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[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_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
108                 zoomdir += button_attack2;
109         if(spectatee_status > 0 || isdemo())
110         {
111                 if(spectatorbutton_zoom)
112                 {
113                         if(zoomdir)
114                                 zoomdir = 0;
115                         else
116                                 zoomdir = 1;
117                 }
118                 // fteqcc failed twice here already, don't optimize this
119         }
120
121         if(zoomdir) { 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         makevectors(view_angles);
166
167         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
168         {
169                 v = pmove_vel;
170                 if(csqcplayer)
171                         v = csqcplayer.velocity;
172
173                 switch(autocvar_cl_velocityzoom_type)
174                 {
175                         case 3: curspeed = max(0, v_forward * v); break;
176                         case 2: curspeed = (v_forward * v); break;
177                         case 1: default: curspeed = vlen(v); break;
178                 }
179                 
180                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
181                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
182                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
183                 
184                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
185         }
186         else
187                 velocityzoom = 1;
188
189         float frustumx, frustumy, fovx, fovy;
190         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
191         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
192         fovx = atan2(frustumx, 1) / M_PI * 360.0;
193         fovy = atan2(frustumy, 1) / M_PI * 360.0;
194
195         return '1 0 0' * fovx + '0 1 0' * fovy;
196 }
197
198 // this function must match W_SetupShot!
199 float zoomscript_caught;
200
201 vector wcross_origin;
202 float wcross_scale_prev, wcross_alpha_prev;
203 vector wcross_color_prev;
204 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
205 vector wcross_color_goal_prev;
206 float wcross_changedonetime;
207
208 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
209 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
210 float wcross_name_changestarttime, wcross_name_changedonetime;
211 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
212
213 float wcross_ring_prev;
214
215 entity trueaim;
216 entity trueaim_rifle;
217
218 #define SHOTTYPE_HITTEAM 1
219 #define SHOTTYPE_HITOBSTRUCTION 2
220 #define SHOTTYPE_HITWORLD 3
221 #define SHOTTYPE_HITENEMY 4
222
223 void TrueAim_Init()
224 {
225         trueaim = spawn();
226         trueaim.classname = "trueaim";
227         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
228         trueaim_rifle = spawn();
229         trueaim_rifle.classname = "trueaim_rifle";
230         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
231 }
232
233 float EnemyHitCheck()
234 {
235         float t, n;
236         wcross_origin = project_3d_to_2d(trace_endpos);
237         wcross_origin_z = 0;
238         if(trace_ent)
239                 n = trace_ent.entnum;
240         else
241                 n = trace_networkentity;
242         if(n < 1)
243                 return SHOTTYPE_HITWORLD;
244         if(n > maxclients)
245                 return SHOTTYPE_HITWORLD;
246         t = GetPlayerColor(n - 1);
247         if(teamplay)
248                 if(t == myteam)
249                         return SHOTTYPE_HITTEAM;
250         if(t == NUM_SPECTATOR)
251                 return SHOTTYPE_HITWORLD;
252         return SHOTTYPE_HITENEMY;
253 }
254
255 float TrueAimCheck()
256 {
257         float nudge = 1; // added to traceline target and subtracted from result
258         vector vecs, trueaimpoint, w_shotorg;
259         vector mi, ma, dv;
260         float shottype;
261         entity ta;
262         float mv;
263
264         mi = ma = '0 0 0';
265         ta = trueaim;
266         mv = MOVE_NOMONSTERS;
267
268         switch(activeweapon)
269         {
270                 case WEP_TUBA: // no aim
271                 case WEP_PORTO: // shoots from eye
272                 case WEP_HOOK: // no trueaim
273                 case WEP_GRENADE_LAUNCHER: // toss curve
274                         return SHOTTYPE_HITWORLD;
275                 case WEP_NEX:
276                 case WEP_MINSTANEX:
277                         mv = MOVE_NORMAL;
278                         break;
279                 case WEP_RIFLE:
280                         ta = trueaim_rifle;
281                         mv = MOVE_NORMAL;
282                         if(zoomscript_caught)
283                         {
284                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
285                                 return EnemyHitCheck();
286                         }
287                         break;
288                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
289                         mi = '-3 -3 -3';
290                         ma = '3 3 3';
291                         break;
292                 case WEP_FIREBALL: // projectile has a size!
293                         mi = '-16 -16 -16';
294                         ma = '16 16 16';
295                         break;
296                 case WEP_SEEKER: // projectile has a size!
297                         mi = '-2 -2 -2';
298                         ma = '2 2 2';
299                         break;
300                 case WEP_ELECTRO: // projectile has a size!
