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1 entity porto;
2 vector polyline[16];
3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 void Porto_Draw()
11 {
12         vector p, dir, ang, q, nextdir;
13         float idx, portal_number, portal1_idx;
14
15         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                         portal1_idx = idx;
61                 if(portal_number >= 2)
62                         break;
63         }
64
65         while(idx >= 2)
66         {
67                 p = polyline[idx-2];
68                 q = polyline[idx-1];
69                 if(idx == 2)
70                         p = p - view_up * 16;
71                 if(idx-1 >= portal1_idx)
72                 {
73                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74                 }
75                 else
76                 {
77                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
78                 }
79                 --idx;
80         }
81 }
82
83 /**
84  * Checks whether the server initiated a map restart (stat_game_starttime changed)
85  *
86  * TODO: Use a better solution where a common shared entitiy is used that contains
87  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88  * and STAT_FRAGLIMIT to be auto-sent)
89  */
90 void CheckForGamestartChange() {
91         float startTime;
92         startTime = getstatf(STAT_GAMESTARTTIME);
93         if (previous_game_starttime != startTime) {
94                 if ((time + 5.0) < startTime) {
95                         //if connecting to server while restart was active don't always play prepareforbattle
96                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
97                 }
98                 if (time < startTime) {
99                         restartAnnouncer = spawn();
100                         restartAnnouncer.think = restartAnnouncer_Think;
101                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
102                 }
103         }
104         previous_game_starttime = startTime;
105 }
106
107 void Porto_Init()
108 {
109         porto = spawn();
110         porto.classname = "porto";
111         porto.draw = Porto_Draw;
112         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
113 }
114
115 float drawtime;
116 float avgspeed;
117 vector GetCurrentFov(float fov)
118 {
119         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
120
121         zoomsensitivity = autocvar_cl_zoomsensitivity;
122         zoomfactor = autocvar_cl_zoomfactor;
123         if(zoomfactor < 1 || zoomfactor > 16)
124                 zoomfactor = 2.5;
125         zoomspeed = autocvar_cl_zoomspeed;
126         if(zoomspeed >= 0)
127                 if(zoomspeed < 0.5 || zoomspeed > 16)
128                         zoomspeed = 3.5;
129
130         zoomdir = button_zoom;
131         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
132                 zoomdir += button_attack2;
133         if(spectatee_status > 0 || isdemo())
134         {
135                 if(spectatorbutton_zoom)
136                         zoomdir = 0 + !zoomdir;
137                 // do not even THINK about removing this 0
138                 // _I_ know what I am doing
139                 // fteqcc does not
140         }
141
142         if(zoomdir)
143                 zoomin_effect = 0;
144
145         if(zoomin_effect || camera_active)
146         {
147                 current_viewzoom = min(1, current_viewzoom + drawframetime);
148         }
149         else
150         {
151                 if(zoomspeed < 0) // instant zoom
152                 {
153                         if(zoomdir)
154                                 current_viewzoom = 1 / zoomfactor;
155                         else
156                                 current_viewzoom = 1;
157                 }
158                 else
159                 {
160                         if(zoomdir)
161                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
162                         else
163                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
164                 }
165         }
166
167         if(almost_equals(current_viewzoom, 1))
168                 current_zoomfraction = 0;
169         else if(almost_equals(current_viewzoom, 1/zoomfactor))
170                 current_zoomfraction = 1;
171         else
172                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
173
174         if(zoomsensitivity < 1)
175                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
176         else
177                 setsensitivityscale(1);
178
179         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
180         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
181         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
182
183         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
184
185         float frustumx, frustumy, fovx, fovy;
186         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
187         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
188         fovx = atan2(frustumx, 1) / M_PI * 360.0;
189         fovy = atan2(frustumy, 1) / M_PI * 360.0;
190
191         return '1 0 0' * fovx + '0 1 0' * fovy;
192 }
193
194 // this function must match W_SetupShot!
