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Merge remote branch 'origin/master' into tzork/vehicles-2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 void Porto_Draw()
11 {
12         vector p, dir, ang, q, nextdir;
13         float idx, portal_number, portal1_idx;
14
15         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
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 /**
84  * Checks whether the server initiated a map restart (stat_game_starttime changed)
85  *
86  * TODO: Use a better solution where a common shared entitiy is used that contains
87  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88  * and STAT_FRAGLIMIT to be auto-sent)
89  */
90 void CheckForGamestartChange() {
91         float startTime;
92         startTime = getstatf(STAT_GAMESTARTTIME);
93         if (previous_game_starttime != startTime) {
94                 if ((time + 5.0) < startTime) {
95                         //if connecting to server while restart was active don't always play prepareforbattle
96                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
97                 }
98                 if (time < startTime) {
99                         restartAnnouncer = spawn();
100                         restartAnnouncer.think = restartAnnouncer_Think;
101                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
102                 }
103         }
104         previous_game_starttime = startTime;
105 }
106
107 void Porto_Init()
108 {
109         porto = spawn();
110         porto.classname = "porto";
111         porto.draw = Porto_Draw;
112         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
113 }
114
115 float drawtime;
116 float avgspeed;
117 vector GetCurrentFov(float fov)
118 {
119         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
120
121         zoomsensitivity = autocvar_cl_zoomsensitivity;
122         zoomfactor = autocvar_cl_zoomfactor;
123         if(zoomfactor < 1 || zoomfactor > 16)
124                 zoomfactor = 2.5;
125         zoomspeed = autocvar_cl_zoomspeed;
126         if(zoomspeed >= 0)
127                 if(zoomspeed < 0.5 || zoomspeed > 16)
128                         zoomspeed = 3.5;
129
130         zoomdir = button_zoom;
131         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
132                 zoomdir += button_attack2;
133         if(spectatee_status > 0 || isdemo())
134         {
135                 if(spectatorbutton_zoom)
136                         zoomdir = 0 + !zoomdir;
137                 // do not even THINK about removing this 0
138                 // _I_ know what I am doing
139                 // fteqcc does not
140         }
141
142         if(zoomdir)
143                 zoomin_effect = 0;
144
145         if(zoomin_effect || camera_active)
146         {
147                 current_viewzoom = min(1, current_viewzoom + drawframetime);
148         }
149         else
150         {
151                 if(zoomspeed < 0) // instant zoom
152                 {
153                         if(zoomdir)
154                                 current_viewzoom = 1 / zoomfactor;
155                         else
156                                 current_viewzoom = 1;
157                 }
158                 else
159                 {
160                         if(zoomdir)
161                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
162                         else
163                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
164                 }
165         }
166
167         if(almost_equals(current_viewzoom, 1))
168                 current_zoomfraction = 0;
169         else if(almost_equals(current_viewzoom, 1/zoomfactor))
170                 current_zoomfraction = 1;
171         else
172                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
173
174         if(zoomsensitivity < 1)
175                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
176         else
177                 setsensitivityscale(1);
178
179         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
180         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
181         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
182
183         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
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;
229         wcross_origin = project_3d_to_2d(trace_endpos);
230         wcross_origin_z = 0;
231         if(trace_networkentity < 1)
232                 return SHOTTYPE_HITWORLD;
233         if(trace_networkentity > maxclients)
234                 return SHOTTYPE_HITWORLD;
235         t = GetPlayerColor(trace_networkentity - 1);
236         if(teamplay)
237                 if(t == myteam)
238                         return SHOTTYPE_HITTEAM;
239         if(t == COLOR_SPECTATOR)
240                 return SHOTTYPE_HITWORLD;
241         return SHOTTYPE_HITENEMY;
242 }
243
244 float TrueAimCheck()
245 {
246         float nudge = 1; // added to traceline target and subtracted from result
247         vector vecs, trueaimpoint, w_shotorg;
248         vector mi, ma, dv;
249         float shottype;
250         entity ta;
251         float mv;
252
253         mi = ma = '0 0 0';
254         ta = trueaim;
255         mv = MOVE_NOMONSTERS;
256
257         switch(activeweapon)
258         {
259                 case WEP_TUBA: // no aim
260                 case WEP_PORTO: // shoots from eye
261                 case WEP_HOOK: // no trueaim
262                 case WEP_GRENADE_LAUNCHER: // toss curve
263                         return SHOTTYPE_HITWORLD;
264                 case WEP_NEX:
265                 case WEP_MINSTANEX:
266                         mv = MOVE_NORMAL;
267                         break;
268                 case WEP_SNIPERRIFLE:
269                         ta = trueaim_rifle;
270                         mv = MOVE_NORMAL;
271                         if(zoomscript_caught)
272                         {
273                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
274                                 return EnemyHitCheck();
275                         }
276                         break;
277                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
278                         mi = '-3 -3 -3';
279                         ma = '3 3 3';
280                         break;
281                 case WEP_FIREBALL: // projectile has a size!
