backup));
606                         cvar_set("cl_demo_mousegrab", "0");
607                         camera_active = FALSE;
608                 }
609         }
610 #ifdef CAMERATEST
611         else if(autocvar_camera_enable)
612 #else
613         else if(autocvar_camera_enable && isdemo())
614 #endif
615         {
616                 // Enable required Darkplaces cvars
617                 chase_active_backup = autocvar_chase_active;
618                 cvar_set("chase_active", "2");
619                 cvar_set("cl_demo_mousegrab", "1");
620                 camera_active = TRUE;
621                 camera_mode = FALSE;
622         }
623
624         // Draw the Crosshair
625         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
626
627         // Draw the Engine Status Bar (the default Quake HUD)
628         R_SetView(VF_DRAWENGINEHUD, 0);
629
630         // Update the mouse position
631         /*
632            mousepos_x = vid_conwidth;
633            mousepos_y = vid_conheight;
634            mousepos = mousepos*0.5 + getmousepos();
635          */
636
637         e = self;
638         for(self = world; (self = nextent(self)); )
639                 if(self.draw)
640                         self.draw();
641         self = e;
642
643         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
644         R_RenderScene();
645
646         // now switch to 2D drawing mode by calling a 2D drawing function
647         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
648         // next R_RenderScene call
649         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
650
651         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
652         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
653         {
654                 // apply night vision effect
655                 vector rgb, tc_00, tc_01, tc_10, tc_11;
656
657                 if(!nightvision_noise)
658                 {
659                         nightvision_noise = spawn();
660                         nightvision_noise.classname = "nightvision_noise";
661                 }
662                 if(!nightvision_noise2)
663                 {
664                         nightvision_noise2 = spawn();
665                         nightvision_noise2.classname = "nightvision_noise2";
666                 }
667
668                 // color tint in yellow
669                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
670
671                 // draw BG
672                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
673                 rgb = '1 1 1';
674                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
675                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
676                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
677                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
678                 tc_11 = tc_01 + tc_10 - tc_00;
679                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
680                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
681                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
682                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
683                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
684                 R_EndPolygon();
685
686                 // draw FG
687                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
688                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
689                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
690                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
691                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
692                 tc_11 = tc_01 + tc_10 - tc_00;
693                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
694                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
695                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
696                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
697                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
698                 R_EndPolygon();
699         }
700         
701         // Draw the aiming reticle for weapons that use it
702         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
703         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
704         // the view to go back to normal, so reticle_type would become 0 as we fade out)
705         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
706                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
707         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
708                 reticle_type = 2; // nex zoom
709         else if(button_zoom || zoomscript_caught)
710                 reticle_type = 1; // normal zoom
711         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
712                 reticle_type = 2; // nex zoom
713     
714         if(reticle_type && autocvar_cl_reticle)
715         {
716                 if(autocvar_cl_reticle_stretch)
717                 {
718                         reticle_size_x = vid_conwidth;
719                         reticle_size_y = vid_conheight;
720                         reticle_pos_x = 0;
721                         reticle_pos_y = 0;
722                 }
723                 else
724                 {
725                         reticle_size_x = max(vid_conwidth, vid_conheight);
726                         reticle_size_y = max(vid_conwidth, vid_conheight);
727                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
728                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
729                 }
730
731                 f = current_zoomfraction;
732                 if(zoomscript_caught)
733                         f = 1;
734                 if(autocvar_cl_reticle_item_normal)
735                 {
736                         if(reticle_type == 1 && f)
737                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
738                 }
739                 if(autocvar_cl_reticle_item_nex)
740                 {
741                         if(reticle_type == 2 && f)
742                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
743                 }
744         }
745
746
747         // improved polyblend
748         vector rgb;
749         if(autocvar_hud_contents)
750         {
751                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
752                 vector liquidcolor;
753
754                 switch(pointcontents(view_origin))
755                 {
756                         case CONTENT_WATER:
757                                 liquidalpha = autocvar_hud_contents_water_alpha;
758                                 liquidcolor = stov(autocvar_hud_contents_water_color);
759                                 incontent = 1;
760                                 break;
761
762                         case CONTENT_LAVA:
763                                 liquidalpha = autocvar_hud_contents_lava_alpha;
764                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
765                                 incontent = 1;
766                                 break;
767
768                         case CONTENT_SLIME:
769                                 liquidalpha = autocvar_hud_contents_slime_alpha;
770                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
771                                 incontent = 1;
772                                 break;
773
774                         default:
