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audit usage of player_localentnum and spectatee_status to also work with FTEQW
[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 == GAME_NEXBALL)
14                 return;
15         if(intermission == 1)
16                 return;
17         if(intermission == 2)
18                 return;
19         if (getstati(STAT_HEALTH) <= 0)
20                 return;
21
22         dir = view_forward;
23
24         if(angles_held_status)
25         {
26                 makevectors(angles_held);
27                 dir = v_forward;
28         }
29
30         p = view_origin;
31
32         polyline[0] = p;
33         idx = 1;
34         portal_number = 0;
35         nextdir = dir;
36
37         for(;;)
38         {
39                 dir = nextdir;
40                 traceline(p, p + 65536 * dir, TRUE, porto);
41                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
42                         return;
43                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
44                 p = trace_endpos;
45                 polyline[idx] = p;
46                 ++idx;
47                 if(idx >= 16)
48                         return;
49                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
50                         continue;
51                 ++portal_number;
52                 ang = vectoangles2(trace_plane_normal, dir);
53                 ang_x = -ang_x;
54                 makevectors(ang);
55                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
56                         return;
57                 if(portal_number == 1)
58                         portal1_idx = idx;
59                 if(portal_number >= 2)
60                         break;
61         }
62
63         while(idx >= 2)
64         {
65                 p = polyline[idx-2];
66                 q = polyline[idx-1];
67                 if(idx == 2)
68                         p = p - view_up * 16;
69                 if(idx-1 >= portal1_idx)
70                 {
71                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
72                 }
73                 else
74                 {
75                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
76                 }
77                 --idx;
78         }
79 }
80
81 void Porto_Init()
82 {
83         porto = spawn();
84         porto.classname = "porto";
85         porto.draw = Porto_Draw;
86         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
87 }
88
89 float drawtime;
90 float avgspeed;
91 vector GetCurrentFov(float fov)
92 {
93         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
94         float velocityzoom, curspeed;
95
96         zoomsensitivity = autocvar_cl_zoomsensitivity;
97         zoomfactor = autocvar_cl_zoomfactor;
98         if(zoomfactor < 1 || zoomfactor > 16)
99                 zoomfactor = 2.5;
100         zoomspeed = autocvar_cl_zoomspeed;
101         if(zoomspeed >= 0)
102                 if(zoomspeed < 0.5 || zoomspeed > 16)
103                         zoomspeed = 3.5;
104
105         zoomdir = button_zoom;
106         if(hud == HUD_NORMAL)
107         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
108                 zoomdir += button_attack2;
109         if(spectatee_status > 0 || isdemo())
110         {
111                 if(spectatorbutton_zoom)
112                 {
113                         if(zoomdir)
114                                 zoomdir = 0;
115                         else
116                                 zoomdir = 1;
117                 }
118                 // fteqcc failed twice here already, don't optimize this
119         }
120
121         if(zoomdir)
122                 zoomin_effect = 0;
123
124         if(zoomin_effect || camera_active)
125         {
126                 current_viewzoom = min(1, current_viewzoom + drawframetime);
127         }
128         else
129         {
130                 if(zoomspeed < 0) // instant zoom
131                 {
132                         if(zoomdir)
133                                 current_viewzoom = 1 / zoomfactor;
134                         else
135                                 current_viewzoom = 1;
136                 }
137                 else
138                 {
139                         if(zoomdir)
140                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
141                         else
142                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
143                 }
144         }
145
146         if(almost_equals(current_viewzoom, 1))
147                 current_zoomfraction = 0;
148         else if(almost_equals(current_viewzoom, 1/zoomfactor))
149                 current_zoomfraction = 1;
150         else
151                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
152
153         if(zoomsensitivity < 1)
154                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
155         else
156                 setsensitivityscale(1);
157                 
158         makevectors(view_angles);
159
160         if(autocvar_cl_velocityzoom)
161         {
162                 switch(autocvar_cl_velocityzoom_type)
163                 {
164                         case 3: curspeed = max(0, v_forward * pmove_vel); break;
165                         case 2: curspeed = (v_forward * pmove_vel); break;
166                         case 1: default: curspeed = vlen(pmove_vel); break;
167                 }
168                 
169                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
170                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
171                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
172                 
173                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
174         }
175         else
176                 velocityzoom = 1;
177
178         float frustumx, frustumy, fovx, fovy;
179         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
180         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
181         fovx = atan2(frustumx, 1) / M_PI * 360.0;
182         fovy = atan2(frustumy, 1) / M_PI * 360.0;
183
184         return '1 0 0' * fovx + '0 1 0' * fovy;
185 }
186
187 // this function must match W_SetupShot!
