]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge branch 'master' into terencehill/eventchase
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 void Porto_Draw()
4 {
5         vector p, dir, ang, q, nextdir;
6         float idx, portal_number, portal1_idx;
7
8         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
9                 return;
10         if(g_balance_porto_secondary)
11                 return;
12         if(intermission == 1)
13                 return;
14         if(intermission == 2)
15                 return;
16         if (getstati(STAT_HEALTH) <= 0)
17                 return;
18
19         dir = view_forward;
20
21         if(angles_held_status)
22         {
23                 makevectors(angles_held);
24                 dir = v_forward;
25         }
26
27         p = view_origin;
28
29         polyline[0] = p;
30         idx = 1;
31         portal_number = 0;
32         nextdir = dir;
33
34         for(;;)
35         {
36                 dir = nextdir;
37                 traceline(p, p + 65536 * dir, TRUE, porto);
38                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
39                         return;
40                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
41                 p = trace_endpos;
42                 polyline[idx] = p;
43                 ++idx;
44                 if(idx >= 16)
45                         return;
46                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
47                         continue;
48                 ++portal_number;
49                 ang = vectoangles2(trace_plane_normal, dir);
50                 ang_x = -ang_x;
51                 makevectors(ang);
52                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
53                         return;
54                 if(portal_number == 1)
55                 {
56                         portal1_idx = idx;
57                         if(portal_number >= 2)
58                                 break;
59                 }
60         }
61
62         while(idx >= 2)
63         {
64                 p = polyline[idx-2];
65                 q = polyline[idx-1];
66                 if(idx == 2)
67                         p = p - view_up * 16;
68                 if(idx-1 >= portal1_idx)
69                 {
70                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
71                 }
72                 else
73                 {
74                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
75                 }
76                 --idx;
77         }
78 }
79
80 void Porto_Init()
81 {
82         porto = spawn();
83         porto.classname = "porto";
84         porto.draw = Porto_Draw;
85         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
86 }
87
88 float drawtime;
89 float avgspeed;
90 vector GetCurrentFov(float fov)
91 {
92         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
93         float velocityzoom, curspeed;
94         vector v;
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_VORTEX && vortex_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) { zoomin_effect = 0; }
122
123         if(camera_active)
124         {
125                 current_viewzoom = min(1, current_viewzoom + drawframetime);
126         }
127         else if(autocvar_cl_spawnzoom && zoomin_effect)
128         {
129                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
130
131                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
132                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
133                 if(current_viewzoom == 1) { zoomin_effect = 0; }
134         }
135         else
136         {
137                 if(zoomspeed < 0) // instant zoom
138                 {
139                         if(zoomdir)
140                                 current_viewzoom = 1 / zoomfactor;
141                         else
142                                 current_viewzoom = 1;
143                 }
144                 else
145                 {
146                         if(zoomdir)
147                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
148                         else
149                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
150                 }
151         }
152
153         if(almost_equals(current_viewzoom, 1))
154                 current_zoomfraction = 0;
155         else if(almost_equals(current_viewzoom, 1/zoomfactor))
156                 current_zoomfraction = 1;
157         else
158                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
159
160         if(zoomsensitivity < 1)
161                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
162         else
163                 setsensitivityscale(1);
164
165         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
166         {
167                 if(intermission) { curspeed = 0; }
168                 else
169                 {
170
171                         makevectors(view_angles);
172                         v = pmove_vel;
173                         if(csqcplayer)
174                                 v = csqcplayer.velocity;
175
176                         switch(autocvar_cl_velocityzoom_type)
177                         {
178                                 case 3: curspeed = max(0, v_forward * v); break;
179                                 case 2: curspeed = (v_forward * v); break;
180                                 case 1: default: curspeed = vlen(v); break;
181                         }
182                 }
183
184                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
185                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
186                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
187
188                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
189         }
190         else
191                 velocityzoom = 1;
192
193         float frustumx, frustumy, fovx, fovy;
194         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
195         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
196         fovx = atan2(frustumx, 1) / M_PI * 360.0;
197         fovy = atan2(frustumy, 1) / M_PI * 360.0;
198
199         return '1 0 0' * fovx + '0 1 0' * fovy;
200 }
201
202 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
203 {
204         float fovx, fovy;
205         float width = (ov_worldmax_x - ov_worldmin_x);
206         float height = (ov_worldmax_y - ov_worldmin_y);
207         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
208         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
209         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
210         return '1 0 0' * fovx + '0 1 0' * fovy;
211 }
212
213 // this function must match W_SetupShot!
214 float zoomscript_caught;
215
216 vector wcross_origin;
217 float wcross_scale_prev, wcross_alpha_prev;
218 vector wcross_color_prev;
219 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
220 vector wcross_color_goal_prev;
221 float wcross_changedonetime;
222
223 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
224 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
225 float wcross_name_changestarttime, wcross_name_changedonetime;
226 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
227
228 float wcross_ring_prev;
229
230 entity trueaim;
231 entity trueaim_rifle;
232
233 #define SHOTTYPE_HITTEAM 1
234 #define SHOTTYPE_HITOBSTRUCTION 2
235 #define SHOTTYPE_HITWORLD 3
236 #define SHOTTYPE_HITENEMY 4
237
238 void TrueAim_Init()
239 {
240         trueaim = spawn();
241         trueaim.classname = "trueaim";
242         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
243         trueaim_rifle = spawn();
244         trueaim_rifle.classname = "trueaim_rifle";
245         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
246 }
247
248 float EnemyHitCheck()
249 {
250         float t, n;
251         wcross_origin = project_3d_to_2d(trace_endpos);
252         wcross_origin_z = 0;
253         if(trace_ent)
254                 n = trace_ent.entnum;
255         else
256                 n = trace_networkentity;
257         if(n < 1)
258                 return SHOTTYPE_HITWORLD;
259         if(n > maxclients)
260                 return SHOTTYPE_HITWORLD;
261         t = GetPlayerColor(n - 1);
262         if(teamplay)
263                 if(t == myteam)
264                         return SHOTTYPE_HITTEAM;
265         if(t == NUM_SPECTATOR)
266                 return SHOTTYPE_HITWORLD;
267         return SHOTTYPE_HITENEMY;
268 }
269
270 float TrueAimCheck()
271 {
272         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
273         vector vecs, trueaimpoint, w_shotorg;
274         vector mi, ma, dv;
275         float shottype;
276         entity ta;
277         float mv;
278
279         mi = ma = '0 0 0';
280         ta = trueaim;
281         mv = MOVE_NOMONSTERS;
282
283         switch(activeweapon) // WEAPONTODO
284         {
285                 case WEP_TUBA: // no aim
286                 case WEP_PORTO: // shoots from eye
287                 case WEP_HOOK: // no trueaim
288                 case WEP_MORTAR: // toss curve
289                         return SHOTTYPE_HITWORLD;
290                 case WEP_VORTEX:
291                 case WEP_VAPORIZER:
292                         mv = MOVE_NORMAL;
293                         break;
294                 case WEP_RIFLE:
295                         ta = trueaim_rifle;
296                         mv = MOVE_NORMAL;
297                         if(zoomscript_caught)
298                         {
299                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
300                                 return EnemyHitCheck();
301                         }
302                         break;
303                 case WEP_DEVASTATOR: // projectile has a size!