195 float zoomscript_caught;
196
197 vector wcross_origin;
198 float wcross_scale_prev, wcross_alpha_prev;
199 vector wcross_color_prev;
200 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
201 vector wcross_color_goal_prev;
202 float wcross_changedonetime;
203
204 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
205 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
206 float wcross_name_changestarttime, wcross_name_changedonetime;
207 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
208 entity trueaim;
209 entity trueaim_rifle;
210
211 #define SHOTTYPE_HITTEAM 1
212 #define SHOTTYPE_HITOBSTRUCTION 2
213 #define SHOTTYPE_HITWORLD 3
214 #define SHOTTYPE_HITENEMY 4
215
216 void TrueAim_Init()
217 {
218         trueaim = spawn();
219         trueaim.classname = "trueaim";
220         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
221         trueaim_rifle = spawn();
222         trueaim_rifle.classname = "trueaim_rifle";
223         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
224 }
225
226 float EnemyHitCheck()
227 {
228         float t;
229         wcross_origin = project_3d_to_2d(trace_endpos);
230         wcross_origin_z = 0;
231         if(trace_networkentity < 1)
232                 return SHOTTYPE_HITWORLD;
233         if(trace_networkentity > maxclients)
234                 return SHOTTYPE_HITWORLD;
235         t = GetPlayerColor(trace_networkentity - 1);
236         if(teamplay)
237                 if(t == myteam)
238                         return SHOTTYPE_HITTEAM;
239         if(t == COLOR_SPECTATOR)
240                 return SHOTTYPE_HITWORLD;
241         return SHOTTYPE_HITENEMY;
242 }
243
244 float TrueAimCheck()
245 {
246         float nudge = 1; // added to traceline target and subtracted from result
247         vector vecs, trueaimpoint, w_shotorg;
248         vector mi, ma, dv;
249         float shottype;
250         entity ta;
251         float mv;
252
253         mi = ma = '0 0 0';
254         ta = trueaim;
255         mv = MOVE_NOMONSTERS;
256
257         switch(activeweapon)
258         {
259                 case WEP_TUBA: // no aim
260                 case WEP_PORTO: // shoots from eye
261                 case WEP_HOOK: // no trueaim
262                 case WEP_GRENADE_LAUNCHER: // toss curve
263                         return SHOTTYPE_HITWORLD;
264                 case WEP_NEX:
265                 case WEP_MINSTANEX:
266                         mv = MOVE_NORMAL;
267                         break;
268                 case WEP_SNIPERRIFLE:
269                         ta = trueaim_rifle;
270                         mv = MOVE_NORMAL;
271                         if(zoomscript_caught)
272                         {
273                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
274                                 return EnemyHitCheck();
275                         }
276                         break;
277                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
278                         mi = '-3 -3 -3';
279                         ma = '3 3 3';
280                         break;
281                 case WEP_FIREBALL: // projectile has a size!
282                         mi = '-16 -16 -16';
283                         ma = '16 16 16';
284                         break;
285                 case WEP_SEEKER: // projectile has a size!
286                         mi = '-2 -2 -2';
287                         ma = '2 2 2';
288                         break;
289                 case WEP_ELECTRO: // projectile has a size!
290                         mi = '0 0 -3';
291                         ma = '0 0 -3';
292                         break;
293         }
294
295         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
296
297         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
298         trueaimpoint = trace_endpos;
299
300         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
301                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
302
303         if(vecs_x > 0)
304                 vecs_y = -vecs_y;
305         else
306                 vecs = '0 0 0';
307
308         dv = view_right * vecs_y + view_up * vecs_z;
309         w_shotorg = view_origin + dv;
310
311         // now move the vecs forward as much as requested if possible
312         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
313         w_shotorg = trace_endpos - view_forward * nudge;
314
315         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
316         shottype = EnemyHitCheck();
317         if(shottype != SHOTTYPE_HITWORLD)
318                 return shottype;
319
320 #if 0
321         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
322         // or rather, I know why, but see no fix
323         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
324                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
325                 return SHOTTYPE_HITOBSTRUCTION;
326 #endif
327
328         return SHOTTYPE_HITWORLD;
329 }
330
331 void CSQC_common_hud(void);
332
333 void PostInit(void);
334 void CSQC_Demo_Camera();
335 float HUD_WouldDrawScoreboard();
336 float view_set;
337 float camera_mode;
338 float reticle_type;
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
342
343 vector freeze_pmove_org, freeze_input_angles;
344 entity nightvision_noise, nightvision_noise2;
345
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
351
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
354
355 vector myhealth_gentlergb;
356
357 float contentavgalpha, liquidalpha_prev;
358 vector liquidcolor_prev;
359
360 float eventchase_current_distance;
361
362 float checkfail[16];
363
364 void CSQC_UpdateView(float w, float h)
365 {
366         entity e;
367         float fov;
368         float f, i, j;
369         vector v, vo;
370         vector vf_size, vf_min;
371         float a;
372         float hud;
373         hud = getstati(STAT_HUD);
374
375         button_attack2 = (input_buttons & BUTTON_3);
376         button_zoom = (input_buttons & BUTTON_4);
377
378 #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
379         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
380         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
381         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);
382         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
383         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
384         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
385
386         vf_size = R_SetView3fv(VF_SIZE);
387         vf_min = R_SetView3fv(VF_MIN);
388         vid_width = vf_size_x;
389         vid_height = vf_size_y;
390
391         vector reticle_pos, reticle_size;
392         vector splash_pos, splash_size;
393
394         WaypointSprite_Load();
395
396         if(spectatee_status)
397                 myteam = GetPlayerColor(spectatee_status - 1);
398         else
399                 myteam = GetPlayerColor(player_localentnum - 1);
400
401         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
402         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
403
404         warpzone_fixview_origin = pmove_org + vo;
405         warpzone_fixview_cl_viewangles = input_angles;
406         warpzone_fixview_angles = view_angles;
407         WarpZone_FixView();
408         pmove_org = warpzone_fixview_origin - vo;
409         input_angles = warpzone_fixview_cl_viewangles;
410         view_angles = warpzone_fixview_angles;
411
412         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
413         {
414                 pmove_org = freeze_pmove_org;
415                 input_angles = view_angles = freeze_input_angles;
416                 R_SetView(VF_ORIGIN, pmove_org + vo);
417                 R_SetView(VF_ANGLES, view_angles);
418                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
419         }
420         freeze_pmove_org = pmove_org;
421         freeze_input_angles = input_angles;
422
423         // event chase camera
424         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
425         {
426                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
427                 {
428                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
429                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
430                         if(!autocvar_chase_active)
431                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
432
433                         // make the camera smooth back
