]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge remote-tracking branch 'origin/master' into samual/notification_rewrite
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
8 void Porto_Draw()
9 {
10         vector p, dir, ang, q, nextdir;
11         float idx, portal_number, portal1_idx;
12
13         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
14                 return;
15         if(g_balance_porto_secondary)
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                 {
61                         portal1_idx = idx;
62                         if(portal_number >= 2)
63                                 break;
64                 }
65         }
66
67         while(idx >= 2)
68         {
69                 p = polyline[idx-2];
70                 q = polyline[idx-1];
71                 if(idx == 2)
72                         p = p - view_up * 16;
73                 if(idx-1 >= portal1_idx)
74                 {
75                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
76                 }
77                 else
78                 {
79                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
80                 }
81                 --idx;
82         }
83 }
84
85 void Porto_Init()
86 {
87         porto = spawn();
88         porto.classname = "porto";
89         porto.draw = Porto_Draw;
90         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
91 }
92
93 float drawtime;
94 float avgspeed;
95 vector GetCurrentFov(float fov)
96 {
97         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98         float velocityzoom, curspeed;
99         vector v;
100
101         zoomsensitivity = autocvar_cl_zoomsensitivity;
102         zoomfactor = autocvar_cl_zoomfactor;
103         if(zoomfactor < 1 || zoomfactor > 16)
104                 zoomfactor = 2.5;
105         zoomspeed = autocvar_cl_zoomspeed;
106         if(zoomspeed >= 0)
107                 if(zoomspeed < 0.5 || zoomspeed > 16)
108                         zoomspeed = 3.5;
109
110         zoomdir = button_zoom;
111         if(hud == HUD_NORMAL)
112         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
113                 zoomdir += button_attack2;
114         if(spectatee_status > 0 || isdemo())
115         {
116                 if(spectatorbutton_zoom)
117                 {
118                         if(zoomdir)
119                                 zoomdir = 0;
120                         else
121                                 zoomdir = 1;
122                 }
123                 // fteqcc failed twice here already, don't optimize this
124         }
125
126         if(zoomdir)
127                 zoomin_effect = 0;
128
129         if(zoomin_effect || camera_active)
130         {
131                 current_viewzoom = min(1, current_viewzoom + drawframetime);
132         }
133         else
134         {
135                 if(zoomspeed < 0) // instant zoom
136                 {
137                         if(zoomdir)
138                                 current_viewzoom = 1 / zoomfactor;
139                         else
140                                 current_viewzoom = 1;
141                 }
142                 else
143                 {
144                         if(zoomdir)
145                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
146                         else
147                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
148                 }
149         }
150
151         if(almost_equals(current_viewzoom, 1))
152                 current_zoomfraction = 0;
153         else if(almost_equals(current_viewzoom, 1/zoomfactor))
154                 current_zoomfraction = 1;
155         else
156                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
157
158         if(zoomsensitivity < 1)
159                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
160         else
161                 setsensitivityscale(1);
162                 
163         makevectors(view_angles);
164
165         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
166         {
167                 v = pmove_vel;
168                 if(csqcplayer)
169                         v = csqcplayer.velocity;
170
171                 switch(autocvar_cl_velocityzoom_type)
172                 {
173                         case 3: curspeed = max(0, v_forward * v); break;
174                         case 2: curspeed = (v_forward * v); break;
175                         case 1: default: curspeed = vlen(v); break;
176                 }
177                 
178                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
179                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
180                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
181                 
182                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
183         }
184         else
185                 velocityzoom = 1;
186
187         float frustumx, frustumy, fovx, fovy;
188         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
189         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
190         fovx = atan2(frustumx, 1) / M_PI * 360.0;
191         fovy = atan2(frustumy, 1) / M_PI * 360.0;
192
193         return '1 0 0' * fovx + '0 1 0' * fovy;
194 }
195
196 // this function must match W_SetupShot!
197 float zoomscript_caught;
198
199 vector wcross_origin;
200 float wcross_scale_prev, wcross_alpha_prev;
201 vector wcross_color_prev;
202 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
203 vector wcross_color_goal_prev;
204 float wcross_changedonetime;
205
206 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
207 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
208 float wcross_name_changestarttime, wcross_name_changedonetime;
209 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
210 entity trueaim;
211 entity trueaim_rifle;
212
213 #define SHOTTYPE_HITTEAM 1
214 #define SHOTTYPE_HITOBSTRUCTION 2
215 #define SHOTTYPE_HITWORLD 3
216 #define SHOTTYPE_HITENEMY 4
217
218 void TrueAim_Init()
219 {
220         trueaim = spawn();
221         trueaim.classname = "trueaim";
222         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
223         trueaim_rifle = spawn();
224         trueaim_rifle.classname = "trueaim_rifle";
225         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
226 }
227
228 float EnemyHitCheck()
229 {
230         float t, n;
231         wcross_origin = project_3d_to_2d(trace_endpos);
232         wcross_origin_z = 0;
233         if(trace_ent)
234                 n = trace_ent.entnum;
235         else
236                 n = trace_networkentity;
237         if(n < 1)
238                 return SHOTTYPE_HITWORLD;
239         if(n > maxclients)
240                 return SHOTTYPE_HITWORLD;
241         t = GetPlayerColor(n - 1);
242         if(teamplay)
243                 if(t == myteam)
244                         return SHOTTYPE_HITTEAM;
245         if(t == FL_SPECTATOR)
246                 return SHOTTYPE_HITWORLD;
247         return SHOTTYPE_HITENEMY;
248 }
249
250 float TrueAimCheck()
251 {
252         float nudge = 1; // added to traceline target and subtracted from result
253         vector vecs, trueaimpoint, w_shotorg;
254         vector mi, ma, dv;
255         float shottype;
256         entity ta;
257         float mv;
258
259         mi = ma = '0 0 0';
260         ta = trueaim;
261         mv = MOVE_NOMONSTERS;
262
263         switch(activeweapon)
264         {
265                 case WEP_TUBA: // no aim
266                 case WEP_PORTO: // shoots from eye
267                 case WEP_HOOK: // no trueaim
268                 case WEP_GRENADE_LAUNCHER: // toss curve
269                         return SHOTTYPE_HITWORLD;
270                 case WEP_NEX:
271                 case WEP_MINSTANEX:
272                         mv = MOVE_NORMAL;
273                         break;
274                 case WEP_RIFLE:
275                         ta = trueaim_rifle;
276                         mv = MOVE_NORMAL;
277                         if(zoomscript_caught)
278                         {
279                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
280                                 return EnemyHitCheck();
281                         }
282                         break;
283                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
284                         mi = '-3 -3 -3';
285                         ma = '3 3 3';
286                         break;
287                 case WEP_FIREBALL: // projectile has a size!