301                         mi = '0 0 -3';
302                         ma = '0 0 -3';
303                         break;
304         }
305
306         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
307
308         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
309         trueaimpoint = trace_endpos;
310
311         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
312                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
313
314         if(vecs_x > 0)
315                 vecs_y = -vecs_y;
316         else
317                 vecs = '0 0 0';
318
319         dv = view_right * vecs_y + view_up * vecs_z;
320         w_shotorg = view_origin + dv;
321
322         // now move the vecs forward as much as requested if possible
323         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
324         w_shotorg = trace_endpos - view_forward * nudge;
325
326         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
327         shottype = EnemyHitCheck();
328         if(shottype != SHOTTYPE_HITWORLD)
329                 return shottype;
330
331 #if 0
332         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
333         // or rather, I know why, but see no fix
334         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
335                 // 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
336                 return SHOTTYPE_HITOBSTRUCTION;
337 #endif
338
339         return SHOTTYPE_HITWORLD;
340 }
341
342 void CSQC_common_hud(void);
343
344 void PostInit(void);
345 void CSQC_Demo_Camera();
346 float HUD_WouldDrawScoreboard();
347 float camera_mode;
348 const float CAMERA_FREE = 1;
349 const float CAMERA_CHASE = 2;
350 float reticle_type;
351 string NextFrameCommand;
352 void CSQC_SPIDER_HUD();
353 void CSQC_RAPTOR_HUD();
354
355 vector freeze_org, freeze_ang;
356 entity nightvision_noise, nightvision_noise2;
357
358 #define MAX_TIME_DIFF 5
359 float pickup_crosshair_time, pickup_crosshair_size;
360 float hit_time, typehit_time;
361 float nextsound_hit_time, nextsound_typehit_time;
362 float hitindication_crosshair_time, hitindication_crosshair_size;
363 float use_nex_chargepool;
364
365 float myhealth, myhealth_prev;
366 float myhealth_flash;
367
368 float old_blurradius, old_bluralpha;
369 float old_sharpen_intensity;
370
371 vector myhealth_gentlergb;
372
373 float contentavgalpha, liquidalpha_prev;
374 vector liquidcolor_prev;
375
376 float eventchase_current_distance;
377
378 vector damage_blurpostprocess, content_blurpostprocess;
379
380 float checkfail[16];
381
382 float rainbow_last_flicker;
383 vector rainbow_prev_color;
384
385 #define BUTTON_3 4
386 #define BUTTON_4 8
387 float cl_notice_run();
388 float prev_myteam;
389 void CSQC_UpdateView(float w, float h)
390 {
391         entity e;
392         float fov;
393         float f, i, j;
394         vector v;
395         vector vf_size, vf_min;
396         float a;
397
398         execute_next_frame();
399
400         ++framecount;
401
402         hud = getstati(STAT_HUD);
403
404         if(autocvar__hud_showbinds_reload) // menu can set this one
405         {
406                 db_close(binddb);
407                 binddb = db_create();
408                 cvar_set("_hud_showbinds_reload", "0");
409         }
410
411         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
412                 view_quality = getproperty(VF_MINFPS_QUALITY);
413         else
414                 view_quality = 1;
415
416         button_attack2 = (input_buttons & BUTTON_3);
417         button_zoom = (input_buttons & BUTTON_4);
418
419 #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
420         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
421         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
422         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);
423         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
424         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
425         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
426         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
427
428         vf_size = getpropertyvec(VF_SIZE);
429         vf_min = getpropertyvec(VF_MIN);
430         vid_width = vf_size_x;
431         vid_height = vf_size_y;
432
433         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
434         vector splash_pos = '0 0 0', splash_size = '0 0 0';
435
436         WaypointSprite_Load();
437
438         CSQCPlayer_SetCamera();
439
440 #ifdef COMPAT_XON050_ENGINE
441         if(spectatee_status)
442                 myteam = GetPlayerColor(spectatee_status - 1);
443         else
444 #endif
445                 myteam = GetPlayerColor(player_localentnum - 1);
446
447         if(myteam != prev_myteam)
448         {
449                 myteamcolors = colormapPaletteColor(myteam, 1);
450                 for(i = 0; i < HUD_PANEL_NUM; ++i)
451                         hud_panel[i].update_time = time;
452                 prev_myteam = myteam;
453         }
454
455         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
456
457         float is_dead = (getstati(STAT_HEALTH) <= 0);
458
459         // FIXME do we need this hack?
460         if(isdemo())
461         {
462                 // in demos, input_buttons do not work
463                 button_zoom = (autocvar__togglezoom == "-");
464         }
465         else if(button_zoom
466                 && autocvar_cl_unpress_zoom_on_death
467                 && (spectatee_status >= 0)
468                 && (is_dead || intermission))
469         {
470                 // no zoom while dead or in intermission please
471                 localcmd("-zoom\n");
472                 button_zoom = FALSE;
473         }
474
475         // event chase camera
476         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
477         {
478                 if((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission)
479                 {
480                         // 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.)
481                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
482
483                         // detect maximum viewoffset and use it
484                         if(autocvar_cl_eventchase_viewoffset)
485                         {
486                                 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
487                                 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
488                                 else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
489                         }
490
491                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
492                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
493                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
494                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
495
496                         // make the camera smooth back
497                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
498                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
499                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
500                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
501
502                         makevectors(view_angles);
503
504                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
505                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
506
507                         // If the boxtrace fails, revert back to line tracing.
508                         if(trace_startsolid)
509                         {
510                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
511                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
512                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
513                         }
514                         else { setproperty(VF_ORIGIN, trace_endpos); }
515
516                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
517                 }
518                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
519                 {
520                         cvar_set("chase_active", "0");
521                         eventchase_current_distance = 0; // start from 0 next time
522                 }
523         }
524         // workaround for camera stuck between player's legs when using chase_active 1
525         // because the engine stops updating the chase_active camera when the game ends
526         else if(intermission)
527         {
528                 cvar_settemp("chase_active", "-1");
529                 eventchase_current_distance = 0;
530         }
531
532         // do lockview after event chase camera so that it still applies whenever necessary.