434                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
435                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
436                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
437                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
438
439                         vector eventchase_target_origin;
440                         makevectors(view_angles);
441                         // pass 1, used to check where the camera would go and obtain the trace_fraction
442                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
443
444                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
445                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
446                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
447                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
448
449                         R_SetView(VF_ORIGIN, eventchase_target_origin);
450                         R_SetView(VF_ANGLES, view_angles);
451                 }
452                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
453                 {
454                         cvar_set("chase_active", "0");
455                         eventchase_current_distance = 0; // start from 0 next time
456                 }
457         }
458
459         // Render the Scene
460         if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
461         {
462             #ifdef VEHICLES_CSQC
463             if(hud)
464             {
465             view_origin = vehicle_hudmodel.origin; //pmove_org + vo + randomvec() * 20;
466             view_angles = input_angles;
467             R_SetView(VF_ORIGIN, view_origin);
468             makevectors(view_angles);
469             view_forward = v_forward;
470             view_right = v_right;
471             view_up = v_up;
472             view_set = 1;
473             }
474             else
475             {
476         #endif
477             view_origin = pmove_org + vo;
478             view_angles = input_angles;
479             makevectors(view_angles);
480             view_forward = v_forward;
481             view_right = v_right;
482             view_up = v_up;
483             view_set = 1;
484             #ifdef VEHICLES_CSQC
485             }
486         #endif
487         }
488
489 #ifdef BLURTEST
490         if(time > blurtest_time0 && time < blurtest_time1)
491         {
492                 float r, t;
493
494                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
495                 r = t * blurtest_radius;
496                 f = 1 / pow(t, blurtest_power) - 1;
497
498                 cvar_set("r_glsl_postprocess", "1");
499                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
500         }
501         else
502         {
503                 cvar_set("r_glsl_postprocess", "0");
504                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
505         }
506 #endif
507
508         TargetMusic_Advance();
509         Fog_Force();
510
511         drawframetime = max(0.000001, time - drawtime);
512         drawtime = time;
513
514         // watch for gametype changes here...
515         // in ParseStuffCMD the cmd isn't executed yet :/
516         // might even be better to add the gametype to TE_CSQC_INIT...?
517         if(!postinit)
518                 PostInit();
519
520         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
521                 if(calledhooks & HOOK_START)
522                 {
523                         localcmd("\ncl_hook_gameend\n");
524                         calledhooks |= HOOK_END;
525                 }
526
527         CheckForGamestartChange();
528         serverAnnouncer();
529         maptimeAnnouncer();
530         carrierAnnouncer();
531
532         fov = autocvar_fov;
533         if(fov <= 59.5)
534         {
535                 if(!zoomscript_caught)
536                 {
537                         localcmd("+button9\n");
538                         zoomscript_caught = 1;
539                 }
540         }
541         else
542         {
543                 if(zoomscript_caught)
544                 {
545                         localcmd("-button9\n");
546                         zoomscript_caught = 0;
547                 }
548         }
549
550         ColorTranslateMode = autocvar_cl_stripcolorcodes;
551         activeweapon = getstati(STAT_SWITCHWEAPON);
552         f = (serverflags & SERVERFLAG_TEAMPLAY);
553         if(f != teamplay)
554         {
555                 teamplay = f;
556                 HUD_InitScores();
557         }
558
559         if(last_weapon != activeweapon) {
560                 weapontime = time;
561                 last_weapon = activeweapon;
562
563                 e = get_weaponinfo(activeweapon);
564                 if(e.netname != "")
565                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
566                 else
567                         localcmd("\ncl_hook_activeweapon none\n");
568         }
569
570         // ALWAYS Clear Current Scene First
571         R_ClearScene();
572
573         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
574         R_SetView(VF_SIZE, vf_size);
575         R_SetView(VF_MIN, vf_min);
576
577         // Assign Standard Viewflags
578         // Draw the World (and sky)
579         R_SetView(VF_DRAWWORLD, 1);
580
581         // Set the console size vars
582         vid_conwidth = autocvar_vid_conwidth;
583         vid_conheight = autocvar_vid_conheight;
584         vid_pixelheight = autocvar_vid_pixelheight;
585
586         R_SetView(VF_FOV, GetCurrentFov(fov));
587
588         // Camera for demo playback
589         if(camera_active)
590         {
591                 if(autocvar_camera_enable)
592                         CSQC_Demo_Camera();
593                 else
594                 {
595                         cvar_set("chase_active", ftos(chase_active_backup));
596                         cvar_set("cl_demo_mousegrab", "0");
597                         camera_active = FALSE;
598                 }
599         }
600 #ifdef CAMERATEST
601         else if(autocvar_camera_enable)
602 #else
603         else if(autocvar_camera_enable && isdemo())
604 #endif
605         {
606                 // Enable required Darkplaces cvars
607                 chase_active_backup = autocvar_chase_active;
608                 cvar_set("chase_active", "2");
609                 cvar_set("cl_demo_mousegrab", "1");
610                 camera_active = TRUE;
611                 camera_mode = FALSE;
612         }
613
614         // Draw the Crosshair
615         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
616
617         // Draw the Engine Status Bar (the default Quake HUD)
618         R_SetView(VF_DRAWENGINEHUD, 0);
619
620         // Update the mouse position
621         /*
622            mousepos_x = vid_conwidth;
623            mousepos_y = vid_conheight;
624            mousepos = mousepos*0.5 + getmousepos();
625          */
626
627         e = self;
628         for(self = world; (self = nextent(self)); )
629                 if(self.draw)
630                         self.draw();
631         self = e;
632
633         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
634         R_RenderScene();
635
636         // now switch to 2D drawing mode by calling a 2D drawing function
637         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
638         // next R_RenderScene call
639         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
640
641         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
642         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
643         {
644                 // apply night vision effect
645                 vector rgb, tc_00, tc_01, tc_10, tc_11;
646
647                 if(!nightvision_noise)
648                 {
649                         nightvision_noise = spawn();
650                         nightvision_noise.classname = "nightvision_noise";
651                 }
652                 if(!nightvision_noise2)
653                 {
654                         nightvision_noise2 = spawn();
655                         nightvision_noise2.classname = "nightvision_noise2";
656                 }
657
658                 // color tint in yellow
659                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
660
661                 // draw BG
662                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
663                 rgb = '1 1 1';