288                         mi = '-16 -16 -16';
289                         ma = '16 16 16';
290                         break;
291                 case WEP_SEEKER: // projectile has a size!
292                         mi = '-2 -2 -2';
293                         ma = '2 2 2';
294                         break;
295                 case WEP_ELECTRO: // projectile has a size!
296                         mi = '0 0 -3';
297                         ma = '0 0 -3';
298                         break;
299         }
300
301         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
302
303         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
304         trueaimpoint = trace_endpos;
305
306         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
307                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         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
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // 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
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
342 float camera_mode;
343 float CAMERA_FREE = 1;
344 float CAMERA_CHASE = 2;
345 float reticle_type;
346 string NextFrameCommand;
347 void CSQC_SPIDER_HUD();
348 void CSQC_RAPTOR_HUD();
349
350 vector freeze_org, freeze_ang;
351 entity nightvision_noise, nightvision_noise2;
352
353 #define MAX_TIME_DIFF 5
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
359
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
362
363 float old_blurradius, old_bluralpha;
364 float old_sharpen_intensity;
365
366 vector myhealth_gentlergb;
367
368 float contentavgalpha, liquidalpha_prev;
369 vector liquidcolor_prev;
370
371 float eventchase_current_distance;
372
373 vector damage_blurpostprocess, content_blurpostprocess;
374
375 float checkfail[16];
376
377 #define BUTTON_3 4
378 #define BUTTON_4 8
379 float cl_notice_run();
380 void CSQC_UpdateView(float w, float h)
381 {
382         entity e;
383         float fov;
384         float f, i, j;
385         vector v;
386         vector vf_size, vf_min;
387         float a;
388
389         execute_next_frame();
390
391         ++framecount;
392
393         hud = getstati(STAT_HUD);
394
395         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
396                 view_quality = getproperty(VF_MINFPS_QUALITY);
397         else
398                 view_quality = 1;
399
400         button_attack2 = (input_buttons & BUTTON_3);
401         button_zoom = (input_buttons & BUTTON_4);
402
403         // FIXME do we need this hack?
404         if(isdemo())
405         {
406                 // in demos, input_buttons do not work
407                 button_zoom = (autocvar__togglezoom == "-");
408         }
409
410 #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
411         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
412         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
413         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);
414         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
415         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
416         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
417         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
418
419         vf_size = getpropertyvec(VF_SIZE);
420         vf_min = getpropertyvec(VF_MIN);
421         vid_width = vf_size_x;
422         vid_height = vf_size_y;
423
424         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
425         vector splash_pos = '0 0 0', splash_size = '0 0 0';
426
427         WaypointSprite_Load();
428
429         CSQCPlayer_SetCamera();
430
431 #ifdef COMPAT_XON050_ENGINE
432         if(spectatee_status)
433                 myteam = GetPlayerColor(spectatee_status - 1);
434         else
435 #endif
436                 myteam = GetPlayerColor(player_localentnum - 1);
437
438         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
439
440         // event chase camera
441         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
442         {
443                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
444                 {
445                         // 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.)
446                         vector current_view_origin = getpropertyvec(VF_ORIGIN);
447
448                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
449                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
450                         if(!autocvar_chase_active)
451                                 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)
452
453                         // make the camera smooth back
454                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
455                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
456                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
457                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
458
459                         vector eventchase_target_origin;
460                         makevectors(view_angles);
461                         // pass 1, used to check where the camera would go and obtain the trace_fraction
462                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
463                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
464                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
465                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
466                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
467                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
468
469                         setproperty(VF_ORIGIN, trace_endpos);
470                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
471                 }
472                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
473                 {
474                         cvar_set("chase_active", "0");
475                         eventchase_current_distance = 0; // start from 0 next time
476                 }
477         }
478         // workaround for camera stuck between player's legs when using chase_active 1
479         // because the engine stops updating the chase_active camera when the game ends
480         else if(intermission)
481         {
482                 cvar_settemp("chase_active", "-1");
483                 eventchase_current_distance = 0;
484         }
485
486         // do lockview after event chase camera so that it still applies whenever necessary.