533         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
534         {
535                 setproperty(VF_ORIGIN, freeze_org);
536                 setproperty(VF_ANGLES, freeze_ang);
537         }
538         else
539         {
540                 freeze_org = getpropertyvec(VF_ORIGIN);
541                 freeze_ang = getpropertyvec(VF_ANGLES);
542         }
543
544         WarpZone_FixView();
545         //WarpZone_FixPMove();
546
547         // Render the Scene
548         view_origin = getpropertyvec(VF_ORIGIN);
549         view_angles = getpropertyvec(VF_ANGLES);
550         makevectors(view_angles);
551         view_forward = v_forward;
552         view_right = v_right;
553         view_up = v_up;
554
555 #ifdef BLURTEST
556         if(time > blurtest_time0 && time < blurtest_time1)
557         {
558                 float r, t;
559
560                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
561                 r = t * blurtest_radius;
562                 f = 1 / pow(t, blurtest_power) - 1;
563
564                 cvar_set("r_glsl_postprocess", "1");
565                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
566         }
567         else
568         {
569                 cvar_set("r_glsl_postprocess", "0");
570                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
571         }
572 #endif
573
574         TargetMusic_Advance();
575         Fog_Force();
576
577         if(drawtime == 0)
578                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
579         else
580                 drawframetime = bound(0.000001, time - drawtime, 1);
581         drawtime = time;
582
583         // watch for gametype changes here...
584         // in ParseStuffCMD the cmd isn't executed yet :/
585         // might even be better to add the gametype to TE_CSQC_INIT...?
586         if(!postinit)
587                 PostInit();
588
589         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
590         {
591                 if(calledhooks & HOOK_START)
592                 {
593                         localcmd("\ncl_hook_gameend\n");
594                         calledhooks |= HOOK_END;
595                 }
596         }
597
598         Announcer();
599
600         fov = autocvar_fov;
601         if(fov <= 59.5)
602         {
603                 if(!zoomscript_caught)
604                 {
605                         localcmd("+button9\n");
606                         zoomscript_caught = 1;
607                 }
608         }
609         else
610         {
611                 if(zoomscript_caught)
612                 {
613                         localcmd("-button9\n");
614                         zoomscript_caught = 0;
615                 }
616         }
617
618         ColorTranslateMode = autocvar_cl_stripcolorcodes;
619
620         // next WANTED weapon (for HUD)
621         switchweapon = getstati(STAT_SWITCHWEAPON);
622
623         // currently switching-to weapon (for crosshair)
624         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
625
626         // actually active weapon (for zoom)
627         activeweapon = getstati(STAT_ACTIVEWEAPON);
628
629         f = (serverflags & SERVERFLAG_TEAMPLAY);
630         if(f != teamplay)
631         {
632                 teamplay = f;
633                 HUD_InitScores();
634         }
635
636         if(last_switchweapon != switchweapon)
637         {
638                 weapontime = time;
639                 last_switchweapon = switchweapon;
640                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
641                 {
642                         localcmd("-zoom\n");
643                         button_zoom = FALSE;
644                 }
645                 if(autocvar_cl_unpress_attack_on_weapon_switch)
646                 {
647                         localcmd("-fire\n");
648                         localcmd("-fire2\n");
649                         button_attack2 = FALSE;
650                 }
651         }
652         if(last_activeweapon != activeweapon)
653         {
654                 last_activeweapon = activeweapon;
655
656                 e = get_weaponinfo(activeweapon);
657                 if(e.netname != "")
658                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
659                 else
660                         localcmd("\ncl_hook_activeweapon none\n");
661         }
662
663         // ALWAYS Clear Current Scene First
664         clearscene();
665 #ifdef WORKAROUND_XON010
666         if(checkextension("DP_CSQC_ROTATEMOVES"))
667         {
668 #endif
669         setproperty(VF_ORIGIN, view_origin);
670         setproperty(VF_ANGLES, view_angles);
671 #ifdef WORKAROUND_XON010
672         }
673 #endif
674
675         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
676         setproperty(VF_SIZE, vf_size);
677         setproperty(VF_MIN, vf_min);
678
679         // Assign Standard Viewflags
680         // Draw the World (and sky)
681         setproperty(VF_DRAWWORLD, 1);
682
683         // Set the console size vars
684         vid_conwidth = autocvar_vid_conwidth;
685         vid_conheight = autocvar_vid_conheight;
686         vid_pixelheight = autocvar_vid_pixelheight;
687
688         setproperty(VF_FOV, GetCurrentFov(fov));
689
690         // Camera for demo playback
691         if(camera_active)
692         {
693                 if(autocvar_camera_enable)
694                         CSQC_Demo_Camera();
695                 else
696                 {
697                         cvar_set("chase_active", ftos(chase_active_backup));
698                         cvar_set("cl_demo_mousegrab", "0");
699                         camera_active = FALSE;
700                 }
701         }
702 #ifdef CAMERATEST
703         else if(autocvar_camera_enable)
704 #else
705         else if(autocvar_camera_enable && isdemo())
706 #endif
707         {
708                 // Enable required Darkplaces cvars
709                 chase_active_backup = autocvar_chase_active;
710                 cvar_set("chase_active", "2");
711                 cvar_set("cl_demo_mousegrab", "1");
712                 camera_active = TRUE;
713                 camera_mode = FALSE;
714         }
715
716         // Draw the Crosshair
717         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
718
719         // Draw the Engine Status Bar (the default Quake HUD)
720         setproperty(VF_DRAWENGINESBAR, 0);
721
722         // Update the mouse position
723         /*
724            mousepos_x = vid_conwidth;
725            mousepos_y = vid_conheight;
726            mousepos = mousepos*0.5 + getmousepos();
727          */
728
729         e = self;
730         for(self = world; (self = nextent(self)); )
731                 if(self.draw)
732                         self.draw();
733         self = e;
734
735         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
736         renderscene();
737
738         // now switch to 2D drawing mode by calling a 2D drawing function
739         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
740         // next R_RenderScene call
741         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
742
743         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
744         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
745         {
746                 // apply night vision effect
747                 vector tc_00, tc_01, tc_10, tc_11;
748                 vector rgb;
749                 rgb_x = 0; // fteqcc sucks
750                 rgb_y = 0; // fteqcc sucks
751                 rgb_z = 0; // fteqcc sucks
752
753                 if(!nightvision_noise)
754                 {
755                         nightvision_noise = spawn();
756                         nightvision_noise.classname = "nightvision_noise";
757                 }
758                 if(!nightvision_noise2)
759                 {
760                         nightvision_noise2 = spawn();
761                         nightvision_noise2.classname = "nightvision_noise2";
762                 }
763
764                 // color tint in yellow
765                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
766
767                 // draw BG
768                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
769                 rgb = '1 1 1';
770                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
771                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
772                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
773                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
774                 tc_11 = tc_01 + tc_10 - tc_00;
775                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