188 float zoomscript_caught;
189
190 vector wcross_origin;
191 float wcross_scale_prev, wcross_alpha_prev;
192 vector wcross_color_prev;
193 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
194 vector wcross_color_goal_prev;
195 float wcross_changedonetime;
196
197 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
198 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
199 float wcross_name_changestarttime, wcross_name_changedonetime;
200 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
201 entity trueaim;
202 entity trueaim_rifle;
203
204 #define SHOTTYPE_HITTEAM 1
205 #define SHOTTYPE_HITOBSTRUCTION 2
206 #define SHOTTYPE_HITWORLD 3
207 #define SHOTTYPE_HITENEMY 4
208
209 void TrueAim_Init()
210 {
211         trueaim = spawn();
212         trueaim.classname = "trueaim";
213         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
214         trueaim_rifle = spawn();
215         trueaim_rifle.classname = "trueaim_rifle";
216         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
217 }
218
219 float EnemyHitCheck()
220 {
221         float t;
222         wcross_origin = project_3d_to_2d(trace_endpos);
223         wcross_origin_z = 0;
224         if(trace_networkentity < 1)
225                 return SHOTTYPE_HITWORLD;
226         if(trace_networkentity > maxclients)
227                 return SHOTTYPE_HITWORLD;
228         t = GetPlayerColor(trace_networkentity - 1);
229         if(teamplay)
230                 if(t == myteam)
231                         return SHOTTYPE_HITTEAM;
232         if(t == COLOR_SPECTATOR)
233                 return SHOTTYPE_HITWORLD;
234         return SHOTTYPE_HITENEMY;
235 }
236
237 float TrueAimCheck()
238 {
239         float nudge = 1; // added to traceline target and subtracted from result
240         vector vecs, trueaimpoint, w_shotorg;
241         vector mi, ma, dv;
242         float shottype;
243         entity ta;
244         float mv;
245
246         mi = ma = '0 0 0';
247         ta = trueaim;
248         mv = MOVE_NOMONSTERS;
249
250         switch(activeweapon)
251         {
252                 case WEP_TUBA: // no aim
253                 case WEP_PORTO: // shoots from eye
254                 case WEP_HOOK: // no trueaim
255                 case WEP_GRENADE_LAUNCHER: // toss curve
256                         return SHOTTYPE_HITWORLD;
257                 case WEP_NEX:
258                 case WEP_MINSTANEX:
259                         mv = MOVE_NORMAL;
260                         break;
261                 case WEP_RIFLE:
262                         ta = trueaim_rifle;
263                         mv = MOVE_NORMAL;
264                         if(zoomscript_caught)
265                         {
266                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
267                                 return EnemyHitCheck();
268                         }
269                         break;
270                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
271                         mi = '-3 -3 -3';
272                         ma = '3 3 3';
273                         break;
274                 case WEP_FIREBALL: // projectile has a size!
275                         mi = '-16 -16 -16';
276                         ma = '16 16 16';
277                         break;
278                 case WEP_SEEKER: // projectile has a size!
279                         mi = '-2 -2 -2';
280                         ma = '2 2 2';
281                         break;
282                 case WEP_ELECTRO: // projectile has a size!
283                         mi = '0 0 -3';
284                         ma = '0 0 -3';
285                         break;
286         }
287
288         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
289
290         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
291         trueaimpoint = trace_endpos;
292
293         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
294                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
295
296         if(vecs_x > 0)
297                 vecs_y = -vecs_y;
298         else
299                 vecs = '0 0 0';
300
301         dv = view_right * vecs_y + view_up * vecs_z;
302         w_shotorg = view_origin + dv;
303
304         // now move the vecs forward as much as requested if possible
305         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
306         w_shotorg = trace_endpos - view_forward * nudge;
307
308         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
309         shottype = EnemyHitCheck();
310         if(shottype != SHOTTYPE_HITWORLD)
311                 return shottype;
312
313 #if 0
314         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
315         // or rather, I know why, but see no fix
316         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
317                 // 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
318                 return SHOTTYPE_HITOBSTRUCTION;
319 #endif
320
321         return SHOTTYPE_HITWORLD;
322 }
323
324 void CSQC_common_hud(void);
325
326 void PostInit(void);
327 void CSQC_Demo_Camera();
328 float HUD_WouldDrawScoreboard();
329 float camera_mode;
330 float CAMERA_FREE = 1;
331 float CAMERA_CHASE = 2;
332 float reticle_type;
333 string NextFrameCommand;
334 void CSQC_SPIDER_HUD();
335 void CSQC_RAPTOR_HUD();
336
337 vector freeze_org, freeze_ang;
338 entity nightvision_noise, nightvision_noise2;
339
340 #define MAX_TIME_DIFF 5
341 float pickup_crosshair_time, pickup_crosshair_size;
342 float hit_time, typehit_time;
343 float nextsound_hit_time, nextsound_typehit_time;
344 float hitindication_crosshair_time, hitindication_crosshair_size;
345 float use_nex_chargepool;
346
347 float myhealth, myhealth_prev;
348 float myhealth_flash;
349
350 float old_blurradius, old_bluralpha;
351 float old_sharpen_intensity;
352
353 vector myhealth_gentlergb;
354
355 float contentavgalpha, liquidalpha_prev;
356 vector liquidcolor_prev;
357
358 float eventchase_current_distance;
359
360 vector damage_blurpostprocess, content_blurpostprocess;
361
362 float checkfail[16];
363
364 #define BUTTON_3 4
365 #define BUTTON_4 8
366 void CSQC_UpdateView(float w, float h)
367 {
368         entity e;
369         float fov;
370         float f, i, j;
371         vector v;
372         vector vf_size, vf_min;
373         float a;
374
375         hud = getstati(STAT_HUD);
376
377         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
378                 view_quality = getproperty(VF_MINFPS_QUALITY);
379         else
380                 view_quality = 1;
381
382         button_attack2 = (input_buttons & BUTTON_3);
383         button_zoom = (input_buttons & BUTTON_4);
384
385         // FIXME do we need this hack?
386         if(isdemo())
387         {
388                 // in demos, input_buttons do not work
389                 button_zoom = (autocvar__togglezoom == "-");
390         }
391
392 #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
393         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
394         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
395         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);
396         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
397         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
398         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
399         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
400
401         vf_size = getpropertyvec(VF_SIZE);
402         vf_min = getpropertyvec(VF_MIN);
403         vid_width = vf_size_x;
404         vid_height = vf_size_y;
405
406         vector reticle_pos, reticle_size;
407         vector splash_pos, splash_size;
408
409         WaypointSprite_Load();
410
411 #ifdef COMPAT_XON050_ENGINE
412         if(spectatee_status)
413                 myteam = GetPlayerColor(spectatee_status - 1);
414         else
415 #endif
416                 myteam = GetPlayerColor(player_localentnum - 1);
417
418         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
419
420         // event chase camera
421         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
422         {
423                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
424                 {
425                         // 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.)