304                         mi = '-3 -3 -3';
305                         ma = '3 3 3';
306                         break;
307                 case WEP_FIREBALL: // projectile has a size!
308                         mi = '-16 -16 -16';
309                         ma = '16 16 16';
310                         break;
311                 case WEP_SEEKER: // projectile has a size!
312                         mi = '-2 -2 -2';
313                         ma = '2 2 2';
314                         break;
315                 case WEP_ELECTRO: // projectile has a size!
316                         mi = '0 0 -3';
317                         ma = '0 0 -3';
318                         break;
319         }
320
321         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
322
323         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
324
325         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
326         trueaimpoint = trace_endpos;
327
328         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
329                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
330
331         if(vecs_x > 0)
332                 vecs_y = -vecs_y;
333         else
334                 vecs = '0 0 0';
335
336         dv = view_right * vecs_y + view_up * vecs_z;
337         w_shotorg = traceorigin + dv;
338
339         // now move the vecs forward as much as requested if possible
340         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
341         w_shotorg = trace_endpos - view_forward * nudge;
342
343         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
344         shottype = EnemyHitCheck();
345         if(shottype != SHOTTYPE_HITWORLD)
346                 return shottype;
347
348 #if 0
349         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
350         // or rather, I know why, but see no fix
351         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
352                 // 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
353                 return SHOTTYPE_HITOBSTRUCTION;
354 #endif
355
356         return SHOTTYPE_HITWORLD;
357 }
358
359 void CSQC_common_hud(void);
360
361 void PostInit(void);
362 void CSQC_Demo_Camera();
363 float HUD_WouldDrawScoreboard();
364 float camera_mode;
365 const float CAMERA_FREE = 1;
366 const float CAMERA_CHASE = 2;
367 float reticle_type;
368 string reticle_image;
369 string NextFrameCommand;
370 void CSQC_SPIDER_HUD();
371 void CSQC_RAPTOR_HUD();
372
373 vector freeze_org, freeze_ang;
374 entity nightvision_noise, nightvision_noise2;
375
376 #define MAX_TIME_DIFF 5
377 float pickup_crosshair_time, pickup_crosshair_size;
378 float hitsound_time_prev;
379 float spectatee_status_prev; // for preventing hitsound when switching spectatee
380 float damage_dealt_total, damage_dealt_total_prev;
381 float typehit_time, typehit_time_prev;
382 float hitindication_crosshair_size;
383 float use_vortex_chargepool;
384
385 float myhealth, myhealth_prev;
386 float myhealth_flash;
387
388 float old_blurradius, old_bluralpha;
389 float old_sharpen_intensity;
390
391 vector myhealth_gentlergb;
392
393 float contentavgalpha, liquidalpha_prev;
394 vector liquidcolor_prev;
395
396 float eventchase_current_distance;
397 float eventchase_running;
398 float WantEventchase()
399 {
400         if(autocvar_cl_orthoview)
401                 return FALSE;
402         if(intermission)
403                 return TRUE;
404         if(spectatee_status >= 0)
405         {
406                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
407                         return TRUE;
408                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
409                 {
410                         if(autocvar_cl_eventchase_death == 2)
411                         {
412                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
413                                 if(self.velocity == '0 0 0' || eventchase_running)
414                                         return TRUE;
415                         }
416                         else return TRUE;
417                 }
418         }
419         return FALSE;
420 }
421
422 vector damage_blurpostprocess, content_blurpostprocess;
423
424 float checkfail[16];
425
426 float rainbow_last_flicker;
427 vector rainbow_prev_color;
428
429 #define BUTTON_3 4
430 #define BUTTON_4 8
431 float cl_notice_run();
432 float prev_myteam;
433 void CSQC_UpdateView(float w, float h)
434 {
435         entity e;
436         float fov;
437         float f, i, j;
438         vector v;
439         vector vf_size, vf_min;
440         float a;
441
442         execute_next_frame();
443
444         ++framecount;
445
446         hud = getstati(STAT_HUD);
447
448         if(autocvar__hud_showbinds_reload) // menu can set this one
449         {
450                 db_close(binddb);
451                 binddb = db_create();
452                 cvar_set("_hud_showbinds_reload", "0");
453         }
454
455         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
456                 view_quality = getproperty(VF_MINFPS_QUALITY);
457         else
458                 view_quality = 1;
459
460         button_attack2 = (input_buttons & BUTTON_3);
461         button_zoom = (input_buttons & BUTTON_4);
462
463 #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
464         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
465         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
466         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);
467         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
468         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
469         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
470         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
471
472         vf_size = getpropertyvec(VF_SIZE);
473         vf_min = getpropertyvec(VF_MIN);
474         vid_width = vf_size_x;
475         vid_height = vf_size_y;
476
477         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
478         vector splash_pos = '0 0 0', splash_size = '0 0 0';
479
480         WaypointSprite_Load();
481
482         CSQCPlayer_SetCamera();
483
484 #ifdef COMPAT_XON050_ENGINE
485         if(spectatee_status)
486                 myteam = GetPlayerColor(spectatee_status - 1);
487         else
488 #endif
489                 myteam = GetPlayerColor(player_localentnum - 1);
490
491         if(myteam != prev_myteam)
492         {
493                 myteamcolors = colormapPaletteColor(myteam, 1);
494                 for(i = 0; i < HUD_PANEL_NUM; ++i)
495                         hud_panel[i].update_time = time;
496                 prev_myteam = myteam;
497         }
498
499         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
500
501         float is_dead = (getstati(STAT_HEALTH) <= 0);
502
503         // FIXME do we need this hack?
504         if(isdemo())
505         {
506                 // in demos, input_buttons do not work
507                 button_zoom = (autocvar__togglezoom == "-");
508         }
509         else if(button_zoom
510                 && autocvar_cl_unpress_zoom_on_death
511                 && (spectatee_status >= 0)
512                 && (is_dead || intermission))
513         {
514                 // no zoom while dead or in intermission please
515                 localcmd("-zoom\n");
516                 button_zoom = FALSE;
517         }
518
519         // event chase camera
520         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
521         {
522                 if(WantEventchase())
523                 {
524                         eventchase_running = TRUE;
525
526                         // 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.)