776                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
777                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
778                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
779                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
780                 R_EndPolygon();
781
782                 // draw FG
783                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
784                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
785                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
786                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
787                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
788                 tc_11 = tc_01 + tc_10 - tc_00;
789                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
790                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
791                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
792                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
793                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
794                 R_EndPolygon();
795         }
796         
797         // Draw the aiming reticle for weapons that use it
798         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
799         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
800         // the view to go back to normal, so reticle_type would become 0 as we fade out)
801         if(spectatee_status || is_dead || hud != HUD_NORMAL)
802                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
803         else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || activeweapon == WEP_MINSTANEX) && (button_zoom || zoomscript_caught))
804                 reticle_type = 2; // nex zoom
805         else if(button_zoom || zoomscript_caught)
806                 reticle_type = 1; // normal zoom
807         else if((activeweapon == WEP_NEX) && button_attack2)
808                 reticle_type = 2; // nex zoom
809     
810         if(reticle_type && autocvar_cl_reticle)
811         {
812                 if(autocvar_cl_reticle_stretch)
813                 {
814                         reticle_size_x = vid_conwidth;
815                         reticle_size_y = vid_conheight;
816                         reticle_pos_x = 0;
817                         reticle_pos_y = 0;
818                 }
819                 else
820                 {
821                         reticle_size_x = max(vid_conwidth, vid_conheight);
822                         reticle_size_y = max(vid_conwidth, vid_conheight);
823                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
824                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
825                 }
826
827                 f = current_zoomfraction;
828                 if(zoomscript_caught)
829                         f = 1;
830                 if(autocvar_cl_reticle_item_normal)
831                 {
832                         if(reticle_type == 1 && f)
833                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
834                 }
835                 if(autocvar_cl_reticle_item_nex)
836                 {
837                         if(reticle_type == 2 && f)
838                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
839                 }
840         }
841
842
843         // improved polyblend
844         if(autocvar_hud_contents)
845         {
846                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
847                 vector liquidcolor;
848
849                 switch(pointcontents(view_origin))
850                 {
851                         case CONTENT_WATER:
852                                 liquidalpha = autocvar_hud_contents_water_alpha;
853                                 liquidcolor = stov(autocvar_hud_contents_water_color);
854                                 incontent = 1;
855                                 break;
856
857                         case CONTENT_LAVA:
858                                 liquidalpha = autocvar_hud_contents_lava_alpha;
859                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
860                                 incontent = 1;
861                                 break;
862
863                         case CONTENT_SLIME:
864                                 liquidalpha = autocvar_hud_contents_slime_alpha;
865                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
866                                 incontent = 1;
867                                 break;
868
869                         default:
870                                 liquidalpha = 0;
871                                 liquidcolor = '0 0 0';
872                                 incontent = 0;
873                                 break;
874                 }
875
876                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
877                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
878                         contentfadetime = autocvar_hud_contents_fadeintime;
879                         liquidalpha_prev = liquidalpha;
880                         liquidcolor_prev = liquidcolor;
881                 }
882                 else
883                         contentfadetime = autocvar_hud_contents_fadeouttime;
884
885                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
886                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
887
888                 if(contentavgalpha)
889                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
890
891                 if(autocvar_hud_postprocessing)
892                 {
893                         if(autocvar_hud_contents_blur && contentavgalpha)
894                         {
895                                 content_blurpostprocess_x = 1;
896                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
897                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
898                         }
899                         else
900                         {
901                                 content_blurpostprocess_x = 0;
902                                 content_blurpostprocess_y = 0;
903                                 content_blurpostprocess_z = 0;
904                         }
905                 }
906         }
907
908         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
909         {
910                 splash_size_x = max(vid_conwidth, vid_conheight);
911                 splash_size_y = max(vid_conwidth, vid_conheight);
912                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
913                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
914
915                 float myhealth_flash_temp;
916                 myhealth = getstati(STAT_HEALTH);
917
918                 // fade out
919                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
920                 // add new damage
921                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
922
923                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
924                 pain_threshold = autocvar_hud_damage_pain_threshold;
925                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
926                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
927
928                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
929                 {
930                         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);
931                 }
932
933                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
934
935                 if(myhealth_prev < 1)
936                 {
937                         if(myhealth >= 1)
938                         {
939                                 myhealth_flash = 0; // just spawned, clear the flash immediately
940                                 myhealth_flash_temp = 0;
941                         }
942                         else
943                         {
944                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
945                         }
946                 }
947
948                 if(spectatee_status == -1 || intermission)
949                 {
950                         myhealth_flash = 0; // observing, or match ended
951                         myhealth_flash_temp = 0;
952                 }
953
954                 myhealth_prev = myhealth;
955
956                 // IDEA: change damage color/picture based on player model for robot/alien species?
957                 // pro: matches model better
958                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
959                 // maybe different reddish pics?
