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Merge branch 'master' into terencehill/newpanelhud
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
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 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
342 float view_set;
343 float camera_mode;
344 float reticle_type;
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
348
349 vector freeze_pmove_org, freeze_input_angles;
350 entity nightvision_noise, nightvision_noise2;
351
352 float pickup_crosshair_time, pickup_crosshair_size;
353 float use_nex_chargepool;
354
355 float myhealth, myhealth_prev;
356 float myhealth_flash;
357
358 vector myhealth_gentlergb;
359
360 void CSQC_UpdateView(float w, float h)
361 {
362         entity e;
363         float fov;
364         float f, i, j;
365         vector v, vo;
366         vector vf_size, vf_min;
367         float a;
368
369         vf_size = R_SetView3fv(VF_SIZE);
370         vf_min = R_SetView3fv(VF_MIN);
371         vid_width = vf_size_x;
372         vid_height = vf_size_y;
373
374         vector reticle_pos, reticle_size;
375
376         WaypointSprite_Load();
377
378         if(spectatee_status)
379                 myteam = GetPlayerColor(spectatee_status - 1);
380         else
381                 myteam = GetPlayerColor(player_localentnum - 1);
382
383         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
384         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
385
386         warpzone_fixview_origin = pmove_org + vo;
387         warpzone_fixview_cl_viewangles = input_angles;
388         warpzone_fixview_angles = view_angles;
389         WarpZone_FixView();
390         pmove_org = warpzone_fixview_origin - vo;
391         input_angles = warpzone_fixview_cl_viewangles;
392         view_angles = warpzone_fixview_angles;
393
394         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
395         {
396                 pmove_org = freeze_pmove_org;
397                 input_angles = view_angles = freeze_input_angles;
398                 R_SetView(VF_ORIGIN, pmove_org + vo);
399                 R_SetView(VF_ANGLES, view_angles);
400                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
401         }
402         freeze_pmove_org = pmove_org;
403         freeze_input_angles = input_angles;
404
405         // Render the Scene
406         if(!intermission || !view_set)
407         {
408                 view_origin = pmove_org + vo;
409                 view_angles = input_angles;
410                 makevectors(view_angles);
411                 view_forward = v_forward;
412                 view_right = v_right;
413                 view_up = v_up;
414                 view_set = 1;
415         }
416
417 #ifdef BLURTEST
418         if(time > blurtest_time0 && time < blurtest_time1)
419         {
420                 float r, t;
421
422                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
423                 r = t * blurtest_radius;
424                 f = 1 / pow(t, blurtest_power) - 1;
425
426                 cvar_set("r_glsl_postprocess", "1");
427                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
428         }
429         else
430         {
431                 cvar_set("r_glsl_postprocess", "0");
432                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
433         }
434 #endif
435
436         TargetMusic_Advance();
437         Fog_Force();
438
439         drawframetime = max(0.000001, time - drawtime);
440         drawtime = time;
441
442         // watch for gametype changes here...
443         // in ParseStuffCMD the cmd isn't executed yet :/
444         // might even be better to add the gametype to TE_CSQC_INIT...?
445         if(!postinit)
446                 PostInit();
447
448         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
449                 if(calledhooks & HOOK_START)
450                 {
451                         localcmd("\ncl_hook_gameend\n");
452                         calledhooks |= HOOK_END;
453                 }
454
455         CheckForGamestartChange();
456         serverAnnouncer();
457         maptimeAnnouncer();
458         carrierAnnouncer();
459
460         fov = autocvar_fov;
461         if(button_zoom || fov <= 59.5)
462         {
463                 if(!zoomscript_caught)
464                 {
465                         localcmd("+button4\n");
466                         zoomscript_caught = 1;
467                         ignore_plus_zoom += 1;
468                 }
469         }
470         else
471         {
472                 if(zoomscript_caught)
473                 {
474                         localcmd("-button4\n");
475                         zoomscript_caught = 0;
476                         ignore_minus_zoom += 1;
477                 }
478         }
479
480         ColorTranslateMode = autocvar_cl_stripcolorcodes;
481         activeweapon = getstati(STAT_SWITCHWEAPON);
482         f = (serverflags & SERVERFLAG_TEAMPLAY);
483         if(f != teamplay)
484         {
485                 teamplay = f;
486                 HUD_InitScores();
487         }
488
489         if(last_weapon != activeweapon) {
490                 weapontime = time;
491                 last_weapon = activeweapon;
492
493                 e = get_weaponinfo(activeweapon);
494                 if(e.netname != "")
495                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
496                 else
497                         localcmd("\ncl_hook_activeweapon none\n");
498         }
499
500         // ALWAYS Clear Current Scene First
501         R_ClearScene();
502
503         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
504         R_SetView(VF_SIZE, vf_size);
505         R_SetView(VF_MIN, vf_min);
506
507         // Assign Standard Viewflags
508         // Draw the World (and sky)
509         R_SetView(VF_DRAWWORLD, 1);
510
511         // Set the console size vars
512         vid_conwidth = autocvar_vid_conwidth;
513         vid_conheight = autocvar_vid_conheight;
514         vid_pixelheight = autocvar_vid_pixelheight;
515
516         R_SetView(VF_FOV, GetCurrentFov(fov));
517
518         // Camera for demo playback
519         if(camera_active)
520         {
521                 if(autocvar_camera_enable)
522                         CSQC_Demo_Camera();
523                 else
524                 {
525                         cvar_set("chase_active", ftos(chase_active_backup));
526                         cvar_set("cl_demo_mousegrab", "0");
527                         camera_active = FALSE;
528                 }
529         }
530 #ifdef CAMERATEST
531         else if(autocvar_camera_enable)
532 #else
533         else if(autocvar_camera_enable && isdemo())
534 #endif
535         {
536                 // Enable required Darkplaces cvars
537                 chase_active_backup = autocvar_chase_active;
538                 cvar_set("chase_active", "2");
539                 cvar_set("cl_demo_mousegrab", "1");
540                 camera_active = TRUE;
541                 camera_mode = FALSE;
542         }
543
544         // Draw the Crosshair
545         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
546
547         // Draw the Engine Status Bar (the default Quake HUD)
548         R_SetView(VF_DRAWENGINEHUD, 0);
549
550         // Update the mouse position
551         /*
552            mousepos_x = vid_conwidth;
553            mousepos_y = vid_conheight;
554            mousepos = mousepos*0.5 + getmousepos();
555          */
556
557         e = self;
558         for(self = world; (self = nextent(self)); )
559                 if(self.draw)
560                         self.draw();
561         self = e;
562
563         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
