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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         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
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // 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
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float use_nex_chargepool;
357
358 float myhealth, myhealth_prev;
359 float myhealth_flash;
360
361 vector myhealth_gentlergb;
362
363 float contentavgalpha, liquidalpha_prev;
364 vector liquidcolor_prev;
365
366 void CSQC_UpdateView(float w, float h)
367 {
368         entity e;
369         float fov;
370         float f, i, j;
371         vector v, vo;
372         vector vf_size, vf_min;
373         float a;
374
375         vf_size = R_SetView3fv(VF_SIZE);
376         vf_min = R_SetView3fv(VF_MIN);
377         vid_width = vf_size_x;
378         vid_height = vf_size_y;
379
380         vector reticle_pos, reticle_size;
381
382         WaypointSprite_Load();
383
384         if(spectatee_status)
385                 myteam = GetPlayerColor(spectatee_status - 1);
386         else
387                 myteam = GetPlayerColor(player_localentnum - 1);
388
389         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
390         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
391
392         warpzone_fixview_origin = pmove_org + vo;
393         warpzone_fixview_cl_viewangles = input_angles;
394         warpzone_fixview_angles = view_angles;
395         WarpZone_FixView();
396         pmove_org = warpzone_fixview_origin - vo;
397         input_angles = warpzone_fixview_cl_viewangles;
398         view_angles = warpzone_fixview_angles;
399
400         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
401         {
402                 pmove_org = freeze_pmove_org;
403                 input_angles = view_angles = freeze_input_angles;
404                 R_SetView(VF_ORIGIN, pmove_org + vo);
405                 R_SetView(VF_ANGLES, view_angles);
406                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
407         }
408         freeze_pmove_org = pmove_org;
409         freeze_input_angles = input_angles;
410
411         // Render the Scene
412         if(!intermission || !view_set)
413         {
414                 view_origin = pmove_org + vo;
415                 view_angles = input_angles;
416                 makevectors(view_angles);
417                 view_forward = v_forward;
418                 view_right = v_right;
419                 view_up = v_up;
420                 view_set = 1;
421         }
422
423 #ifdef BLURTEST
424         if(time > blurtest_time0 && time < blurtest_time1)
425         {
426                 float r, t;
427
428                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
429                 r = t * blurtest_radius;
430                 f = 1 / pow(t, blurtest_power) - 1;
431
432                 cvar_set("r_glsl_postprocess", "1");
433                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
434         }
435         else
436         {
437                 cvar_set("r_glsl_postprocess", "0");
438                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
439         }
440 #endif
441
442         TargetMusic_Advance();
443         Fog_Force();
444
445         drawframetime = max(0.000001, time - drawtime);
446         drawtime = time;
447
448         // watch for gametype changes here...
449         // in ParseStuffCMD the cmd isn't executed yet :/
450         // might even be better to add the gametype to TE_CSQC_INIT...?
451         if(!postinit)
452                 PostInit();
453
454         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
455                 if(calledhooks & HOOK_START)
456                 {
457                         localcmd("\ncl_hook_gameend\n");
458                         calledhooks |= HOOK_END;
459                 }
460
461         CheckForGamestartChange();
462         serverAnnouncer();
463         maptimeAnnouncer();
464         carrierAnnouncer();
465
466         fov = autocvar_fov;
467         if(button_zoom || fov <= 59.5)
468         {
469                 if(!zoomscript_caught)
470                 {
471                         localcmd("+button4\n");
472                         zoomscript_caught = 1;
473                         ignore_plus_zoom += 1;
474                 }
475         }
476         else
477         {
478                 if(zoomscript_caught)
479                 {
480                         localcmd("-button4\n");
481                         zoomscript_caught = 0;
482                         ignore_minus_zoom += 1;
483                 }
484         }
485
486         ColorTranslateMode = autocvar_cl_stripcolorcodes;
487         activeweapon = getstati(STAT_SWITCHWEAPON);
488         f = (serverflags & SERVERFLAG_TEAMPLAY);
489         if(f != teamplay)
490         {
491                 teamplay = f;
492                 HUD_InitScores();
493         }
494
495         if(last_weapon != activeweapon) {
496                 weapontime = time;
497                 last_weapon = activeweapon;
498
499                 e = get_weaponinfo(activeweapon);
500                 if(e.netname != "")
501                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
502                 else
503                         localcmd("\ncl_hook_activeweapon none\n");
504         }
505
506         // ALWAYS Clear Current Scene First
507         R_ClearScene();
508
509         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
510         R_SetView(VF_SIZE, vf_size);
511         R_SetView(VF_MIN, vf_min);
512
513         // Assign Standard Viewflags
514         // Draw the World (and sky)
515         R_SetView(VF_DRAWWORLD, 1);
516
517         // Set the console size vars
518         vid_conwidth = autocvar_vid_conwidth;
519         vid_conheight = autocvar_vid_conheight;
520         vid_pixelheight = autocvar_vid_pixelheight;
521
522         R_SetView(VF_FOV, GetCurrentFov(fov));
523
524         // Camera for demo playback
525         if(camera_active)
526         {
527                 if(autocvar_camera_enable)
528                         CSQC_Demo_Camera();
529                 else
530                 {
531                         cvar_set("chase_active", ftos(chase_active_backup));
532                         cvar_set("cl_demo_mousegrab", "0");
533                         camera_active = FALSE;
534                 }
535         }
536 #ifdef CAMERATEST
537         else if(autocvar_camera_enable)
538 #else
539         else if(autocvar_camera_enable && isdemo())
540 #endif
541         {
542                 // Enable required Darkplaces cvars
