]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge remote-tracking branch 'origin/master' into samual/weapons
[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) { zoomin_effect = 0; }
127
128         if(camera_active)
129         {
130                 current_viewzoom = min(1, current_viewzoom + drawframetime);
131         }
132         else if(autocvar_cl_spawnzoom && zoomin_effect)
133         {
134                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
135                 
136                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime); 
137                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
138                 if(current_viewzoom == 1) { zoomin_effect = 0; }
139         }
140         else
141         {
142                 if(zoomspeed < 0) // instant zoom
143                 {
144                         if(zoomdir)
145                                 current_viewzoom = 1 / zoomfactor;
146                         else
147                                 current_viewzoom = 1;
148                 }
149                 else
150                 {
151                         if(zoomdir)
152                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
153                         else
154                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
155                 }
156         }
157
158         if(almost_equals(current_viewzoom, 1))
159                 current_zoomfraction = 0;
160         else if(almost_equals(current_viewzoom, 1/zoomfactor))
161                 current_zoomfraction = 1;
162         else
163                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
164
165         if(zoomsensitivity < 1)
166                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
167         else
168                 setsensitivityscale(1);
169                 
170         makevectors(view_angles);
171
172         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
173         {
174                 v = pmove_vel;
175                 if(csqcplayer)
176                         v = csqcplayer.velocity;
177
178                 switch(autocvar_cl_velocityzoom_type)
179                 {
180                         case 3: curspeed = max(0, v_forward * v); break;
181                         case 2: curspeed = (v_forward * v); break;
182                         case 1: default: curspeed = vlen(v); break;
183                 }
184                 
185                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
186                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
187                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
188                 
189                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
190         }
191         else
192                 velocityzoom = 1;
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217
218 float wcross_ring_prev;
219
220 entity trueaim;
221 entity trueaim_rifle;
222
223 #define SHOTTYPE_HITTEAM 1
224 #define SHOTTYPE_HITOBSTRUCTION 2
225 #define SHOTTYPE_HITWORLD 3
226 #define SHOTTYPE_HITENEMY 4
227
228 void TrueAim_Init()
229 {
230         trueaim = spawn();
231         trueaim.classname = "trueaim";
232         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233         trueaim_rifle = spawn();
234         trueaim_rifle.classname = "trueaim_rifle";
235         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
236 }
237
238 float EnemyHitCheck()
239 {
240         float t, n;
241         wcross_origin = project_3d_to_2d(trace_endpos);
242         wcross_origin_z = 0;
243         if(trace_ent)
244                 n = trace_ent.entnum;
245         else
246                 n = trace_networkentity;
247         if(n < 1)
248                 return SHOTTYPE_HITWORLD;
249         if(n > maxclients)
250                 return SHOTTYPE_HITWORLD;
251         t = GetPlayerColor(n - 1);
252         if(teamplay)
253                 if(t == myteam)
254                         return SHOTTYPE_HITTEAM;
255         if(t == NUM_SPECTATOR)
256                 return SHOTTYPE_HITWORLD;
257         return SHOTTYPE_HITENEMY;
258 }
259
260 float TrueAimCheck()
261 {
262         float nudge = 1; // added to traceline target and subtracted from result
263         vector vecs, trueaimpoint, w_shotorg;
264         vector mi, ma, dv;
265         float shottype;
266         entity ta;
267         float mv;
268
269         mi = ma = '0 0 0';
270         ta = trueaim;
271         mv = MOVE_NOMONSTERS;
272
273         switch(activeweapon) // WEAPONTODO
274         {
275                 case WEP_TUBA: // no aim
276                 case WEP_PORTO: // shoots from eye
277                 case WEP_HOOK: // no trueaim
278                 case WEP_GRENADE_LAUNCHER: // toss curve
279                         return SHOTTYPE_HITWORLD;
280                 case WEP_NEX:
281                 case WEP_MINSTANEX:
282                         mv = MOVE_NORMAL;
283                         break;
284                 case WEP_RIFLE:
285                         ta = trueaim_rifle;
286                         mv = MOVE_NORMAL;
287                         if(zoomscript_caught)
288                         {
289                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
290                                 return EnemyHitCheck();
291                         }
292                         break;
293                 case WEP_DEVASTATOR: // projectile has a size!
294                         mi = '-3 -3 -3';
295                         ma = '3 3 3';
296                         break;
297                 case WEP_FIREBALL: // projectile has a size!
298                         mi = '-16 -16 -16';
299                         ma = '16 16 16';
300                         break;
301                 case WEP_SEEKER: // projectile has a size!
302                         mi = '-2 -2 -2';
303                         ma = '2 2 2';
304                         break;
305                 case WEP_ELECTRO: // projectile has a size!