564         R_RenderScene();
565
566         // now switch to 2D drawing mode by calling a 2D drawing function
567         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
568         // next R_RenderScene call
569         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
570
571         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright >= 1)
572         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
573         {
574                 // apply night vision effect
575                 vector rgb, tc_00, tc_01, tc_10, tc_11;
576
577                 if(!nightvision_noise)
578                 {
579                         nightvision_noise = spawn();
580                         nightvision_noise.classname = "nightvision_noise";
581                 }
582                 if(!nightvision_noise2)
583                 {
584                         nightvision_noise2 = spawn();
585                         nightvision_noise2.classname = "nightvision_noise2";
586                 }
587
588                 // color tint in yellow
589                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
590
591                 // draw BG
592                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
593                 rgb = '1 1 1';
594                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
595                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
596                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
597                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
598                 tc_11 = tc_01 + tc_10 - tc_00;
599                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
600                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
601                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
602                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
603                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
604                 R_EndPolygon();
605
606                 // draw FG
607                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
608                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
609                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
610                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
611                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
612                 tc_11 = tc_01 + tc_10 - tc_00;
613                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
614                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
615                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
616                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
617                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
618                 R_EndPolygon();
619         }
620
621         // Draw the aiming reticle for weapons that use it
622         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
623         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
624         // the view to go back to normal, so reticle_type would become 0 as we fade out)
625         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
626                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
627         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
628                 reticle_type = 2; // nex zoom
629         else if(button_zoom || zoomscript_caught)
630                 reticle_type = 1; // normal zoom
631         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
632                 reticle_type = 2; // nex zoom
633
634         if(autocvar_cl_reticle_stretch)
635         {
636                 reticle_size_x = vid_conwidth;
637                 reticle_size_y = vid_conheight;
638                 reticle_pos_x = 0;
639                 reticle_pos_y = 0;
640         }
641         else
642         {
643                 reticle_size_x = max(vid_conwidth, vid_conheight);
644                 reticle_size_y = max(vid_conwidth, vid_conheight);
645                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
646                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
647         }
648
649         f = current_zoomfraction;
650         if(zoomscript_caught)
651                 f = 1;
652         if(autocvar_cl_reticle_item_normal)
653         {
654                 precache_pic("gfx/reticle_normal");
655                 if(reticle_type == 1 && f)
656                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
657         }
658         if(autocvar_cl_reticle_item_nex)
659         {
660                 precache_pic("gfx/reticle_nex");
661                 if(reticle_type == 2 && f)
662                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
663         }
664
665         // improved polyblend
666         vector rgb;
667         if(autocvar_hud_damage)
668         {
669                 float myhealth_flash_temp;
670                 myhealth = getstati(STAT_HEALTH);
671
672                 // fade out
673                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
674                 // add new damage
675                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
676
677                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
678                 pain_threshold = autocvar_hud_damage_pain_threshold;
679                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
680                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
681
682                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
683                 {
684                         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);
685                 }
686
687                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
688
689                 if(myhealth_prev < 1)
690                 {
691                         if(myhealth >= 1)
692                         {
693                                 myhealth_flash = 0; // just spawned, clear the flash immediately
694                                 myhealth_flash_temp = 0;
695                         }
696                         else
697                         {
698                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
699                         }
700                 }
701
702                 if(spectatee_status == -1 || intermission)
703                 {
704                         myhealth_flash = 0; // observing, or match ended
705                         myhealth_flash_temp = 0;
706                 }
707
708                 myhealth_prev = myhealth;
709
710                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
711                 {
712                         if(autocvar_cl_gentle_damage == 2)
713                         {
714                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
715                                 {
716                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
717                                 }
718                         }
719                         else
720                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
721
722                         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);
723                 }
724                 else
725                         drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
726         }
727
728         // Draw the mouse cursor
729         // NOTE: drawpic must happen after R_RenderScene for some reason
730         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
731         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
732         //self = edict_num(player_localnum);