282                         mi = '-16 -16 -16';
283                         ma = '16 16 16';
284                         break;
285                 case WEP_SEEKER: // projectile has a size!
286                         mi = '-2 -2 -2';
287                         ma = '2 2 2';
288                         break;
289                 case WEP_ELECTRO: // projectile has a size!
290                         mi = '0 0 -3';
291                         ma = '0 0 -3';
292                         break;
293         }
294
295         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
296
297         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
298         trueaimpoint = trace_endpos;
299
300         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
301                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
302
303         if(vecs_x > 0)
304                 vecs_y = -vecs_y;
305         else
306                 vecs = '0 0 0';
307
308         dv = view_right * vecs_y + view_up * vecs_z;
309         w_shotorg = view_origin + dv;
310
311         // now move the vecs forward as much as requested if possible
312         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
313         w_shotorg = trace_endpos - view_forward * nudge;
314
315         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
316         shottype = EnemyHitCheck();
317         if(shottype != SHOTTYPE_HITWORLD)
318                 return shottype;
319
320 #if 0
321         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
322         // or rather, I know why, but see no fix
323         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
324                 // 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
325                 return SHOTTYPE_HITOBSTRUCTION;
326 #endif
327
328         return SHOTTYPE_HITWORLD;
329 }
330
331 void CSQC_common_hud(void);
332
333 void PostInit(void);
334 void CSQC_Demo_Camera();
335 float HUD_WouldDrawScoreboard();
336 float view_set;
337 float camera_mode;
338 float reticle_type;
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
342
343 vector freeze_pmove_org, freeze_input_angles;
344 entity nightvision_noise, nightvision_noise2;
345
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
351
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
354
355 vector myhealth_gentlergb;
356
357 float contentavgalpha, liquidalpha_prev;
358 vector liquidcolor_prev;
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, vo;
368         vector vf_size, vf_min;
369         float a;
370
371 #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
372         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
373         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
374         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);
375
376         vf_size = R_SetView3fv(VF_SIZE);
377         vf_min = R_SetView3fv(VF_MIN);
378         vid_width = vf_size_x;
379         vid_height = vf_size_y;
380
381         vector reticle_pos, reticle_size;
382         vector splash_pos, splash_size;
383
384         WaypointSprite_Load();
385
386         if(spectatee_status)
387                 myteam = GetPlayerColor(spectatee_status - 1);
388         else
389                 myteam = GetPlayerColor(player_localentnum - 1);
390
391         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
392         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
393
394         warpzone_fixview_origin = pmove_org + vo;
395         warpzone_fixview_cl_viewangles = input_angles;
396         warpzone_fixview_angles = view_angles;
397         WarpZone_FixView();
398         pmove_org = warpzone_fixview_origin - vo;
399         input_angles = warpzone_fixview_cl_viewangles;
400         view_angles = warpzone_fixview_angles;
401
402         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
403         {
404                 pmove_org = freeze_pmove_org;
405                 input_angles = view_angles = freeze_input_angles;
406                 R_SetView(VF_ORIGIN, pmove_org + vo);
407                 R_SetView(VF_ANGLES, view_angles);
408                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
409         }
410         freeze_pmove_org = pmove_org;
411         freeze_input_angles = input_angles;
412
413         // Render the Scene
414         if(!intermission || !view_set)
415         {
416                 view_origin = pmove_org + vo;
417                 view_angles = input_angles;
418                 makevectors(view_angles);
419                 view_forward = v_forward;
420                 view_right = v_right;
421                 view_up = v_up;
422                 view_set = 1;
423         }
424
425 #ifdef BLURTEST
426         if(time > blurtest_time0 && time < blurtest_time1)
427         {
428                 float r, t;
429
430                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
431                 r = t * blurtest_radius;
432                 f = 1 / pow(t, blurtest_power) - 1;
433
434                 cvar_set("r_glsl_postprocess", "1");
435                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
436         }
437         else
438         {
439                 cvar_set("r_glsl_postprocess", "0");
440                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
441         }
442 #endif
443
444         TargetMusic_Advance();
445         Fog_Force();
446
447         drawframetime = max(0.000001, time - drawtime);
448         drawtime = time;
449
450         // watch for gametype changes here...
451         // in ParseStuffCMD the cmd isn't executed yet :/
452         // might even be better to add the gametype to TE_CSQC_INIT...?