543                 chase_active_backup = autocvar_chase_active;
544                 cvar_set("chase_active", "2");
545                 cvar_set("cl_demo_mousegrab", "1");
546                 camera_active = TRUE;
547                 camera_mode = FALSE;
548         }
549
550         // Draw the Crosshair
551         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
552
553         // Draw the Engine Status Bar (the default Quake HUD)
554         R_SetView(VF_DRAWENGINEHUD, 0);
555
556         // fetch this one only once per frame
557         hud_showbinds = autocvar_hud_showbinds;
558         hud_showbinds_limit = autocvar_hud_showbinds_limit;
559
560         // Update the mouse position
561         /*
562            mousepos_x = vid_conwidth;
563            mousepos_y = vid_conheight;
564            mousepos = mousepos*0.5 + getmousepos();
565          */
566
567         e = self;
568         for(self = world; (self = nextent(self)); )
569                 if(self.draw)
570                         self.draw();
571         self = e;
572
573         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
574         R_RenderScene();
575
576         // now switch to 2D drawing mode by calling a 2D drawing function
577         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
578         // next R_RenderScene call
579         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
580
581         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
582         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
583         {
584                 // apply night vision effect
585                 vector rgb, tc_00, tc_01, tc_10, tc_11;
586
587                 if(!nightvision_noise)
588                 {
589                         nightvision_noise = spawn();
590                         nightvision_noise.classname = "nightvision_noise";
591                 }
592                 if(!nightvision_noise2)
593                 {
594                         nightvision_noise2 = spawn();
595                         nightvision_noise2.classname = "nightvision_noise2";
596                 }
597
598                 // color tint in yellow
599                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
600
601                 // draw BG
602                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
603                 rgb = '1 1 1';
604                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
605                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
606                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
607                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
608                 tc_11 = tc_01 + tc_10 - tc_00;
609                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
610                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
611                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
612                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
613                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
614                 R_EndPolygon();
615
616                 // draw FG
617                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
618                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
619                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
620                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
621                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
622                 tc_11 = tc_01 + tc_10 - tc_00;
623                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
624                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
625                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
626                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
627                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
628                 R_EndPolygon();
629         }
630
631         // Draw the aiming reticle for weapons that use it
632         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
633         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
634         // the view to go back to normal, so reticle_type would become 0 as we fade out)
635         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
636                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
637         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
638                 reticle_type = 2; // nex zoom
639         else if(button_zoom || zoomscript_caught)
640                 reticle_type = 1; // normal zoom
641         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
642                 reticle_type = 2; // nex zoom
643
644         if(autocvar_cl_reticle_stretch)
645         {
646                 reticle_size_x = vid_conwidth;
647                 reticle_size_y = vid_conheight;
648                 reticle_pos_x = 0;
649                 reticle_pos_y = 0;
650         }
651         else
652         {
653                 reticle_size_x = max(vid_conwidth, vid_conheight);
654                 reticle_size_y = max(vid_conwidth, vid_conheight);
655                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
656                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
657         }
658
659         f = current_zoomfraction;
660         if(zoomscript_caught)
661                 f = 1;
662         if(autocvar_cl_reticle_item_normal)
663         {
664                 precache_pic("gfx/reticle_normal");
665                 if(reticle_type == 1 && f)
666                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
667         }
668         if(autocvar_cl_reticle_item_nex)
669         {
670                 precache_pic("gfx/reticle_nex");
671                 if(reticle_type == 2 && f)
672                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
673         }
674
675
676         // improved polyblend
677         vector rgb;
678         if(autocvar_hud_contents)
679         {
680                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
681                 vector liquidcolor;
682                 
683                 switch(pointcontents(view_origin))
684                 {
685                         case CONTENT_WATER:
686                                 liquidalpha = autocvar_hud_contents_water_alpha;
687                                 liquidcolor = stov(autocvar_hud_contents_water_color);
688                                 incontent = 1;
689                                 break;
690                                 
691                         case CONTENT_LAVA:
692                                 liquidalpha = autocvar_hud_contents_lava_alpha;