487         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
488         {
489                 setproperty(VF_ORIGIN, freeze_org);
490                 setproperty(VF_ANGLES, freeze_ang);
491         }
492         else
493         {
494                 freeze_org = getpropertyvec(VF_ORIGIN);
495                 freeze_ang = getpropertyvec(VF_ANGLES);
496         }
497
498         WarpZone_FixView();
499         //WarpZone_FixPMove();
500
501         // Render the Scene
502         view_origin = getpropertyvec(VF_ORIGIN);
503         view_angles = getpropertyvec(VF_ANGLES);
504         makevectors(view_angles);
505         view_forward = v_forward;
506         view_right = v_right;
507         view_up = v_up;
508
509 #ifdef BLURTEST
510         if(time > blurtest_time0 && time < blurtest_time1)
511         {
512                 float r, t;
513
514                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
515                 r = t * blurtest_radius;
516                 f = 1 / pow(t, blurtest_power) - 1;
517
518                 cvar_set("r_glsl_postprocess", "1");
519                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
520         }
521         else
522         {
523                 cvar_set("r_glsl_postprocess", "0");
524                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
525         }
526 #endif
527
528         TargetMusic_Advance();
529         Fog_Force();
530
531         if(drawtime == 0)
532                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
533         else
534                 drawframetime = bound(0.000001, time - drawtime, 1);
535         drawtime = time;
536
537         // watch for gametype changes here...
538         // in ParseStuffCMD the cmd isn't executed yet :/
539         // might even be better to add the gametype to TE_CSQC_INIT...?
540         if(!postinit)
541                 PostInit();
542
543         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
544         {
545                 if(calledhooks & HOOK_START)
546                 {
547                         localcmd("\ncl_hook_gameend\n");
548                         calledhooks |= HOOK_END;
549                 }
550         }
551
552         Announcer();
553
554         fov = autocvar_fov;
555         if(fov <= 59.5)
556         {
557                 if(!zoomscript_caught)
558                 {
559                         localcmd("+button9\n");
560                         zoomscript_caught = 1;
561                 }
562         }
563         else
564         {
565                 if(zoomscript_caught)
566                 {
567                         localcmd("-button9\n");
568                         zoomscript_caught = 0;
569                 }
570         }
571
572         ColorTranslateMode = autocvar_cl_stripcolorcodes;
573
574         // next WANTED weapon (for HUD)
575         switchweapon = getstati(STAT_SWITCHWEAPON);
576
577         // currently switching-to weapon (for crosshair)
578         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
579
580         // actually active weapon (for zoom)
581         activeweapon = getstati(STAT_ACTIVEWEAPON);
582
583         f = (serverflags & SERVERFLAG_TEAMPLAY);
584         if(f != teamplay)
585         {
586                 teamplay = f;
587                 HUD_InitScores();
588         }
589
590         if(last_switchweapon != switchweapon) {
591                 weapontime = time;
592                 last_switchweapon = switchweapon;
593         }
594         if(last_activeweapon != activeweapon) {
595                 last_activeweapon = activeweapon;
596
597                 e = get_weaponinfo(activeweapon);
598                 if(e.netname != "")
599                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
600                 else
601                         localcmd("\ncl_hook_activeweapon none\n");
602         }
603
604         // ALWAYS Clear Current Scene First
605         clearscene();
606 #ifdef WORKAROUND_XON010
607         if(checkextension("DP_CSQC_ROTATEMOVES"))
608         {
609 #endif
610         setproperty(VF_ORIGIN, view_origin);
611         setproperty(VF_ANGLES, view_angles);
612 #ifdef WORKAROUND_XON010
613         }
614 #endif
615
616         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
617         setproperty(VF_SIZE, vf_size);
618         setproperty(VF_MIN, vf_min);
619
620         // Assign Standard Viewflags
621         // Draw the World (and sky)
622         setproperty(VF_DRAWWORLD, 1);
623
624         // Set the console size vars
625         vid_conwidth = autocvar_vid_conwidth;
626         vid_conheight = autocvar_vid_conheight;
627         vid_pixelheight = autocvar_vid_pixelheight;
628
629         setproperty(VF_FOV, GetCurrentFov(fov));
630
631         // Camera for demo playback
632         if(camera_active)
633         {
634                 if(autocvar_camera_enable)
635                         CSQC_Demo_Camera();
636                 else
637                 {
638                         cvar_set("chase_active", ftos(chase_active_backup));
639                         cvar_set("cl_demo_mousegrab", "0");
640                         camera_active = FALSE;
641                 }
642         }
643 #ifdef CAMERATEST
644         else if(autocvar_camera_enable)
645 #else
646         else if(autocvar_camera_enable && isdemo())
647 #endif
648         {
649                 // Enable required Darkplaces cvars
650                 chase_active_backup = autocvar_chase_active;
651                 cvar_set("chase_active", "2");
652                 cvar_set("cl_demo_mousegrab", "1");
653                 camera_active = TRUE;
654                 camera_mode = FALSE;
655         }
656
657         // Draw the Crosshair
658         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
659
660         // Draw the Engine Status Bar (the default Quake HUD)
661         setproperty(VF_DRAWENGINESBAR, 0);
662
663         // Update the mouse position
664         /*
665            mousepos_x = vid_conwidth;
666            mousepos_y = vid_conheight;
667            mousepos = mousepos*0.5 + getmousepos();
668          */
669
670         e = self;
671         for(self = world; (self = nextent(self)); )
672                 if(self.draw)
673                         self.draw();
674         self = e;
675
676         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
677         renderscene();
678
679         // now switch to 2D drawing mode by calling a 2D drawing function
680         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
681         // next R_RenderScene call
682         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
683
684         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
685         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
686         {
687                 // apply night vision effect
688                 vector tc_00, tc_01, tc_10, tc_11;
689                 vector rgb;
690                 rgb_x = 0; // fteqcc sucks
691                 rgb_y = 0; // fteqcc sucks
692                 rgb_z = 0; // fteqcc sucks
693
694                 if(!nightvision_noise)
695                 {
696                         nightvision_noise = spawn();
697                         nightvision_noise.classname = "nightvision_noise";
698                 }
699                 if(!nightvision_noise2)
700                 {
701                         nightvision_noise2 = spawn();
702                         nightvision_noise2.classname = "nightvision_noise2";
703                 }
704
705                 // color tint in yellow
706                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
707
708                 // draw BG
709                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
710                 rgb = '1 1 1';
711                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
712                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
713                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
714                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
715                 tc_11 = tc_01 + tc_10 - tc_00;
716                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
717                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
718                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