453         if(!postinit)
454                 PostInit();
455
456         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
457                 if(calledhooks & HOOK_START)
458                 {
459                         localcmd("\ncl_hook_gameend\n");
460                         calledhooks |= HOOK_END;
461                 }
462
463         CheckForGamestartChange();
464         serverAnnouncer();
465         maptimeAnnouncer();
466         carrierAnnouncer();
467
468         fov = autocvar_fov;
469         if(button_zoom || fov <= 59.5)
470         {
471                 if(!zoomscript_caught)
472                 {
473                         localcmd("+button4\n");
474                         zoomscript_caught = 1;
475                         ignore_plus_zoom += 1;
476                 }
477         }
478         else
479         {
480                 if(zoomscript_caught)
481                 {
482                         localcmd("-button4\n");
483                         zoomscript_caught = 0;
484                         ignore_minus_zoom += 1;
485                 }
486         }
487
488         ColorTranslateMode = autocvar_cl_stripcolorcodes;
489         activeweapon = getstati(STAT_SWITCHWEAPON);
490         f = (serverflags & SERVERFLAG_TEAMPLAY);
491         if(f != teamplay)
492         {
493                 teamplay = f;
494                 HUD_InitScores();
495         }
496
497         if(last_weapon != activeweapon) {
498                 weapontime = time;
499                 last_weapon = activeweapon;
500
501                 e = get_weaponinfo(activeweapon);
502                 if(e.netname != "")
503                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
504                 else
505                         localcmd("\ncl_hook_activeweapon none\n");
506         }
507
508         // ALWAYS Clear Current Scene First
509         R_ClearScene();
510
511         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
512         R_SetView(VF_SIZE, vf_size);
513         R_SetView(VF_MIN, vf_min);
514
515         // Assign Standard Viewflags
516         // Draw the World (and sky)
517         R_SetView(VF_DRAWWORLD, 1);
518
519         // Set the console size vars
520         vid_conwidth = autocvar_vid_conwidth;
521         vid_conheight = autocvar_vid_conheight;
522         vid_pixelheight = autocvar_vid_pixelheight;
523
524         R_SetView(VF_FOV, GetCurrentFov(fov));
525
526         // Camera for demo playback
527         if(camera_active)
528         {
529                 if(autocvar_camera_enable)
530                         CSQC_Demo_Camera();
531                 else
532                 {
533                         cvar_set("chase_active", ftos(chase_active_backup));
534                         cvar_set("cl_demo_mousegrab", "0");
535                         camera_active = FALSE;
536                 }
537         }
538 #ifdef CAMERATEST
539         else if(autocvar_camera_enable)
540 #else
541         else if(autocvar_camera_enable && isdemo())
542 #endif
543         {
544                 // Enable required Darkplaces cvars
545                 chase_active_backup = autocvar_chase_active;
546                 cvar_set("chase_active", "2");
547                 cvar_set("cl_demo_mousegrab", "1");
548                 camera_active = TRUE;
549                 camera_mode = FALSE;
550         }
551
552         // Draw the Crosshair
553         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
554
555         // Draw the Engine Status Bar (the default Quake HUD)
556         R_SetView(VF_DRAWENGINEHUD, 0);
557
558         // fetch this one only once per frame
559         hud_showbinds = autocvar_hud_showbinds;
560         hud_showbinds_limit = autocvar_hud_showbinds_limit;
561
562         // Update the mouse position
563         /*
564            mousepos_x = vid_conwidth;
565            mousepos_y = vid_conheight;
566            mousepos = mousepos*0.5 + getmousepos();
567          */
568
569         e = self;
570         for(self = world; (self = nextent(self)); )
571                 if(self.draw)
572                         self.draw();
573         self = e;
574
575         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
576         R_RenderScene();
577
578         // now switch to 2D drawing mode by calling a 2D drawing function
579         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
580         // next R_RenderScene call
581         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
582
583         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
584         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
585         {
586                 // apply night vision effect
587                 vector rgb, tc_00, tc_01, tc_10, tc_11;
588
589                 if(!nightvision_noise)
590                 {
591                         nightvision_noise = spawn();
592                         nightvision_noise.classname = "nightvision_noise";
593                 }
594                 if(!nightvision_noise2)
595                 {
596                         nightvision_noise2 = spawn();
597                         nightvision_noise2.classname = "nightvision_noise2";
598                 }
599
600                 // color tint in yellow
601                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
602
603                 // draw BG
604                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
605                 rgb = '1 1 1';
606                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
607                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
608                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
609                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
610                 tc_11 = tc_01 + tc_10 - tc_00;
611                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
612                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
613                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
614                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
615                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
616                 R_EndPolygon();
617
618                 // draw FG
619                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
620                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
621                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
622                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
623                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
624                 tc_11 = tc_01 + tc_10 - tc_00;
625                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
626                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
627                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
628                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
629                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
630                 R_EndPolygon();
631         }
632
633         // Draw the aiming reticle for weapons that use it
634         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
635         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
636         // the view to go back to normal, so reticle_type would become 0 as we fade out)
637         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
638                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
639         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
640                 reticle_type = 2; // nex zoom
641         else if(button_zoom || zoomscript_caught)
642                 reticle_type = 1; // normal zoom
643         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
644                 reticle_type = 2; // nex zoom
645