306                         mi = '0 0 -3';
307                         ma = '0 0 -3';
308                         break;
309         }
310
311         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
312
313         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
314         trueaimpoint = trace_endpos;
315
316         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
317                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
318
319         if(vecs_x > 0)
320                 vecs_y = -vecs_y;
321         else
322                 vecs = '0 0 0';
323
324         dv = view_right * vecs_y + view_up * vecs_z;
325         w_shotorg = view_origin + dv;
326
327         // now move the vecs forward as much as requested if possible
328         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
329         w_shotorg = trace_endpos - view_forward * nudge;
330
331         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
332         shottype = EnemyHitCheck();
333         if(shottype != SHOTTYPE_HITWORLD)
334                 return shottype;
335
336 #if 0
337         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
338         // or rather, I know why, but see no fix
339         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
340                 // 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
341                 return SHOTTYPE_HITOBSTRUCTION;
342 #endif
343
344         return SHOTTYPE_HITWORLD;
345 }
346
347 void CSQC_common_hud(void);
348
349 void PostInit(void);
350 void CSQC_Demo_Camera();
351 float HUD_WouldDrawScoreboard();
352 float camera_mode;
353 float CAMERA_FREE = 1;
354 float CAMERA_CHASE = 2;
355 float reticle_type;
356 string NextFrameCommand;
357 void CSQC_SPIDER_HUD();
358 void CSQC_RAPTOR_HUD();
359
360 vector freeze_org, freeze_ang;
361 entity nightvision_noise, nightvision_noise2;
362
363 #define MAX_TIME_DIFF 5
364 float pickup_crosshair_time, pickup_crosshair_size;
365 float hit_time, typehit_time;
366 float nextsound_hit_time, nextsound_typehit_time;
367 float hitindication_crosshair_time, hitindication_crosshair_size;
368 float use_nex_chargepool;
369
370 float myhealth, myhealth_prev;
371 float myhealth_flash;
372
373 float old_blurradius, old_bluralpha;
374 float old_sharpen_intensity;
375
376 vector myhealth_gentlergb;
377
378 float contentavgalpha, liquidalpha_prev;
379 vector liquidcolor_prev;
380
381 float eventchase_current_distance;
382
383 vector damage_blurpostprocess, content_blurpostprocess;
384
385 float checkfail[16];
386
387 float rainbow_last_flicker;
388 vector rainbow_prev_color;
389
390 #define BUTTON_3 4
391 #define BUTTON_4 8
392 float cl_notice_run();
393 float prev_myteam;
394 void CSQC_UpdateView(float w, float h)
395 {
396         entity e;
397         float fov;
398         float f, i, j;
399         vector v;
400         vector vf_size, vf_min;
401         float a;
402
403         execute_next_frame();
404
405         ++framecount;
406
407         hud = getstati(STAT_HUD);
408
409         if(autocvar__hud_showbinds_reload) // menu can set this one
410         {
411                 db_close(binddb);
412                 binddb = db_create();
413                 cvar_set("_hud_showbinds_reload", "0");
414         }
415
416         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
417                 view_quality = getproperty(VF_MINFPS_QUALITY);
418         else
419                 view_quality = 1;
420
421         button_attack2 = (input_buttons & BUTTON_3);
422         button_zoom = (input_buttons & BUTTON_4);
423
424 #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
425         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
426         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
427         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);
428         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
429         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
430         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
431         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
432
433         vf_size = getpropertyvec(VF_SIZE);
434         vf_min = getpropertyvec(VF_MIN);
435         vid_width = vf_size_x;
436         vid_height = vf_size_y;
437
438         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
439         vector splash_pos = '0 0 0', splash_size = '0 0 0';
440
441         WaypointSprite_Load();
442
443         CSQCPlayer_SetCamera();
444
445 #ifdef COMPAT_XON050_ENGINE
446         if(spectatee_status)
447                 myteam = GetPlayerColor(spectatee_status - 1);
448         else
449 #endif
450                 myteam = GetPlayerColor(player_localentnum - 1);
451
452         if(myteam != prev_myteam)
453         {
454                 myteamcolors = colormapPaletteColor(myteam, 1);
455                 for(i = 0; i < HUD_PANEL_NUM; ++i)
456                         hud_panel[i].update_time = time;
457                 prev_myteam = myteam;
458         }
459
460         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
461
462         float is_dead = (getstati(STAT_HEALTH) <= 0);
463
464         // FIXME do we need this hack?
465         if(isdemo())
466         {
467                 // in demos, input_buttons do not work
468                 button_zoom = (autocvar__togglezoom == "-");
469         }
470         else if(button_zoom
471                 && autocvar_cl_unpress_zoom_on_death
472                 && (spectatee_status >= 0)
473                 && (is_dead || intermission))
474         {
475                 // no zoom while dead or in intermission please
476                 localcmd("-zoom\n");
477                 button_zoom = FALSE;
478         }
479
480         // event chase camera
481         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
482         {
483                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
484                 {
485                         // 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.)
486                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
487
488                         // detect maximum viewoffset and use it
489                         if(autocvar_cl_eventchase_viewoffset)
490                         {
491                                 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
492                                 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
493                                 else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
494                         }
495
496                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
497                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
498                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
499                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
500
501                         // make the camera smooth back
502                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
503                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
504                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
505                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
506
507                         makevectors(view_angles);
508
509                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
510                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
511
512                         // If the boxtrace fails, revert back to line tracing.
513                         if(trace_startsolid)
514                         {
515                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
516                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
517                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
518                         }
519                         else { setproperty(VF_ORIGIN, trace_endpos); }
520
521                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
522                 }
523                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
524                 {
525                         cvar_set("chase_active", "0");
526                         eventchase_current_distance = 0; // start from 0 next time
527                 }
528         }
529         // workaround for camera stuck between player's legs when using chase_active 1
530         // because the engine stops updating the chase_active camera when the game ends
531         else if(intermission)
532         {
533                 cvar_settemp("chase_active", "-1");
534                 eventchase_current_distance = 0;
535         }
536
537         // do lockview after event chase camera so that it still applies whenever necessary.