719                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
720                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
721                 R_EndPolygon();
722
723                 // draw FG
724                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
725                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
726                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
727                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
728                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
729                 tc_11 = tc_01 + tc_10 - tc_00;
730                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
731                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
732                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
733                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
734                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
735                 R_EndPolygon();
736         }
737         
738         // Draw the aiming reticle for weapons that use it
739         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
740         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
741         // the view to go back to normal, so reticle_type would become 0 as we fade out)
742         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
743                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
744         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
745                 reticle_type = 2; // nex zoom
746         else if(button_zoom || zoomscript_caught)
747                 reticle_type = 1; // normal zoom
748         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
749                 reticle_type = 2; // nex zoom
750     
751         if(reticle_type && autocvar_cl_reticle)
752         {
753                 if(autocvar_cl_reticle_stretch)
754                 {
755                         reticle_size_x = vid_conwidth;
756                         reticle_size_y = vid_conheight;
757                         reticle_pos_x = 0;
758                         reticle_pos_y = 0;
759                 }
760                 else
761                 {
762                         reticle_size_x = max(vid_conwidth, vid_conheight);
763                         reticle_size_y = max(vid_conwidth, vid_conheight);
764                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
765                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
766                 }
767
768                 f = current_zoomfraction;
769                 if(zoomscript_caught)
770                         f = 1;
771                 if(autocvar_cl_reticle_item_normal)
772                 {
773                         if(reticle_type == 1 && f)
774                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
775                 }
776                 if(autocvar_cl_reticle_item_nex)
777                 {
778                         if(reticle_type == 2 && f)
779                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
780                 }
781         }
782
783
784         // improved polyblend
785         vector rgb;
786         if(autocvar_hud_contents)
787         {
788                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
789                 vector liquidcolor;
790
791                 switch(pointcontents(view_origin))
792                 {
793                         case CONTENT_WATER:
794                                 liquidalpha = autocvar_hud_contents_water_alpha;
795                                 liquidcolor = stov(autocvar_hud_contents_water_color);
796                                 incontent = 1;
797                                 break;
798
799                         case CONTENT_LAVA:
800                                 liquidalpha = autocvar_hud_contents_lava_alpha;
801                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
802                                 incontent = 1;
803                                 break;
804
805                         case CONTENT_SLIME:
806                                 liquidalpha = autocvar_hud_contents_slime_alpha;
807                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
808                                 incontent = 1;
809                                 break;
810
811                         default:
812                                 liquidalpha = 0;
813                                 liquidcolor = '0 0 0';
814                                 incontent = 0;
815                                 break;
816                 }
817
818                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
819                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
820                         contentfadetime = autocvar_hud_contents_fadeintime;
821                         liquidalpha_prev = liquidalpha;
822                         liquidcolor_prev = liquidcolor;
823                 }
824                 else
825                         contentfadetime = autocvar_hud_contents_fadeouttime;
826
827                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
828                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
829
830                 if(contentavgalpha)
831                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
832
833                 if(autocvar_hud_postprocessing)
834                 {
835                         if(autocvar_hud_contents_blur && contentavgalpha)
836                         {
837                                 content_blurpostprocess_x = 1;
838                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
839                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
840                         }
841                         else
842                         {
843                                 content_blurpostprocess_x = 0;
844                                 content_blurpostprocess_y = 0;
845                                 content_blurpostprocess_z = 0;
846                         }
847                 }
848         }
849         
850         if(autocvar_hud_damage)
851         {
852                 splash_size_x = max(vid_conwidth, vid_conheight);
853                 splash_size_y = max(vid_conwidth, vid_conheight);
854                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
855                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
856
857                 float myhealth_flash_temp;
858                 myhealth = getstati(STAT_HEALTH);
859
860                 // fade out
861                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
862                 // add new damage
863                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
864
865                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
866                 pain_threshold = autocvar_hud_damage_pain_threshold;
867                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
868                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
869
870                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
871                 {
872                         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);
873                 }
874
875                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
876
877                 if(myhealth_prev < 1)
878                 {
879                         if(myhealth >= 1)
880                         {
881                                 myhealth_flash = 0; // just spawned, clear the flash immediately
882                                 myhealth_flash_temp = 0;
883                         }
884                         else
885                         {
886                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
887                         }
888                 }
889
890                 if(spectatee_status == -1 || intermission)
891                 {
892                         myhealth_flash = 0; // observing, or match ended
893                         myhealth_flash_temp = 0;
894                 }
895
896                 myhealth_prev = myhealth;
897
898                 // IDEA: change damage color/picture based on player model for robot/alien species?