775                                 liquidalpha = 0;
776                                 liquidcolor = '0 0 0';
777                                 incontent = 0;
778                                 break;
779                 }
780
781                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
782                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
783                         contentfadetime = autocvar_hud_contents_fadeintime;
784                         liquidalpha_prev = liquidalpha;
785                         liquidcolor_prev = liquidcolor;
786                 }
787                 else
788                         contentfadetime = autocvar_hud_contents_fadeouttime;
789
790                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
791                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
792
793                 if(contentavgalpha)
794                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
795
796                 if(autocvar_hud_postprocessing)
797                 {
798                         if(autocvar_hud_contents_blur && contentavgalpha)
799                         {
800                                 content_blurpostprocess_x = 1;
801                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
802                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
803                         }
804                         else
805                         {
806                                 content_blurpostprocess_x = 0;
807                                 content_blurpostprocess_y = 0;
808                                 content_blurpostprocess_z = 0;
809                         }
810                 }
811         }
812         
813         if(autocvar_hud_damage)
814         {
815                 splash_size_x = max(vid_conwidth, vid_conheight);
816                 splash_size_y = max(vid_conwidth, vid_conheight);
817                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
818                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
819
820                 float myhealth_flash_temp;
821                 myhealth = getstati(STAT_HEALTH);
822
823                 // fade out
824                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
825                 // add new damage
826                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
827
828                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
829                 pain_threshold = autocvar_hud_damage_pain_threshold;
830                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
831                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
832
833                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
834                 {
835                         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);
836                 }
837
838                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
839
840                 if(myhealth_prev < 1)
841                 {
842                         if(myhealth >= 1)
843                         {
844                                 myhealth_flash = 0; // just spawned, clear the flash immediately
845                                 myhealth_flash_temp = 0;
846                         }
847                         else
848                         {
849                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
850                         }
851                 }
852
853                 if(spectatee_status == -1 || intermission)
854                 {
855                         myhealth_flash = 0; // observing, or match ended
856                         myhealth_flash_temp = 0;
857                 }
858
859                 myhealth_prev = myhealth;
860
861                 // IDEA: change damage color/picture based on player model for robot/alien species?
862                 // pro: matches model better
863                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
864                 // maybe different reddish pics?
865                 if(autocvar_chase_active >= 0) // not while the event chase camera is active
866                 {
867                         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
868                         {
869                                 if(autocvar_cl_gentle_damage == 2)
870                                 {
871                                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
872                                         {
873                                                 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
874                                         }
875                                 }
876                                 else
877                                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
878
879                                 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);
880                         }
881                         else
882                                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
883                 }
884
885                 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.
886                 {
887                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
888                         {
889                                 damage_blurpostprocess_x = 1;
890                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
891                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
892                         }
893                         else
894                         {
895                                 damage_blurpostprocess_x = 0;
896                                 damage_blurpostprocess_y = 0;
897                                 damage_blurpostprocess_z = 0;
898                         }
899                 }
900         }
901
902         if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
903         {
904                 // enable or disable rendering types if they are used or not
905                 if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
906                 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
907                 
908                 // blur postprocess handling done first (used by hud_damage and hud_contents)
909                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
910                 {
911                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
912                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
913                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
914                         {
915                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
916                                 old_blurradius = blurradius;
917                                 old_bluralpha = bluralpha;
918                         }
919                 }
920                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
921                 {
922                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
923                         old_blurradius = 0;
924                         old_bluralpha = 0;
925                 }
926
927                 // edge detection postprocess handling done second (used by hud_powerup) 
928                 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
929                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
930                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
931                 
932                 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.