527                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
528
529                         // detect maximum viewoffset and use it
530                         if(autocvar_cl_eventchase_viewoffset)
531                         {
532                                 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
533                                 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
534                                 else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
535                         }
536
537                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
538                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
539                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
540                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
541
542                         // make the camera smooth back
543                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
544                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
545                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
546                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
547
548                         makevectors(view_angles);
549
550                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
551                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
552
553                         // If the boxtrace fails, revert back to line tracing.
554                         if(trace_startsolid)
555                         {
556                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
557                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
558                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
559                         }
560                         else { setproperty(VF_ORIGIN, trace_endpos); }
561
562                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
563                 }
564                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
565                 {
566                         eventchase_running = FALSE;
567                         cvar_set("chase_active", "0");
568                         eventchase_current_distance = 0; // start from 0 next time
569                 }
570         }
571         // workaround for camera stuck between player's legs when using chase_active 1
572         // because the engine stops updating the chase_active camera when the game ends
573         else if(intermission)
574         {
575                 cvar_settemp("chase_active", "-1");
576                 eventchase_current_distance = 0;
577         }
578
579         // do lockview after event chase camera so that it still applies whenever necessary.
580         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
581         {
582                 setproperty(VF_ORIGIN, freeze_org);
583                 setproperty(VF_ANGLES, freeze_ang);
584         }
585         else
586         {
587                 freeze_org = getpropertyvec(VF_ORIGIN);
588                 freeze_ang = getpropertyvec(VF_ANGLES);
589         }
590
591         WarpZone_FixView();
592         //WarpZone_FixPMove();
593
594         vector ov_org = '0 0 0';
595         vector ov_mid = '0 0 0';
596         vector ov_worldmin = '0 0 0';
597         vector ov_worldmax = '0 0 0';
598         if(autocvar_cl_orthoview)
599         {
600                 ov_worldmin = mi_picmin;
601                 ov_worldmax = mi_picmax;
602
603                 float ov_width = (ov_worldmax_x - ov_worldmin_x);
604                 float ov_height = (ov_worldmax_y - ov_worldmin_y);
605                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
606
607                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
608                 ov_org = vec3(ov_mid_x, ov_mid_y, (ov_mid_z + ov_distance));
609
610                 float ov_nearest = vlen(ov_org - vec3(
611                         bound(ov_worldmin_x, ov_org_x, ov_worldmax_x),
612                         bound(ov_worldmin_y, ov_org_y, ov_worldmax_y),
613                         bound(ov_worldmin_z, ov_org_z, ov_worldmax_z)
614                 ));
615
616                 float ov_furthest = 0;
617                 float dist = 0;
618
619                 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
620                 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
621                 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
622                 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
623                 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
624                 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
625                 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
626                 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
627
628                 cvar_settemp("r_nearclip", ftos(ov_nearest));
629                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
630                 cvar_settemp("r_farclip_world", "0");
631                 cvar_settemp("r_novis", "1");
632                 cvar_settemp("r_useportalculling", "0");
633                 cvar_settemp("r_useinfinitefarclip", "0");
634
635                 setproperty(VF_ORIGIN, ov_org);
636                 setproperty(VF_ANGLES, '90 0 0');
637
638                 #if 0
639                 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
640                         vtos(ov_org),
641                         vtos(getpropertyvec(VF_ANGLES)),
642                         ov_distance,
643                         ov_nearest,
644                         ov_furthest);
645                 #endif
646         }
647
648         // Render the Scene
649         view_origin = getpropertyvec(VF_ORIGIN);
650         view_angles = getpropertyvec(VF_ANGLES);
651         makevectors(view_angles);
652         view_forward = v_forward;
653         view_right = v_right;
654         view_up = v_up;
655
656 #ifdef BLURTEST
657         if(time > blurtest_time0 && time < blurtest_time1)
658         {
659                 float r, t;
660
661                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
662                 r = t * blurtest_radius;
663                 f = 1 / pow(t, blurtest_power) - 1;
664
665                 cvar_set("r_glsl_postprocess", "1");
666                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
667         }
668         else
669         {
670                 cvar_set("r_glsl_postprocess", "0");
671                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
672         }
673 #endif
674
675         TargetMusic_Advance();
676         Fog_Force();
677
678         if(drawtime == 0)
679                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
680         else
681                 drawframetime = bound(0.000001, time - drawtime, 1);
682         drawtime = time;
683
684         // watch for gametype changes here...
685         // in ParseStuffCMD the cmd isn't executed yet :/
686         // might even be better to add the gametype to TE_CSQC_INIT...?