693                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
694                                 incontent = 1;
695                                 break;  
696                                                         
697                         case CONTENT_SLIME:
698                                 liquidalpha = autocvar_hud_contents_slime_alpha;
699                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
700                                 incontent = 1;
701                                 break;
702                                 
703                         default:
704                                 liquidalpha = 0;
705                                 liquidcolor = '0 0 0';
706                                 incontent = 0;
707                                 break;
708                 }
709                 
710                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
711                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
712                         contentfadetime = autocvar_hud_contents_fadeintime;
713                         liquidalpha_prev = liquidalpha;
714                         liquidcolor_prev = liquidcolor;
715                 }
716                 else
717                         contentfadetime = autocvar_hud_contents_fadeouttime;
718                         
719                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
720                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
721                 
722                 if(contentavgalpha)
723                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
724         }
725         
726         if(autocvar_hud_damage)
727         {
728                 float myhealth_flash_temp;
729                 myhealth = getstati(STAT_HEALTH);
730
731                 // fade out
732                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
733                 // add new damage
734                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
735
736                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
737                 pain_threshold = autocvar_hud_damage_pain_threshold;
738                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
739                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
740
741                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
742                 {
743                         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);
744                 }
745
746                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
747
748                 if(myhealth_prev < 1)
749                 {
750                         if(myhealth >= 1)
751                         {
752                                 myhealth_flash = 0; // just spawned, clear the flash immediately
753                                 myhealth_flash_temp = 0;
754                         }
755                         else
756                         {
757                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
758                         }
759                 }
760
761                 if(spectatee_status == -1 || intermission)
762                 {
763                         myhealth_flash = 0; // observing, or match ended
764                         myhealth_flash_temp = 0;
765                 }
766
767                 myhealth_prev = myhealth;
768
769                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
770                 {
771                         if(autocvar_cl_gentle_damage == 2)
772                         {
773                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
774                                 {
775                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
776                                 }
777                         }
778                         else
779                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
780
781                         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);
782                 }
783                 else
784                         drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
785         }
786
787         // Draw the mouse cursor
788         // NOTE: drawpic must happen after R_RenderScene for some reason
789         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
790         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
791         //self = edict_num(player_localnum);
792         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
793         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
794         // as long as the ctf part isn't in, this is useless
795         if(menu_visible)
796                 menu_show();
797
798         /*if(gametype == GAME_CTF)
799           {
800           ctf_view();
801           } else */
802
803         // draw 2D entities
804         e = self;
805         for(self = world; (self = nextent(self)); )
806                 if(self.draw2d)
807                         self.draw2d();
808         self = e;
809
810         scoreboard_active = HUD_WouldDrawScoreboard();
811
812         float hud;
813         hud = getstati(STAT_HUD);
814         if(hud == HUD_SPIDERBOT)
815                 CSQC_SPIDER_HUD();
816         else if(hud == HUD_WAKIZASHI)
817         CSQC_WAKIZASHI_HUD();
818     else if(hud == HUD_RAPTOR)
819         CSQC_RAPTOR_HUD();
820         else
821         {
822                 if(gametype == GAME_FREEZETAG)
823                 {
824                         if(getstati(STAT_FROZEN))
825                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
826                         if(getstatf(STAT_REVIVE_PROGRESS))
827                         {
828                                 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);
829                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
830                         }
831                 }
832
833                 if(autocvar_r_letterbox == 0)
834                         if(autocvar_viewsize < 120)
835                                 CSQC_common_hud();
836
837                 // crosshair goes VERY LAST
838                 if(!scoreboard_active && !camera_active && intermission != 2) {
839                         string wcross_style;
840                         float wcross_alpha, wcross_resolution;
841                         wcross_style = autocvar_crosshair;
842                         if (wcross_style == "0")
843                                 return;
844                         wcross_resolution = autocvar_crosshair_size;
845                         if (wcross_resolution == 0)