899                 // pro: matches model better
900                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
901                 // maybe different reddish pics?
902                 if(autocvar_chase_active >= 0) // not while the event chase camera is active
903                 {
904                         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
905                         {
906                                 if(autocvar_cl_gentle_damage == 2)
907                                 {
908                                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
909                                         {
910                                                 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
911                                         }
912                                 }
913                                 else
914                                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
915
916                                 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);
917                         }
918                         else
919                                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
920                 }
921
922                 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.
923                 {
924                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
925                         {
926                                 damage_blurpostprocess_x = 1;
927                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
928                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
929                         }
930                         else
931                         {
932                                 damage_blurpostprocess_x = 0;
933                                 damage_blurpostprocess_y = 0;
934                                 damage_blurpostprocess_z = 0;
935                         }
936                 }
937         }
938
939         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
940         float e2 = (autocvar_hud_powerup != 0);
941         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
942         {
943                 // enable or disable rendering types if they are used or not
944                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
945                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
946
947                 // blur postprocess handling done first (used by hud_damage and hud_contents)
948                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
949                 {
950                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
951                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
952                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
953                         {
954                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
955                                 old_blurradius = blurradius;
956                                 old_bluralpha = bluralpha;
957                         }
958                 }
959                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
960                 {
961                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
962                         old_blurradius = 0;
963                         old_bluralpha = 0;
964                 }
965
966                 // edge detection postprocess handling done second (used by hud_powerup) 
967                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
968                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
969                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
970                 
971                 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.
972                 
973                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
974                 {
975                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
976                         {
977                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
978                                 old_sharpen_intensity = sharpen_intensity;
979                         }
980                 }
981                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
982                 {
983                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
984                         old_sharpen_intensity = 0;
985                 }
986
987                 if(cvar("r_glsl_postprocess") == 0)
988                         cvar_set("r_glsl_postprocess", "2");
989         }
990         else if(cvar("r_glsl_postprocess") == 2)
991                 cvar_set("r_glsl_postprocess", "0");
992
993         if(menu_visible)
994                 menu_show();
995
996         /*if(gametype == MAPINFO_TYPE_CTF)
997           {
998           ctf_view();
999           } else */
1000
1001         // draw 2D entities
1002         e = self;
1003         for(self = world; (self = nextent(self)); )
1004                 if(self.draw2d)
1005                         self.draw2d();
1006         self = e;
1007         Draw_ShowNames_All();
1008
1009         scoreboard_active = HUD_WouldDrawScoreboard();
1010
1011         hit_time = getstatf(STAT_HIT_TIME);
1012         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1013         {
1014                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1015                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1016                         
1017                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1018         }
1019         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1020         if(typehit_time > nextsound_typehit_time) 
1021         {
1022                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1023                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1024                         
1025                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1026         }
1027
1028         //else
1029         {
1030                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1031                 {
1032                         if(getstati(STAT_FROZEN))
1033                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1034                         if(getstatf(STAT_REVIVE_PROGRESS))
1035                         {
1036                                 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);
1037                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1038                         }
1039                 }
1040
1041                 if(autocvar_r_letterbox == 0)
1042                         if(autocvar_viewsize < 120)
1043                                 CSQC_common_hud();
1044
1045                 // crosshair goes VERY LAST
1046                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1047                 {
1048                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1049                                 return;
1050                                 
1051                         string wcross_style;
1052                         float wcross_alpha, wcross_resolution;
1053                         wcross_style = autocvar_crosshair;
1054                         if (wcross_style == "0")
1055                                 return;
1056                         wcross_resolution = autocvar_crosshair_size;
1057                         if (wcross_resolution == 0)
1058                                 return;
1059                         wcross_alpha = autocvar_crosshair_alpha;
1060                         if (wcross_alpha == 0)
1061                                 return;
1062
1063                         // TrueAim check
1064                         float shottype;
1065
1066                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1067                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1068                         wcross_origin_z = 0;
1069                         if(autocvar_crosshair_hittest)
1070                         {
1071                                 vector wcross_oldorigin;
1072                                 wcross_oldorigin = wcross_origin;
1073                                 shottype = TrueAimCheck();
1074                                 if(shottype == SHOTTYPE_HITWORLD)
1075                                 {
1076                                         v = wcross_origin - wcross_oldorigin;
1077                                         v_x /= vid_conwidth;
1078                                         v_y /= vid_conheight;
1079                                         if(vlen(v) > 0.01)
1080                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1081                                 }
1082                                 if(!autocvar_crosshair_hittest_showimpact)
1083                                         wcross_origin = wcross_oldorigin;
1084                         }
1085                         else
1086                                 shottype = SHOTTYPE_HITWORLD;
1087
1088                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1089                         string wcross_wep = "", wcross_name;
1090                         float wcross_scale, wcross_blur;
1091
1092                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1093                                 e = get_weaponinfo(switchingweapon);
1094                                 if (e && e.netname != "")
1095                                 {
1096                                         wcross_wep = e.netname;
1097                                         if(autocvar_crosshair_per_weapon)
1098                                         {
1099                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1100                                                 if (wcross_resolution == 0)
1101                                                         return;
1102                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1103                                                 if (wcross_alpha == 0)
1104                                                         return;
1105
1106                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1107                                                 if(wcross_style == "" || wcross_style == "0")
1108                                                         wcross_style = wcross_wep;
1109                                         }
1110                                 }
1111                         }
1112                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1113                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1114                         else if(autocvar_crosshair_color_by_health)
1115                         {
1116                                 float x = getstati(STAT_HEALTH);
1117
1118                                 //x = red
1119                                 //y = green