687         if(!postinit)
688                 PostInit();
689
690         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
691         {
692                 if(calledhooks & HOOK_START)
693                 {
694                         localcmd("\ncl_hook_gameend\n");
695                         calledhooks |= HOOK_END;
696                 }
697         }
698
699         Announcer();
700
701         fov = autocvar_fov;
702         if(fov <= 59.5)
703         {
704                 if(!zoomscript_caught)
705                 {
706                         localcmd("+button9\n");
707                         zoomscript_caught = 1;
708                 }
709         }
710         else
711         {
712                 if(zoomscript_caught)
713                 {
714                         localcmd("-button9\n");
715                         zoomscript_caught = 0;
716                 }
717         }
718
719         ColorTranslateMode = autocvar_cl_stripcolorcodes;
720
721         // next WANTED weapon (for HUD)
722         switchweapon = getstati(STAT_SWITCHWEAPON);
723
724         // currently switching-to weapon (for crosshair)
725         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
726
727         // actually active weapon (for zoom)
728         activeweapon = getstati(STAT_ACTIVEWEAPON);
729
730         f = (serverflags & SERVERFLAG_TEAMPLAY);
731         if(f != teamplay)
732         {
733                 teamplay = f;
734                 HUD_InitScores();
735         }
736
737         if(last_switchweapon != switchweapon)
738         {
739                 weapontime = time;
740                 last_switchweapon = switchweapon;
741                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
742                 {
743                         localcmd("-zoom\n");
744                         button_zoom = FALSE;
745                 }
746                 if(autocvar_cl_unpress_attack_on_weapon_switch)
747                 {
748                         localcmd("-fire\n");
749                         localcmd("-fire2\n");
750                         button_attack2 = FALSE;
751                 }
752         }
753         if(last_activeweapon != activeweapon)
754         {
755                 last_activeweapon = activeweapon;
756
757                 e = get_weaponinfo(activeweapon);
758                 if(e.netname != "")
759                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
760                 else
761                         localcmd("\ncl_hook_activeweapon none\n");
762         }
763
764         // ALWAYS Clear Current Scene First
765         clearscene();
766 #ifdef WORKAROUND_XON010
767         if(checkextension("DP_CSQC_ROTATEMOVES"))
768         {
769 #endif
770         setproperty(VF_ORIGIN, view_origin);
771         setproperty(VF_ANGLES, view_angles);
772 #ifdef WORKAROUND_XON010
773         }
774 #endif
775
776         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
777         setproperty(VF_SIZE, vf_size);
778         setproperty(VF_MIN, vf_min);
779
780         // Assign Standard Viewflags
781         // Draw the World (and sky)
782         setproperty(VF_DRAWWORLD, 1);
783
784         // Set the console size vars
785         vid_conwidth = autocvar_vid_conwidth;
786         vid_conheight = autocvar_vid_conheight;
787         vid_pixelheight = autocvar_vid_pixelheight;
788
789         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
790         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
791
792         // Camera for demo playback
793         if(camera_active)
794         {
795                 if(autocvar_camera_enable)
796                         CSQC_Demo_Camera();
797                 else
798                 {
799                         cvar_set("chase_active", ftos(chase_active_backup));
800                         cvar_set("cl_demo_mousegrab", "0");
801                         camera_active = FALSE;
802                 }
803         }
804 #ifdef CAMERATEST
805         else if(autocvar_camera_enable)
806 #else
807         else if(autocvar_camera_enable && isdemo())
808 #endif
809         {
810                 // Enable required Darkplaces cvars
811                 chase_active_backup = autocvar_chase_active;
812                 cvar_set("chase_active", "2");
813                 cvar_set("cl_demo_mousegrab", "1");
814                 camera_active = TRUE;
815                 camera_mode = FALSE;
816         }
817
818         // Draw the Crosshair
819         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
820
821         // Draw the Engine Status Bar (the default Quake HUD)
822         setproperty(VF_DRAWENGINESBAR, 0);
823
824         // Update the mouse position
825         /*
826            mousepos_x = vid_conwidth;
827            mousepos_y = vid_conheight;
828            mousepos = mousepos*0.5 + getmousepos();
829          */
830
831         e = self;
832         for(self = world; (self = nextent(self)); )
833                 if(self.draw)
834                         self.draw();
835         self = e;
836
837         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
838         renderscene();
839
840         // now switch to 2D drawing mode by calling a 2D drawing function
841         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
842         // next R_RenderScene call
843         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
844
845         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
846         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
847         {
848                 // apply night vision effect
849                 vector tc_00, tc_01, tc_10, tc_11;
850                 vector rgb = '0 0 0';
851
852                 if(!nightvision_noise)
853                 {
854                         nightvision_noise = spawn();
855                         nightvision_noise.classname = "nightvision_noise";
856                 }
857                 if(!nightvision_noise2)
858                 {
859                         nightvision_noise2 = spawn();
860                         nightvision_noise2.classname = "nightvision_noise2";
861                 }
862
863                 // color tint in yellow
864                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
865
866                 // draw BG
867                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
868                 rgb = '1 1 1';
869                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
870                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
871                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
872                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
873                 tc_11 = tc_01 + tc_10 - tc_00;
874                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
875                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
876                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
877                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
878                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
879                 R_EndPolygon();
880
881                 // draw FG
882                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
883                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
884                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
885                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
886                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
887                 tc_11 = tc_01 + tc_10 - tc_00;
888                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
889                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
890                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
891                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
892                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
893                 R_EndPolygon();
894         }
895
896         if(autocvar_cl_reticle)
897         {
898                 // Draw the aiming reticle for weapons that use it
899                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
900                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
901                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
902                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
903                 {
904                         // no zoom reticle while dead
905                         reticle_type = 0;
906                 }
907                 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
908                 {
909                         if(reticle_image != "") { reticle_type = 2; }
910                         else { reticle_type = 0; }
911                 }
912                 else if(button_zoom || zoomscript_caught)
913                 {
914                         // normal zoom
915                         reticle_type = 1;
916                 }
917
918                 if(reticle_type)
919                 {
920                         if(autocvar_cl_reticle_stretch)
921                         {
922                                 reticle_size_x = vid_conwidth;
923                                 reticle_size_y = vid_conheight;
924                                 reticle_pos_x = 0;
925                                 reticle_pos_y = 0;
926                         }
927                         else
928                         {
929                                 reticle_size_x = max(vid_conwidth, vid_conheight);
930                                 reticle_size_y = max(vid_conwidth, vid_conheight);
931                                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
932                                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
933                         }
934
935                         if(zoomscript_caught)
936                                 f = 1;
937                         else 
938                                 f = current_zoomfraction;
939
940                         if(f)
941                         {
942                                 switch(reticle_type)
943                                 {
944                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
945                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
946                                 }
947                         }
948                 }
949         }
950         else
951         {
952                 if(reticle_type != 0) { reticle_type = 0; }
953         }
954
955
956         // improved polyblend
957         if(autocvar_hud_contents)
958         {
959                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
960                 vector liquidcolor;
961
962                 switch(pointcontents(view_origin))
963                 {
964                         case CONTENT_WATER:
965                                 liquidalpha = autocvar_hud_contents_water_alpha;
966                                 liquidcolor = stov(autocvar_hud_contents_water_color);
967                                 incontent = 1;
968                                 break;
969
970                         case CONTENT_LAVA:
971                                 liquidalpha = autocvar_hud_contents_lava_alpha;
972                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
973                                 incontent = 1;
974                                 break;
975
976                         case CONTENT_SLIME:
977                                 liquidalpha = autocvar_hud_contents_slime_alpha;
978                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
979                                 incontent = 1;
980                                 break;
981
982                         default:
983                                 liquidalpha = 0;
984                                 liquidcolor = '0 0 0';
985                                 incontent = 0;
986                                 break;
987                 }
988
989                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
990                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
991                         contentfadetime = autocvar_hud_contents_fadeintime;
992                         liquidalpha_prev = liquidalpha;
993                         liquidcolor_prev = liquidcolor;
994                 }
995                 else
996                         contentfadetime = autocvar_hud_contents_fadeouttime;
997
998                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
999                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1000
1001                 if(contentavgalpha)
1002                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1003
1004                 if(autocvar_hud_postprocessing)
1005                 {
1006                         if(autocvar_hud_contents_blur && contentavgalpha)
1007                         {
1008                                 content_blurpostprocess_x = 1;
1009                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
1010                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1011                         }
1012                         else
1013                         {
1014                                 content_blurpostprocess_x = 0;
1015                                 content_blurpostprocess_y = 0;
1016                                 content_blurpostprocess_z = 0;
1017                         }
1018                 }
1019         }
1020
1021         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1022         {
1023                 splash_size_x = max(vid_conwidth, vid_conheight);
1024                 splash_size_y = max(vid_conwidth, vid_conheight);
1025                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
1026                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
1027
1028                 float myhealth_flash_temp;
1029                 myhealth = getstati(STAT_HEALTH);
1030
1031                 // fade out
1032                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1033                 // add new damage
1034                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1035
1036                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1037                 pain_threshold = autocvar_hud_damage_pain_threshold;
1038                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1039                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1040
1041                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1042                 {
1043                         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);
1044                 }
1045
1046                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1047
1048                 if(myhealth_prev < 1)
1049                 {
1050                         if(myhealth >= 1)
1051                         {
1052                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1053                                 myhealth_flash_temp = 0;
1054                         }
1055                         else
1056                         {
1057                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1058                         }
1059                 }
1060
1061                 if(spectatee_status == -1 || intermission)
1062                 {
1063                         myhealth_flash = 0; // observing, or match ended
1064                         myhealth_flash_temp = 0;
1065                 }
1066
1067                 myhealth_prev = myhealth;
1068
1069                 // IDEA: change damage color/picture based on player model for robot/alien species?