538         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
539         {
540                 setproperty(VF_ORIGIN, freeze_org);
541                 setproperty(VF_ANGLES, freeze_ang);
542         }
543         else
544         {
545                 freeze_org = getpropertyvec(VF_ORIGIN);
546                 freeze_ang = getpropertyvec(VF_ANGLES);
547         }
548
549         WarpZone_FixView();
550         //WarpZone_FixPMove();
551
552         // Render the Scene
553         view_origin = getpropertyvec(VF_ORIGIN);
554         view_angles = getpropertyvec(VF_ANGLES);
555         makevectors(view_angles);
556         view_forward = v_forward;
557         view_right = v_right;
558         view_up = v_up;
559
560 #ifdef BLURTEST
561         if(time > blurtest_time0 && time < blurtest_time1)
562         {
563                 float r, t;
564
565                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
566                 r = t * blurtest_radius;
567                 f = 1 / pow(t, blurtest_power) - 1;
568
569                 cvar_set("r_glsl_postprocess", "1");
570                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
571         }
572         else
573         {
574                 cvar_set("r_glsl_postprocess", "0");
575                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
576         }
577 #endif
578
579         TargetMusic_Advance();
580         Fog_Force();
581
582         if(drawtime == 0)
583                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
584         else
585                 drawframetime = bound(0.000001, time - drawtime, 1);
586         drawtime = time;
587
588         // watch for gametype changes here...
589         // in ParseStuffCMD the cmd isn't executed yet :/
590         // might even be better to add the gametype to TE_CSQC_INIT...?
591         if(!postinit)
592                 PostInit();
593
594         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
595         {
596                 if(calledhooks & HOOK_START)
597                 {
598                         localcmd("\ncl_hook_gameend\n");
599                         calledhooks |= HOOK_END;
600                 }
601         }
602
603         Announcer();
604
605         fov = autocvar_fov;
606         if(fov <= 59.5)
607         {
608                 if(!zoomscript_caught)
609                 {
610                         localcmd("+button9\n");
611                         zoomscript_caught = 1;
612                 }
613         }
614         else
615         {
616                 if(zoomscript_caught)
617                 {
618                         localcmd("-button9\n");
619                         zoomscript_caught = 0;
620                 }
621         }
622
623         ColorTranslateMode = autocvar_cl_stripcolorcodes;
624
625         // next WANTED weapon (for HUD)
626         switchweapon = getstati(STAT_SWITCHWEAPON);
627
628         // currently switching-to weapon (for crosshair)
629         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
630
631         // actually active weapon (for zoom)
632         activeweapon = getstati(STAT_ACTIVEWEAPON);
633
634         f = (serverflags & SERVERFLAG_TEAMPLAY);
635         if(f != teamplay)
636         {
637                 teamplay = f;
638                 HUD_InitScores();
639         }
640
641         if(last_switchweapon != switchweapon)
642         {
643                 weapontime = time;
644                 last_switchweapon = switchweapon;
645                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
646                 {
647                         localcmd("-zoom\n");
648                         button_zoom = FALSE;
649                 }
650                 if(autocvar_cl_unpress_attack_on_weapon_switch)
651                 {
652                         localcmd("-fire\n");
653                         localcmd("-fire2\n");
654                         button_attack2 = FALSE;
655                 }
656         }
657         if(last_activeweapon != activeweapon)
658         {
659                 last_activeweapon = activeweapon;
660
661                 e = get_weaponinfo(activeweapon);
662                 if(e.netname != "")
663                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
664                 else
665                         localcmd("\ncl_hook_activeweapon none\n");
666         }
667
668         // ALWAYS Clear Current Scene First
669         clearscene();
670 #ifdef WORKAROUND_XON010
671         if(checkextension("DP_CSQC_ROTATEMOVES"))
672         {
673 #endif
674         setproperty(VF_ORIGIN, view_origin);
675         setproperty(VF_ANGLES, view_angles);
676 #ifdef WORKAROUND_XON010
677         }
678 #endif
679
680         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
681         setproperty(VF_SIZE, vf_size);
682         setproperty(VF_MIN, vf_min);
683
684         // Assign Standard Viewflags
685         // Draw the World (and sky)
686         setproperty(VF_DRAWWORLD, 1);
687
688         // Set the console size vars
689         vid_conwidth = autocvar_vid_conwidth;
690         vid_conheight = autocvar_vid_conheight;
691         vid_pixelheight = autocvar_vid_pixelheight;
692
693         setproperty(VF_FOV, GetCurrentFov(fov));
694
695         // Camera for demo playback
696         if(camera_active)
697         {
698                 if(autocvar_camera_enable)
699                         CSQC_Demo_Camera();
700                 else
701                 {
702                         cvar_set("chase_active", ftos(chase_active_backup));
703                         cvar_set("cl_demo_mousegrab", "0");
704                         camera_active = FALSE;
705                 }
706         }
707 #ifdef CAMERATEST
708         else if(autocvar_camera_enable)
709 #else
710         else if(autocvar_camera_enable && isdemo())
711 #endif
712         {
713                 // Enable required Darkplaces cvars
714                 chase_active_backup = autocvar_chase_active;
715                 cvar_set("chase_active", "2");
716                 cvar_set("cl_demo_mousegrab", "1");
717                 camera_active = TRUE;
718                 camera_mode = FALSE;
719         }
720
721         // Draw the Crosshair
722         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
723
724         // Draw the Engine Status Bar (the default Quake HUD)
725         setproperty(VF_DRAWENGINESBAR, 0);
726
727         // Update the mouse position
728         /*
729            mousepos_x = vid_conwidth;
730            mousepos_y = vid_conheight;
731            mousepos = mousepos*0.5 + getmousepos();
732          */
733
734         e = self;
735         for(self = world; (self = nextent(self)); )
736                 if(self.draw)
737                         self.draw();
738         self = e;
739
740         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
741         renderscene();
742
743         // now switch to 2D drawing mode by calling a 2D drawing function
744         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
745         // next R_RenderScene call
746         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
747
748         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
749         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
750         {
751                 // apply night vision effect
752                 vector tc_00, tc_01, tc_10, tc_11;
753                 vector rgb;
754                 rgb_x = 0; // fteqcc sucks
755                 rgb_y = 0; // fteqcc sucks
756                 rgb_z = 0; // fteqcc sucks
757
758                 if(!nightvision_noise)
759                 {
760                         nightvision_noise = spawn();
761                         nightvision_noise.classname = "nightvision_noise";
762                 }
763                 if(!nightvision_noise2)
764                 {
765                         nightvision_noise2 = spawn();
766                         nightvision_noise2.classname = "nightvision_noise2";
767                 }
768
769                 // color tint in yellow
770                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
771
772                 // draw BG
773                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
774                 rgb = '1 1 1';
775                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
776                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
777                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
778                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
779                 tc_11 = tc_01 + tc_10 - tc_00;