1120                                 //z = blue
1121
1122                                 wcross_color_z = 0;
1123
1124                                 if(x > 200)
1125                                 {
1126                                         wcross_color_x = 0;
1127                                         wcross_color_y = 1;
1128                                 }
1129                                 else if(x > 150)
1130                                 {
1131                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1132                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1133                                 }
1134                                 else if(x > 100)
1135                                 {
1136                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1137                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1138                                         wcross_color_z = 1 - (x-100)*0.02;
1139                                 }
1140                                 else if(x > 50)
1141                                 {
1142                                         wcross_color_x = 1;
1143                                         wcross_color_y = 1;
1144                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1145                                 }
1146                                 else if(x > 20)
1147                                 {
1148                                         wcross_color_x = 1;
1149                                         wcross_color_y = (x-20)*90/27/100;
1150                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1151                                 }
1152                                 else
1153                                 {
1154                                         wcross_color_x = 1;
1155                                         wcross_color_y = 0;
1156                                 }
1157                         }
1158                         else
1159                                 wcross_color = stov(autocvar_crosshair_color);
1160
1161                         wcross_name = strcat("gfx/crosshair", wcross_style);
1162
1163                         if(autocvar_crosshair_effect_scalefade)
1164                         {
1165                                 wcross_scale = wcross_resolution;
1166                                 wcross_resolution = 1;
1167                         }
1168                         else
1169                         {
1170                                 wcross_scale = 1;
1171                         }
1172
1173                         if(autocvar_crosshair_pickup)
1174                         {
1175                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1176                                 
1177                                 if(pickup_crosshair_time < stat_pickup_time)
1178                                 {
1179                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1180                                                 pickup_crosshair_size = 1;
1181                                                 
1182                                         pickup_crosshair_time = stat_pickup_time;
1183                                 }
1184
1185                                 if(pickup_crosshair_size > 0)
1186                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1187                                 else
1188                                         pickup_crosshair_size = 0;
1189
1190                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1191                         }
1192
1193                         if(autocvar_crosshair_hitindication)
1194                         {
1195                                 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1196                                 
1197                                 if(hitindication_crosshair_time < hit_time)
1198                                 {
1199                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1200                                                 hitindication_crosshair_size = 1;
1201                                                 
1202                                         hitindication_crosshair_time = hit_time;
1203                                 }
1204
1205                                 if(hitindication_crosshair_size > 0)
1206                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1207                                 else
1208                                         hitindication_crosshair_size = 0;
1209
1210                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1211                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1212                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1213                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1214                         }
1215
1216                         if(shottype == SHOTTYPE_HITENEMY)
1217                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1218                         if(shottype == SHOTTYPE_HITTEAM)
1219                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1220
1221                         f = autocvar_crosshair_effect_speed;
1222                         if(f < 0)
1223                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1224                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1225                         {
1226                                 wcross_changedonetime = time + f;
1227                         }
1228                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1229                         {
1230                                 wcross_name_changestarttime = time;
1231                                 wcross_name_changedonetime = time + f;
1232                                 if(wcross_name_goal_prev_prev)
1233                                         strunzone(wcross_name_goal_prev_prev);
1234                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1235                                 wcross_name_goal_prev = strzone(wcross_name);
1236                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1237                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1238                                 wcross_resolution_goal_prev = wcross_resolution;
1239                         }
1240
1241                         wcross_scale_goal_prev = wcross_scale;
1242                         wcross_alpha_goal_prev = wcross_alpha;
1243                         wcross_color_goal_prev = wcross_color;
1244
1245                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1246                         {
1247                                 wcross_blur = 1;
1248                                 wcross_alpha *= 0.75;
1249                         }
1250                         else
1251                                 wcross_blur = 0;
1252                         // *_prev is at time-frametime
1253                         // * is at wcross_changedonetime+f
1254                         // what do we have at time?
1255                         if(time < wcross_changedonetime)
1256                         {
1257                                 f = frametime / (wcross_changedonetime - time + frametime);
1258                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1259                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1260                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1261                         }
1262
1263                         wcross_scale_prev = wcross_scale;
1264                         wcross_alpha_prev = wcross_alpha;
1265                         wcross_color_prev = wcross_color;
1266
1267                         wcross_scale *= 1 - autocvar__menu_alpha;
1268                         wcross_alpha *= 1 - autocvar__menu_alpha;
1269                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1270
1271                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1272                         {
1273                                 // crosshair rings for weapon stats
1274                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1275                                 {
1276                                         // declarations and stats
1277                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1278                                         string ring_image = string_null, ring_inner_image = string_null;
1279                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1280
1281                                         ring_scale = autocvar_crosshair_ring_size;
1282
1283                                         float weapon_clipload, weapon_clipsize;
1284                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1285                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1286
1287                                         float nex_charge, nex_chargepool;
1288                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1289                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1290
1291                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1292                                                 nex_charge_movingavg = nex_charge;
1293
1294
1295                                         // handle the values
1296                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1297                                         {
1298                                                 if (nex_chargepool || use_nex_chargepool) { 
1299                                                         use_nex_chargepool = 1; 
1300                                                         ring_inner_value = nex_chargepool;
1301                                                 } else { 
1302                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1303                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1304                                                 }
1305
1306                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1307                                                 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;
1308                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1309
1310                                                 // draw the outer ring to show the current charge of the weapon
1311                                                 ring_value = nex_charge;
1312                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1313                                                 ring_rgb = wcross_color;
1314                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1315                                         }
1316                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1317                                         {
1318                                                 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.