960                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
961                 {
962                         if(autocvar_cl_gentle_damage == 2)
963                         {
964                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
965                                 {
966                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
967                                 }
968                         }
969                         else
970                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
971
972                         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);
973                 }
974                 else
975                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
976
977                 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.
978                 {
979                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
980                         {
981                                 damage_blurpostprocess_x = 1;
982                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
983                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
984                         }
985                         else
986                         {
987                                 damage_blurpostprocess_x = 0;
988                                 damage_blurpostprocess_y = 0;
989                                 damage_blurpostprocess_z = 0;
990                         }
991                 }
992         }
993
994         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
995         float e2 = (autocvar_hud_powerup != 0);
996         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
997         {
998                 // enable or disable rendering types if they are used or not
999                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1000                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1001
1002                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1003                 if((damage_blurpostprocess_x || content_blurpostprocess_x))
1004                 {
1005                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1006                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1007                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1008                         {
1009                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1010                                 old_blurradius = blurradius;
1011                                 old_bluralpha = bluralpha;
1012                         }
1013                 }
1014                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1015                 {
1016                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1017                         old_blurradius = 0;
1018                         old_bluralpha = 0;
1019                 }
1020
1021                 // edge detection postprocess handling done second (used by hud_powerup) 
1022                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1023                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1024                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1025                 
1026                 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.
1027                 
1028                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1029                 {
1030                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1031                         {
1032                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1033                                 old_sharpen_intensity = sharpen_intensity;
1034                         }
1035                 }
1036                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1037                 {
1038                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1039                         old_sharpen_intensity = 0;
1040                 }
1041
1042                 if(cvar("r_glsl_postprocess") == 0)
1043                         cvar_set("r_glsl_postprocess", "2");
1044         }
1045         else if(cvar("r_glsl_postprocess") == 2)
1046                 cvar_set("r_glsl_postprocess", "0");
1047
1048         if(menu_visible)
1049                 menu_show();
1050
1051         /*if(gametype == MAPINFO_TYPE_CTF)
1052           {
1053           ctf_view();
1054           } else */
1055
1056         // draw 2D entities
1057         e = self;
1058         for(self = world; (self = nextent(self)); )
1059                 if(self.draw2d)
1060                         self.draw2d();
1061         self = e;
1062         Draw_ShowNames_All();
1063
1064         scoreboard_active = HUD_WouldDrawScoreboard();
1065
1066         hit_time = getstatf(STAT_HIT_TIME);
1067         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1068         {
1069                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1070                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
1071                         
1072                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1073         }
1074         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1075         if(typehit_time > nextsound_typehit_time) 
1076         {
1077                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1078                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE);
1079                         
1080                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1081         }
1082
1083         //else
1084         {
1085                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1086                 {
1087                         if(getstati(STAT_FROZEN))
1088                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1089                         if(getstatf(STAT_REVIVE_PROGRESS))
1090                         {
1091                                 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);
1092                                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1093                         }
1094                 }
1095
1096                 if(autocvar_r_letterbox == 0)
1097                         if(autocvar_viewsize < 120)
1098                                 CSQC_common_hud();
1099
1100                 // crosshair goes VERY LAST
1101                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1102                 {
1103                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1104                                 return;
1105                                 
1106                         string wcross_style;
1107                         float wcross_alpha, wcross_resolution;
1108                         wcross_style = autocvar_crosshair;
1109                         if (wcross_style == "0")
1110                                 return;
1111                         wcross_resolution = autocvar_crosshair_size;
1112                         if (wcross_resolution == 0)
1113                                 return;
1114                         wcross_alpha = autocvar_crosshair_alpha;
1115                         if (wcross_alpha == 0)
1116                                 return;
1117
1118                         // TrueAim check
1119                         float shottype;
1120
1121                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1122                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1123                         wcross_origin_z = 0;
1124                         if(autocvar_crosshair_hittest)
1125                         {
1126                                 vector wcross_oldorigin;
1127                                 wcross_oldorigin = wcross_origin;
1128                                 shottype = TrueAimCheck();
1129                                 if(shottype == SHOTTYPE_HITWORLD)
1130                                 {
1131                                         v = wcross_origin - wcross_oldorigin;
1132                                         v_x /= vid_conwidth;
1133                                         v_y /= vid_conheight;
1134                                         if(vlen(v) > 0.01)
1135                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1136                                 }
1137                                 if(!autocvar_crosshair_hittest_showimpact)
1138                                         wcross_origin = wcross_oldorigin;
1139                         }
1140                         else
1141                                 shottype = SHOTTYPE_HITWORLD;
1142
1143                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1144                         string wcross_wep = "", wcross_name;
1145                         float wcross_scale, wcross_blur;
1146
1147                         if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1148                         {
1149                                 e = get_weaponinfo(switchingweapon);
1150                                 if (e && e.netname != "")
1151                                 {
1152                                         wcross_wep = e.netname;
1153                                         if(autocvar_crosshair_per_weapon)
1154                                         {
1155                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1156                                                 if (wcross_resolution == 0)
1157                                                         return;
1158                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1159                                                 if (wcross_alpha == 0)
1160                                                         return;
1161
1162                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1163                                                 if(wcross_style == "" || wcross_style == "0")
1164                                                         wcross_style = wcross_wep;
1165                                         }
1166                                 }
1167                         }
1168
1169                         //print(sprintf("crosshair style: %s\n", wcross_style));
1170                         wcross_name = strcat("gfx/crosshair", wcross_style);
1171
1172                         // MAIN CROSSHAIR COLOR DECISION
1173                         switch(autocvar_crosshair_color_special)
1174                         {
1175                                 case 1: // crosshair_color_per_weapon
1176                                 {
1177                                         if(wcross_wep != "")
1178                                         {
1179                                                 wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
1180                                                 break;
1181                                         }
1182                                         else { goto normalcolor; }
1183                                 }
1184
1185                                 case 2: // crosshair_color_by_health
1186                                 {
1187                                         float x = getstati(STAT_HEALTH);
1188
1189                                         //x = red
1190                                         //y = green
1191                                         //z = blue
1192
1193                                         wcross_color_z = 0;
1194
1195                                         if(x > 200)