664                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
665                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
666                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
667                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
668                 tc_11 = tc_01 + tc_10 - tc_00;
669                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
670                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
671                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
672                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
673                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
674                 R_EndPolygon();
675
676                 // draw FG
677                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
678                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
679                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
680                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
681                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
682                 tc_11 = tc_01 + tc_10 - tc_00;
683                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
684                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
685                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
686                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
687                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
688                 R_EndPolygon();
689         }
690
691         // Draw the aiming reticle for weapons that use it
692         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
693         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
694         // the view to go back to normal, so reticle_type would become 0 as we fade out)
695         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
696                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
697         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
698                 reticle_type = 2; // nex zoom
699         else if(button_zoom || zoomscript_caught)
700                 reticle_type = 1; // normal zoom
701         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
702                 reticle_type = 2; // nex zoom
703
704         if (reticle_type)
705         {
706                 if(autocvar_cl_reticle_stretch)
707                 {
708                         reticle_size_x = vid_conwidth;
709                         reticle_size_y = vid_conheight;
710                         reticle_pos_x = 0;
711                         reticle_pos_y = 0;
712                 }
713                 else
714                 {
715                         reticle_size_x = max(vid_conwidth, vid_conheight);
716                         reticle_size_y = max(vid_conwidth, vid_conheight);
717                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
718                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
719                 }
720
721                 f = current_zoomfraction;
722                 if(zoomscript_caught)
723                         f = 1;
724                 if(autocvar_cl_reticle_item_normal)
725                 {
726                         if(reticle_type == 1 && f)
727                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
728                 }
729                 if(autocvar_cl_reticle_item_nex)
730                 {
731                         if(reticle_type == 2 && f)
732                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
733                 }
734         }
735
736
737         // improved polyblend
738         vector rgb;
739         if(autocvar_hud_contents)
740         {
741                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
742                 vector liquidcolor;
743
744                 switch(pointcontents(view_origin))
745                 {
746                         case CONTENT_WATER:
747                                 liquidalpha = autocvar_hud_contents_water_alpha;
748                                 liquidcolor = stov(autocvar_hud_contents_water_color);
749                                 incontent = 1;
750                                 break;
751
752                         case CONTENT_LAVA:
753                                 liquidalpha = autocvar_hud_contents_lava_alpha;
754                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
755                                 incontent = 1;
756                                 break;
757
758                         case CONTENT_SLIME:
759                                 liquidalpha = autocvar_hud_contents_slime_alpha;
760                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
761                                 incontent = 1;
762                                 break;
763
764                         default:
765                                 liquidalpha = 0;
766                                 liquidcolor = '0 0 0';
767                                 incontent = 0;
768                                 break;
769                 }
770
771                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
772                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
773                         contentfadetime = autocvar_hud_contents_fadeintime;
774                         liquidalpha_prev = liquidalpha;
775                         liquidcolor_prev = liquidcolor;
776                 }
777                 else
778                         contentfadetime = autocvar_hud_contents_fadeouttime;
779
780                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
781                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
782
783                 if(contentavgalpha)
784                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
785         }
786
787         if(autocvar_hud_damage)
788         {
789                 splash_size_x = max(vid_conwidth, vid_conheight);
790                 splash_size_y = max(vid_conwidth, vid_conheight);
791                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
792                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
793
794                 float myhealth_flash_temp;
795                 myhealth = getstati(STAT_HEALTH);
796
797                 // fade out
798                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
799                 // add new damage
800                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
801
802                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
803                 pain_threshold = autocvar_hud_damage_pain_threshold;
804                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
805                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
806
807                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
808                 {
809                         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);
810                 }
811
812                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
813
814                 if(myhealth_prev < 1)
815                 {
816                         if(myhealth >= 1)
817                         {
818                                 myhealth_flash = 0; // just spawned, clear the flash immediately
819                                 myhealth_flash_temp = 0;
820                         }
821                         else
822                         {
823                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
824                         }
825                 }
826
827                 if(spectatee_status == -1 || intermission)
828                 {
829                         myhealth_flash = 0; // observing, or match ended
830                         myhealth_flash_temp = 0;
831                 }
832
833                 myhealth_prev = myhealth;
834
835                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
836                 {
837                         if(autocvar_cl_gentle_damage == 2)
838                         {
839                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
840                                 {
841                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
842                                 }
843                         }
844                         else