846                                 return;
847                         wcross_alpha = autocvar_crosshair_alpha;
848                         if (wcross_alpha == 0)
849                                 return;
850
851                         // TrueAim check
852                         float shottype;
853                         float bullets, ring_scale;
854                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
855                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
856                         wcross_origin_z = 0;
857                         if(autocvar_crosshair_hittest)
858                         {
859                                 vector wcross_oldorigin;
860                                 wcross_oldorigin = wcross_origin;
861                                 shottype = TrueAimCheck();
862                                 if(shottype == SHOTTYPE_HITWORLD)
863                                 {
864                                         v = wcross_origin - wcross_oldorigin;
865                                         v_x /= vid_conwidth;
866                                         v_y /= vid_conheight;
867                                         if(vlen(v) > 0.01)
868                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
869                                 }
870                                 if(!autocvar_crosshair_hittest_showimpact)
871                                         wcross_origin = wcross_oldorigin;
872                         }
873                         else
874                                 shottype = SHOTTYPE_HITWORLD;
875
876                         vector wcross_color, wcross_size;
877                         string wcross_wep, wcross_name;
878                         float wcross_scale, wcross_blur;
879
880                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
881                                 e = get_weaponinfo(activeweapon);
882                                 if (e && e.netname != "")
883                                 {
884                                         wcross_wep = e.netname;
885                                         if(autocvar_crosshair_per_weapon)
886                                         {
887                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
888                                                 if (wcross_resolution == 0)
889                                                         return;
890                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
891                                                 if (wcross_alpha == 0)
892                                                         return;
893
894                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
895                                                 if(wcross_style == "" || wcross_style == "0")
896                                                         wcross_style = wcross_wep;
897                                         }
898                                 }
899                         }
900                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
901                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
902                         else
903                                 wcross_color = stov(autocvar_crosshair_color);
904
905                         wcross_name = strcat("gfx/crosshair", wcross_style);
906
907                         if(autocvar_crosshair_effect_scalefade)
908                         {
909                                 wcross_scale = wcross_resolution;
910                                 wcross_resolution = 1;
911                         }
912                         else
913                         {
914                                 wcross_scale = 1;
915                         }
916
917                         if(autocvar_crosshair_pickup)
918                         {
919                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
920                                 {
921                                         pickup_crosshair_size = 1;
922                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
923                                 }
924
925                                 if(pickup_crosshair_size > 0)
926                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
927                                 else
928                                         pickup_crosshair_size = 0;
929
930                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
931                         }
932
933                         if(shottype == SHOTTYPE_HITENEMY)
934                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
935                         if(shottype == SHOTTYPE_HITTEAM)
936                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
937
938                         f = autocvar_crosshair_effect_speed;
939                         if(f < 0)
940                                 f *= -2 * g_weaponswitchdelay;
941                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
942                         {
943                                 wcross_changedonetime = time + f;
944                         }
945                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
946                         {
947                                 wcross_name_changestarttime = time;
948                                 wcross_name_changedonetime = time + f;
949                                 if(wcross_name_goal_prev_prev)
950                                         strunzone(wcross_name_goal_prev_prev);
951                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
952                                 wcross_name_goal_prev = strzone(wcross_name);
953                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
954                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
955                                 wcross_resolution_goal_prev = wcross_resolution;
956                         }
957
958                         wcross_scale_goal_prev = wcross_scale;
959                         wcross_alpha_goal_prev = wcross_alpha;
960                         wcross_color_goal_prev = wcross_color;
961
962                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
963                         {
964                                 wcross_blur = 1;
965                                 wcross_alpha *= 0.75;
966                         }
967                         else
968                                 wcross_blur = 0;
969                         // *_prev is at time-frametime
970                         // * is at wcross_changedonetime+f
971                         // what do we have at time?