1070                 // pro: matches model better
1071                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1072                 // maybe different reddish pics?
1073                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1074                 {
1075                         if(autocvar_cl_gentle_damage == 2)
1076                         {
1077                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1078                                 {
1079                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1080                                 }
1081                         }
1082                         else
1083                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1084
1085                         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);
1086                 }
1087                 else
1088                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1089
1090                 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.
1091                 {
1092                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1093                         {
1094                                 damage_blurpostprocess_x = 1;
1095                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1096                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1097                         }
1098                         else
1099                         {
1100                                 damage_blurpostprocess_x = 0;
1101                                 damage_blurpostprocess_y = 0;
1102                                 damage_blurpostprocess_z = 0;
1103                         }
1104                 }
1105         }
1106
1107         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1108         float e2 = (autocvar_hud_powerup != 0);
1109         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1110         {
1111                 // enable or disable rendering types if they are used or not
1112                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1113                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1114
1115                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1116                 if((damage_blurpostprocess_x || content_blurpostprocess_x))
1117                 {
1118                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1119                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1120                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1121                         {
1122                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1123                                 old_blurradius = blurradius;
1124                                 old_bluralpha = bluralpha;
1125                         }
1126                 }
1127                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1128                 {
1129                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1130                         old_blurradius = 0;
1131                         old_bluralpha = 0;
1132                 }
1133
1134                 // edge detection postprocess handling done second (used by hud_powerup)
1135                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1136                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1137                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1138
1139                 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.
1140
1141                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1142                 {
1143                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1144                         {
1145                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1146                                 old_sharpen_intensity = sharpen_intensity;
1147                         }
1148                 }
1149                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1150                 {
1151                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1152                         old_sharpen_intensity = 0;
1153                 }
1154
1155                 if(cvar("r_glsl_postprocess") == 0)
1156                         cvar_set("r_glsl_postprocess", "2");
1157         }
1158         else if(cvar("r_glsl_postprocess") == 2)
1159                 cvar_set("r_glsl_postprocess", "0");
1160
1161         if(menu_visible)
1162                 menu_show();
1163
1164         /*if(gametype == MAPINFO_TYPE_CTF)
1165           {
1166           ctf_view();
1167           } else */
1168
1169         // draw 2D entities
1170         e = self;
1171         for(self = world; (self = nextent(self)); )
1172                 if(self.draw2d)
1173                         self.draw2d();
1174         self = e;
1175         Draw_ShowNames_All();
1176
1177         scoreboard_active = HUD_WouldDrawScoreboard();
1178
1179         // varying sound pitch
1180         damage_dealt_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
1181         
1182         // detect overflow on server side
1183         if (damage_dealt_total < damage_dealt_total_prev)
1184         {
1185                 dprint("resetting dmg total: ", ftos(damage_dealt_total), " prev: ", ftos(damage_dealt_total_prev), "\n");
1186                 damage_dealt_total_prev = 0;
1187         }
1188
1189         // prevent hitsound when switching spectatee
1190         if (spectatee_status != spectatee_status_prev)
1191         {
1192                 damage_dealt_total_prev = damage_dealt_total;
1193         }
1194         spectatee_status_prev = spectatee_status;
1195
1196         // amount of damage since last hit sound
1197         float unaccounted_damage = damage_dealt_total - damage_dealt_total_prev;
1198         
1199
1200         if (autocvar_cl_hitsound == 1)
1201         {
1202                 if ( time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time )
1203                 if ( damage_dealt_total > 0 )
1204                 {
1205                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
1206                         hitsound_time_prev = time;
1207                 }
1208         }
1209         else if (unaccounted_damage > 0 && autocvar_cl_hitsound > 0 && time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time)
1210         {
1211                 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
1212                 float a, b, c, x;
1213                 a = autocvar_cl_hitsound_max_pitch;
1214                 b = autocvar_cl_hitsound_min_pitch;
1215                 c = autocvar_cl_hitsound_nom_damage;
1216                 x = unaccounted_damage;
1217                 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
1218                 
1219                 // if sound variation is disabled, set pitch_shift to 1
1220                 if (autocvar_cl_hitsound == 1)
1221                 {
1222                         pitch_shift = 1;
1223                 }
1224                 
1225                 // if pitch shift is reversed, mirror in (max-min)/2 + min
1226                 if (autocvar_cl_hitsound == 3)
1227                 {
1228                         float mirror_value = (a-b)/2 + b;
1229                         pitch_shift = mirror_value + (mirror_value - pitch_shift);
1230                 }
1231                 
1232                 dprint("dmg total (dmg): ", ftos(damage_dealt_total), " (+", ftos(unaccounted_damage), "), pitch shift: ", ftos(pitch_shift), "\n");
1233                 
1234                 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
1235                 // todo: normalize sound pressure levels? seems unnecessary
1236                 
1237                 // scale to fit function interface
1238                 float param_pitch_shift = pitch_shift * 100;
1239                 
1240                 // play sound
1241                 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, param_pitch_shift, 0);
1242                 
1243                 // track damage accounted for
1244                 damage_dealt_total_prev = damage_dealt_total;
1245
1246                 // remember when this sound was played to prevent sound spam
1247                 hitsound_time_prev = time;
1248         }
1249         else if (autocvar_cl_hitsound == 0)
1250         {
1251                 // forget the damage to prevent hitsound when enabling it
1252                 damage_dealt_total_prev = damage_dealt_total;
1253         }
1254         
1255         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1256         if(typehit_time - typehit_time_prev > autocvar_cl_hitsound_antispam_time)
1257         {
1258                 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1259                 typehit_time_prev = typehit_time;
1260         }
1261
1262         //else
1263         {
1264                 if(getstati(STAT_FROZEN))
1265                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1266                 else if (getstatf(STAT_HEALING_ORB)>time)
1267                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1268                 if(!intermission)
1269                 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1270                 {
1271                         DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1272                         drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1273                 }
1274                 else if(getstatf(STAT_REVIVE_PROGRESS))
1275                 {
1276                         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);
1277                         drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1278                 }
1279
1280                 if(autocvar_r_letterbox == 0)
1281                         if(autocvar_viewsize < 120)
1282                                 CSQC_common_hud();
1283
1284                 // crosshair goes VERY LAST
1285                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1286                 {
1287                         if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
1288                                 return;
1289
1290                         string wcross_style;
1291                         float wcross_alpha, wcross_resolution;
1292                         wcross_style = autocvar_crosshair;
1293                         if (wcross_style == "0")
1294                                 return;
1295                         wcross_resolution = autocvar_crosshair_size;
1296                         if (wcross_resolution == 0)
1297                                 return;
1298                         wcross_alpha = autocvar_crosshair_alpha;
1299                         if (wcross_alpha == 0)
1300                                 return;
1301
1302                         // TrueAim check
1303                         float shottype;
1304
1305                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1306                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1307                         wcross_origin_z = 0;
1308                         if(autocvar_crosshair_hittest)