646         if (reticle_type)
647         {
648                 if(autocvar_cl_reticle_stretch)
649                 {
650                         reticle_size_x = vid_conwidth;
651                         reticle_size_y = vid_conheight;
652                         reticle_pos_x = 0;
653                         reticle_pos_y = 0;
654                 }
655                 else
656                 {
657                         reticle_size_x = max(vid_conwidth, vid_conheight);
658                         reticle_size_y = max(vid_conwidth, vid_conheight);
659                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
660                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
661                 }
662
663                 f = current_zoomfraction;
664                 if(zoomscript_caught)
665                         f = 1;
666                 if(autocvar_cl_reticle_item_normal)
667                 {
668                         if(reticle_type == 1 && f)
669                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
670                 }
671                 if(autocvar_cl_reticle_item_nex)
672                 {
673                         if(reticle_type == 2 && f)
674                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
675                 }
676         }
677
678
679         // improved polyblend
680         vector rgb;
681         if(autocvar_hud_contents)
682         {
683                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
684                 vector liquidcolor;
685                 
686                 switch(pointcontents(view_origin))
687                 {
688                         case CONTENT_WATER:
689                                 liquidalpha = autocvar_hud_contents_water_alpha;
690                                 liquidcolor = stov(autocvar_hud_contents_water_color);
691                                 incontent = 1;
692                                 break;
693                                 
694                         case CONTENT_LAVA:
695                                 liquidalpha = autocvar_hud_contents_lava_alpha;
696                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
697                                 incontent = 1;
698                                 break;  
699                                                         
700                         case CONTENT_SLIME:
701                                 liquidalpha = autocvar_hud_contents_slime_alpha;
702                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
703                                 incontent = 1;
704                                 break;
705                                 
706                         default:
707                                 liquidalpha = 0;
708                                 liquidcolor = '0 0 0';
709                                 incontent = 0;
710                                 break;
711                 }
712                 
713                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
714                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
715                         contentfadetime = autocvar_hud_contents_fadeintime;
716                         liquidalpha_prev = liquidalpha;
717                         liquidcolor_prev = liquidcolor;
718                 }
719                 else
720                         contentfadetime = autocvar_hud_contents_fadeouttime;
721                         
722                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
723                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
724                 
725                 if(contentavgalpha)
726                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
727         }
728         
729         if(autocvar_hud_damage)
730         {
731                 splash_size_x = max(vid_conwidth, vid_conheight);
732                 splash_size_y = max(vid_conwidth, vid_conheight);
733                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
734                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
735
736                 float myhealth_flash_temp;
737                 myhealth = getstati(STAT_HEALTH);
738
739                 // fade out
740                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
741                 // add new damage
742                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
743
744                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
745                 pain_threshold = autocvar_hud_damage_pain_threshold;
746                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
747                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
748
749                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
750                 {
751                         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);
752                 }
753
754                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
755
756                 if(myhealth_prev < 1)
757                 {
758                         if(myhealth >= 1)
759                         {
760                                 myhealth_flash = 0; // just spawned, clear the flash immediately
761                                 myhealth_flash_temp = 0;
762                         }
763                         else
764                         {
765                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
766                         }
767                 }
768
769                 if(spectatee_status == -1 || intermission)
770                 {
771                         myhealth_flash = 0; // observing, or match ended
772                         myhealth_flash_temp = 0;
773                 }
774
775                 myhealth_prev = myhealth;
776
777                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
778                 {
779                         if(autocvar_cl_gentle_damage == 2)
780                         {
781                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
782                                 {
783                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
784                                 }
785                         }
786                         else
787                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
788
789                         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);
790                 }
791                 else
792                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
793         }
794
795         // Draw the mouse cursor
796         // NOTE: drawpic must happen after R_RenderScene for some reason
797         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
798         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
799         //self = edict_num(player_localnum);
800         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
801         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
802         // as long as the ctf part isn't in, this is useless
803         if(menu_visible)
804                 menu_show();
805
806         /*if(gametype == GAME_CTF)
807           {
808           ctf_view();
809           } else */
810
811         // draw 2D entities
812         e = self;
813         for(self = world; (self = nextent(self)); )
814                 if(self.draw2d)
815                         self.draw2d();
816         self = e;
817
818         scoreboard_active = HUD_WouldDrawScoreboard();
819
820         hit_time = getstatf(STAT_HIT_TIME);
821         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
822         {
823                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
824                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
825         }
826         typehit_time = getstatf(STAT_TYPEHIT_TIME);