972                         if(time < wcross_changedonetime)
973                         {
974                                 f = frametime / (wcross_changedonetime - time + frametime);
975                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
976                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
977                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
978                         }
979
980                         wcross_scale_prev = wcross_scale;
981                         wcross_alpha_prev = wcross_alpha;
982                         wcross_color_prev = wcross_color;
983
984                         wcross_scale *= 1 - autocvar__menu_alpha;
985                         wcross_alpha *= 1 - autocvar__menu_alpha;
986
987                         ring_scale = autocvar_crosshair_ring_size;
988
989                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
990
991                         float nex_charge, nex_chargepool;
992                         nex_charge = getstatf(STAT_NEX_CHARGE);
993                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
994
995                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
996                                 nex_charge_movingavg = nex_charge;
997
998                         // ring around crosshair representing bullets left in camping rifle clip
999                         if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
1000                         {
1001                                 bullets = getstati(STAT_BULLETS_LOADED);
1002                                 f = bound(0, bullets / cr_maxbullets, 1);
1003
1004                                 a = autocvar_crosshair_ring_sniperrifle_alpha;
1005                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1006                         }
1007                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
1008                         {
1009                                 if(nex_chargepool || use_nex_chargepool)
1010                                 {
1011                                         use_nex_chargepool = 1;
1012
1013                                         a = autocvar_crosshair_ring_nex_inner_alpha;
1014                                         rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1015                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1016                                 }
1017                                 else
1018                                 {
1019                                         // indicate how much we're charging right now with an inner circle
1020                                         a = autocvar_crosshair_ring_nex_inner_alpha;
1021                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1022
1023                                         rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1024                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1025                                 }
1026
1027                                 // draw the charge
1028                                 a = autocvar_crosshair_ring_nex_outer_alpha;
1029                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1030                         }
1031
1032 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1033                         do \
1034                         { \
1035                                 if(wcross_blur > 0) \
1036                                 { \
1037                                         for(i = -2; i <= 2; ++i) \
1038                                                 for(j = -2; j <= 2; ++j) \
1039                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1040                                 } \
1041                                 else \
1042                                 { \
1043                                         M(0,0,sz,wcross_name,wcross_alpha); \
1044                                 } \
1045                         } \
1046                         while(0)
1047
1048 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1049                         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)
1050
1051 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1052                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1053
1054                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1055                         {
1056                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1057                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1058                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1059                                 f = 1 - f;
1060                         }
1061                         else
1062                         {
1063                                 f = 1;
1064                         }
1065
1066                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1067                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1068
1069                         if(autocvar_crosshair_dot)
1070             {
1071                 vector wcross_color_old;
1072                 wcross_color_old = wcross_color;
1073                 if(autocvar_crosshair_dot_color != "0")
1074                     wcross_color = stov(autocvar_crosshair_dot_color);
1075                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1076                 wcross_color = wcross_color_old;
1077             }
1078
1079                         wcross_name_alpha_goal_prev = f;
1080                 }
1081                 else
1082                 {
1083                         wcross_scale_prev = 0;
1084                         wcross_alpha_prev = 0;
1085                         wcross_scale_goal_prev = 0;
1086                         wcross_alpha_goal_prev = 0;
1087                         wcross_changedonetime = 0;
1088                         if(wcross_name_goal_prev)
1089                                 strunzone(wcross_name_goal_prev);
1090                         wcross_name_goal_prev = string_null;
1091                         if(wcross_name_goal_prev_prev)
1092                                 strunzone(wcross_name_goal_prev_prev);
1093                         wcross_name_goal_prev_prev = string_null;
1094                         wcross_name_changestarttime = 0;
1095                         wcross_name_changedonetime = 0;
1096                         wcross_name_alpha_goal_prev = 0;
1097                         wcross_name_alpha_goal_prev_prev = 0;
1098                         wcross_resolution_goal_prev = 0;
1099                         wcross_resolution_goal_prev_prev = 0;
1100                 }
1101         }
1102
1103         if(NextFrameCommand)
1104         {
1105                 localcmd("\n", NextFrameCommand, "\n");
1106                 NextFrameCommand = string_null;
1107         }
1108
1109         // we must do this check AFTER a frame was rendered, or it won't work