845                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
846
847                         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);
848                 }
849                 else
850                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
851         }
852
853         // Draw the mouse cursor
854         // NOTE: drawpic must happen after R_RenderScene for some reason
855         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
856         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
857         //self = edict_num(player_localnum);
858         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
859         //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);
860         // as long as the ctf part isn't in, this is useless
861         if(menu_visible)
862                 menu_show();
863
864         /*if(gametype == GAME_CTF)
865           {
866           ctf_view();
867           } else */
868
869         // draw 2D entities
870         e = self;
871         for(self = world; (self = nextent(self)); )
872                 if(self.draw2d)
873                         self.draw2d();
874         self = e;
875         Draw_ShowNames_All();
876
877         scoreboard_active = HUD_WouldDrawScoreboard();
878
879         hit_time = getstatf(STAT_HIT_TIME);
880         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
881         {
882                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
883                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
884         }
885         typehit_time = getstatf(STAT_TYPEHIT_TIME);
886         if(typehit_time > nextsound_typehit_time)
887         {
888                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
889                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
890         }
891
892         if(hud == HUD_SPIDERBOT)
893                 CSQC_SPIDER_HUD();
894         else if(hud == HUD_WAKIZASHI)
895         CSQC_WAKIZASHI_HUD();
896     else if(hud == HUD_RAPTOR)
897         CSQC_RAPTOR_HUD();
898     else if(hud == HUD_BUMBLEBEE)
899         CSQC_BUMBLE_HUD();
900         else
901         {
902                 if(gametype == GAME_FREEZETAG)
903                 {
904                         if(getstati(STAT_FROZEN))
905                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
906                         if(getstatf(STAT_REVIVE_PROGRESS))
907                         {
908                                 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);
909                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
910                         }
911                 }
912
913                 if(autocvar_r_letterbox == 0)
914                         if(autocvar_viewsize < 120)
915                                 CSQC_common_hud();
916
917                 // crosshair goes VERY LAST
918                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
919                         string wcross_style;
920                         float wcross_alpha, wcross_resolution;
921                         wcross_style = autocvar_crosshair;
922                         if (wcross_style == "0")
923                                 return;
924                         wcross_resolution = autocvar_crosshair_size;
925                         if (wcross_resolution == 0)
926                                 return;
927                         wcross_alpha = autocvar_crosshair_alpha;
928                         if (wcross_alpha == 0)
929                                 return;
930
931                         // TrueAim check
932                         float shottype;
933
934                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
935                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
936                         wcross_origin_z = 0;
937                         if(autocvar_crosshair_hittest)
938                         {
939                                 vector wcross_oldorigin;
940                                 wcross_oldorigin = wcross_origin;
941                                 shottype = TrueAimCheck();
942                                 if(shottype == SHOTTYPE_HITWORLD)
943                                 {
944                                         v = wcross_origin - wcross_oldorigin;
945                                         v_x /= vid_conwidth;
946                                         v_y /= vid_conheight;
947                                         if(vlen(v) > 0.01)
948                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
949                                 }
950                                 if(!autocvar_crosshair_hittest_showimpact)
951                                         wcross_origin = wcross_oldorigin;
952                         }
953                         else
954                                 shottype = SHOTTYPE_HITWORLD;
955
956                         vector wcross_color, wcross_size;
957                         string wcross_wep, wcross_name;
958                         float wcross_scale, wcross_blur;
959
960                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
961                                 e = get_weaponinfo(activeweapon);
962                                 if (e && e.netname != "")
963                                 {
964                                         wcross_wep = e.netname;
965                                         if(autocvar_crosshair_per_weapon)
966                                         {
967                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
968                                                 if (wcross_resolution == 0)
969                                                         return;
970                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
971                                                 if (wcross_alpha == 0)
972                                                         return;
973
974                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
975                                                 if(wcross_style == "" || wcross_style == "0")
976                                                         wcross_style = wcross_wep;
977                                         }
978                                 }
979                         }
980                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
981                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
982                         else if(autocvar_crosshair_color_by_health)
983                         {
984                                 local float x = getstati(STAT_HEALTH);
985
986                                 //x = red
987                                 //y = green
988                                 //z = blue
989
990                                 wcross_color_z = 0;
991
992                                 if(x > 200)
993                                 {
994                                         wcross_color_x = 0;
995                                         wcross_color_y = 1;
996                                 }
997                                 else if(x > 150)
998                                 {
999                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1000                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1001                                 }
1002                                 else if(x > 100)
1003                                 {
1004                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1005                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1006                                         wcross_color_z = 1 - (x-100)*0.02;
1007                                 }
1008                                 else if(x > 50)
1009                                 {
1010                                         wcross_color_x = 1;
1011                                         wcross_color_y = 1;
1012                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1013                                 }
1014                                 else if(x > 20)
1015                                 {
1016                                         wcross_color_x = 1;
1017                                         wcross_color_y = (x-20)*90/27/100;
1018                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1019                                 }
1020                                 else
1021                                 {