780                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
781                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
782                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
783                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
784                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
785                 R_EndPolygon();
786
787                 // draw FG
788                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
789                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
790                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
791                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
792                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
793                 tc_11 = tc_01 + tc_10 - tc_00;
794                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
795                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
796                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
797                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
798                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
799                 R_EndPolygon();
800         }
801         
802         // Draw the aiming reticle for weapons that use it
803         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
804         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
805         // the view to go back to normal, so reticle_type would become 0 as we fade out)
806         if(spectatee_status || is_dead || hud != HUD_NORMAL)
807                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
808         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
809                 reticle_type = 2; // nex zoom
810         else if(button_zoom || zoomscript_caught)
811                 reticle_type = 1; // normal zoom
812         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
813                 reticle_type = 2; // nex zoom
814     
815         if(reticle_type && autocvar_cl_reticle)
816         {
817                 if(autocvar_cl_reticle_stretch)
818                 {
819                         reticle_size_x = vid_conwidth;
820                         reticle_size_y = vid_conheight;
821                         reticle_pos_x = 0;
822                         reticle_pos_y = 0;
823                 }
824                 else
825                 {
826                         reticle_size_x = max(vid_conwidth, vid_conheight);
827                         reticle_size_y = max(vid_conwidth, vid_conheight);
828                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
829                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
830                 }
831
832                 f = current_zoomfraction;
833                 if(zoomscript_caught)
834                         f = 1;
835                 if(autocvar_cl_reticle_item_normal)
836                 {
837                         if(reticle_type == 1 && f)
838                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
839                 }
840                 if(autocvar_cl_reticle_item_nex)
841                 {
842                         if(reticle_type == 2 && f)
843                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
844                 }
845         }
846
847
848         // improved polyblend
849         if(autocvar_hud_contents)
850         {
851                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
852                 vector liquidcolor;
853
854                 switch(pointcontents(view_origin))
855                 {
856                         case CONTENT_WATER:
857                                 liquidalpha = autocvar_hud_contents_water_alpha;
858                                 liquidcolor = stov(autocvar_hud_contents_water_color);
859                                 incontent = 1;
860                                 break;
861
862                         case CONTENT_LAVA:
863                                 liquidalpha = autocvar_hud_contents_lava_alpha;
864                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
865                                 incontent = 1;
866                                 break;
867
868                         case CONTENT_SLIME:
869                                 liquidalpha = autocvar_hud_contents_slime_alpha;
870                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
871                                 incontent = 1;
872                                 break;
873
874                         default:
875                                 liquidalpha = 0;
876                                 liquidcolor = '0 0 0';
877                                 incontent = 0;
878                                 break;
879                 }
880
881                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
882                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
883                         contentfadetime = autocvar_hud_contents_fadeintime;
884                         liquidalpha_prev = liquidalpha;
885                         liquidcolor_prev = liquidcolor;
886                 }
887                 else
888                         contentfadetime = autocvar_hud_contents_fadeouttime;
889
890                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
891                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
892
893                 if(contentavgalpha)
894                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
895
896                 if(autocvar_hud_postprocessing)
897                 {
898                         if(autocvar_hud_contents_blur && contentavgalpha)
899                         {
900                                 content_blurpostprocess_x = 1;
901                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
902                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
903                         }
904                         else
905                         {
906                                 content_blurpostprocess_x = 0;
907                                 content_blurpostprocess_y = 0;
908                                 content_blurpostprocess_z = 0;
909                         }
910                 }
911         }
912
913         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
914         {
915                 splash_size_x = max(vid_conwidth, vid_conheight);
916                 splash_size_y = max(vid_conwidth, vid_conheight);
917                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
918                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
919
920                 float myhealth_flash_temp;
921                 myhealth = getstati(STAT_HEALTH);
922
923                 // fade out
924                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
925                 // add new damage
926                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
927
928                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
929                 pain_threshold = autocvar_hud_damage_pain_threshold;
930                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
931                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
932
933                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
934                 {
935                         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);
936                 }
937
938                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
939
940                 if(myhealth_prev < 1)
941                 {
942                         if(myhealth >= 1)
943                         {
944                                 myhealth_flash = 0; // just spawned, clear the flash immediately
945                                 myhealth_flash_temp = 0;
946                         }
947                         else
948                         {
949                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
950                         }
951                 }
952
953                 if(spectatee_status == -1 || intermission)
954                 {
955                         myhealth_flash = 0; // observing, or match ended
956                         myhealth_flash_temp = 0;
957                 }
958
959                 myhealth_prev = myhealth;
960
961                 // IDEA: change damage color/picture based on player model for robot/alien species?
962                 // pro: matches model better
963                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
964                 // maybe different reddish pics?