1196                                         {
1197                                                 wcross_color_x = 0;
1198                                                 wcross_color_y = 1;
1199                                         }
1200                                         else if(x > 150)
1201                                         {
1202                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1203                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1204                                         }
1205                                         else if(x > 100)
1206                                         {
1207                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1208                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1209                                                 wcross_color_z = 1 - (x-100)*0.02;
1210                                         }
1211                                         else if(x > 50)
1212                                         {
1213                                                 wcross_color_x = 1;
1214                                                 wcross_color_y = 1;
1215                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1216                                         }
1217                                         else if(x > 20)
1218                                         {
1219                                                 wcross_color_x = 1;
1220                                                 wcross_color_y = (x-20)*90/27/100;
1221                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;
1222                                         }
1223                                         else
1224                                         {
1225                                                 wcross_color_x = 1;
1226                                                 wcross_color_y = 0;
1227                                         }
1228                                         break;
1229                                 }
1230
1231                                 case 3: // crosshair_color_rainbow
1232                                 {
1233                                         if(time >= rainbow_last_flicker)
1234                                         {
1235                                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1236                                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1237                                         }
1238                                         wcross_color = rainbow_prev_color;
1239                                         break;
1240                                 }
1241                                 :normalcolor
1242                                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1243                         }
1244
1245                         if(autocvar_crosshair_effect_scalefade)
1246                         {
1247                                 wcross_scale = wcross_resolution;
1248                                 wcross_resolution = 1;
1249                         }
1250                         else
1251                         {
1252                                 wcross_scale = 1;
1253                         }
1254
1255                         if(autocvar_crosshair_pickup)
1256                         {
1257                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1258                                 
1259                                 if(pickup_crosshair_time < stat_pickup_time)
1260                                 {
1261                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1262                                                 pickup_crosshair_size = 1;
1263                                                 
1264                                         pickup_crosshair_time = stat_pickup_time;
1265                                 }
1266
1267                                 if(pickup_crosshair_size > 0)
1268                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1269                                 else
1270                                         pickup_crosshair_size = 0;
1271
1272                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1273                         }
1274
1275                         if(autocvar_crosshair_hitindication)
1276                         {
1277                                 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1278                                 
1279                                 if(hitindication_crosshair_time < hit_time)
1280                                 {
1281                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1282                                                 hitindication_crosshair_size = 1;
1283                                                 
1284                                         hitindication_crosshair_time = hit_time;
1285                                 }
1286
1287                                 if(hitindication_crosshair_size > 0)
1288                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1289                                 else
1290                                         hitindication_crosshair_size = 0;
1291
1292                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1293                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1294                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1295                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1296                         }
1297
1298                         if(shottype == SHOTTYPE_HITENEMY)
1299                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1300                         if(shottype == SHOTTYPE_HITTEAM)
1301                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1302
1303                         f = fabs(autocvar_crosshair_effect_time);
1304                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1305                         {
1306                                 wcross_changedonetime = time + f;
1307                         }
1308                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1309                         {
1310                                 wcross_name_changestarttime = time;
1311                                 wcross_name_changedonetime = time + f;
1312                                 if(wcross_name_goal_prev_prev)
1313                                         strunzone(wcross_name_goal_prev_prev);
1314                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1315                                 wcross_name_goal_prev = strzone(wcross_name);
1316                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1317                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1318                                 wcross_resolution_goal_prev = wcross_resolution;
1319                         }
1320
1321                         wcross_scale_goal_prev = wcross_scale;
1322                         wcross_alpha_goal_prev = wcross_alpha;
1323                         wcross_color_goal_prev = wcross_color;
1324
1325                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1326                         {
1327                                 wcross_blur = 1;
1328                                 wcross_alpha *= 0.75;
1329                         }
1330                         else
1331                                 wcross_blur = 0;
1332                         // *_prev is at time-frametime
1333                         // * is at wcross_changedonetime+f
1334                         // what do we have at time?
1335                         if(time < wcross_changedonetime)
1336                         {
1337                                 f = frametime / (wcross_changedonetime - time + frametime);
1338                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1339                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1340                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1341                         }
1342
1343                         wcross_scale_prev = wcross_scale;
1344                         wcross_alpha_prev = wcross_alpha;
1345                         wcross_color_prev = wcross_color;
1346
1347                         wcross_scale *= 1 - autocvar__menu_alpha;
1348                         wcross_alpha *= 1 - autocvar__menu_alpha;
1349                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1350
1351                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1352                         {
1353                                 // crosshair rings for weapon stats
1354                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1355                                 {
1356                                         // declarations and stats
1357                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1358                                         string ring_image = string_null, ring_inner_image = string_null;
1359                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1360
1361                                         ring_scale = autocvar_crosshair_ring_size;
1362
1363                                         float weapon_clipload, weapon_clipsize;
1364                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1365                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1366
1367                                         float nex_charge, nex_chargepool;
1368                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1369                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1370
1371                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1372                                                 nex_charge_movingavg = nex_charge;
1373
1374
1375                                         // handle the values
1376                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1377                                         {
1378                                                 if (nex_chargepool || use_nex_chargepool) { 
1379                                                         use_nex_chargepool = 1; 
1380                                                         ring_inner_value = nex_chargepool;
1381                                                 } else { 
1382                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1383                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1384                                                 }
1385
1386                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1387                                                 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1388                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1389
1390                                                 // draw the outer ring to show the current charge of the weapon
1391                                                 ring_value = nex_charge;
1392                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1393                                                 ring_rgb = wcross_color;
1394                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1395                                         }
1396                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1397                                         {
1398                                                 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.