426                         vector current_view_origin = getpropertyvec(VF_ORIGIN);
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 setproperty()
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 = current_view_origin - v_forward * eventchase_current_distance;
443                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
444                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
445                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
446                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
447                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
448
449                         setproperty(VF_ORIGIN, trace_endpos);
450                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, 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         // do lockview after event chase camera so that it still applies whenever necessary.
460         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
461         {
462                 setproperty(VF_ORIGIN, freeze_org);
463                 setproperty(VF_ANGLES, freeze_ang);
464         }
465         else
466         {
467                 freeze_org = getpropertyvec(VF_ORIGIN);
468                 freeze_ang = getpropertyvec(VF_ANGLES);
469         }
470
471         WarpZone_FixView();
472         //WarpZone_FixPMove();
473
474         // Render the Scene
475         view_origin = getpropertyvec(VF_ORIGIN);
476         view_angles = getpropertyvec(VF_ANGLES);
477         makevectors(view_angles);
478         view_forward = v_forward;
479         view_right = v_right;
480         view_up = v_up;
481
482 #ifdef BLURTEST
483         if(time > blurtest_time0 && time < blurtest_time1)
484         {
485                 float r, t;
486
487                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
488                 r = t * blurtest_radius;
489                 f = 1 / pow(t, blurtest_power) - 1;
490
491                 cvar_set("r_glsl_postprocess", "1");
492                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
493         }
494         else
495         {
496                 cvar_set("r_glsl_postprocess", "0");
497                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
498         }
499 #endif
500
501         TargetMusic_Advance();
502         Fog_Force();
503
504         if(drawtime == 0)
505                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
506         else
507                 drawframetime = bound(0.000001, time - drawtime, 1);
508         drawtime = time;
509
510         // watch for gametype changes here...
511         // in ParseStuffCMD the cmd isn't executed yet :/
512         // might even be better to add the gametype to TE_CSQC_INIT...?
513         if(!postinit)
514                 PostInit();
515
516         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
517         {
518                 if(calledhooks & HOOK_START)
519                 {
520                         localcmd("\ncl_hook_gameend\n");
521                         calledhooks |= HOOK_END;
522                 }
523         }
524         
525   Announcer();
526
527         fov = autocvar_fov;
528         if(fov <= 59.5)
529         {
530                 if(!zoomscript_caught)
531                 {
532                         localcmd("+button9\n");
533                         zoomscript_caught = 1;
534                 }
535         }
536         else
537         {
538                 if(zoomscript_caught)
539                 {
540                         localcmd("-button9\n");
541                         zoomscript_caught = 0;
542                 }
543         }
544
545         ColorTranslateMode = autocvar_cl_stripcolorcodes;
546
547         // next WANTED weapon (for HUD)
548         switchweapon = getstati(STAT_SWITCHWEAPON);
549
550         // currently switching-to weapon (for crosshair)
551         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
552
553         // actually active weapon (for zoom)
554         activeweapon = getstati(STAT_ACTIVEWEAPON);
555
556         f = (serverflags & SERVERFLAG_TEAMPLAY);
557         if(f != teamplay)
558         {
559                 teamplay = f;
560                 HUD_InitScores();
561         }
562
563         if(last_switchweapon != switchweapon) {
564                 weapontime = time;
565                 last_switchweapon = switchweapon;
566         }
567         if(last_activeweapon != activeweapon) {
568                 last_activeweapon = activeweapon;
569
570                 e = get_weaponinfo(activeweapon);
571                 if(e.netname != "")
572                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
573                 else
574                         localcmd("\ncl_hook_activeweapon none\n");
575         }
576
577         // ALWAYS Clear Current Scene First
578         clearscene();
579 #ifdef WORKAROUND_XON010
580         if(checkextension("DP_CSQC_ROTATEMOVES"))
581         {
582 #endif
583         setproperty(VF_ORIGIN, view_origin);
584         setproperty(VF_ANGLES, view_angles);
585 #ifdef WORKAROUND_XON010
586         }
587 #endif
588
589         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
590         setproperty(VF_SIZE, vf_size);
591         setproperty(VF_MIN, vf_min);
592
593         // Assign Standard Viewflags
594         // Draw the World (and sky)
595         setproperty(VF_DRAWWORLD, 1);
596
597         // Set the console size vars
598         vid_conwidth = autocvar_vid_conwidth;
599         vid_conheight = autocvar_vid_conheight;
600         vid_pixelheight = autocvar_vid_pixelheight;
601
602         setproperty(VF_FOV, GetCurrentFov(fov));
603
604         // Camera for demo playback
605         if(camera_active)
606         {
607                 if(autocvar_camera_enable)
608                         CSQC_Demo_Camera();
609                 else
610                 {
611                         cvar_set("chase_active", ftos(chase_active_backup));
612                         cvar_set("cl_demo_mousegrab", "0");
613                         camera_active = FALSE;
614                 }
615         }
616 #ifdef CAMERATEST
617         else if(autocvar_camera_enable)
618 #else
619         else if(autocvar_camera_enable && isdemo())
620 #endif
621         {
622                 // Enable required Darkplaces cvars
623                 chase_active_backup = autocvar_chase_active;
624                 cvar_set("chase_active", "2");
625                 cvar_set("cl_demo_mousegrab", "1");
626                 camera_active = TRUE;
627                 camera_mode = FALSE;
628         }
629
630         // Draw the Crosshair
631         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
632
633         // Draw the Engine Status Bar (the default Quake HUD)
634         setproperty(VF_DRAWENGINESBAR, 0);
635
636         // Update the mouse position
637         /*
638            mousepos_x = vid_conwidth;
639            mousepos_y = vid_conheight;
640            mousepos = mousepos*0.5 + getmousepos();
641          */
642
643         e = self;
644         for(self = world; (self = nextent(self)); )
645                 if(self.draw)
646                         self.draw();
647         self = e;
648
649         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
650         renderscene();
651
652         // now switch to 2D drawing mode by calling a 2D drawing function
653         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
654         // next R_RenderScene call
655         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
656
657         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
658         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
659         {
660                 // apply night vision effect
661                 vector tc_00, tc_01, tc_10, tc_11;
662                 vector rgb;
663                 rgb_x = 0; // fteqcc sucks
664                 rgb_y = 0; // fteqcc sucks
665                 rgb_z = 0; // fteqcc sucks
666
667                 if(!nightvision_noise)
668                 {
669                         nightvision_noise = spawn();
670                         nightvision_noise.classname = "nightvision_noise";
671                 }
672                 if(!nightvision_noise2)
673                 {
674                         nightvision_noise2 = spawn();
675                         nightvision_noise2.classname = "nightvision_noise2";
676                 }
677
678                 // color tint in yellow
679                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
680
681                 // draw BG
682                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
683                 rgb = '1 1 1';
684                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