1110         if(cs_project_is_b0rked == 0)
1111         {
1112                 string w0, h0;
1113                 w0 = ftos(autocvar_vid_conwidth);
1114                 h0 = ftos(autocvar_vid_conheight);
1115                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1116                 //R_SetView(VF_FOV, '90 90 0');
1117                 R_SetView(VF_ORIGIN, '0 0 0');
1118                 R_SetView(VF_ANGLES, '0 0 0');
1119                 R_SetView(VF_PERSPECTIVE, 1);
1120                 makevectors('0 0 0');
1121                 vector v1, v2;
1122                 cvar_set("vid_conwidth", "800");
1123                 cvar_set("vid_conheight", "600");
1124                 v1 = cs_project(v_forward);
1125                 cvar_set("vid_conwidth", "640");
1126                 cvar_set("vid_conheight", "480");
1127                 v2 = cs_project(v_forward);
1128                 if(v1 == v2)
1129                         cs_project_is_b0rked = 1;
1130                 else
1131                         cs_project_is_b0rked = -1;
1132                 cvar_set("vid_conwidth", w0);
1133                 cvar_set("vid_conheight", h0);
1134         }
1135
1136         if(autocvar__hud_configure)
1137                 HUD_Panel_Mouse();
1138
1139         // let's reset the view back to normal for the end
1140         R_SetView(VF_MIN, '0 0 0');
1141         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1142 }
1143
1144 #define spider_h "gfx/vehicles/hud_bg.tga"
1145 #define spider_b "gfx/vehicles/sbot.tga"
1146 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1147 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1148 #define spider_s "gfx/vehicles/shiled.tga"
1149 #define spider_a1 "gfx/hud/sb_rocket.tga"
1150 #define spider_a2 "gfx/sb_bullets.tga"
1151
1152 void CSQC_SPIDER_HUD()
1153 {
1154         float rockets, reload, heat, hp, shield;
1155         vector picsize, hudloc;
1156
1157     // Fetch health & ammo stats
1158     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1159         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1160         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1161         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1162         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1163
1164     // Draw the crosshairs
1165     picsize = drawgetimagesize(SPIDER_CROSS);
1166     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1167     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1168     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1169
1170     hudloc_y =  4;
1171     hudloc_x = 4;
1172
1173     picsize = drawgetimagesize(spider_h) * 0.5;
1174     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1175
1176     picsize = drawgetimagesize(spider_a2) * 0.5;
1177     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1178
1179     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1180     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1181     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1182
1183     picsize = drawgetimagesize(spider_a1) * 0.85;
1184     if(rockets == 9)
1185     {
1186         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1187         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1188     }
1189     else
1190     {
1191         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1192         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1193     }
1194
1195     picsize = drawgetimagesize(spider_b) * 0.5;
1196     hudloc_y = 10.5;
1197     hudloc_x = 10.5;
1198
1199     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1200     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1201     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1202     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1203
1204
1205         /*
1206         // Draw health bar
1207         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1208         p = p + '0 1 0' * vid_conheight - '0 32 0';
1209         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1210         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1211         p_y += 8;
1212         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1213         p_x += 256 * hp;
1214         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1215
1216         // Draw minigun heat indicator
1217         p = '0.5 0 0' * (vid_conwidth - 256);
1218         p = p + '0 1 0' * vid_conheight - '0 34  0';
1219         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1220         p_x += 256 * (1-heat);
1221         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1222
1223
1224         // Draw rocket icons for loaded/empty tubes.
1225         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1226         pp += '0 1 0' * vid_conheight - '0 64 0';
1227         for(i = 0; i < 8; ++i)
1228         {
1229                 p = pp + '1 0 0' * (rkt_size * i);
1230                 if(rockets == 8)
1231                 {
1232                         if(floor(reload * 8) == i)
1233                         {
1234                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1235                         }
1236                         else if(i < reload * 8)
1237                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1238                         else
1239                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1240                 }
1241                 else
1242                 {
1243                         if(i < rockets)
1244                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1245                         else
1246                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1247                 }
1248         }
1249         */
1250
1251         if (scoreboard_showscores)
1252         {
1253                 HUD_DrawScoreboard();
1254                 HUD_DrawCenterPrint();
1255         }
1256
1257 }
1258
1259 #define raptor_h "gfx/vehicles/hud_bg.tga"
1260 #define raptor_b "gfx/vehicles/raptor.tga"
1261 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1262 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1263 #define raptor_s "gfx/vehicles/shiled.tga"
1264
1265 void CSQC_RAPTOR_HUD()
1266 {
1267         float reload, hp, shield, energy;
1268         vector picsize, hudloc;
1269
1270     // Fetch health & ammo stats
1271     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1272         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1273         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1274         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1275
1276     // Draw the crosshairs
1277     picsize = drawgetimagesize(SPIDER_CROSS);
1278     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1279     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1280     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1281