1309                         {
1310                                 vector wcross_oldorigin;
1311                                 wcross_oldorigin = wcross_origin;
1312                                 shottype = TrueAimCheck();
1313                                 if(shottype == SHOTTYPE_HITWORLD)
1314                                 {
1315                                         v = wcross_origin - wcross_oldorigin;
1316                                         v_x /= vid_conwidth;
1317                                         v_y /= vid_conheight;
1318                                         if(vlen(v) > 0.01)
1319                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1320                                 }
1321                                 if(!autocvar_crosshair_hittest_showimpact)
1322                                         wcross_origin = wcross_oldorigin;
1323                         }
1324                         else
1325                                 shottype = SHOTTYPE_HITWORLD;
1326
1327                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1328                         string wcross_name = "";
1329                         float wcross_scale, wcross_blur;
1330
1331                         if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1332                         {
1333                                 e = get_weaponinfo(switchingweapon);
1334                                 if(e)
1335                                 {
1336                                         if(autocvar_crosshair_per_weapon)
1337                                         {
1338                                                 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1339                                                 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1340                                                 //if (wcross_resolution == 0)
1341                                                         //return;
1342
1343                                                 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1344                                                 wcross_resolution *= e.w_crosshair_size;
1345                                                 wcross_name = e.w_crosshair;
1346                                         }
1347                                 }
1348                         }
1349
1350                         if(wcross_name == "")
1351                                 wcross_name = strcat("gfx/crosshair", wcross_style);
1352
1353                         // MAIN CROSSHAIR COLOR DECISION
1354                         switch(autocvar_crosshair_color_special)
1355                         {
1356                                 case 1: // crosshair_color_per_weapon
1357                                 {
1358                                         if(e)
1359                                         {
1360                                                 wcross_color = e.wpcolor;
1361                                                 break;
1362                                         }
1363                                         else { goto normalcolor; }
1364                                 }
1365
1366                                 case 2: // crosshair_color_by_health
1367                                 {
1368                                         float x = getstati(STAT_HEALTH);
1369
1370                                         //x = red
1371                                         //y = green
1372                                         //z = blue
1373
1374                                         wcross_color_z = 0;
1375
1376                                         if(x > 200)
1377                                         {
1378                                                 wcross_color_x = 0;
1379                                                 wcross_color_y = 1;
1380                                         }
1381                                         else if(x > 150)
1382                                         {
1383                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1384                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1385                                         }
1386                                         else if(x > 100)
1387                                         {
1388                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1389                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1390                                                 wcross_color_z = 1 - (x-100)*0.02;
1391                                         }
1392                                         else if(x > 50)
1393                                         {
1394                                                 wcross_color_x = 1;
1395                                                 wcross_color_y = 1;
1396                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1397                                         }
1398                                         else if(x > 20)
1399                                         {
1400                                                 wcross_color_x = 1;
1401                                                 wcross_color_y = (x-20)*90/27/100;
1402                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;
1403                                         }
1404                                         else
1405                                         {
1406                                                 wcross_color_x = 1;
1407                                                 wcross_color_y = 0;
1408                                         }
1409                                         break;
1410                                 }
1411
1412                                 case 3: // crosshair_color_rainbow
1413                                 {
1414                                         if(time >= rainbow_last_flicker)
1415                                         {
1416                                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1417                                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1418                                         }
1419                                         wcross_color = rainbow_prev_color;
1420                                         break;
1421                                 }
1422                                 :normalcolor
1423                                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1424                         }
1425
1426                         if(autocvar_crosshair_effect_scalefade)
1427                         {
1428                                 wcross_scale = wcross_resolution;
1429                                 wcross_resolution = 1;
1430                         }
1431                         else
1432                         {
1433                                 wcross_scale = 1;
1434                         }
1435
1436                         if(autocvar_crosshair_pickup)
1437                         {
1438                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1439
1440                                 if(pickup_crosshair_time < stat_pickup_time)
1441                                 {
1442                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1443                                                 pickup_crosshair_size = 1;
1444
1445                                         pickup_crosshair_time = stat_pickup_time;
1446                                 }
1447
1448                                 if(pickup_crosshair_size > 0)
1449                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1450                                 else
1451                                         pickup_crosshair_size = 0;
1452
1453                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1454                         }
1455
1456                         // todo: make crosshair hit indication dependent on damage dealt
1457                         if(autocvar_crosshair_hitindication)
1458                         {
1459                                 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1460
1461                                 if(unaccounted_damage)
1462                                 {
1463                                         hitindication_crosshair_size = 1;
1464                                 }
1465
1466                                 if(hitindication_crosshair_size > 0)
1467                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1468                                 else
1469                                         hitindication_crosshair_size = 0;
1470
1471                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1472                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1473                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1474                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1475                         }
1476
1477                         if(shottype == SHOTTYPE_HITENEMY)
1478                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1479                         if(shottype == SHOTTYPE_HITTEAM)
1480                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1481
1482                         f = fabs(autocvar_crosshair_effect_time);
1483                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1484                         {
1485                                 wcross_changedonetime = time + f;
1486                         }
1487                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1488                         {
1489                                 wcross_name_changestarttime = time;
1490                                 wcross_name_changedonetime = time + f;
1491                                 if(wcross_name_goal_prev_prev)
1492                                         strunzone(wcross_name_goal_prev_prev);
1493                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1494                                 wcross_name_goal_prev = strzone(wcross_name);
1495                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1496                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1497                                 wcross_resolution_goal_prev = wcross_resolution;
1498                         }
1499
1500                         wcross_scale_goal_prev = wcross_scale;
1501                         wcross_alpha_goal_prev = wcross_alpha;
1502                         wcross_color_goal_prev = wcross_color;
1503
1504                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1505                         {
1506                                 wcross_blur = 1;
1507                                 wcross_alpha *= 0.75;
1508                         }
1509                         else
1510                                 wcross_blur = 0;
1511                         // *_prev is at time-frametime
1512                         // * is at wcross_changedonetime+f
1513                         // what do we have at time?