933                 
934                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
935                 {
936                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
937                         {
938                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
939                                 old_sharpen_intensity = sharpen_intensity;
940                         }
941                 }
942                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
943                 {
944                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
945                         old_sharpen_intensity = 0;
946                 }
947         }
948
949         if(menu_visible)
950                 menu_show();
951
952         /*if(gametype == GAME_CTF)
953           {
954           ctf_view();
955           } else */
956
957         // draw 2D entities
958         e = self;
959         for(self = world; (self = nextent(self)); )
960                 if(self.draw2d)
961                         self.draw2d();
962         self = e;
963         Draw_ShowNames_All();
964
965         scoreboard_active = HUD_WouldDrawScoreboard();
966
967         hit_time = getstatf(STAT_HIT_TIME);
968         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
969         {
970                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
971                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
972                         
973                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
974         }
975         typehit_time = getstatf(STAT_TYPEHIT_TIME);
976         if(typehit_time > nextsound_typehit_time) 
977         {
978                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
979                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
980                         
981                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
982         }
983
984         //else
985         {
986                 if(gametype == GAME_FREEZETAG)
987                 {
988                         if(getstati(STAT_FROZEN))
989                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
990                         if(getstatf(STAT_REVIVE_PROGRESS))
991                         {
992                                 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);
993                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
994                         }
995                 }
996
997                 if(autocvar_r_letterbox == 0)
998                         if(autocvar_viewsize < 120)
999                                 CSQC_common_hud();
1000
1001                 // crosshair goes VERY LAST
1002                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
1003                         string wcross_style;
1004                         float wcross_alpha, wcross_resolution;
1005                         wcross_style = autocvar_crosshair;
1006                         if (wcross_style == "0")
1007                                 return;
1008                         wcross_resolution = autocvar_crosshair_size;
1009                         if (wcross_resolution == 0)
1010                                 return;
1011                         wcross_alpha = autocvar_crosshair_alpha;
1012                         if (wcross_alpha == 0)
1013                                 return;
1014
1015                         // TrueAim check
1016                         float shottype;
1017
1018                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1019                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1020                         wcross_origin_z = 0;
1021                         if(autocvar_crosshair_hittest)
1022                         {
1023                                 vector wcross_oldorigin;
1024                                 wcross_oldorigin = wcross_origin;
1025                                 shottype = TrueAimCheck();
1026                                 if(shottype == SHOTTYPE_HITWORLD)
1027                                 {
1028                                         v = wcross_origin - wcross_oldorigin;
1029                                         v_x /= vid_conwidth;
1030                                         v_y /= vid_conheight;
1031                                         if(vlen(v) > 0.01)
1032                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1033                                 }
1034                                 if(!autocvar_crosshair_hittest_showimpact)
1035                                         wcross_origin = wcross_oldorigin;
1036                         }
1037                         else
1038                                 shottype = SHOTTYPE_HITWORLD;
1039
1040                         vector wcross_color, wcross_size;
1041                         string wcross_wep, wcross_name;
1042                         float wcross_scale, wcross_blur;
1043
1044                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1045                                 e = get_weaponinfo(switchingweapon);
1046                                 if (e && e.netname != "")
1047                                 {
1048                                         wcross_wep = e.netname;
1049                                         if(autocvar_crosshair_per_weapon)
1050                                         {
1051                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1052                                                 if (wcross_resolution == 0)
1053                                                         return;
1054                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1055                                                 if (wcross_alpha == 0)
1056                                                         return;
1057
1058                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1059                                                 if(wcross_style == "" || wcross_style == "0")
1060                                                         wcross_style = wcross_wep;
1061                                         }
1062                                 }
1063                         }
1064                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1065                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1066                         else if(autocvar_crosshair_color_by_health)
1067                         {
1068                                 float x = getstati(STAT_HEALTH);
1069
1070                                 //x = red
1071                                 //y = green
1072                                 //z = blue
1073
1074                                 wcross_color_z = 0;
1075
1076                                 if(x > 200)
1077                                 {