1319                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1320                                                 ring_rgb = wcross_color;
1321                                                 ring_image = "gfx/crosshair_ring.tga";
1322                                         }
1323                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1324                                         {
1325                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1326                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1327                                                 ring_rgb = wcross_color;
1328                                                 ring_image = "gfx/crosshair_ring.tga";
1329                                         }
1330
1331                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1332                                         {
1333                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1334                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1335                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1336                                                 ring_rgb = wcross_color;
1337
1338                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1339                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1340                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1341                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1342                                                 else
1343                                                         ring_image = "gfx/crosshair_ring.tga";
1344                                         }
1345
1346                                         // if in weapon switch animation, fade ring out/in
1347                                         if(g_weaponswitchdelay > 0)
1348                                         {
1349                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1350                                                 if(f > 0 && f < 2)
1351                                                         ring_alpha *= fabs(1 - f);
1352                                         }
1353
1354                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1355                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1356
1357                                         if (ring_value)
1358                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1359                                 }
1360
1361 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1362                                 do \
1363                                 { \
1364                                         if(wcross_blur > 0) \
1365                                         { \
1366                                                 for(i = -2; i <= 2; ++i) \
1367                                                 for(j = -2; j <= 2; ++j) \
1368                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1369                                         } \
1370                                         else \
1371                                         { \
1372                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1373                                         } \
1374                                 } \
1375                                 while(0)
1376
1377 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1378                                 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)
1379
1380 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1381                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1382
1383                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1384                                 {
1385                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1386                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1387                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1388                                         f = 1 - f;
1389                                 }
1390                                 else
1391                                 {
1392                                         f = 1;
1393                                 }
1394                                 wcross_name_alpha_goal_prev = f;
1395
1396                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1397                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1398
1399                                 if(autocvar_crosshair_dot)
1400                                 {
1401                                         vector wcross_color_old;
1402                                         wcross_color_old = wcross_color;
1403                                         
1404                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1405                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1406                                                 
1407                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1408                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1409                                         wcross_color = wcross_color_old;
1410                                 }
1411                         }
1412                 }
1413                 else
1414                 {
1415                         wcross_scale_prev = 0;
1416                         wcross_alpha_prev = 0;
1417                         wcross_scale_goal_prev = 0;
1418                         wcross_alpha_goal_prev = 0;
1419                         wcross_changedonetime = 0;
1420                         if(wcross_name_goal_prev)
1421                                 strunzone(wcross_name_goal_prev);
1422                         wcross_name_goal_prev = string_null;
1423                         if(wcross_name_goal_prev_prev)
1424                                 strunzone(wcross_name_goal_prev_prev);
1425                         wcross_name_goal_prev_prev = string_null;
1426                         wcross_name_changestarttime = 0;
1427                         wcross_name_changedonetime = 0;
1428                         wcross_name_alpha_goal_prev = 0;
1429                         wcross_name_alpha_goal_prev_prev = 0;
1430                         wcross_resolution_goal_prev = 0;
1431                         wcross_resolution_goal_prev_prev = 0;
1432                 }
1433         }
1434
1435         if(NextFrameCommand)
1436         {
1437                 localcmd("\n", NextFrameCommand, "\n");
1438                 NextFrameCommand = string_null;
1439         }
1440
1441         // we must do this check AFTER a frame was rendered, or it won't work
1442         if(cs_project_is_b0rked == 0)
1443         {
1444                 string w0, h0;
1445                 w0 = ftos(autocvar_vid_conwidth);
1446                 h0 = ftos(autocvar_vid_conheight);
1447                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1448                 //setproperty(VF_FOV, '90 90 0');
1449                 setproperty(VF_ORIGIN, '0 0 0');
1450                 setproperty(VF_ANGLES, '0 0 0');
1451                 setproperty(VF_PERSPECTIVE, 1);
1452                 makevectors('0 0 0');
1453                 vector v1, v2;
1454                 cvar_set("vid_conwidth", "800");
1455                 cvar_set("vid_conheight", "600");
1456                 v1 = cs_project(v_forward);
1457                 cvar_set("vid_conwidth", "640");
1458                 cvar_set("vid_conheight", "480");
1459                 v2 = cs_project(v_forward);
1460                 if(v1 == v2)
1461                         cs_project_is_b0rked = 1;
1462                 else
1463                         cs_project_is_b0rked = -1;
1464                 cvar_set("vid_conwidth", w0);
1465                 cvar_set("vid_conheight", h0);
1466         }
1467
1468         if(autocvar__hud_configure)
1469                 HUD_Panel_Mouse();
1470     
1471     if(hud && !intermission)
1472     {        