965                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
966                 {
967                         if(autocvar_cl_gentle_damage == 2)
968                         {
969                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
970                                 {
971                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
972                                 }
973                         }
974                         else
975                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
976
977                         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);
978                 }
979                 else
980                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
981
982                 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.
983                 {
984                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
985                         {
986                                 damage_blurpostprocess_x = 1;
987                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
988                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
989                         }
990                         else
991                         {
992                                 damage_blurpostprocess_x = 0;
993                                 damage_blurpostprocess_y = 0;
994                                 damage_blurpostprocess_z = 0;
995                         }
996                 }
997         }
998
999         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1000         float e2 = (autocvar_hud_powerup != 0);
1001         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1002         {
1003                 // enable or disable rendering types if they are used or not
1004                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1005                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1006
1007                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1008                 if((damage_blurpostprocess_x || content_blurpostprocess_x))
1009                 {
1010                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1011                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1012                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1013                         {
1014                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1015                                 old_blurradius = blurradius;
1016                                 old_bluralpha = bluralpha;
1017                         }
1018                 }
1019                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1020                 {
1021                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1022                         old_blurradius = 0;
1023                         old_bluralpha = 0;
1024                 }
1025
1026                 // edge detection postprocess handling done second (used by hud_powerup) 
1027                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1028                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1029                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1030                 
1031                 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.
1032                 
1033                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1034                 {
1035                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1036                         {
1037                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1038                                 old_sharpen_intensity = sharpen_intensity;
1039                         }
1040                 }
1041                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1042                 {
1043                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1044                         old_sharpen_intensity = 0;
1045                 }
1046
1047                 if(cvar("r_glsl_postprocess") == 0)
1048                         cvar_set("r_glsl_postprocess", "2");
1049         }
1050         else if(cvar("r_glsl_postprocess") == 2)
1051                 cvar_set("r_glsl_postprocess", "0");
1052
1053         if(menu_visible)
1054                 menu_show();
1055
1056         /*if(gametype == MAPINFO_TYPE_CTF)
1057           {
1058           ctf_view();
1059           } else */
1060
1061         // draw 2D entities
1062         e = self;
1063         for(self = world; (self = nextent(self)); )
1064                 if(self.draw2d)
1065                         self.draw2d();
1066         self = e;
1067         Draw_ShowNames_All();
1068
1069         scoreboard_active = HUD_WouldDrawScoreboard();
1070
1071         hit_time = getstatf(STAT_HIT_TIME);
1072         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1073         {
1074                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1075                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1076                         
1077                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1078         }
1079         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1080         if(typehit_time > nextsound_typehit_time) 
1081         {
1082                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1083                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1084                         
1085                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1086         }
1087
1088         //else
1089         {
1090                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1091                 {
1092                         if(getstati(STAT_FROZEN))
1093                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1094                         if(getstatf(STAT_REVIVE_PROGRESS))
1095                         {
1096                                 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);
1097                                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1098                         }
1099                 }
1100
1101                 if(autocvar_r_letterbox == 0)
1102                         if(autocvar_viewsize < 120)
1103                                 CSQC_common_hud();
1104
1105                 // crosshair goes VERY LAST
1106                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1107                 {
1108                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1109                                 return;
1110                                 
1111                         string wcross_style;
1112                         float wcross_alpha, wcross_resolution;
1113                         wcross_style = autocvar_crosshair;
1114                         if (wcross_style == "0")
1115                                 return;
1116                         wcross_resolution = autocvar_crosshair_size;
1117                         if (wcross_resolution == 0)
1118                                 return;
1119                         wcross_alpha = autocvar_crosshair_alpha;
1120                         if (wcross_alpha == 0)
1121                                 return;
1122
1123                         // TrueAim check
1124                         float shottype;
1125
1126                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1127                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1128                         wcross_origin_z = 0;
1129                         if(autocvar_crosshair_hittest)
1130                         {
1131                                 vector wcross_oldorigin;
1132                                 wcross_oldorigin = wcross_origin;
1133                                 shottype = TrueAimCheck();
1134                                 if(shottype == SHOTTYPE_HITWORLD)
1135                                 {
1136                                         v = wcross_origin - wcross_oldorigin;
1137                                         v_x /= vid_conwidth;
1138                                         v_y /= vid_conheight;
1139                                         if(vlen(v) > 0.01)
1140                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1141                                 }
1142                                 if(!autocvar_crosshair_hittest_showimpact)
1143                                         wcross_origin = wcross_oldorigin;
1144                         }
1145                         else
1146                                 shottype = SHOTTYPE_HITWORLD;
1147
1148                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1149                         string wcross_wep = "", wcross_name;
1150                         float wcross_scale, wcross_blur;
1151
1152                         if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1153                         {
1154                                 e = get_weaponinfo(switchingweapon);
1155                                 if (e && e.netname != "")
1156                                 {
1157                                         wcross_wep = e.netname;
1158                                         if(autocvar_crosshair_per_weapon)
1159                                         {
1160                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1161                                                 if (wcross_resolution == 0)
1162                                                         return;
1163                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1164                                                 if (wcross_alpha == 0)
1165                                                         return;
1166
1167                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1168                                                 if(wcross_style == "" || wcross_style == "0")
1169                                                         wcross_style = wcross_wep;
1170                                         }
1171                                 }
1172                         }
1173
1174                         //print(sprintf("crosshair style: %s\n", wcross_style));
1175                         wcross_name = strcat("gfx/crosshair", wcross_style);
1176
1177                         // MAIN CROSSHAIR COLOR DECISION
1178                         switch(autocvar_crosshair_color_special)
1179                         {
1180                                 case 1: // crosshair_color_per_weapon
1181                                 {
1182                                         if(wcross_wep != "")
1183                                         {
1184                                                 wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
1185                                                 break;
1186                                         }
1187                                         else { goto normalcolor; }
1188                                 }
1189
1190                                 case 2: // crosshair_color_by_health
1191                                 {
1192                                         float x = getstati(STAT_HEALTH);
1193
1194                                         //x = red
1195                                         //y = green
1196                                         //z = blue
1197
1198                                         wcross_color_z = 0;
1199
1200                                         if(x > 200)