1078                                         wcross_color_x = 0;
1079                                         wcross_color_y = 1;
1080                                 }
1081                                 else if(x > 150)
1082                                 {
1083                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1084                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1085                                 }
1086                                 else if(x > 100)
1087                                 {
1088                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1089                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1090                                         wcross_color_z = 1 - (x-100)*0.02;
1091                                 }
1092                                 else if(x > 50)
1093                                 {
1094                                         wcross_color_x = 1;
1095                                         wcross_color_y = 1;
1096                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1097                                 }
1098                                 else if(x > 20)
1099                                 {
1100                                         wcross_color_x = 1;
1101                                         wcross_color_y = (x-20)*90/27/100;
1102                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1103                                 }
1104                                 else
1105                                 {
1106                                         wcross_color_x = 1;
1107                                         wcross_color_y = 0;
1108                                 }
1109                         }
1110                         else
1111                                 wcross_color = stov(autocvar_crosshair_color);
1112
1113                         wcross_name = strcat("gfx/crosshair", wcross_style);
1114
1115                         if(autocvar_crosshair_effect_scalefade)
1116                         {
1117                                 wcross_scale = wcross_resolution;
1118                                 wcross_resolution = 1;
1119                         }
1120                         else
1121                         {
1122                                 wcross_scale = 1;
1123                         }
1124
1125                         if(autocvar_crosshair_pickup)
1126                         {
1127                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1128                                 
1129                                 if(pickup_crosshair_time < stat_pickup_time)
1130                                 {
1131                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1132                                                 pickup_crosshair_size = 1;
1133                                                 
1134                                         pickup_crosshair_time = stat_pickup_time;
1135                                 }
1136
1137                                 if(pickup_crosshair_size > 0)
1138                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1139                                 else
1140                                         pickup_crosshair_size = 0;
1141
1142                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1143                         }
1144
1145                         if(autocvar_crosshair_hitindication)
1146                         {
1147                                 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1148                                 if(hitindication_crosshair_time < hit_time)
1149                                 {
1150                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1151                                                 hitindication_crosshair_size = 1;
1152                                                 
1153                                         hitindication_crosshair_time = hit_time;
1154                                 }
1155
1156                                 if(hitindication_crosshair_size > 0)
1157                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1158                                 else
1159                                         hitindication_crosshair_size = 0;
1160
1161                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1162                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1163                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1164                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1165                         }
1166
1167                         if(shottype == SHOTTYPE_HITENEMY)
1168                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1169                         if(shottype == SHOTTYPE_HITTEAM)
1170                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1171
1172                         f = autocvar_crosshair_effect_speed;
1173                         if(f < 0)
1174                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1175                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1176                         {
1177                                 wcross_changedonetime = time + f;
1178                         }
1179                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1180                         {
1181                                 wcross_name_changestarttime = time;
1182                                 wcross_name_changedonetime = time + f;
1183                                 if(wcross_name_goal_prev_prev)
1184                                         strunzone(wcross_name_goal_prev_prev);
1185                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1186                                 wcross_name_goal_prev = strzone(wcross_name);
1187                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1188                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1189                                 wcross_resolution_goal_prev = wcross_resolution;
1190                         }
1191
1192                         wcross_scale_goal_prev = wcross_scale;
1193                         wcross_alpha_goal_prev = wcross_alpha;
1194                         wcross_color_goal_prev = wcross_color;
1195
1196                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1197                         {
1198                                 wcross_blur = 1;
1199                                 wcross_alpha *= 0.75;
1200                         }
1201                         else
1202                                 wcross_blur = 0;
1203                         // *_prev is at time-frametime
1204                         // * is at wcross_changedonetime+f
1205                         // what do we have at time?