827         if(typehit_time > nextsound_typehit_time)
828         {
829                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
830                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
831         }
832
833         float hud;
834         hud = getstati(STAT_HUD);
835         if(hud == HUD_SPIDERBOT)
836                 CSQC_SPIDER_HUD();
837         else if(hud == HUD_WAKIZASHI)
838         CSQC_WAKIZASHI_HUD();
839     else if(hud == HUD_RAPTOR)
840         CSQC_RAPTOR_HUD();
841     else if(hud == HUD_BUMBLEBEE)
842         CSQC_BUMBLE_HUD();
843         else
844         {
845                 if(gametype == GAME_FREEZETAG)
846                 {
847                         if(getstati(STAT_FROZEN))
848                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
849                         if(getstatf(STAT_REVIVE_PROGRESS))
850                         {
851                                 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);
852                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
853                         }
854                 }
855
856                 if(autocvar_r_letterbox == 0)
857                         if(autocvar_viewsize < 120)
858                                 CSQC_common_hud();
859
860                 // crosshair goes VERY LAST
861                 if(!scoreboard_active && !camera_active && intermission != 2) {
862                         string wcross_style;
863                         float wcross_alpha, wcross_resolution;
864                         wcross_style = autocvar_crosshair;
865                         if (wcross_style == "0")
866                                 return;
867                         wcross_resolution = autocvar_crosshair_size;
868                         if (wcross_resolution == 0)
869                                 return;
870                         wcross_alpha = autocvar_crosshair_alpha;
871                         if (wcross_alpha == 0)
872                                 return;
873
874                         // TrueAim check
875                         float shottype;
876
877                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
878                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
879                         wcross_origin_z = 0;
880                         if(autocvar_crosshair_hittest)
881                         {
882                                 vector wcross_oldorigin;
883                                 wcross_oldorigin = wcross_origin;
884                                 shottype = TrueAimCheck();
885                                 if(shottype == SHOTTYPE_HITWORLD)
886                                 {
887                                         v = wcross_origin - wcross_oldorigin;
888                                         v_x /= vid_conwidth;
889                                         v_y /= vid_conheight;
890                                         if(vlen(v) > 0.01)
891                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
892                                 }
893                                 if(!autocvar_crosshair_hittest_showimpact)
894                                         wcross_origin = wcross_oldorigin;
895                         }
896                         else
897                                 shottype = SHOTTYPE_HITWORLD;
898
899                         vector wcross_color, wcross_size;
900                         string wcross_wep, wcross_name;
901                         float wcross_scale, wcross_blur;
902
903                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
904                                 e = get_weaponinfo(activeweapon);
905                                 if (e && e.netname != "")
906                                 {
907                                         wcross_wep = e.netname;
908                                         if(autocvar_crosshair_per_weapon)
909                                         {
910                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
911                                                 if (wcross_resolution == 0)
912                                                         return;
913                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
914                                                 if (wcross_alpha == 0)
915                                                         return;
916
917                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
918                                                 if(wcross_style == "" || wcross_style == "0")
919                                                         wcross_style = wcross_wep;
920                                         }
921                                 }
922                         }
923                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
924                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
925                         else if(autocvar_crosshair_color_by_health)
926                         {
927                                 local float x = getstati(STAT_HEALTH);
928                                 
929                                 //x = red
930                                 //y = green
931                                 //z = blue
932                                 
933                                 wcross_color_z = 0;
934                                 
935                                 if(x > 200)
936                                 {
937                                         wcross_color_x = 0;
938                                         wcross_color_y = 1;
939                                 }
940                                 else if(x > 150)
941                                 {
942                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
943                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
944                                 }
945                                 else if(x > 100)
946                                 {
947                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
948                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
949                                         wcross_color_z = 1 - (x-100)*0.02;
950                                 }
951                                 else if(x > 50)
952                                 {
953                                         wcross_color_x = 1;
954                                         wcross_color_y = 1;
955                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
956                                 }
957                                 else if(x > 20)
958                                 {
959                                         wcross_color_x = 1;
960                                         wcross_color_y = (x-20)*90/27/100;
961                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
962                                 }
963                                 else
964                                 {
965                                         wcross_color_x = 1;
966                                         wcross_color_y = 0;
967                                 }
968                         }
969                         else
970                                 wcross_color = stov(autocvar_crosshair_color);
971
972                         wcross_name = strcat("gfx/crosshair", wcross_style);
973
974                         if(autocvar_crosshair_effect_scalefade)
975                         {
976                                 wcross_scale = wcross_resolution;
977                                 wcross_resolution = 1;
978                         }
979                         else
980                         {
981                                 wcross_scale = 1;
982                         }