1201                                         {
1202                                                 wcross_color_x = 0;
1203                                                 wcross_color_y = 1;
1204                                         }
1205                                         else if(x > 150)
1206                                         {
1207                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1208                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1209                                         }
1210                                         else if(x > 100)
1211                                         {
1212                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1213                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1214                                                 wcross_color_z = 1 - (x-100)*0.02;
1215                                         }
1216                                         else if(x > 50)
1217                                         {
1218                                                 wcross_color_x = 1;
1219                                                 wcross_color_y = 1;
1220                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1221                                         }
1222                                         else if(x > 20)
1223                                         {
1224                                                 wcross_color_x = 1;
1225                                                 wcross_color_y = (x-20)*90/27/100;
1226                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;
1227                                         }
1228                                         else
1229                                         {
1230                                                 wcross_color_x = 1;
1231                                                 wcross_color_y = 0;
1232                                         }
1233                                         break;
1234                                 }
1235
1236                                 case 3: // crosshair_color_rainbow
1237                                 {
1238                                         if(time >= rainbow_last_flicker)
1239                                         {
1240                                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1241                                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1242                                         }
1243                                         wcross_color = rainbow_prev_color;
1244                                         break;
1245                                 }
1246                                 :normalcolor
1247                                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1248                         }
1249
1250                         if(autocvar_crosshair_effect_scalefade)
1251                         {
1252                                 wcross_scale = wcross_resolution;
1253                                 wcross_resolution = 1;
1254                         }
1255                         else
1256                         {
1257                                 wcross_scale = 1;
1258                         }
1259
1260                         if(autocvar_crosshair_pickup)
1261                         {
1262                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1263                                 
1264                                 if(pickup_crosshair_time < stat_pickup_time)
1265                                 {
1266                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1267                                                 pickup_crosshair_size = 1;
1268                                                 
1269                                         pickup_crosshair_time = stat_pickup_time;
1270                                 }
1271
1272                                 if(pickup_crosshair_size > 0)
1273                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1274                                 else
1275                                         pickup_crosshair_size = 0;
1276
1277                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1278                         }
1279
1280                         if(autocvar_crosshair_hitindication)
1281                         {
1282                                 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1283                                 
1284                                 if(hitindication_crosshair_time < hit_time)
1285                                 {
1286                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1287                                                 hitindication_crosshair_size = 1;
1288                                                 
1289                                         hitindication_crosshair_time = hit_time;
1290                                 }
1291
1292                                 if(hitindication_crosshair_size > 0)
1293                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1294                                 else
1295                                         hitindication_crosshair_size = 0;
1296
1297                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1298                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1299                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1300                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1301                         }
1302
1303                         if(shottype == SHOTTYPE_HITENEMY)
1304                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1305                         if(shottype == SHOTTYPE_HITTEAM)
1306                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1307
1308                         f = fabs(autocvar_crosshair_effect_time);
1309                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1310                         {
1311                                 wcross_changedonetime = time + f;
1312                         }
1313                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1314                         {
1315                                 wcross_name_changestarttime = time;
1316                                 wcross_name_changedonetime = time + f;
1317                                 if(wcross_name_goal_prev_prev)
1318                                         strunzone(wcross_name_goal_prev_prev);
1319                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1320                                 wcross_name_goal_prev = strzone(wcross_name);
1321                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1322                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1323                                 wcross_resolution_goal_prev = wcross_resolution;
1324                         }
1325
1326                         wcross_scale_goal_prev = wcross_scale;
1327                         wcross_alpha_goal_prev = wcross_alpha;
1328                         wcross_color_goal_prev = wcross_color;
1329
1330                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1331                         {
1332                                 wcross_blur = 1;
1333                                 wcross_alpha *= 0.75;
1334                         }
1335                         else
1336                                 wcross_blur = 0;
1337                         // *_prev is at time-frametime
1338                         // * is at wcross_changedonetime+f
1339                         // what do we have at time?
1340                         if(time < wcross_changedonetime)
1341                         {
1342                                 f = frametime / (wcross_changedonetime - time + frametime);
1343                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1344                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1345                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1346                         }
1347
1348                         wcross_scale_prev = wcross_scale;
1349                         wcross_alpha_prev = wcross_alpha;
1350                         wcross_color_prev = wcross_color;
1351
1352                         wcross_scale *= 1 - autocvar__menu_alpha;
1353                         wcross_alpha *= 1 - autocvar__menu_alpha;
1354                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1355
1356                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1357                         {
1358                                 // crosshair rings for weapon stats
1359                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1360                                 {
1361                                         // declarations and stats
1362                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1363                                         string ring_image = string_null, ring_inner_image = string_null;
1364                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1365
1366                                         ring_scale = autocvar_crosshair_ring_size;
1367
1368                                         float weapon_clipload, weapon_clipsize;
1369                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1370                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1371
1372                                         float nex_charge, nex_chargepool;
1373                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1374                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1375
1376                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1377                                                 nex_charge_movingavg = nex_charge;
1378
1379
1380                                         // handle the values
1381                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1382                                         {
1383                                                 if (nex_chargepool || use_nex_chargepool) { 
1384                                                         use_nex_chargepool = 1; 
1385                                                         ring_inner_value = nex_chargepool;
1386                                                 } else { 
1387                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1388                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1389                                                 }
1390
1391                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1392                                                 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;
1393                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1394
1395                                                 // draw the outer ring to show the current charge of the weapon
1396                                                 ring_value = nex_charge;
1397                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1398                                                 ring_rgb = wcross_color;
1399                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1400                                         }
1401                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1402                                         {
1403                                                 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.