685                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
686                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
687                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
688                 tc_11 = tc_01 + tc_10 - tc_00;
689                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
690                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
691                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
692                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
693                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
694                 R_EndPolygon();
695
696                 // draw FG
697                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
698                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
699                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
700                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
701                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
702                 tc_11 = tc_01 + tc_10 - tc_00;
703                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
704                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
705                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
706                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
707                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
708                 R_EndPolygon();
709         }
710         
711         // Draw the aiming reticle for weapons that use it
712         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
713         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
714         // the view to go back to normal, so reticle_type would become 0 as we fade out)
715         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
716                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
717         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
718                 reticle_type = 2; // nex zoom
719         else if(button_zoom || zoomscript_caught)
720                 reticle_type = 1; // normal zoom
721         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
722                 reticle_type = 2; // nex zoom
723     
724         if(reticle_type && autocvar_cl_reticle)
725         {
726                 if(autocvar_cl_reticle_stretch)
727                 {
728                         reticle_size_x = vid_conwidth;
729                         reticle_size_y = vid_conheight;
730                         reticle_pos_x = 0;
731                         reticle_pos_y = 0;
732                 }
733                 else
734                 {
735                         reticle_size_x = max(vid_conwidth, vid_conheight);
736                         reticle_size_y = max(vid_conwidth, vid_conheight);
737                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
738                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
739                 }
740
741                 f = current_zoomfraction;
742                 if(zoomscript_caught)
743                         f = 1;
744                 if(autocvar_cl_reticle_item_normal)
745                 {
746                         if(reticle_type == 1 && f)
747                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
748                 }
749                 if(autocvar_cl_reticle_item_nex)
750                 {
751                         if(reticle_type == 2 && f)
752                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
753                 }
754         }
755
756
757         // improved polyblend
758         vector rgb;
759         if(autocvar_hud_contents)
760         {
761                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
762                 vector liquidcolor;
763
764                 switch(pointcontents(view_origin))
765                 {
766                         case CONTENT_WATER:
767                                 liquidalpha = autocvar_hud_contents_water_alpha;
768                                 liquidcolor = stov(autocvar_hud_contents_water_color);
769                                 incontent = 1;
770                                 break;
771
772                         case CONTENT_LAVA:
773                                 liquidalpha = autocvar_hud_contents_lava_alpha;
774                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
775                                 incontent = 1;
776                                 break;
777
778                         case CONTENT_SLIME:
779                                 liquidalpha = autocvar_hud_contents_slime_alpha;
780                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
781                                 incontent = 1;
782                                 break;
783
784                         default:
785                                 liquidalpha = 0;
786                                 liquidcolor = '0 0 0';
787                                 incontent = 0;
788                                 break;
789                 }
790
791                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
792                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
793                         contentfadetime = autocvar_hud_contents_fadeintime;
794                         liquidalpha_prev = liquidalpha;
795                         liquidcolor_prev = liquidcolor;
796                 }
797                 else
798                         contentfadetime = autocvar_hud_contents_fadeouttime;
799
800                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
801                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
802
803                 if(contentavgalpha)
804                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
805
806                 if(autocvar_hud_postprocessing)
807                 {
808                         if(autocvar_hud_contents_blur && contentavgalpha)
809                         {
810                                 content_blurpostprocess_x = 1;
811                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
812                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
813                         }
814                         else
815                         {
816                                 content_blurpostprocess_x = 0;
817                                 content_blurpostprocess_y = 0;
818                                 content_blurpostprocess_z = 0;
819                         }
820                 }
821         }
822         
823         if(autocvar_hud_damage)
824         {
825                 splash_size_x = max(vid_conwidth, vid_conheight);
826                 splash_size_y = max(vid_conwidth, vid_conheight);
827                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
828                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
829
830                 float myhealth_flash_temp;
831                 myhealth = getstati(STAT_HEALTH);
832
833                 // fade out
834                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
835                 // add new damage
836                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
837
838                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
839                 pain_threshold = autocvar_hud_damage_pain_threshold;
840                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
841                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
842
843                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
844                 {
845                         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);
846                 }
847
848                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
849
850                 if(myhealth_prev < 1)
851                 {
852                         if(myhealth >= 1)
853                         {
854                                 myhealth_flash = 0; // just spawned, clear the flash immediately
855                                 myhealth_flash_temp = 0;
856                         }
857                         else
858                         {
859                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
860                         }
861                 }
862
863                 if(spectatee_status == -1 || intermission)
864                 {
865                         myhealth_flash = 0; // observing, or match ended
866                         myhealth_flash_temp = 0;
867                 }
868
869                 myhealth_prev = myhealth;
870
871                 // IDEA: change damage color/picture based on player model for robot/alien species?