1514                         if(time < wcross_changedonetime)
1515                         {
1516                                 f = frametime / (wcross_changedonetime - time + frametime);
1517                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1518                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1519                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1520                         }
1521
1522                         wcross_scale_prev = wcross_scale;
1523                         wcross_alpha_prev = wcross_alpha;
1524                         wcross_color_prev = wcross_color;
1525
1526                         wcross_scale *= 1 - autocvar__menu_alpha;
1527                         wcross_alpha *= 1 - autocvar__menu_alpha;
1528                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1529
1530                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1531                         {
1532                                 // crosshair rings for weapon stats
1533                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1534                                 {
1535                                         // declarations and stats
1536                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1537                                         string ring_image = string_null, ring_inner_image = string_null;
1538                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1539
1540                                         ring_scale = autocvar_crosshair_ring_size;
1541
1542                                         float weapon_clipload, weapon_clipsize;
1543                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1544                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1545
1546                                         float vortex_charge, vortex_chargepool;
1547                                         vortex_charge = getstatf(STAT_VORTEX_CHARGE);
1548                                         vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
1549
1550                                         float arc_heat = getstatf(STAT_ARC_HEAT);
1551
1552                                         if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1553                                                 vortex_charge_movingavg = vortex_charge;
1554
1555
1556                                         // handle the values
1557                                         if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1558                                         {
1559                                                 if (vortex_chargepool || use_vortex_chargepool) {
1560                                                         use_vortex_chargepool = 1;
1561                                                         ring_inner_value = vortex_chargepool;
1562                                                 } else {
1563                                                         vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1564                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1565                                                 }
1566
1567                                                 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1568                                                 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1569                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1570
1571                                                 // draw the outer ring to show the current charge of the weapon
1572                                                 ring_value = vortex_charge;
1573                                                 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1574                                                 ring_rgb = wcross_color;
1575                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1576                                         }
1577                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1578                                         {
1579                                                 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.
1580                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1581                                                 ring_rgb = wcross_color;
1582                                                 ring_image = "gfx/crosshair_ring.tga";
1583                                         }
1584                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1585                                         {
1586                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1587                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1588                                                 ring_rgb = wcross_color;
1589                                                 ring_image = "gfx/crosshair_ring.tga";
1590                                         }
1591
1592                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1593                                         {
1594                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1595                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1596                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1597                                                 ring_rgb = wcross_color;
1598
1599                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1600                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1601                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1602                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1603                                                 else
1604                                                         ring_image = "gfx/crosshair_ring.tga";
1605                                         }
1606                                         else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1607                                         {
1608                                                 ring_value = arc_heat;
1609                                                 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1610                                                         arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1611                                                 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1612                                                 ring_image = "gfx/crosshair_ring.tga";
1613                                         }
1614
1615                                         // if in weapon switch animation, fade ring out/in
1616                                         if(autocvar_crosshair_effect_time > 0)
1617                                         {
1618                                                 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1619                                                 if (!(f < 1))
1620                                                 {
1621                                                         wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
1622                                                 }
1623
1624                                                 if(wcross_ring_prev)
1625                                                 {
1626                                                         if(f < 1)
1627                                                                 ring_alpha *= fabs(1 - bound(0, f, 1));
1628                                                 }
1629                                                 else
1630                                                 {
1631                                                         if(f < 1)
1632                                                                 ring_alpha *= bound(0, f, 1);
1633                                                 }
1634                                         }
1635
1636                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1637                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1638
1639                                         if (ring_value)
1640                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1641                                 }
1642
1643 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1644                                 do \
1645                                 { \
1646                                         if(wcross_blur > 0) \
1647                                         { \
1648                                                 for(i = -2; i <= 2; ++i) \
1649                                                 for(j = -2; j <= 2; ++j) \
1650                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1651                                         } \
1652                                         else \
1653                                         { \
1654                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1655                                         } \
1656                                 } \
1657                                 while(0)
1658
1659 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1660                                 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)
1661
1662 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1663                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1664
1665                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1666                                 {
1667                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1668                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1669                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1670                                         f = 1 - f;
1671                                 }
1672                                 else
1673                                 {
1674                                         f = 1;
1675                                 }
1676                                 wcross_name_alpha_goal_prev = f;
1677
1678                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1679                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1680
1681                                 if(autocvar_crosshair_dot)