1473         if(hud == HUD_SPIDERBOT)
1474             CSQC_SPIDER_HUD();
1475         else if(hud == HUD_WAKIZASHI)
1476             CSQC_WAKIZASHI_HUD();
1477         else if(hud == HUD_RAPTOR)
1478             CSQC_RAPTOR_HUD();
1479         else if(hud == HUD_BUMBLEBEE)
1480             CSQC_BUMBLE_HUD();
1481         else if(hud == HUD_BUMBLEBEE_GUN)
1482             CSQC_BUMBLE_GUN_HUD();
1483     }
1484         
1485         cl_notice_run();
1486         
1487         // let's reset the view back to normal for the end
1488         setproperty(VF_MIN, '0 0 0');
1489         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1490 }
1491
1492
1493 void CSQC_common_hud(void)
1494 {
1495     // do some accuracy var caching
1496     float i;
1497     if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1498     {
1499         if(autocvar_accuracy_color_levels != acc_color_levels)
1500         {
1501             if(acc_color_levels)
1502                 strunzone(acc_color_levels);
1503             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1504             acc_levels = tokenize_console(acc_color_levels);
1505             if (acc_levels > MAX_ACCURACY_LEVELS)
1506                 acc_levels = MAX_ACCURACY_LEVELS;
1507
1508             for (i = 0; i < acc_levels; ++i)
1509                 acc_lev[i] = stof(argv(i)) / 100.0;
1510         }
1511         // let know that acc_col[] needs to be loaded
1512         acc_col[0] = '-1 0 0';
1513     }
1514
1515     HUD_Main(); // always run these functions for alpha checks
1516     HUD_DrawScoreboard();
1517
1518     if (scoreboard_active) // scoreboard/accuracy
1519         HUD_Reset();
1520     else if (intermission == 2) // map voting screen
1521     {
1522         HUD_FinaleOverlay();
1523         HUD_Reset();
1524     }
1525         /*
1526         switch(hud)
1527         {
1528                 case HUD_SPIDERBOT:
1529                         CSQC_SPIDER_HUD();
1530                         break;
1531
1532                 case HUD_WAKIZASHI:
1533                         CSQC_WAKIZASHI_HUD();
1534                         break;
1535
1536         case HUD_BUMBLEBEE:
1537             CSQC_BUMBLE_HUD();
1538             break;
1539         }
1540         */
1541 }
1542
1543
1544 // following vectors must be global to allow seamless switching between camera modes
1545 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1546 void CSQC_Demo_Camera()
1547 {
1548         float speed, attenuation, dimensions;
1549         vector tmp, delta;
1550
1551         if( autocvar_camera_reset || !camera_mode )
1552         {
1553                 camera_offset = '0 0 0';
1554                 current_angles = '0 0 0';
1555                 camera_direction = '0 0 0';
1556                 camera_offset_z += 30;
1557                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1558                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1559                 current_origin = view_origin;
1560                 current_camera_offset  = camera_offset;
1561                 cvar_set("camera_reset", "0");
1562                 camera_mode = CAMERA_CHASE;
1563         }
1564
1565         // Camera angles
1566         if( camera_roll )
1567                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1568
1569         if(autocvar_camera_look_player)
1570         {
1571                 vector dir;
1572                 float n;
1573
1574                 dir = normalize(view_origin - current_position);
1575                 n = mouse_angles_z;
1576                 mouse_angles = vectoangles(dir);
1577                 mouse_angles_x = mouse_angles_x * -1;
1578                 mouse_angles_z = n;
1579         }
1580         else
1581         {
1582                 tmp = getmousepos() * 0.1;
1583                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1584                 {
1585                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1586                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1587                 }
1588         }
1589
1590         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1591         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1592         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1593         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1594
1595         // Fix difference when angles don't have the same sign
1596         delta = '0 0 0';
1597         if(mouse_angles_y < -60 && current_angles_y > 60)
1598                 delta = '0 360 0';
1599         if(mouse_angles_y > 60 && current_angles_y < -60)
1600                 delta = '0 -360 0';
1601
1602         if(autocvar_camera_look_player)
1603                 attenuation = autocvar_camera_look_attenuation;
1604         else
1605                 attenuation = autocvar_camera_speed_attenuation;
1606
1607         attenuation = 1 / max(1, attenuation);
1608         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1609
1610         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1611         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1612         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1613         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1614
1615         // Camera position
1616         tmp = '0 0 0';
1617         dimensions = 0;
1618
1619         if( camera_direction_x )
1620         {
1621                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1622                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1623                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1624                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1625                 ++dimensions;
1626         }
1627
1628         if( camera_direction_y )
1629         {
1630                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1631                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1632                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1633                 ++dimensions;
1634         }
1635
1636         if( camera_direction_z )
1637         {
1638                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1639                 ++dimensions;
1640         }
1641
1642         if(autocvar_camera_free)
1643                 speed = autocvar_camera_speed_free;
1644         else
1645                 speed = autocvar_camera_speed_chase;
1646
1647         if(dimensions)
1648         {
1649                 speed = speed * sqrt(1 / dimensions);
1650                 camera_offset += tmp * speed;
1651         }
1652
1653         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1654
1655         // Camera modes
1656         if( autocvar_camera_free )
1657         {
1658                 if ( camera_mode == CAMERA_CHASE )
1659                 {
1660                         current_camera_offset = current_origin + current_camera_offset;
1661                         camera_offset = current_origin + camera_offset;
1662                 }
1663
1664                 camera_mode = CAMERA_FREE;
1665                 current_position = current_camera_offset;
1666         }
1667         else
1668         {
1669                 if ( camera_mode == CAMERA_FREE )
1670                 {
1671                         current_origin = view_origin;
1672                         camera_offset = camera_offset - current_origin;
1673                         current_camera_offset = current_camera_offset - current_origin;
1674                 }
1675
1676                 camera_mode = CAMERA_CHASE;
1677
1678                 if(autocvar_camera_chase_smoothly)
1679                         current_origin += (view_origin - current_origin) * attenuation;
1680                 else
1681                         current_origin = view_origin;
1682
1683                 current_position = current_origin + current_camera_offset;
1684         }
1685
1686         setproperty(VF_ANGLES, current_angles);
1687         setproperty(VF_ORIGIN, current_position);
1688 }