983
984                         if(autocvar_crosshair_pickup)
985                         {
986                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
987                                 {
988                                         pickup_crosshair_size = 1;
989                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
990                                 }
991
992                                 if(pickup_crosshair_size > 0)
993                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
994                                 else
995                                         pickup_crosshair_size = 0;
996
997                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
998                         }
999                         
1000                         vector hitindication_color;
1001                         if(autocvar_crosshair_hitindication)
1002                         {
1003                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1004                                 if(hitindication_crosshair_time < hit_time)
1005                                 {
1006                                         hitindication_crosshair_size = 1;
1007                                         hitindication_crosshair_time = hit_time;
1008                                 }
1009
1010                                 if(hitindication_crosshair_size > 0)
1011                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1012                                 else
1013                                         hitindication_crosshair_size = 0;
1014
1015                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1016                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1017                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1018                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1019                         }
1020
1021                         if(shottype == SHOTTYPE_HITENEMY)
1022                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1023                         if(shottype == SHOTTYPE_HITTEAM)
1024                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1025
1026                         f = autocvar_crosshair_effect_speed;
1027                         if(f < 0)
1028                                 f *= -2 * g_weaponswitchdelay;
1029                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1030                         {
1031                                 wcross_changedonetime = time + f;
1032                         }
1033                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1034                         {
1035                                 wcross_name_changestarttime = time;
1036                                 wcross_name_changedonetime = time + f;
1037                                 if(wcross_name_goal_prev_prev)
1038                                         strunzone(wcross_name_goal_prev_prev);
1039                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1040                                 wcross_name_goal_prev = strzone(wcross_name);
1041                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1042                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1043                                 wcross_resolution_goal_prev = wcross_resolution;
1044                         }
1045
1046                         wcross_scale_goal_prev = wcross_scale;
1047                         wcross_alpha_goal_prev = wcross_alpha;
1048                         wcross_color_goal_prev = wcross_color;
1049
1050                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1051                         {
1052                                 wcross_blur = 1;
1053                                 wcross_alpha *= 0.75;
1054                         }
1055                         else
1056                                 wcross_blur = 0;
1057                         // *_prev is at time-frametime
1058                         // * is at wcross_changedonetime+f
1059                         // what do we have at time?
1060                         if(time < wcross_changedonetime)
1061                         {
1062                                 f = frametime / (wcross_changedonetime - time + frametime);
1063                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1064                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1065                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1066                         }
1067
1068                         wcross_scale_prev = wcross_scale;
1069                         wcross_alpha_prev = wcross_alpha;
1070                         wcross_color_prev = wcross_color;
1071
1072                         wcross_scale *= 1 - autocvar__menu_alpha;
1073                         wcross_alpha *= 1 - autocvar__menu_alpha;
1074                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1075
1076                         // crosshair rings for weapon stats
1077                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1078                         {
1079                                 // declarations and stats
1080                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1081                                 string ring_image, ring_inner_image;
1082                                 vector ring_rgb, ring_inner_rgb;
1083                                 
1084                                 ring_scale = autocvar_crosshair_ring_size;
1085
1086                                 float weapon_clipload, weapon_clipsize;
1087                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1088                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1089
1090                                 float nex_charge, nex_chargepool;
1091                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1092                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1093
1094                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1095                                         nex_charge_movingavg = nex_charge;
1096                                         
1097
1098                                 // handle the values
1099                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1100                                 {
1101                                         if (nex_chargepool || use_nex_chargepool) { 
1102                                                 use_nex_chargepool = 1; 
1103                                                 ring_inner_value = nex_chargepool;
1104                                         } else { 
1105                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1106                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1107                                         }
1108                                                 
1109                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1110                                         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;
1111                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1112                                         
1113                                         // draw the outer ring to show the current charge of the weapon
1114                                         ring_value = nex_charge;
1115                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1116                                         ring_rgb = wcross_color;
1117                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1118                                 }
1119                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1120                                 {
1121                                         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.