1399                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1400                                                 ring_rgb = wcross_color;
1401                                                 ring_image = "gfx/crosshair_ring.tga";
1402                                         }
1403                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1404                                         {
1405                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1406                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1407                                                 ring_rgb = wcross_color;
1408                                                 ring_image = "gfx/crosshair_ring.tga";
1409                                         }
1410
1411                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1412                                         {
1413                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1414                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1415                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1416                                                 ring_rgb = wcross_color;
1417
1418                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1419                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1420                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1421                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1422                                                 else
1423                                                         ring_image = "gfx/crosshair_ring.tga";
1424                                         }
1425
1426                                         // if in weapon switch animation, fade ring out/in
1427                                         if(autocvar_crosshair_effect_time > 0)
1428                                         {
1429                                                 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1430                                                 if not(f < 1)
1431                                                 {
1432                                                         wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
1433                                                 }
1434                                                 
1435                                                 if(wcross_ring_prev)
1436                                                 {
1437                                                         if(f < 1)
1438                                                                 ring_alpha *= fabs(1 - bound(0, f, 1));
1439                                                 }
1440                                                 else
1441                                                 {
1442                                                         if(f < 1)
1443                                                                 ring_alpha *= bound(0, f, 1);
1444                                                 }
1445                                         }
1446
1447                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1448                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1449
1450                                         if (ring_value)
1451                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1452                                 }
1453
1454 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1455                                 do \
1456                                 { \
1457                                         if(wcross_blur > 0) \
1458                                         { \
1459                                                 for(i = -2; i <= 2; ++i) \
1460                                                 for(j = -2; j <= 2; ++j) \
1461                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1462                                         } \
1463                                         else \
1464                                         { \
1465                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1466                                         } \
1467                                 } \
1468                                 while(0)
1469
1470 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1471                                 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)
1472
1473 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1474                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1475
1476                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1477                                 {
1478                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1479                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1480                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1481                                         f = 1 - f;
1482                                 }
1483                                 else
1484                                 {
1485                                         f = 1;
1486                                 }
1487                                 wcross_name_alpha_goal_prev = f;
1488
1489                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1490                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1491
1492                                 if(autocvar_crosshair_dot)
1493                                 {
1494                                         vector wcross_color_old;
1495                                         wcross_color_old = wcross_color;
1496                                         
1497                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1498                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1499                                                 
1500                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1501                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1502                                         wcross_color = wcross_color_old;
1503                                 }
1504                         }
1505                 }
1506                 else
1507                 {
1508                         wcross_scale_prev = 0;
1509                         wcross_alpha_prev = 0;
1510                         wcross_scale_goal_prev = 0;
1511                         wcross_alpha_goal_prev = 0;
1512                         wcross_changedonetime = 0;
1513                         if(wcross_name_goal_prev)
1514                                 strunzone(wcross_name_goal_prev);
1515                         wcross_name_goal_prev = string_null;
1516                         if(wcross_name_goal_prev_prev)
1517                                 strunzone(wcross_name_goal_prev_prev);
1518                         wcross_name_goal_prev_prev = string_null;
1519                         wcross_name_changestarttime = 0;
1520                         wcross_name_changedonetime = 0;
1521                         wcross_name_alpha_goal_prev = 0;
1522                         wcross_name_alpha_goal_prev_prev = 0;
1523                         wcross_resolution_goal_prev = 0;
1524                         wcross_resolution_goal_prev_prev = 0;
1525                 }
1526         }
1527
1528         if(NextFrameCommand)
1529         {
1530                 localcmd("\n", NextFrameCommand, "\n");
1531                 NextFrameCommand = string_null;
1532         }
1533
1534         // we must do this check AFTER a frame was rendered, or it won't work
1535         if(cs_project_is_b0rked == 0)
1536         {
1537                 string w0, h0;
1538                 w0 = ftos(autocvar_vid_conwidth);
1539                 h0 = ftos(autocvar_vid_conheight);
1540                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1541                 //setproperty(VF_FOV, '90 90 0');
1542                 setproperty(VF_ORIGIN, '0 0 0');
1543                 setproperty(VF_ANGLES, '0 0 0');
1544                 setproperty(VF_PERSPECTIVE, 1);
1545                 makevectors('0 0 0');