1206                         if(time < wcross_changedonetime)
1207                         {
1208                                 f = frametime / (wcross_changedonetime - time + frametime);
1209                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1210                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1211                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1212                         }
1213
1214                         wcross_scale_prev = wcross_scale;
1215                         wcross_alpha_prev = wcross_alpha;
1216                         wcross_color_prev = wcross_color;
1217
1218                         wcross_scale *= 1 - autocvar__menu_alpha;
1219                         wcross_alpha *= 1 - autocvar__menu_alpha;
1220                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1221
1222                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1223                         {
1224                                 // crosshair rings for weapon stats
1225                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1226                                 {
1227                                         // declarations and stats
1228                                         float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1229                                         string ring_image, ring_inner_image;
1230                                         vector ring_rgb, ring_inner_rgb;
1231
1232                                         ring_scale = autocvar_crosshair_ring_size;
1233
1234                                         float weapon_clipload, weapon_clipsize;
1235                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1236                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1237
1238                                         float nex_charge, nex_chargepool;
1239                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1240                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1241
1242                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1243                                                 nex_charge_movingavg = nex_charge;
1244
1245
1246                                         // handle the values
1247                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1248                                         {
1249                                                 if (nex_chargepool || use_nex_chargepool) { 
1250                                                         use_nex_chargepool = 1; 
1251                                                         ring_inner_value = nex_chargepool;
1252                                                 } else { 
1253                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1254                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1255                                                 }
1256
1257                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1258                                                 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;
1259                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1260
1261                                                 // draw the outer ring to show the current charge of the weapon
1262                                                 ring_value = nex_charge;
1263                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1264                                                 ring_rgb = wcross_color;
1265                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1266                                         }
1267                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1268                                         {
1269                                                 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.
1270                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1271                                                 ring_rgb = wcross_color;
1272                                                 ring_image = "gfx/crosshair_ring.tga";
1273                                         }
1274                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1275                                         {
1276                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1277                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1278                                                 ring_rgb = wcross_color;
1279                                                 ring_image = "gfx/crosshair_ring.tga";
1280                                         }
1281
1282                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1283                                         {
1284                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1285                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1286                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1287                                                 ring_rgb = wcross_color;
1288
1289                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1290                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1291                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1292                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1293                                                 else
1294                                                         ring_image = "gfx/crosshair_ring.tga";
1295                                         }
1296
1297                                         // if in weapon switch animation, fade ring out/in
1298                                         if(g_weaponswitchdelay > 0)
1299                                         {
1300                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1301                                                 if(f > 0 && f < 2)
1302                                                         ring_alpha *= fabs(1 - f);
1303                                         }
1304
1305                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1306                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1307
1308                                         if (ring_value)
1309                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1310                                 }
1311
1312 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1313                                 do \
1314                                 { \
1315                                         if(wcross_blur > 0) \
1316                                         { \
1317                                                 for(i = -2; i <= 2; ++i) \
1318                                                 for(j = -2; j <= 2; ++j) \
1319                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1320                                         } \
1321                                         else \
1322                                         { \
1323                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1324                                         } \
1325                                 } \
1326                                 while(0)
1327
1328 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1329                                 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)
1330
1331 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1332                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1333
1334                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1335                                 {
1336                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1337                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1338                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1339                                         f = 1 - f;
1340                                 }
1341                                 else
1342                                 {
1343                                         f = 1;
1344                                 }
1345                                 wcross_name_alpha_goal_prev = f;
1346
1347                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1348                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1349
1350                                 if(autocvar_crosshair_dot)
1351                                 {
1352                                         vector wcross_color_old;
1353                                         wcross_color_old = wcross_color;
1354                                         if(autocvar_crosshair_dot_color != "0")
1355                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1356                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1357                                         // FIXME why don't we use wcross_alpha here?