872                 // pro: matches model better
873                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
874                 // maybe different reddish pics?
875                 if(autocvar_chase_active >= 0) // not while the event chase camera is active
876                 {
877                         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
878                         {
879                                 if(autocvar_cl_gentle_damage == 2)
880                                 {
881                                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
882                                         {
883                                                 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
884                                         }
885                                 }
886                                 else
887                                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
888
889                                 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);
890                         }
891                         else
892                                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
893                 }
894
895                 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.
896                 {
897                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
898                         {
899                                 damage_blurpostprocess_x = 1;
900                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
901                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
902                         }
903                         else
904                         {
905                                 damage_blurpostprocess_x = 0;
906                                 damage_blurpostprocess_y = 0;
907                                 damage_blurpostprocess_z = 0;
908                         }
909                 }
910         }
911
912         if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
913         {
914                 // enable or disable rendering types if they are used or not
915                 if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
916                 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
917                 
918                 // blur postprocess handling done first (used by hud_damage and hud_contents)
919                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
920                 {
921                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
922                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
923                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
924                         {
925                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
926                                 old_blurradius = blurradius;
927                                 old_bluralpha = bluralpha;
928                         }
929                 }
930                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
931                 {
932                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
933                         old_blurradius = 0;
934                         old_bluralpha = 0;
935                 }
936
937                 // edge detection postprocess handling done second (used by hud_powerup) 
938                 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
939                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
940                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
941                 
942                 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.
943                 
944                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
945                 {
946                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
947                         {
948                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
949                                 old_sharpen_intensity = sharpen_intensity;
950                         }
951                 }
952                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
953                 {
954                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
955                         old_sharpen_intensity = 0;
956                 }
957         }
958
959         if(menu_visible)
960                 menu_show();
961
962         /*if(gametype == GAME_CTF)
963           {
964           ctf_view();
965           } else */
966
967         // draw 2D entities
968         e = self;
969         for(self = world; (self = nextent(self)); )
970                 if(self.draw2d)
971                         self.draw2d();
972         self = e;
973         Draw_ShowNames_All();
974
975         scoreboard_active = HUD_WouldDrawScoreboard();
976
977         hit_time = getstatf(STAT_HIT_TIME);
978         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
979         {
980                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
981                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
982                         
983                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
984         }
985         typehit_time = getstatf(STAT_TYPEHIT_TIME);
986         if(typehit_time > nextsound_typehit_time) 
987         {
988                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
989                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
990                         
991                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
992         }
993
994         //else
995         {
996                 if(gametype == GAME_FREEZETAG)
997                 {
998                         if(getstati(STAT_FROZEN))
999                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1000                         if(getstatf(STAT_REVIVE_PROGRESS))
1001                         {
1002                                 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);
1003                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1004                         }
1005                 }
1006
1007                 if(autocvar_r_letterbox == 0)
1008                         if(autocvar_viewsize < 120)
1009                                 CSQC_common_hud();
1010
1011                 // crosshair goes VERY LAST
1012                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
1013                         string wcross_style;
1014                         float wcross_alpha, wcross_resolution;
1015                         wcross_style = autocvar_crosshair;
1016                         if (wcross_style == "0")
1017                                 return;
1018                         wcross_resolution = autocvar_crosshair_size;
1019                         if (wcross_resolution == 0)
1020                                 return;
1021                         wcross_alpha = autocvar_crosshair_alpha;
1022                         if (wcross_alpha == 0)
1023                                 return;
1024
1025                         // TrueAim check
1026                         float shottype;
1027
1028                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1029                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1030                         wcross_origin_z = 0;
1031                         if(autocvar_crosshair_hittest)
1032                         {
1033                                 vector wcross_oldorigin;
1034                                 wcross_oldorigin = wcross_origin;
1035                                 shottype = TrueAimCheck();
1036                                 if(shottype == SHOTTYPE_HITWORLD)
1037                                 {
1038                                         v = wcross_origin - wcross_oldorigin;
1039                                         v_x /= vid_conwidth;
1040                                         v_y /= vid_conheight;
1041                                         if(vlen(v) > 0.01)
1042                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1043                                 }
1044                                 if(!autocvar_crosshair_hittest_showimpact)
1045                                         wcross_origin = wcross_oldorigin;
1046                         }
1047                         else
1048                                 shottype = SHOTTYPE_HITWORLD;
1049
1050                         vector wcross_color, wcross_size;
1051                         string wcross_wep, wcross_name;
1052                         float wcross_scale, wcross_blur;
1053
1054                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1055                                 e = get_weaponinfo(switchingweapon);
1056                                 if (e && e.netname != "")
1057                                 {
1058                                         wcross_wep = e.netname;
1059                                         if(autocvar_crosshair_per_weapon)
1060                                         {
1061                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1062                                                 if (wcross_resolution == 0)
1063                                                         return;
1064                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1065                                                 if (wcross_alpha == 0)
1066                                                         return;
1067
1068                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1069                                                 if(wcross_style == "" || wcross_style == "0")
1070                                                         wcross_style = wcross_wep;
1071                                         }
1072                                 }
1073                         }
1074                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1075                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1076                         else if(autocvar_crosshair_color_by_health)
1077                         {
1078                                 float x = getstati(STAT_HEALTH);
1079
1080                                 //x = red
1081                                 //y = green
1082                                 //z = blue
1083
1084                                 wcross_color_z = 0;
1085
1086                                 if(x > 200)
1087                                 {
1088                                         wcross_color_x = 0;