1546                 vector v1, v2;
1547                 cvar_set("vid_conwidth", "800");
1548                 cvar_set("vid_conheight", "600");
1549                 v1 = cs_project(v_forward);
1550                 cvar_set("vid_conwidth", "640");
1551                 cvar_set("vid_conheight", "480");
1552                 v2 = cs_project(v_forward);
1553                 if(v1 == v2)
1554                         cs_project_is_b0rked = 1;
1555                 else
1556                         cs_project_is_b0rked = -1;
1557                 cvar_set("vid_conwidth", w0);
1558                 cvar_set("vid_conheight", h0);
1559         }
1560
1561         if(autocvar__hud_configure)
1562                 HUD_Panel_Mouse();
1563     
1564     if(hud && !intermission)
1565     {        
1566         if(hud == HUD_SPIDERBOT)
1567             CSQC_SPIDER_HUD();
1568         else if(hud == HUD_WAKIZASHI)
1569             CSQC_WAKIZASHI_HUD();
1570         else if(hud == HUD_RAPTOR)
1571             CSQC_RAPTOR_HUD();
1572         else if(hud == HUD_BUMBLEBEE)
1573             CSQC_BUMBLE_HUD();
1574         else if(hud == HUD_BUMBLEBEE_GUN)
1575             CSQC_BUMBLE_GUN_HUD();
1576     }
1577         
1578         cl_notice_run();
1579         
1580         // let's reset the view back to normal for the end
1581         setproperty(VF_MIN, '0 0 0');
1582         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1583 }
1584
1585
1586 void CSQC_common_hud(void)
1587 {
1588         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1589                 Accuracy_LoadLevels();
1590
1591     HUD_Main(); // always run these functions for alpha checks
1592     HUD_DrawScoreboard();
1593
1594     if (scoreboard_active) // scoreboard/accuracy
1595         HUD_Reset();
1596     else if (intermission == 2) // map voting screen
1597     {
1598         HUD_FinaleOverlay();
1599         HUD_Reset();
1600     }
1601         /*
1602         switch(hud)
1603         {
1604                 case HUD_SPIDERBOT:
1605                         CSQC_SPIDER_HUD();
1606                         break;
1607
1608                 case HUD_WAKIZASHI:
1609                         CSQC_WAKIZASHI_HUD();
1610                         break;
1611
1612         case HUD_BUMBLEBEE:
1613             CSQC_BUMBLE_HUD();
1614             break;
1615         }
1616         */
1617 }
1618
1619
1620 // following vectors must be global to allow seamless switching between camera modes
1621 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1622 void CSQC_Demo_Camera()
1623 {
1624         float speed, attenuation, dimensions;
1625         vector tmp, delta;
1626
1627         if( autocvar_camera_reset || !camera_mode )
1628         {
1629                 camera_offset = '0 0 0';
1630                 current_angles = '0 0 0';
1631                 camera_direction = '0 0 0';
1632                 camera_offset_z += 30;
1633                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1634                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1635                 current_origin = view_origin;
1636                 current_camera_offset  = camera_offset;
1637                 cvar_set("camera_reset", "0");
1638                 camera_mode = CAMERA_CHASE;
1639         }
1640
1641         // Camera angles
1642         if( camera_roll )
1643                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1644
1645         if(autocvar_camera_look_player)
1646         {
1647                 vector dir;
1648                 float n;
1649
1650                 dir = normalize(view_origin - current_position);
1651                 n = mouse_angles_z;
1652                 mouse_angles = vectoangles(dir);
1653                 mouse_angles_x = mouse_angles_x * -1;
1654                 mouse_angles_z = n;
1655         }
1656         else
1657         {
1658                 tmp = getmousepos() * 0.1;
1659                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1660                 {
1661                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1662                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1663                 }
1664         }
1665
1666         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1667         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1668         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1669         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1670
1671         // Fix difference when angles don't have the same sign
1672         delta = '0 0 0';
1673         if(mouse_angles_y < -60 && current_angles_y > 60)
1674                 delta = '0 360 0';
1675         if(mouse_angles_y > 60 && current_angles_y < -60)
1676                 delta = '0 -360 0';
1677
1678         if(autocvar_camera_look_player)
1679                 attenuation = autocvar_camera_look_attenuation;
1680         else
1681                 attenuation = autocvar_camera_speed_attenuation;
1682
1683         attenuation = 1 / max(1, attenuation);
1684         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1685
1686         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1687         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1688         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1689         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1690
1691         // Camera position
1692         tmp = '0 0 0';
1693         dimensions = 0;
1694
1695         if( camera_direction_x )
1696         {
1697                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1698                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1699                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1700                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1701                 ++dimensions;
1702         }
1703
1704         if( camera_direction_y )
1705         {
1706                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1707                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1708                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1709                 ++dimensions;
1710         }
1711
1712         if( camera_direction_z )
1713         {
1714                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1715                 ++dimensions;
1716         }
1717
1718         if(autocvar_camera_free)
1719                 speed = autocvar_camera_speed_free;
1720         else
1721                 speed = autocvar_camera_speed_chase;
1722
1723         if(dimensions)
1724         {
1725                 speed = speed * sqrt(1 / dimensions);
1726                 camera_offset += tmp * speed;
1727         }
1728
1729         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1730
1731         // Camera modes
1732         if( autocvar_camera_free )
1733         {
1734                 if ( camera_mode == CAMERA_CHASE )
1735                 {
1736                         current_camera_offset = current_origin + current_camera_offset;
1737                         camera_offset = current_origin + camera_offset;
1738                 }
1739
1740                 camera_mode = CAMERA_FREE;
1741                 current_position = current_camera_offset;
1742         }
1743         else
1744         {
1745                 if ( camera_mode == CAMERA_FREE )
1746                 {
1747                         current_origin = view_origin;
1748                         camera_offset = camera_offset - current_origin;
1749                         current_camera_offset = current_camera_offset - current_origin;
1750                 }
1751
1752                 camera_mode = CAMERA_CHASE;
1753
1754                 if(autocvar_camera_chase_smoothly)
1755                         current_origin += (view_origin - current_origin) * attenuation;
1756                 else
1757                         current_origin = view_origin;
1758
1759                 current_position = current_origin + current_camera_offset;
1760         }
1761
1762         setproperty(VF_ANGLES, current_angles);
1763         setproperty(VF_ORIGIN, current_position);
1764 }