1358                                         wcross_color = wcross_color_old;
1359                                 }
1360                         }
1361                 }
1362                 else
1363                 {
1364                         wcross_scale_prev = 0;
1365                         wcross_alpha_prev = 0;
1366                         wcross_scale_goal_prev = 0;
1367                         wcross_alpha_goal_prev = 0;
1368                         wcross_changedonetime = 0;
1369                         if(wcross_name_goal_prev)
1370                                 strunzone(wcross_name_goal_prev);
1371                         wcross_name_goal_prev = string_null;
1372                         if(wcross_name_goal_prev_prev)
1373                                 strunzone(wcross_name_goal_prev_prev);
1374                         wcross_name_goal_prev_prev = string_null;
1375                         wcross_name_changestarttime = 0;
1376                         wcross_name_changedonetime = 0;
1377                         wcross_name_alpha_goal_prev = 0;
1378                         wcross_name_alpha_goal_prev_prev = 0;
1379                         wcross_resolution_goal_prev = 0;
1380                         wcross_resolution_goal_prev_prev = 0;
1381                 }
1382         }
1383
1384         if(NextFrameCommand)
1385         {
1386                 localcmd("\n", NextFrameCommand, "\n");
1387                 NextFrameCommand = string_null;
1388         }
1389
1390         // we must do this check AFTER a frame was rendered, or it won't work
1391         if(cs_project_is_b0rked == 0)
1392         {
1393                 string w0, h0;
1394                 w0 = ftos(autocvar_vid_conwidth);
1395                 h0 = ftos(autocvar_vid_conheight);
1396                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1397                 //R_SetView(VF_FOV, '90 90 0');
1398                 R_SetView(VF_ORIGIN, '0 0 0');
1399                 R_SetView(VF_ANGLES, '0 0 0');
1400                 R_SetView(VF_PERSPECTIVE, 1);
1401                 makevectors('0 0 0');
1402                 vector v1, v2;
1403                 cvar_set("vid_conwidth", "800");
1404                 cvar_set("vid_conheight", "600");
1405                 v1 = cs_project(v_forward);
1406                 cvar_set("vid_conwidth", "640");
1407                 cvar_set("vid_conheight", "480");
1408                 v2 = cs_project(v_forward);
1409                 if(v1 == v2)
1410                         cs_project_is_b0rked = 1;
1411                 else
1412                         cs_project_is_b0rked = -1;
1413                 cvar_set("vid_conwidth", w0);
1414                 cvar_set("vid_conheight", h0);
1415         }
1416
1417         if(autocvar__hud_configure)
1418                 HUD_Panel_Mouse();
1419     
1420     if(hud && !intermission)
1421     {        
1422         if(hud == HUD_SPIDERBOT)
1423             CSQC_SPIDER_HUD();
1424         else if(hud == HUD_WAKIZASHI)
1425             CSQC_WAKIZASHI_HUD();
1426         else if(hud == HUD_RAPTOR)
1427             CSQC_RAPTOR_HUD();
1428         else if(hud == HUD_BUMBLEBEE)
1429             CSQC_BUMBLE_HUD();
1430     }
1431         // let's reset the view back to normal for the end
1432         R_SetView(VF_MIN, '0 0 0');
1433         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1434 }
1435
1436
1437 void CSQC_common_hud(void)
1438 {
1439     // do some accuracy var caching
1440     float i;
1441     if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1442     {
1443         if(autocvar_accuracy_color_levels != acc_color_levels)
1444         {
1445             if(acc_color_levels)
1446                 strunzone(acc_color_levels);
1447             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1448             acc_levels = tokenize_console(acc_color_levels);
1449             if (acc_levels > MAX_ACCURACY_LEVELS)
1450                 acc_levels = MAX_ACCURACY_LEVELS;
1451
1452             for (i = 0; i < acc_levels; ++i)
1453                 acc_lev[i] = stof(argv(i)) / 100.0;
1454         }
1455         // let know that acc_col[] needs to be loaded
1456         acc_col_x[0] = -1;
1457     }
1458
1459     HUD_Main(); // always run these functions for alpha checks
1460     HUD_DrawScoreboard();
1461
1462     if (scoreboard_active) // scoreboard/accuracy
1463         HUD_Reset();
1464     else if (intermission == 2) // map voting screen
1465     {
1466         HUD_FinaleOverlay();
1467         HUD_Reset();
1468     }
1469         /*
1470         switch(hud)
1471         {
1472                 case HUD_SPIDERBOT:
1473                         CSQC_SPIDER_HUD();
1474                         break;
1475
1476                 case HUD_WAKIZASHI:
1477                         CSQC_WAKIZASHI_HUD();
1478                         break;
1479
1480         case HUD_BUMBLEBEE:
1481             CSQC_BUMBLE_HUD();
1482             break;
1483         }
1484         */
1485 }
1486
1487
1488 // following vectors must be global to allow seamless switching between camera modes
1489 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1490 void CSQC_Demo_Camera()
1491 {
1492         float speed, attenuation, dimensions;
1493         vector tmp, delta;
1494
1495         if( autocvar_camera_reset || !camera_mode )
1496         {
1497                 camera_offset = '0 0 0';