1022                                         wcross_color_x = 1;
1023                                         wcross_color_y = 0;
1024                                 }
1025                         }
1026                         else
1027                                 wcross_color = stov(autocvar_crosshair_color);
1028
1029                         wcross_name = strcat("gfx/crosshair", wcross_style);
1030
1031                         if(autocvar_crosshair_effect_scalefade)
1032                         {
1033                                 wcross_scale = wcross_resolution;
1034                                 wcross_resolution = 1;
1035                         }
1036                         else
1037                         {
1038                                 wcross_scale = 1;
1039                         }
1040
1041                         if(autocvar_crosshair_pickup)
1042                         {
1043                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1044                                 {
1045                                         pickup_crosshair_size = 1;
1046                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1047                                 }
1048
1049                                 if(pickup_crosshair_size > 0)
1050                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1051                                 else
1052                                         pickup_crosshair_size = 0;
1053
1054                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1055                         }
1056
1057                         vector hitindication_color;
1058                         if(autocvar_crosshair_hitindication)
1059                         {
1060                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1061                                 if(hitindication_crosshair_time < hit_time)
1062                                 {
1063                                         hitindication_crosshair_size = 1;
1064                                         hitindication_crosshair_time = hit_time;
1065                                 }
1066
1067                                 if(hitindication_crosshair_size > 0)
1068                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1069                                 else
1070                                         hitindication_crosshair_size = 0;
1071
1072                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1073                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1074                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1075                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1076                         }
1077
1078                         if(shottype == SHOTTYPE_HITENEMY)
1079                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1080                         if(shottype == SHOTTYPE_HITTEAM)
1081                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1082
1083                         f = autocvar_crosshair_effect_speed;
1084                         if(f < 0)
1085                                 f *= -2 * g_weaponswitchdelay;
1086                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1087                         {
1088                                 wcross_changedonetime = time + f;
1089                         }
1090                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1091                         {
1092                                 wcross_name_changestarttime = time;
1093                                 wcross_name_changedonetime = time + f;
1094                                 if(wcross_name_goal_prev_prev)
1095                                         strunzone(wcross_name_goal_prev_prev);
1096                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1097                                 wcross_name_goal_prev = strzone(wcross_name);
1098                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1099                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1100                                 wcross_resolution_goal_prev = wcross_resolution;
1101                         }
1102
1103                         wcross_scale_goal_prev = wcross_scale;
1104                         wcross_alpha_goal_prev = wcross_alpha;
1105                         wcross_color_goal_prev = wcross_color;
1106
1107                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1108                         {
1109                                 wcross_blur = 1;
1110                                 wcross_alpha *= 0.75;
1111                         }
1112                         else
1113                                 wcross_blur = 0;
1114                         // *_prev is at time-frametime
1115                         // * is at wcross_changedonetime+f
1116                         // what do we have at time?
1117                         if(time < wcross_changedonetime)
1118                         {
1119                                 f = frametime / (wcross_changedonetime - time + frametime);
1120                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1121                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1122                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1123                         }
1124
1125                         wcross_scale_prev = wcross_scale;
1126                         wcross_alpha_prev = wcross_alpha;
1127                         wcross_color_prev = wcross_color;
1128
1129                         wcross_scale *= 1 - autocvar__menu_alpha;
1130                         wcross_alpha *= 1 - autocvar__menu_alpha;
1131                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1132
1133                         // crosshair rings for weapon stats
1134                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1135                         {
1136                                 // declarations and stats
1137                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1138                                 string ring_image, ring_inner_image;
1139                                 vector ring_rgb, ring_inner_rgb;
1140
1141                                 ring_scale = autocvar_crosshair_ring_size;
1142
1143                                 float weapon_clipload, weapon_clipsize;
1144                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1145                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1146
1147                                 float nex_charge, nex_chargepool;
1148                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1149                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1150
1151                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1152                                         nex_charge_movingavg = nex_charge;
1153
1154
1155                                 // handle the values
1156                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1157                                 {
1158                                         if (nex_chargepool || use_nex_chargepool) {
1159                                                 use_nex_chargepool = 1;
1160                                                 ring_inner_value = nex_chargepool;
1161                                         } else {
1162                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1163                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1164                                         }
1165
1166                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1167                                         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;
1168                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1169
1170                                         // draw the outer ring to show the current charge of the weapon
1171                                         ring_value = nex_charge;
1172                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1173                                         ring_rgb = wcross_color;
1174                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1175                                 }
1176                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1177                                 {
1178                                         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.