1282     hudloc_y =  4;
1283     hudloc_x = 4;
1284
1285     picsize = drawgetimagesize(raptor_h) * 0.5;
1286     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1287
1288     picsize = drawgetimagesize(spider_a2) * 0.5;
1289     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1290
1291     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1292     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1293     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1294
1295
1296     picsize = drawgetimagesize(spider_a1) * 0.85;
1297     if(reload == 1)
1298     {
1299         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1300         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1301     }
1302     else
1303     {
1304         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1305         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1306     }
1307
1308     picsize = drawgetimagesize(raptor_b) * 0.5;
1309     hudloc_y = 10.5;
1310     hudloc_x = 10.5;
1311
1312     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1313     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1314     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1315     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1316
1317
1318         if (scoreboard_showscores)
1319         {
1320                 HUD_DrawScoreboard();
1321                 HUD_DrawCenterPrint();
1322         }
1323
1324 }
1325
1326 #define waki_h "gfx/vehicles/hud_bg.tga"
1327 #define waki_b "gfx/vehicles/waki.tga"
1328 #define waki_e "gfx/vehicles/waki_e.tga"
1329 #define waki_g "gfx/vehicles/waki_guns.tga"
1330 #define waki_r "gfx/vehicles/waki_rockets.tga"
1331 #define waki_s "gfx/vehicles/shiled.tga"
1332
1333 #define waki_a1 "gfx/hud/sb_rocket.tga"
1334 #define waki_a2 "gfx/sb_cells.tga"
1335
1336 void CSQC_WAKIZASHI_HUD()
1337 {
1338         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1339         float health, shield, energy, rockets;
1340         vector picsize, hudloc;
1341
1342     picsize = drawgetimagesize(SPIDER_CROSS);
1343     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1344     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1345     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1346
1347 /*
1348 const float STAT_VEHICLESTAT_HEALTH  = 60;
1349 const float STAT_VEHICLESTAT_SHIELD  = 61;
1350 const float STAT_VEHICLESTAT_ENERGY  = 62;
1351 const float STAT_VEHICLESTAT_AMMO1   = 63;
1352 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1353 const float STAT_VEHICLESTAT_AMMO2   = 65;
1354 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1355 */
1356     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1357         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1358         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1359         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1360
1361     hudloc_y =  4;
1362     hudloc_x = 4;
1363
1364     picsize = drawgetimagesize(waki_h) * 0.5;
1365     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1366
1367     picsize = drawgetimagesize(waki_a2) * 0.7;
1368     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1369
1370
1371     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1372     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1373
1374     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1375
1376     picsize = drawgetimagesize(waki_a1) * 0.75;
1377     if(rockets == 1)
1378     {
1379         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1380         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1381     }
1382     else
1383     {
1384         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1385         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1386         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1387     }
1388
1389     picsize = drawgetimagesize(waki_b) * 0.5;
1390     hudloc_y = 10.5;
1391     hudloc_x = 10.5;
1392
1393     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1394     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1395     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1396     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1397
1398
1399
1400         /*
1401         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1402         p = p + '0 1 0' * vid_conheight - '0 32 0';
1403
1404         // Draw health bar
1405         p_y += 8;
1406         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1407         p_x += 256 * health;
1408         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1409
1410         // Draw shiled bar
1411         p_x -= 256 * health;
1412         p_y += 4;
1413         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1414
1415         // Draw energy
1416         //p_x -= 256 * health;
1417         p_y -= 8;
1418         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1419
1420         // Draw rockets bar
1421         p_y += 12;
1422         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1423         */
1424
1425
1426
1427
1428         if (scoreboard_showscores)
1429         {
1430                 HUD_DrawScoreboard();
1431                 HUD_DrawCenterPrint();
1432         }
1433
1434 }
1435
1436
1437 void CSQC_common_hud(void)
1438 {
1439         // HUD_SortFrags(); done in HUD_Draw
1440         float hud;
1441         hud = getstati(STAT_HUD);
1442
1443         //hud = 10;
1444         switch(hud)
1445         {
1446                 case HUD_NORMAL:
1447                         // do some accuracy var caching
1448                         float i;
1449                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1450                         {
1451                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1452                                 {
1453                                         if(acc_color_levels)
1454                                                 strunzone(acc_color_levels);
1455                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1456                                         acc_levels = tokenize(acc_color_levels);
1457                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1458                                                 acc_levels = MAX_ACCURACY_LEVELS;
1459
1460                                         for (i = 0; i < acc_levels; ++i)
1461                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1462                                 }
1463                                 // let know that acc_col[] needs to be loaded
1464                                 acc_col_x[0] = -1;
1465                         }
1466
1467                         HUD_Main(); // always run these functions for alpha checks
1468                         HUD_DrawScoreboard();
1469
1470                         if (scoreboard_active) // scoreboard/accuracy
1471                         {       