1498                 current_angles = '0 0 0';
1499                 camera_direction = '0 0 0';
1500                 camera_offset_z += 30;
1501                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1502                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1503                 current_origin = view_origin;
1504                 current_camera_offset  = camera_offset;
1505                 cvar_set("camera_reset", "0");
1506                 camera_mode = CAMERA_CHASE;
1507         }
1508
1509         // Camera angles
1510         if( camera_roll )
1511                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1512
1513         if(autocvar_camera_look_player)
1514         {
1515                 vector dir;
1516                 float n;
1517
1518                 dir = normalize(view_origin - current_position);
1519                 n = mouse_angles_z;
1520                 mouse_angles = vectoangles(dir);
1521                 mouse_angles_x = mouse_angles_x * -1;
1522                 mouse_angles_z = n;
1523         }
1524         else
1525         {
1526                 tmp = getmousepos() * 0.1;
1527                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1528                 {
1529                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1530                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1531                 }
1532         }
1533
1534         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1535         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1536         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1537         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1538
1539         // Fix difference when angles don't have the same sign
1540         delta = '0 0 0';
1541         if(mouse_angles_y < -60 && current_angles_y > 60)
1542                 delta = '0 360 0';
1543         if(mouse_angles_y > 60 && current_angles_y < -60)
1544                 delta = '0 -360 0';
1545
1546         if(autocvar_camera_look_player)
1547                 attenuation = autocvar_camera_look_attenuation;
1548         else
1549                 attenuation = autocvar_camera_speed_attenuation;
1550
1551         attenuation = 1 / max(1, attenuation);
1552         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1553
1554         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1555         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1556         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1557         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1558
1559         // Camera position
1560         tmp = '0 0 0';
1561         dimensions = 0;
1562
1563         if( camera_direction_x )
1564         {
1565                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1566                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1567                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1568                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1569                 ++dimensions;
1570         }
1571
1572         if( camera_direction_y )
1573         {
1574                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1575                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1576                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1577                 ++dimensions;
1578         }
1579
1580         if( camera_direction_z )
1581         {
1582                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1583                 ++dimensions;
1584         }
1585
1586         if(autocvar_camera_free)
1587                 speed = autocvar_camera_speed_free;
1588         else
1589                 speed = autocvar_camera_speed_chase;
1590
1591         if(dimensions)
1592         {
1593                 speed = speed * sqrt(1 / dimensions);
1594                 camera_offset += tmp * speed;
1595         }
1596
1597         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1598
1599         // Camera modes
1600         if( autocvar_camera_free )
1601         {
1602                 if ( camera_mode == CAMERA_CHASE )
1603                 {
1604                         current_camera_offset = current_origin + current_camera_offset;
1605                         camera_offset = current_origin + camera_offset;
1606                 }
1607
1608                 camera_mode = CAMERA_FREE;
1609                 current_position = current_camera_offset;
1610         }
1611         else
1612         {
1613                 if ( camera_mode == CAMERA_FREE )
1614                 {
1615                         current_origin = view_origin;
1616                         camera_offset = camera_offset - current_origin;
1617                         current_camera_offset = current_camera_offset - current_origin;
1618                 }
1619
1620                 camera_mode = CAMERA_CHASE;
1621
1622                 if(autocvar_camera_chase_smoothly)
1623                         current_origin += (view_origin - current_origin) * attenuation;
1624                 else
1625                         current_origin = view_origin;
1626
1627                 current_position = current_origin + current_camera_offset;
1628         }
1629
1630         R_SetView(VF_ANGLES, current_angles);
1631         R_SetView(VF_ORIGIN, current_position);
1632 }