1089                                         wcross_color_y = 1;
1090                                 }
1091                                 else if(x > 150)
1092                                 {
1093                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1094                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1095                                 }
1096                                 else if(x > 100)
1097                                 {
1098                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1099                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1100                                         wcross_color_z = 1 - (x-100)*0.02;
1101                                 }
1102                                 else if(x > 50)
1103                                 {
1104                                         wcross_color_x = 1;
1105                                         wcross_color_y = 1;
1106                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1107                                 }
1108                                 else if(x > 20)
1109                                 {
1110                                         wcross_color_x = 1;
1111                                         wcross_color_y = (x-20)*90/27/100;
1112                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1113                                 }
1114                                 else
1115                                 {
1116                                         wcross_color_x = 1;
1117                                         wcross_color_y = 0;
1118                                 }
1119                         }
1120                         else
1121                                 wcross_color = stov(autocvar_crosshair_color);
1122
1123                         wcross_name = strcat("gfx/crosshair", wcross_style);
1124
1125                         if(autocvar_crosshair_effect_scalefade)
1126                         {
1127                                 wcross_scale = wcross_resolution;
1128                                 wcross_resolution = 1;
1129                         }
1130                         else
1131                         {
1132                                 wcross_scale = 1;
1133                         }
1134
1135                         if(autocvar_crosshair_pickup)
1136                         {
1137                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1138                                 
1139                                 if(pickup_crosshair_time < stat_pickup_time)
1140                                 {
1141                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1142                                                 pickup_crosshair_size = 1;
1143                                                 
1144                                         pickup_crosshair_time = stat_pickup_time;
1145                                 }
1146
1147                                 if(pickup_crosshair_size > 0)
1148                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1149                                 else
1150                                         pickup_crosshair_size = 0;
1151
1152                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1153                         }
1154
1155                         if(autocvar_crosshair_hitindication)
1156                         {
1157                                 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1158                                 if(hitindication_crosshair_time < hit_time)
1159                                 {
1160                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1161                                                 hitindication_crosshair_size = 1;
1162                                                 
1163                                         hitindication_crosshair_time = hit_time;
1164                                 }
1165
1166                                 if(hitindication_crosshair_size > 0)
1167                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1168                                 else
1169                                         hitindication_crosshair_size = 0;
1170
1171                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1172                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1173                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1174                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1175                         }
1176
1177                         if(shottype == SHOTTYPE_HITENEMY)
1178                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1179                         if(shottype == SHOTTYPE_HITTEAM)
1180                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1181
1182                         f = autocvar_crosshair_effect_speed;
1183                         if(f < 0)
1184                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1185                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1186                         {
1187                                 wcross_changedonetime = time + f;
1188                         }
1189                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1190                         {
1191                                 wcross_name_changestarttime = time;
1192                                 wcross_name_changedonetime = time + f;
1193                                 if(wcross_name_goal_prev_prev)
1194                                         strunzone(wcross_name_goal_prev_prev);
1195                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1196                                 wcross_name_goal_prev = strzone(wcross_name);
1197                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1198                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1199                                 wcross_resolution_goal_prev = wcross_resolution;
1200                         }
1201
1202                         wcross_scale_goal_prev = wcross_scale;
1203                         wcross_alpha_goal_prev = wcross_alpha;
1204                         wcross_color_goal_prev = wcross_color;
1205
1206                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1207                         {
1208                                 wcross_blur = 1;
1209                                 wcross_alpha *= 0.75;
1210                         }
1211                         else
1212                                 wcross_blur = 0;
1213                         // *_prev is at time-frametime
1214                         // * is at wcross_changedonetime+f
1215                         // what do we have at time?
1216                         if(time < wcross_changedonetime)
1217                         {
1218                                 f = frametime / (wcross_changedonetime - time + frametime);
1219                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1220                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1221                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1222                         }
1223
1224                         wcross_scale_prev = wcross_scale;
1225                         wcross_alpha_prev = wcross_alpha;
1226                         wcross_color_prev = wcross_color;
1227
1228                         wcross_scale *= 1 - autocvar__menu_alpha;
1229                         wcross_alpha *= 1 - autocvar__menu_alpha;
1230                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1231
1232                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1233                         {
1234                                 // crosshair rings for weapon stats
1235                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1236                                 {
1237                                         // declarations and stats
1238                                         float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1239                                         string ring_image, ring_inner_image;
1240                                         vector ring_rgb, ring_inner_rgb;
1241
1242                                         ring_scale = autocvar_crosshair_ring_size;
1243
1244                                         float weapon_clipload, weapon_clipsize;
1245                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1246                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1247
1248                                         float nex_charge, nex_chargepool;
1249                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1250                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1251
1252                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1253                                                 nex_charge_movingavg = nex_charge;
1254
1255
1256                                         // handle the values
1257                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1258                                         {
1259                                                 if (nex_chargepool || use_nex_chargepool) { 
1260                                                         use_nex_chargepool = 1; 
1261                                                         ring_inner_value = nex_chargepool;
1262                                                 } else { 
1263                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1264                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1265                                                 }
1266
1267                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1268                                                 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;
1269                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1270
1271                                                 // draw the outer ring to show the current charge of the weapon
1272                                                 ring_value = nex_charge;
1273                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1274                                                 ring_rgb = wcross_color;
1275                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1276                                         }
1277                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1278                                         {
1279                                                 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.