1179                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1180                                         ring_rgb = wcross_color;
1181                                         ring_image = "gfx/crosshair_ring.tga";
1182                                 }
1183                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1184                                 {
1185                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1186                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1187                                         ring_rgb = wcross_color;
1188                                         ring_image = "gfx/crosshair_ring.tga";
1189                                 }
1190
1191                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1192                                 {
1193                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1194                                         ring_scale = autocvar_crosshair_ring_reload_size;
1195                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1196                                         ring_rgb = wcross_color;
1197
1198                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1199                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1200                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1201                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1202                                         else
1203                                                 ring_image = "gfx/crosshair_ring.tga";
1204                                 }
1205
1206                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1207                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1208
1209                                 if (ring_value)
1210                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1211                         }
1212
1213 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1214                         do \
1215                         { \
1216                                 if(wcross_blur > 0) \
1217                                 { \
1218                                         for(i = -2; i <= 2; ++i) \
1219                                                 for(j = -2; j <= 2; ++j) \
1220                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1221                                 } \
1222                                 else \
1223                                 { \
1224                                         M(0,0,sz,wcross_name,wcross_alpha); \
1225                                 } \
1226                         } \
1227                         while(0)
1228
1229 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1230                         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)
1231
1232 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1233                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1234
1235                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1236                         {
1237                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1238                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1239                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1240                                 f = 1 - f;
1241                         }
1242                         else
1243                         {
1244                                 f = 1;
1245                         }
1246
1247                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1248                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1249
1250                         if(autocvar_crosshair_dot)
1251             {
1252                 vector wcross_color_old;
1253                 wcross_color_old = wcross_color;
1254                 if(autocvar_crosshair_dot_color != "0")
1255                     wcross_color = stov(autocvar_crosshair_dot_color);
1256                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1257                 wcross_color = wcross_color_old;
1258             }
1259
1260                         wcross_name_alpha_goal_prev = f;
1261                 }
1262                 else
1263                 {
1264                         wcross_scale_prev = 0;
1265                         wcross_alpha_prev = 0;
1266                         wcross_scale_goal_prev = 0;
1267                         wcross_alpha_goal_prev = 0;
1268                         wcross_changedonetime = 0;
1269                         if(wcross_name_goal_prev)
1270                                 strunzone(wcross_name_goal_prev);
1271                         wcross_name_goal_prev = string_null;
1272                         if(wcross_name_goal_prev_prev)
1273                                 strunzone(wcross_name_goal_prev_prev);
1274                         wcross_name_goal_prev_prev = string_null;
1275                         wcross_name_changestarttime = 0;
1276                         wcross_name_changedonetime = 0;
1277                         wcross_name_alpha_goal_prev = 0;
1278                         wcross_name_alpha_goal_prev_prev = 0;
1279                         wcross_resolution_goal_prev = 0;
1280                         wcross_resolution_goal_prev_prev = 0;
1281                 }
1282         }
1283
1284         if(NextFrameCommand)
1285         {
1286                 localcmd("\n", NextFrameCommand, "\n");
1287                 NextFrameCommand = string_null;
1288         }
1289
1290         // we must do this check AFTER a frame was rendered, or it won't work
1291         if(cs_project_is_b0rked == 0)
1292         {
1293                 string w0, h0;
1294                 w0 = ftos(autocvar_vid_conwidth);
1295                 h0 = ftos(autocvar_vid_conheight);
1296                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1297                 //R_SetView(VF_FOV, '90 90 0');
1298                 R_SetView(VF_ORIGIN, '0 0 0');
1299                 R_SetView(VF_ANGLES, '0 0 0');
1300                 R_SetView(VF_PERSPECTIVE, 1);
1301                 makevectors('0 0 0');
1302                 vector v1, v2;
1303                 cvar_set("vid_conwidth", "800");
1304                 cvar_set("vid_conheight", "600");
1305                 v1 = cs_project(v_forward);
1306                 cvar_set("vid_conwidth", "640");
1307                 cvar_set("vid_conheight", "480");
1308                 v2 = cs_project(v_forward);
1309                 if(v1 == v2)
1310                         cs_project_is_b0rked = 1;
1311                 else
1312                         cs_project_is_b0rked = -1;
1313                 cvar_set("vid_conwidth", w0);
1314                 cvar_set("vid_conheight", h0);
1315         }
1316
1317         if(autocvar__hud_configure)
1318                 HUD_Panel_Mouse();
1319
1320         // let's reset the view back to normal for the end
1321         R_SetView(VF_MIN, '0 0 0');
1322         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1323 }
1324
1325
1326 void CSQC_common_hud(void)
1327 {
1328         // HUD_SortFrags(); done in HUD_Draw
1329         float hud;
1330         hud = getstati(STAT_HUD);
1331
1332         //hud = 10;
1333         switch(hud)
1334         {
1335                 case HUD_NORMAL:
1336                         // do some accuracy var caching
1337                         float i;
1338                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1339                         {
1340                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1341                                 {
1342                                         if(acc_color_levels)
1343                                                 strunzone(acc_color_levels);
1344                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1345                                         acc_levels = tokenize(acc_color_levels);