1682                                 {
1683                                         vector wcross_color_old;
1684                                         wcross_color_old = wcross_color;
1685
1686                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1687                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1688
1689                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1690                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1691                                         wcross_color = wcross_color_old;
1692                                 }
1693                         }
1694                 }
1695                 else
1696                 {
1697                         wcross_scale_prev = 0;
1698                         wcross_alpha_prev = 0;
1699                         wcross_scale_goal_prev = 0;
1700                         wcross_alpha_goal_prev = 0;
1701                         wcross_changedonetime = 0;
1702                         if(wcross_name_goal_prev)
1703                                 strunzone(wcross_name_goal_prev);
1704                         wcross_name_goal_prev = string_null;
1705                         if(wcross_name_goal_prev_prev)
1706                                 strunzone(wcross_name_goal_prev_prev);
1707                         wcross_name_goal_prev_prev = string_null;
1708                         wcross_name_changestarttime = 0;
1709                         wcross_name_changedonetime = 0;
1710                         wcross_name_alpha_goal_prev = 0;
1711                         wcross_name_alpha_goal_prev_prev = 0;
1712                         wcross_resolution_goal_prev = 0;
1713                         wcross_resolution_goal_prev_prev = 0;
1714                 }
1715         }
1716
1717         if(NextFrameCommand)
1718         {
1719                 localcmd("\n", NextFrameCommand, "\n");
1720                 NextFrameCommand = string_null;
1721         }
1722
1723         // we must do this check AFTER a frame was rendered, or it won't work
1724         if(cs_project_is_b0rked == 0)
1725         {
1726                 string w0, h0;
1727                 w0 = ftos(autocvar_vid_conwidth);
1728                 h0 = ftos(autocvar_vid_conheight);
1729                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1730                 //setproperty(VF_FOV, '90 90 0');
1731                 setproperty(VF_ORIGIN, '0 0 0');
1732                 setproperty(VF_ANGLES, '0 0 0');
1733                 setproperty(VF_PERSPECTIVE, 1);
1734                 makevectors('0 0 0');
1735                 vector v1, v2;
1736                 cvar_set("vid_conwidth", "800");
1737                 cvar_set("vid_conheight", "600");
1738                 v1 = cs_project(v_forward);
1739                 cvar_set("vid_conwidth", "640");
1740                 cvar_set("vid_conheight", "480");
1741                 v2 = cs_project(v_forward);
1742                 if(v1 == v2)
1743                         cs_project_is_b0rked = 1;
1744                 else
1745                         cs_project_is_b0rked = -1;
1746                 cvar_set("vid_conwidth", w0);
1747                 cvar_set("vid_conheight", h0);
1748         }
1749
1750         if(autocvar__hud_configure)
1751                 HUD_Panel_Mouse();
1752
1753     if(hud && !intermission)
1754     {
1755         if(hud == HUD_SPIDERBOT)
1756             CSQC_SPIDER_HUD();
1757         else if(hud == HUD_WAKIZASHI)
1758             CSQC_WAKIZASHI_HUD();
1759         else if(hud == HUD_RAPTOR)
1760             CSQC_RAPTOR_HUD();
1761         else if(hud == HUD_BUMBLEBEE)
1762             CSQC_BUMBLE_HUD();
1763         else if(hud == HUD_BUMBLEBEE_GUN)
1764             CSQC_BUMBLE_GUN_HUD();
1765     }
1766
1767         cl_notice_run();
1768
1769         // let's reset the view back to normal for the end
1770         setproperty(VF_MIN, '0 0 0');
1771         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1772 }
1773
1774
1775 void CSQC_common_hud(void)
1776 {
1777         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1778                 Accuracy_LoadLevels();
1779
1780         HUD_Main(); // always run these functions for alpha checks
1781         HUD_DrawScoreboard();
1782
1783         if (scoreboard_active) // scoreboard/accuracy
1784                 HUD_Reset();
1785         else if (intermission == 2) // map voting screen
1786         {
1787                 MapVote_Draw();
1788                 HUD_Reset();
1789         }
1790 }
1791
1792
1793 // following vectors must be global to allow seamless switching between camera modes
1794 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1795 void CSQC_Demo_Camera()
1796 {
1797         float speed, attenuation, dimensions;
1798         vector tmp, delta;
1799
1800         if( autocvar_camera_reset || !camera_mode )
1801         {
1802                 camera_offset = '0 0 0';
1803                 current_angles = '0 0 0';
1804                 camera_direction = '0 0 0';
1805                 camera_offset_z += 30;
1806                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1807                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1808                 current_origin = view_origin;
1809                 current_camera_offset  = camera_offset;
1810                 cvar_set("camera_reset", "0");
1811                 camera_mode = CAMERA_CHASE;
1812         }
1813
1814         // Camera angles
1815         if( camera_roll )
1816                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1817
1818         if(autocvar_camera_look_player)
1819         {
1820                 vector dir;
1821                 float n;
1822
1823                 dir = normalize(view_origin - current_position);
1824                 n = mouse_angles_z;
1825                 mouse_angles = vectoangles(dir);
1826                 mouse_angles_x = mouse_angles_x * -1;
1827                 mouse_angles_z = n;
1828         }
1829         else
1830         {
1831                 tmp = getmousepos() * 0.1;
1832                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1833                 {
1834                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1835                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1836                 }
1837         }
1838
1839         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1840         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1841         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1842         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1843
1844         // Fix difference when angles don't have the same sign
1845         delta = '0 0 0';
1846         if(mouse_angles_y < -60 && current_angles_y > 60)
1847                 delta = '0 360 0';
1848         if(mouse_angles_y > 60 && current_angles_y < -60)
1849                 delta = '0 -360 0';
1850
1851         if(autocvar_camera_look_player)
1852                 attenuation = autocvar_camera_look_attenuation;
1853         else
1854                 attenuation = autocvar_camera_speed_attenuation;
1855
1856         attenuation = 1 / max(1, attenuation);
1857         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1858
1859         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1860         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1861         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1862         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1863
1864         // Camera position
1865         tmp = '0 0 0';
1866         dimensions = 0;
1867
1868         if( camera_direction_x )
1869         {
1870                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1871                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1872                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1873                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1874                 ++dimensions;
1875         }
1876
1877         if( camera_direction_y )
1878         {
1879                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1880                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1881                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1882                 ++dimensions;
1883         }
1884
1885         if( camera_direction_z )
1886         {
1887                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1888                 ++dimensions;
1889         }
1890
1891         if(autocvar_camera_free)
1892                 speed = autocvar_camera_speed_free;
1893         else
1894                 speed = autocvar_camera_speed_chase;
1895
1896         if(dimensions)
1897         {
1898                 speed = speed * sqrt(1 / dimensions);
1899                 camera_offset += tmp * speed;
1900         }
1901
1902         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1903
1904         // Camera modes
1905         if( autocvar_camera_free )
1906         {
1907                 if ( camera_mode == CAMERA_CHASE )
1908                 {
1909                         current_camera_offset = current_origin + current_camera_offset;
1910                         camera_offset = current_origin + camera_offset;
1911                 }
1912
1913                 camera_mode = CAMERA_FREE;
1914                 current_position = current_camera_offset;
1915         }
1916         else
1917         {
1918                 if ( camera_mode == CAMERA_FREE )
1919                 {
1920                         current_origin = view_origin;
1921                         camera_offset = camera_offset - current_origin;
1922                         current_camera_offset = current_camera_offset - current_origin;
1923                 }
1924
1925                 camera_mode = CAMERA_CHASE;
1926
1927                 if(autocvar_camera_chase_smoothly)
1928                         current_origin += (view_origin - current_origin) * attenuation;
1929                 else
1930                         current_origin = view_origin;
1931
1932                 current_position = current_origin + current_camera_offset;
1933         }
1934
1935         setproperty(VF_ANGLES, current_angles);
1936         setproperty(VF_ORIGIN, current_position);
1937 }