1280                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1281                                                 ring_rgb = wcross_color;
1282                                                 ring_image = "gfx/crosshair_ring.tga";
1283                                         }
1284                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1285                                         {
1286                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1287                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1288                                                 ring_rgb = wcross_color;
1289                                                 ring_image = "gfx/crosshair_ring.tga";
1290                                         }
1291
1292                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1293                                         {
1294                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1295                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1296                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1297                                                 ring_rgb = wcross_color;
1298
1299                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1300                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1301                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1302                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1303                                                 else
1304                                                         ring_image = "gfx/crosshair_ring.tga";
1305                                         }
1306
1307                                         // if in weapon switch animation, fade ring out/in
1308                                         if(g_weaponswitchdelay > 0)
1309                                         {
1310                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1311                                                 if(f > 0 && f < 2)
1312                                                         ring_alpha *= fabs(1 - f);
1313                                         }
1314
1315                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1316                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1317
1318                                         if (ring_value)
1319                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1320                                 }
1321
1322 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1323                                 do \
1324                                 { \
1325                                         if(wcross_blur > 0) \
1326                                         { \
1327                                                 for(i = -2; i <= 2; ++i) \
1328                                                 for(j = -2; j <= 2; ++j) \
1329                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1330                                         } \
1331                                         else \
1332                                         { \
1333                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1334                                         } \
1335                                 } \
1336                                 while(0)
1337
1338 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1339                                 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)
1340
1341 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1342                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1343
1344                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1345                                 {
1346                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1347                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1348                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1349                                         f = 1 - f;
1350                                 }
1351                                 else
1352                                 {
1353                                         f = 1;
1354                                 }
1355                                 wcross_name_alpha_goal_prev = f;
1356
1357                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1358                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1359
1360                                 if(autocvar_crosshair_dot)
1361                                 {
1362                                         vector wcross_color_old;
1363                                         wcross_color_old = wcross_color;
1364                                         if(autocvar_crosshair_dot_color != "0")
1365                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1366                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1367                                         // FIXME why don't we use wcross_alpha here?
1368                                         wcross_color = wcross_color_old;
1369                                 }
1370                         }
1371                 }
1372                 else
1373                 {
1374                         wcross_scale_prev = 0;
1375                         wcross_alpha_prev = 0;
1376                         wcross_scale_goal_prev = 0;
1377                         wcross_alpha_goal_prev = 0;
1378                         wcross_changedonetime = 0;
1379                         if(wcross_name_goal_prev)
1380                                 strunzone(wcross_name_goal_prev);
1381                         wcross_name_goal_prev = string_null;
1382                         if(wcross_name_goal_prev_prev)
1383                                 strunzone(wcross_name_goal_prev_prev);
1384                         wcross_name_goal_prev_prev = string_null;
1385                         wcross_name_changestarttime = 0;
1386                         wcross_name_changedonetime = 0;
1387                         wcross_name_alpha_goal_prev = 0;
1388                         wcross_name_alpha_goal_prev_prev = 0;
1389                         wcross_resolution_goal_prev = 0;
1390                         wcross_resolution_goal_prev_prev = 0;
1391                 }
1392         }
1393
1394         if(NextFrameCommand)
1395         {
1396                 localcmd("\n", NextFrameCommand, "\n");
1397                 NextFrameCommand = string_null;
1398         }
1399
1400         // we must do this check AFTER a frame was rendered, or it won't work
1401         if(cs_project_is_b0rked == 0)
1402         {
1403                 string w0, h0;
1404                 w0 = ftos(autocvar_vid_conwidth);
1405                 h0 = ftos(autocvar_vid_conheight);
1406                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1407                 //setproperty(VF_FOV, '90 90 0');
1408                 setproperty(VF_ORIGIN, '0 0 0');
1409                 setproperty(VF_ANGLES, '0 0 0');
1410                 setproperty(VF_PERSPECTIVE, 1);
1411                 makevectors('0 0 0');
1412                 vector v1, v2;
1413                 cvar_set("vid_conwidth", "800");
1414                 cvar_set("vid_conheight", "600");
1415                 v1 = cs_project(v_forward);
1416                 cvar_set("vid_conwidth", "640");
1417                 cvar_set("vid_conheight", "480");
1418                 v2 = cs_project(v_forward);
1419                 if(v1 == v2)
1420                         cs_project_is_b0rked = 1;
1421                 else
1422                         cs_project_is_b0rked = -1;
1423                 cvar_set("vid_conwidth", w0);
1424                 cvar_set("vid_conheight", h0);
1425         }
1426
1427         if(autocvar__hud_configure)
1428                 HUD_Panel_Mouse();
1429     