1122                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1123                                         ring_rgb = wcross_color;
1124                                         ring_image = "gfx/crosshair_ring.tga";
1125                                 }
1126
1127                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1128                                 {
1129                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1130                                         ring_scale = autocvar_crosshair_ring_reload_size;
1131                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1132                                         ring_rgb = wcross_color;
1133                                         
1134                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1135                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1136                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1137                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1138                                         else
1139                                                 ring_image = "gfx/crosshair_ring.tga";
1140                                 }
1141
1142                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1143                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1144
1145                                 if (ring_value)
1146                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1147                         }
1148
1149 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1150                         do \
1151                         { \
1152                                 if(wcross_blur > 0) \
1153                                 { \
1154                                         for(i = -2; i <= 2; ++i) \
1155                                                 for(j = -2; j <= 2; ++j) \
1156                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1157                                 } \
1158                                 else \
1159                                 { \
1160                                         M(0,0,sz,wcross_name,wcross_alpha); \
1161                                 } \
1162                         } \
1163                         while(0)
1164
1165 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1166                         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)
1167
1168 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1169                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1170
1171                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1172                         {
1173                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1174                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1175                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1176                                 f = 1 - f;
1177                         }
1178                         else
1179                         {
1180                                 f = 1;
1181                         }
1182
1183                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1184                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1185
1186                         if(autocvar_crosshair_dot)
1187             {
1188                 vector wcross_color_old;
1189                 wcross_color_old = wcross_color;
1190                 if(autocvar_crosshair_dot_color != "0")
1191                     wcross_color = stov(autocvar_crosshair_dot_color);
1192                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1193                 wcross_color = wcross_color_old;
1194             }
1195
1196                         wcross_name_alpha_goal_prev = f;
1197                 }
1198                 else
1199                 {
1200                         wcross_scale_prev = 0;
1201                         wcross_alpha_prev = 0;
1202                         wcross_scale_goal_prev = 0;
1203                         wcross_alpha_goal_prev = 0;
1204                         wcross_changedonetime = 0;
1205                         if(wcross_name_goal_prev)
1206                                 strunzone(wcross_name_goal_prev);
1207                         wcross_name_goal_prev = string_null;
1208                         if(wcross_name_goal_prev_prev)
1209                                 strunzone(wcross_name_goal_prev_prev);
1210                         wcross_name_goal_prev_prev = string_null;
1211                         wcross_name_changestarttime = 0;
1212                         wcross_name_changedonetime = 0;
1213                         wcross_name_alpha_goal_prev = 0;
1214                         wcross_name_alpha_goal_prev_prev = 0;
1215                         wcross_resolution_goal_prev = 0;
1216                         wcross_resolution_goal_prev_prev = 0;
1217                 }
1218         }
1219
1220         if(NextFrameCommand)
1221         {
1222                 localcmd("\n", NextFrameCommand, "\n");
1223                 NextFrameCommand = string_null;
1224         }
1225
1226         // we must do this check AFTER a frame was rendered, or it won't work
1227         if(cs_project_is_b0rked == 0)
1228         {
1229                 string w0, h0;
1230                 w0 = ftos(autocvar_vid_conwidth);
1231                 h0 = ftos(autocvar_vid_conheight);
1232                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1233                 //R_SetView(VF_FOV, '90 90 0');
1234                 R_SetView(VF_ORIGIN, '0 0 0');
1235                 R_SetView(VF_ANGLES, '0 0 0');
1236                 R_SetView(VF_PERSPECTIVE, 1);
1237                 makevectors('0 0 0');
1238                 vector v1, v2;
1239                 cvar_set("vid_conwidth", "800");
1240                 cvar_set("vid_conheight", "600");
1241                 v1 = cs_project(v_forward);
1242                 cvar_set("vid_conwidth", "640");
1243                 cvar_set("vid_conheight", "480");
1244                 v2 = cs_project(v_forward);
1245                 if(v1 == v2)
1246                         cs_project_is_b0rked = 1;
1247                 else
1248                         cs_project_is_b0rked = -1;
1249                 cvar_set("vid_conwidth", w0);
1250                 cvar_set("vid_conheight", h0);
1251         }
1252
1253         if(autocvar__hud_configure)
1254                 HUD_Panel_Mouse();
1255
1256         // let's reset the view back to normal for the end
1257         R_SetView(VF_MIN, '0 0 0');
1258         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1259 }
1260
1261 void CSQC_common_hud(void)
1262 {
1263         // HUD_SortFrags(); done in HUD_Draw
1264         float hud;
1265         hud = getstati(STAT_HUD);
1266
1267         //hud = 10;
1268         switch(hud)
1269         {
1270                 case HUD_NORMAL:
1271                         // do some accuracy var caching
1272                         float i;
1273                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1274                         {
1275                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1276                                 {
1277                                         if(acc_color_levels)
1278                                                 strunzone(acc_color_levels);
1279                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1280                                         acc_levels = tokenize(acc_color_levels);
1281                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1282                                                 acc_levels = MAX_ACCURACY_LEVELS;