1404                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1405                                                 ring_rgb = wcross_color;
1406                                                 ring_image = "gfx/crosshair_ring.tga";
1407                                         }
1408                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1409                                         {
1410                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1411                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1412                                                 ring_rgb = wcross_color;
1413                                                 ring_image = "gfx/crosshair_ring.tga";
1414                                         }
1415
1416                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1417                                         {
1418                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1419                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1420                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1421                                                 ring_rgb = wcross_color;
1422
1423                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1424                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1425                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1426                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1427                                                 else
1428                                                         ring_image = "gfx/crosshair_ring.tga";
1429                                         }
1430
1431                                         // if in weapon switch animation, fade ring out/in
1432                                         if(autocvar_crosshair_effect_time > 0)
1433                                         {
1434                                                 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1435                                                 if not(f < 1)
1436                                                 {
1437                                                         wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
1438                                                 }
1439                                                 
1440                                                 if(wcross_ring_prev)
1441                                                 {
1442                                                         if(f < 1)
1443                                                                 ring_alpha *= fabs(1 - bound(0, f, 1));
1444                                                 }
1445                                                 else
1446                                                 {
1447                                                         if(f < 1)
1448                                                                 ring_alpha *= bound(0, f, 1);
1449                                                 }
1450                                         }
1451
1452                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1453                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1454
1455                                         if (ring_value)
1456                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1457                                 }
1458
1459 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1460                                 do \
1461                                 { \
1462                                         if(wcross_blur > 0) \
1463                                         { \
1464                                                 for(i = -2; i <= 2; ++i) \
1465                                                 for(j = -2; j <= 2; ++j) \
1466                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1467                                         } \
1468                                         else \
1469                                         { \
1470                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1471                                         } \
1472                                 } \
1473                                 while(0)
1474
1475 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1476                                 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)
1477
1478 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1479                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1480
1481                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1482                                 {
1483                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1484                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1485                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1486                                         f = 1 - f;
1487                                 }
1488                                 else
1489                                 {
1490                                         f = 1;
1491                                 }
1492                                 wcross_name_alpha_goal_prev = f;
1493
1494                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1495                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1496
1497                                 if(autocvar_crosshair_dot)
1498                                 {
1499                                         vector wcross_color_old;
1500                                         wcross_color_old = wcross_color;
1501                                         
1502                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1503                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1504                                                 
1505                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1506                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1507                                         wcross_color = wcross_color_old;
1508                                 }
1509                         }
1510                 }
1511                 else
1512                 {
1513                         wcross_scale_prev = 0;
1514                         wcross_alpha_prev = 0;
1515                         wcross_scale_goal_prev = 0;
1516                         wcross_alpha_goal_prev = 0;
1517                         wcross_changedonetime = 0;
1518                         if(wcross_name_goal_prev)
1519                                 strunzone(wcross_name_goal_prev);
1520                         wcross_name_goal_prev = string_null;
1521                         if(wcross_name_goal_prev_prev)
1522                                 strunzone(wcross_name_goal_prev_prev);
1523                         wcross_name_goal_prev_prev = string_null;
1524                         wcross_name_changestarttime = 0;
1525                         wcross_name_changedonetime = 0;
1526                         wcross_name_alpha_goal_prev = 0;
1527                         wcross_name_alpha_goal_prev_prev = 0;
1528                         wcross_resolution_goal_prev = 0;
1529                         wcross_resolution_goal_prev_prev = 0;
1530                 }
1531         }
1532
1533         if(NextFrameCommand)
1534         {
1535                 localcmd("\n", NextFrameCommand, "\n");
1536                 NextFrameCommand = string_null;
1537         }
1538
1539         // we must do this check AFTER a frame was rendered, or it won't work
1540         if(cs_project_is_b0rked == 0)
1541         {
1542                 string w0, h0;
1543                 w0 = ftos(autocvar_vid_conwidth);
1544                 h0 = ftos(autocvar_vid_conheight);
1545                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1546                 //setproperty(VF_FOV, '90 90 0');
1547                 setproperty(VF_ORIGIN, '0 0 0');
1548                 setproperty(VF_ANGLES, '0 0 0');
1549                 setproperty(VF_PERSPECTIVE, 1);
1550                 makevectors('0 0 0');