1472                                 HUD_Reset();
1473                                 // HUD_DrawScoreboard takes care of centerprint_start
1474                         }
1475                         else if (intermission == 2) // map voting screen
1476                         {
1477                                 HUD_FinaleOverlay();
1478                                 HUD_Reset();
1479
1480                                 centerprint_start_x = 0;
1481                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1482                         }
1483                         else // hud
1484                         {
1485                                 centerprint_start_x = 0;
1486                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1487                         }
1488
1489                         HUD_DrawCenterPrint();
1490                         break;
1491
1492                 case HUD_SPIDERBOT:
1493                         CSQC_SPIDER_HUD();
1494                         break;
1495
1496                 case HUD_WAKIZASHI:
1497                         CSQC_WAKIZASHI_HUD();
1498                         break;
1499         }
1500 }
1501
1502
1503 // following vectors must be global to allow seamless switching between camera modes
1504 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1505 void CSQC_Demo_Camera()
1506 {
1507         float speed, attenuation, dimensions;
1508         vector tmp, delta;
1509
1510         if( autocvar_camera_reset || !camera_mode )
1511         {
1512                 camera_offset = '0 0 0';
1513                 current_angles = '0 0 0';
1514                 camera_direction = '0 0 0';
1515                 camera_offset_z += 30;
1516                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1517                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1518                 current_origin = view_origin;
1519                 current_camera_offset  = camera_offset;
1520                 cvar_set("camera_reset", "0");
1521                 camera_mode = CAMERA_CHASE;
1522         }
1523
1524         // Camera angles
1525         if( camera_roll )
1526                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1527
1528         if(autocvar_camera_look_player)
1529         {
1530                 local vector dir;
1531                 local float n;
1532
1533                 dir = normalize(view_origin - current_position);
1534                 n = mouse_angles_z;
1535                 mouse_angles = vectoangles(dir);
1536                 mouse_angles_x = mouse_angles_x * -1;
1537                 mouse_angles_z = n;
1538         }
1539         else
1540         {
1541                 tmp = getmousepos() * 0.1;
1542                 if(vlen(tmp)>autocvar_camera_mouse_treshold)
1543                 {
1544                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1545                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1546                 }
1547         }
1548
1549         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1550         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1551         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1552         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1553
1554         // Fix difference when angles don't have the same sign
1555         delta = '0 0 0';
1556         if(mouse_angles_y < -60 && current_angles_y > 60)
1557                 delta = '0 360 0';
1558         if(mouse_angles_y > 60 && current_angles_y < -60)
1559                 delta = '0 -360 0';
1560
1561         if(autocvar_camera_look_player)
1562                 attenuation = autocvar_camera_look_attenuation;
1563         else
1564                 attenuation = autocvar_camera_speed_attenuation;
1565
1566         attenuation = 1 / max(1, attenuation);
1567         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1568
1569         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1570         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1571         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1572         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1573
1574         // Camera position
1575         tmp = '0 0 0';
1576         dimensions = 0;
1577
1578         if( camera_direction_x )
1579         {
1580                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1581                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1582                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1583                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1584                 ++dimensions;
1585         }
1586
1587         if( camera_direction_y )
1588         {
1589                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1590                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1591                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1592                 ++dimensions;
1593         }
1594
1595         if( camera_direction_z )
1596         {
1597                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1598                 ++dimensions;
1599         }
1600
1601         if(autocvar_camera_free)
1602                 speed = autocvar_camera_speed_free;
1603         else
1604                 speed = autocvar_camera_speed_chase;
1605
1606         if(dimensions)
1607         {
1608                 speed = speed * sqrt(1 / dimensions);
1609                 camera_offset += tmp * speed;
1610         }
1611
1612         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1613
1614         // Camera modes
1615         if( autocvar_camera_free )
1616         {
1617                 if ( camera_mode == CAMERA_CHASE )
1618                 {
1619                         current_camera_offset = current_origin + current_camera_offset;
1620                         camera_offset = current_origin + camera_offset;
1621                 }
1622
1623                 camera_mode = CAMERA_FREE;
1624                 current_position = current_camera_offset;
1625         }
1626         else
1627         {
1628                 if ( camera_mode == CAMERA_FREE )
1629                 {
1630                         current_origin = view_origin;
1631                         camera_offset = camera_offset - current_origin;
1632                         current_camera_offset = current_camera_offset - current_origin;
1633                 }
1634
1635                 camera_mode = CAMERA_CHASE;
1636
1637                 if(autocvar_camera_chase_smoothly)
1638                         current_origin += (view_origin - current_origin) * attenuation;
1639                 else
1640                         current_origin = view_origin;
1641
1642                 current_position = current_origin + current_camera_offset;
1643         }
1644
1645         R_SetView(VF_ANGLES, current_angles);
1646         R_SetView(VF_ORIGIN, current_position);
1647 }