1346                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1347                                                 acc_levels = MAX_ACCURACY_LEVELS;
1348
1349                                         for (i = 0; i < acc_levels; ++i)
1350                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1351                                 }
1352                                 // let know that acc_col[] needs to be loaded
1353                                 acc_col_x[0] = -1;
1354                         }
1355
1356                         HUD_Main(); // always run these functions for alpha checks
1357                         HUD_DrawScoreboard();
1358
1359                         if (scoreboard_active) // scoreboard/accuracy
1360                         {
1361                                 HUD_Reset();
1362                                 // HUD_DrawScoreboard takes care of centerprint_start
1363                         }
1364                         else if (intermission == 2) // map voting screen
1365                         {
1366                                 HUD_FinaleOverlay();
1367                                 HUD_Reset();
1368
1369                                 centerprint_start_x = 0;
1370                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1371                         }
1372                         else // hud
1373                         {
1374                                 centerprint_start_x = 0;
1375                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1376                         }
1377
1378                         HUD_DrawCenterPrint();
1379                         break;
1380
1381                 case HUD_SPIDERBOT:
1382                         CSQC_SPIDER_HUD();
1383                         break;
1384
1385                 case HUD_WAKIZASHI:
1386                         CSQC_WAKIZASHI_HUD();
1387                         break;
1388
1389         case HUD_BUMBLEBEE:
1390             CSQC_BUMBLE_HUD();
1391             break;
1392
1393         }
1394 }
1395
1396
1397 // following vectors must be global to allow seamless switching between camera modes
1398 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1399 void CSQC_Demo_Camera()
1400 {
1401         float speed, attenuation, dimensions;
1402         vector tmp, delta;
1403
1404         if( autocvar_camera_reset || !camera_mode )
1405         {
1406                 camera_offset = '0 0 0';
1407                 current_angles = '0 0 0';
1408                 camera_direction = '0 0 0';
1409                 camera_offset_z += 30;
1410                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1411                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1412                 current_origin = view_origin;
1413                 current_camera_offset  = camera_offset;
1414                 cvar_set("camera_reset", "0");
1415                 camera_mode = CAMERA_CHASE;
1416         }
1417
1418         // Camera angles
1419         if( camera_roll )
1420                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1421
1422         if(autocvar_camera_look_player)
1423         {
1424                 local vector dir;
1425                 local float n;
1426
1427                 dir = normalize(view_origin - current_position);
1428                 n = mouse_angles_z;
1429                 mouse_angles = vectoangles(dir);
1430                 mouse_angles_x = mouse_angles_x * -1;
1431                 mouse_angles_z = n;
1432         }
1433         else
1434         {
1435                 tmp = getmousepos() * 0.1;
1436                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1437                 {
1438                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1439                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1440                 }
1441         }
1442
1443         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1444         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1445         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1446         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1447
1448         // Fix difference when angles don't have the same sign
1449         delta = '0 0 0';
1450         if(mouse_angles_y < -60 && current_angles_y > 60)
1451                 delta = '0 360 0';
1452         if(mouse_angles_y > 60 && current_angles_y < -60)
1453                 delta = '0 -360 0';
1454
1455         if(autocvar_camera_look_player)
1456                 attenuation = autocvar_camera_look_attenuation;
1457         else
1458                 attenuation = autocvar_camera_speed_attenuation;
1459
1460         attenuation = 1 / max(1, attenuation);
1461         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1462
1463         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1464         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1465         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1466         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1467
1468         // Camera position
1469         tmp = '0 0 0';
1470         dimensions = 0;
1471
1472         if( camera_direction_x )
1473         {
1474                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1475                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1476                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1477                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1478                 ++dimensions;
1479         }
1480
1481         if( camera_direction_y )
1482         {
1483                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1484                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1485                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1486                 ++dimensions;
1487         }
1488
1489         if( camera_direction_z )
1490         {
1491                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1492                 ++dimensions;
1493         }
1494
1495         if(autocvar_camera_free)
1496                 speed = autocvar_camera_speed_free;
1497         else
1498                 speed = autocvar_camera_speed_chase;
1499
1500         if(dimensions)
1501         {
1502                 speed = speed * sqrt(1 / dimensions);
1503                 camera_offset += tmp * speed;
1504         }
1505
1506         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1507
1508         // Camera modes
1509         if( autocvar_camera_free )
1510         {
1511                 if ( camera_mode == CAMERA_CHASE )
1512                 {
1513                         current_camera_offset = current_origin + current_camera_offset;
1514                         camera_offset = current_origin + camera_offset;
1515                 }
1516
1517                 camera_mode = CAMERA_FREE;
1518                 current_position = current_camera_offset;
1519         }
1520         else
1521         {
1522                 if ( camera_mode == CAMERA_FREE )
1523                 {
1524                         current_origin = view_origin;
1525                         camera_offset = camera_offset - current_origin;
1526                         current_camera_offset = current_camera_offset - current_origin;
1527                 }
1528
1529                 camera_mode = CAMERA_CHASE;
1530
1531                 if(autocvar_camera_chase_smoothly)
1532                         current_origin += (view_origin - current_origin) * attenuation;
1533                 else
1534                         current_origin = view_origin;
1535
1536                 current_position = current_origin + current_camera_offset;
1537         }
1538
1539         R_SetView(VF_ANGLES, current_angles);
1540         R_SetView(VF_ORIGIN, current_position);
1541 }