1551                 vector v1, v2;
1552                 cvar_set("vid_conwidth", "800");
1553                 cvar_set("vid_conheight", "600");
1554                 v1 = cs_project(v_forward);
1555                 cvar_set("vid_conwidth", "640");
1556                 cvar_set("vid_conheight", "480");
1557                 v2 = cs_project(v_forward);
1558                 if(v1 == v2)
1559                         cs_project_is_b0rked = 1;
1560                 else
1561                         cs_project_is_b0rked = -1;
1562                 cvar_set("vid_conwidth", w0);
1563                 cvar_set("vid_conheight", h0);
1564         }
1565
1566         if(autocvar__hud_configure)
1567                 HUD_Panel_Mouse();
1568     
1569     if(hud && !intermission)
1570     {        
1571         if(hud == HUD_SPIDERBOT)
1572             CSQC_SPIDER_HUD();
1573         else if(hud == HUD_WAKIZASHI)
1574             CSQC_WAKIZASHI_HUD();
1575         else if(hud == HUD_RAPTOR)
1576             CSQC_RAPTOR_HUD();
1577         else if(hud == HUD_BUMBLEBEE)
1578             CSQC_BUMBLE_HUD();
1579         else if(hud == HUD_BUMBLEBEE_GUN)
1580             CSQC_BUMBLE_GUN_HUD();
1581     }
1582         
1583         cl_notice_run();
1584         
1585         // let's reset the view back to normal for the end
1586         setproperty(VF_MIN, '0 0 0');
1587         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1588 }
1589
1590
1591 void CSQC_common_hud(void)
1592 {
1593         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1594                 Accuracy_LoadLevels();
1595
1596     HUD_Main(); // always run these functions for alpha checks
1597     HUD_DrawScoreboard();
1598
1599     if (scoreboard_active) // scoreboard/accuracy
1600         HUD_Reset();
1601     else if (intermission == 2) // map voting screen
1602     {
1603         HUD_FinaleOverlay();
1604         HUD_Reset();
1605     }
1606         /*
1607         switch(hud)
1608         {
1609                 case HUD_SPIDERBOT:
1610                         CSQC_SPIDER_HUD();
1611                         break;
1612
1613                 case HUD_WAKIZASHI:
1614                         CSQC_WAKIZASHI_HUD();
1615                         break;
1616
1617         case HUD_BUMBLEBEE:
1618             CSQC_BUMBLE_HUD();
1619             break;
1620         }
1621         */
1622 }
1623
1624
1625 // following vectors must be global to allow seamless switching between camera modes
1626 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1627 void CSQC_Demo_Camera()
1628 {
1629         float speed, attenuation, dimensions;
1630         vector tmp, delta;
1631
1632         if( autocvar_camera_reset || !camera_mode )
1633         {
1634                 camera_offset = '0 0 0';
1635                 current_angles = '0 0 0';
1636                 camera_direction = '0 0 0';
1637                 camera_offset_z += 30;
1638                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1639                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1640                 current_origin = view_origin;
1641                 current_camera_offset  = camera_offset;
1642                 cvar_set("camera_reset", "0");
1643                 camera_mode = CAMERA_CHASE;
1644         }
1645
1646         // Camera angles
1647         if( camera_roll )
1648                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1649
1650         if(autocvar_camera_look_player)
1651         {
1652                 vector dir;
1653                 float n;
1654
1655                 dir = normalize(view_origin - current_position);
1656                 n = mouse_angles_z;
1657                 mouse_angles = vectoangles(dir);
1658                 mouse_angles_x = mouse_angles_x * -1;
1659                 mouse_angles_z = n;
1660         }
1661         else
1662         {
1663                 tmp = getmousepos() * 0.1;
1664                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1665                 {
1666                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1667                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1668                 }
1669         }
1670
1671         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1672         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1673         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1674         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1675
1676         // Fix difference when angles don't have the same sign
1677         delta = '0 0 0';
1678         if(mouse_angles_y < -60 && current_angles_y > 60)
1679                 delta = '0 360 0';
1680         if(mouse_angles_y > 60 && current_angles_y < -60)
1681                 delta = '0 -360 0';
1682
1683         if(autocvar_camera_look_player)
1684                 attenuation = autocvar_camera_look_attenuation;
1685         else
1686                 attenuation = autocvar_camera_speed_attenuation;
1687
1688         attenuation = 1 / max(1, attenuation);
1689         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1690
1691         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1692         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1693         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1694         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1695
1696         // Camera position
1697         tmp = '0 0 0';
1698         dimensions = 0;
1699
1700         if( camera_direction_x )
1701         {
1702                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1703                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1704                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1705                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1706                 ++dimensions;
1707         }
1708
1709         if( camera_direction_y )
1710         {
1711                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1712                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1713                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1714                 ++dimensions;
1715         }
1716
1717         if( camera_direction_z )
1718         {
1719                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1720                 ++dimensions;
1721         }
1722
1723         if(autocvar_camera_free)
1724                 speed = autocvar_camera_speed_free;
1725         else
1726                 speed = autocvar_camera_speed_chase;
1727
1728         if(dimensions)
1729         {
1730                 speed = speed * sqrt(1 / dimensions);
1731                 camera_offset += tmp * speed;
1732         }
1733
1734         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1735
1736         // Camera modes
1737         if( autocvar_camera_free )
1738         {
1739                 if ( camera_mode == CAMERA_CHASE )
1740                 {
1741                         current_camera_offset = current_origin + current_camera_offset;
1742                         camera_offset = current_origin + camera_offset;
1743                 }
1744
1745                 camera_mode = CAMERA_FREE;
1746                 current_position = current_camera_offset;
1747         }
1748         else
1749         {
1750                 if ( camera_mode == CAMERA_FREE )
1751                 {
1752                         current_origin = view_origin;
1753                         camera_offset = camera_offset - current_origin;
1754                         current_camera_offset = current_camera_offset - current_origin;
1755                 }
1756
1757                 camera_mode = CAMERA_CHASE;
1758
1759                 if(autocvar_camera_chase_smoothly)
1760                         current_origin += (view_origin - current_origin) * attenuation;
1761                 else
1762                         current_origin = view_origin;
1763
1764                 current_position = current_origin + current_camera_offset;
1765         }
1766
1767         setproperty(VF_ANGLES, current_angles);
1768         setproperty(VF_ORIGIN, current_position);
1769 }