1283
1284                                         for (i = 0; i < acc_levels; ++i)
1285                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1286                                 }
1287                                 // let know that acc_col[] needs to be loaded
1288                                 acc_col_x[0] = -1;
1289                         }
1290
1291                         HUD_Main(); // always run these functions for alpha checks
1292                         HUD_DrawScoreboard();
1293
1294                         if (scoreboard_active) // scoreboard/accuracy
1295                         {       
1296                                 HUD_Reset();
1297                                 // HUD_DrawScoreboard takes care of centerprint_start
1298                         }
1299                         else if (intermission == 2) // map voting screen
1300                         {
1301                                 HUD_FinaleOverlay();
1302                                 HUD_Reset();
1303
1304                                 centerprint_start_x = 0;
1305                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1306                         }
1307                         else // hud
1308                         {
1309                                 centerprint_start_x = 0;
1310                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1311                         }
1312
1313                         HUD_DrawCenterPrint();
1314                         break;
1315
1316                 case HUD_SPIDERBOT:
1317                         CSQC_SPIDER_HUD();
1318                         break;
1319
1320                 case HUD_WAKIZASHI:
1321                         CSQC_WAKIZASHI_HUD();
1322                         break;
1323                         
1324         case HUD_BUMBLEBEE:
1325             CSQC_BUMBLE_HUD();
1326             break;
1327
1328         }
1329 }
1330
1331
1332 // following vectors must be global to allow seamless switching between camera modes
1333 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1334 void CSQC_Demo_Camera()
1335 {
1336         float speed, attenuation, dimensions;
1337         vector tmp, delta;
1338
1339         if( autocvar_camera_reset || !camera_mode )
1340         {
1341                 camera_offset = '0 0 0';
1342                 current_angles = '0 0 0';
1343                 camera_direction = '0 0 0';
1344                 camera_offset_z += 30;
1345                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1346                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1347                 current_origin = view_origin;
1348                 current_camera_offset  = camera_offset;
1349                 cvar_set("camera_reset", "0");
1350                 camera_mode = CAMERA_CHASE;
1351         }
1352
1353         // Camera angles
1354         if( camera_roll )
1355                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1356
1357         if(autocvar_camera_look_player)
1358         {
1359                 local vector dir;
1360                 local float n;
1361
1362                 dir = normalize(view_origin - current_position);
1363                 n = mouse_angles_z;
1364                 mouse_angles = vectoangles(dir);
1365                 mouse_angles_x = mouse_angles_x * -1;
1366                 mouse_angles_z = n;
1367         }
1368         else
1369         {
1370                 tmp = getmousepos() * 0.1;
1371                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1372                 {
1373                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1374                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1375                 }
1376         }
1377
1378         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1379         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1380         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1381         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1382
1383         // Fix difference when angles don't have the same sign
1384         delta = '0 0 0';
1385         if(mouse_angles_y < -60 && current_angles_y > 60)
1386                 delta = '0 360 0';
1387         if(mouse_angles_y > 60 && current_angles_y < -60)
1388                 delta = '0 -360 0';
1389
1390         if(autocvar_camera_look_player)
1391                 attenuation = autocvar_camera_look_attenuation;
1392         else
1393                 attenuation = autocvar_camera_speed_attenuation;
1394
1395         attenuation = 1 / max(1, attenuation);
1396         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1397
1398         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1399         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1400         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1401         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1402
1403         // Camera position
1404         tmp = '0 0 0';
1405         dimensions = 0;
1406
1407         if( camera_direction_x )
1408         {
1409                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1410                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1411                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1412                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1413                 ++dimensions;
1414         }
1415
1416         if( camera_direction_y )
1417         {
1418                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1419                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1420                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1421                 ++dimensions;
1422         }
1423
1424         if( camera_direction_z )
1425         {
1426                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1427                 ++dimensions;
1428         }
1429
1430         if(autocvar_camera_free)
1431                 speed = autocvar_camera_speed_free;
1432         else
1433                 speed = autocvar_camera_speed_chase;
1434
1435         if(dimensions)
1436         {
1437                 speed = speed * sqrt(1 / dimensions);
1438                 camera_offset += tmp * speed;
1439         }
1440
1441         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1442
1443         // Camera modes
1444         if( autocvar_camera_free )
1445         {
1446                 if ( camera_mode == CAMERA_CHASE )
1447                 {
1448                         current_camera_offset = current_origin + current_camera_offset;
1449                         camera_offset = current_origin + camera_offset;
1450                 }
1451
1452                 camera_mode = CAMERA_FREE;
1453                 current_position = current_camera_offset;
1454         }
1455         else
1456         {
1457                 if ( camera_mode == CAMERA_FREE )
1458                 {
1459                         current_origin = view_origin;
1460                         camera_offset = camera_offset - current_origin;
1461                         current_camera_offset = current_camera_offset - current_origin;
1462                 }
1463
1464                 camera_mode = CAMERA_CHASE;
1465
1466                 if(autocvar_camera_chase_smoothly)
1467                         current_origin += (view_origin - current_origin) * attenuation;
1468                 else
1469                         current_origin = view_origin;
1470
1471                 current_position = current_origin + current_camera_offset;
1472         }
1473
1474         R_SetView(VF_ANGLES, current_angles);
1475         R_SetView(VF_ORIGIN, current_position);
1476 }