1430     if(hud && !intermission)
1431     {        
1432         if(hud == HUD_SPIDERBOT)
1433             CSQC_SPIDER_HUD();
1434         else if(hud == HUD_WAKIZASHI)
1435             CSQC_WAKIZASHI_HUD();
1436         else if(hud == HUD_RAPTOR)
1437             CSQC_RAPTOR_HUD();
1438         else if(hud == HUD_BUMBLEBEE)
1439             CSQC_BUMBLE_HUD();
1440     }
1441         // let's reset the view back to normal for the end
1442         setproperty(VF_MIN, '0 0 0');
1443         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1444 }
1445
1446
1447 void CSQC_common_hud(void)
1448 {
1449     // do some accuracy var caching
1450     float i;
1451     if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1452     {
1453         if(autocvar_accuracy_color_levels != acc_color_levels)
1454         {
1455             if(acc_color_levels)
1456                 strunzone(acc_color_levels);
1457             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1458             acc_levels = tokenize_console(acc_color_levels);
1459             if (acc_levels > MAX_ACCURACY_LEVELS)
1460                 acc_levels = MAX_ACCURACY_LEVELS;
1461
1462             for (i = 0; i < acc_levels; ++i)
1463                 acc_lev[i] = stof(argv(i)) / 100.0;
1464         }
1465         // let know that acc_col[] needs to be loaded
1466         acc_col_x[0] = -1;
1467     }
1468
1469     HUD_Main(); // always run these functions for alpha checks
1470     HUD_DrawScoreboard();
1471
1472     if (scoreboard_active) // scoreboard/accuracy
1473         HUD_Reset();
1474     else if (intermission == 2) // map voting screen
1475     {
1476         HUD_FinaleOverlay();
1477         HUD_Reset();
1478     }
1479         /*
1480         switch(hud)
1481         {
1482                 case HUD_SPIDERBOT:
1483                         CSQC_SPIDER_HUD();
1484                         break;
1485
1486                 case HUD_WAKIZASHI:
1487                         CSQC_WAKIZASHI_HUD();
1488                         break;
1489
1490         case HUD_BUMBLEBEE:
1491             CSQC_BUMBLE_HUD();
1492             break;
1493         }
1494         */
1495 }
1496
1497
1498 // following vectors must be global to allow seamless switching between camera modes
1499 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1500 void CSQC_Demo_Camera()
1501 {
1502         float speed, attenuation, dimensions;
1503         vector tmp, delta;
1504
1505         if( autocvar_camera_reset || !camera_mode )
1506         {
1507                 camera_offset = '0 0 0';
1508                 current_angles = '0 0 0';
1509                 camera_direction = '0 0 0';
1510                 camera_offset_z += 30;
1511                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1512                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1513                 current_origin = view_origin;
1514                 current_camera_offset  = camera_offset;
1515                 cvar_set("camera_reset", "0");
1516                 camera_mode = CAMERA_CHASE;
1517         }
1518
1519         // Camera angles
1520         if( camera_roll )
1521                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1522
1523         if(autocvar_camera_look_player)
1524         {
1525                 vector dir;
1526                 float n;
1527
1528                 dir = normalize(view_origin - current_position);
1529                 n = mouse_angles_z;
1530                 mouse_angles = vectoangles(dir);
1531                 mouse_angles_x = mouse_angles_x * -1;
1532                 mouse_angles_z = n;
1533         }
1534         else
1535         {
1536                 tmp = getmousepos() * 0.1;
1537                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1538                 {
1539                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1540                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1541                 }
1542         }
1543
1544         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1545         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1546         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1547         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1548
1549         // Fix difference when angles don't have the same sign
1550         delta = '0 0 0';
1551         if(mouse_angles_y < -60 && current_angles_y > 60)
1552                 delta = '0 360 0';
1553         if(mouse_angles_y > 60 && current_angles_y < -60)
1554                 delta = '0 -360 0';
1555
1556         if(autocvar_camera_look_player)
1557                 attenuation = autocvar_camera_look_attenuation;
1558         else
1559                 attenuation = autocvar_camera_speed_attenuation;
1560
1561         attenuation = 1 / max(1, attenuation);
1562         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1563
1564         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1565         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1566         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1567         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1568
1569         // Camera position
1570         tmp = '0 0 0';
1571         dimensions = 0;
1572
1573         if( camera_direction_x )
1574         {
1575                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1576                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1577                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1578                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1579                 ++dimensions;
1580         }
1581
1582         if( camera_direction_y )
1583         {
1584                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1585                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1586                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1587                 ++dimensions;
1588         }
1589
1590         if( camera_direction_z )
1591         {
1592                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1593                 ++dimensions;
1594         }
1595
1596         if(autocvar_camera_free)
1597                 speed = autocvar_camera_speed_free;
1598         else
1599                 speed = autocvar_camera_speed_chase;
1600
1601         if(dimensions)
1602         {
1603                 speed = speed * sqrt(1 / dimensions);
1604                 camera_offset += tmp * speed;
1605         }
1606
1607         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1608
1609         // Camera modes
1610         if( autocvar_camera_free )
1611         {
1612                 if ( camera_mode == CAMERA_CHASE )
1613                 {
1614                         current_camera_offset = current_origin + current_camera_offset;
1615                         camera_offset = current_origin + camera_offset;
1616                 }
1617
1618                 camera_mode = CAMERA_FREE;
1619                 current_position = current_camera_offset;
1620         }
1621         else
1622         {
1623                 if ( camera_mode == CAMERA_FREE )
1624                 {
1625                         current_origin = view_origin;
1626                         camera_offset = camera_offset - current_origin;
1627                         current_camera_offset = current_camera_offset - current_origin;
1628                 }
1629
1630                 camera_mode = CAMERA_CHASE;
1631
1632                 if(autocvar_camera_chase_smoothly)
1633                         current_origin += (view_origin - current_origin) * attenuation;
1634                 else
1635                         current_origin = view_origin;
1636
1637                 current_position = current_origin + current_camera_offset;
1638         }
1639
1640         setproperty(VF_ANGLES, current_angles);
1641         setproperty(VF_ORIGIN, current_position);
1642 }