733         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
734         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
735         // as long as the ctf part isn't in, this is useless
736         if(menu_visible)
737                 menu_show();
738
739         /*if(gametype == GAME_CTF)
740           {
741           ctf_view();
742           } else */
743
744         // draw 2D entities
745         e = self;
746         for(self = world; (self = nextent(self)); )
747                 if(self.draw2d)
748                         self.draw2d();
749         self = e;
750
751         scoreboard_active = HUD_WouldDrawScoreboard();
752
753         float hud;
754         hud = getstati(STAT_HUD);
755         if(hud == HUD_SPIDERBOT)
756                 CSQC_SPIDER_HUD();
757         else if(hud == HUD_WAKIZASHI)
758         CSQC_WAKIZASHI_HUD();
759     else if(hud == HUD_RAPTOR)
760         CSQC_RAPTOR_HUD();
761         else
762         {
763                 if(gametype == GAME_FREEZETAG)
764                 {
765                         if(getstati(STAT_FROZEN))
766                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
767                         if(getstatf(STAT_REVIVE_PROGRESS))
768                         {
769                                 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);
770                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
771                         }
772                 }
773
774                 if(autocvar_r_letterbox == 0)
775                         if(autocvar_viewsize < 120)
776                                 CSQC_common_hud();
777
778                 // crosshair goes VERY LAST
779                 if(!scoreboard_active && !camera_active && intermission != 2) {
780                         string wcross_style;
781                         float wcross_alpha, wcross_resolution;
782                         wcross_style = autocvar_crosshair;
783                         if (wcross_style == "0")
784                                 return;
785                         wcross_resolution = autocvar_crosshair_size;
786                         if (wcross_resolution == 0)
787                                 return;
788                         wcross_alpha = autocvar_crosshair_alpha;
789                         if (wcross_alpha == 0)
790                                 return;
791
792                         // TrueAim check
793                         float shottype;
794                         float bullets, ring_scale;
795                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
796                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
797                         wcross_origin_z = 0;
798                         if(autocvar_crosshair_hittest)
799                         {
800                                 vector wcross_oldorigin;
801                                 wcross_oldorigin = wcross_origin;
802                                 shottype = TrueAimCheck();
803                                 if(shottype == SHOTTYPE_HITWORLD)
804                                 {
805                                         v = wcross_origin - wcross_oldorigin;
806                                         v_x /= vid_conwidth;
807                                         v_y /= vid_conheight;
808                                         if(vlen(v) > 0.01)
809                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
810                                 }
811                                 if(!autocvar_crosshair_hittest_showimpact)
812                                         wcross_origin = wcross_oldorigin;
813                         }
814                         else
815                                 shottype = SHOTTYPE_HITWORLD;
816
817                         vector wcross_color, wcross_size;
818                         string wcross_wep, wcross_name;
819                         float wcross_scale, wcross_blur;
820
821                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
822                                 e = get_weaponinfo(activeweapon);
823                                 if (e && e.netname != "")
824                                 {
825                                         wcross_wep = e.netname;
826                                         if(autocvar_crosshair_per_weapon)
827                                         {
828                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
829                                                 if (wcross_resolution == 0)
830                                                         return;
831                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
832                                                 if (wcross_alpha == 0)
833                                                         return;
834
835                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
836                                                 if(wcross_style == "" || wcross_style == "0")
837                                                         wcross_style = wcross_wep;
838                                         }
839                                 }
840                         }
841                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
842                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
843                         else
844                                 wcross_color = stov(autocvar_crosshair_color);
845
846                         wcross_name = strcat("gfx/crosshair", wcross_style);
847
848                         if(autocvar_crosshair_effect_scalefade)
849                         {
850                                 wcross_scale = wcross_resolution;
851                                 wcross_resolution = 1;
852                         }
853                         else
854                         {
855                                 wcross_scale = 1;
856                         }
857
858                         if(autocvar_crosshair_pickup)
859                         {
860                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
861                                 {
862                                         pickup_crosshair_size = 1;
863                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
864                                 }
865
866                                 if(pickup_crosshair_size > 0)
867                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
868                                 else
869                                         pickup_crosshair_size = 0;
870
871                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
872                         }
873
874                         if(shottype == SHOTTYPE_HITENEMY)
875                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
876                         if(shottype == SHOTTYPE_HITTEAM)
877                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
878
879                         f = autocvar_crosshair_effect_speed;
880                         if(f < 0)
881                                 f *= -2 * g_weaponswitchdelay;
882                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
883                         {
884                                 wcross_changedonetime = time + f;
885                         }
886                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
887                         {
888                                 wcross_name_changestarttime = time;
889                                 wcross_name_changedonetime = time + f;
890                                 if(wcross_name_goal_prev_prev)
891                                         strunzone(wcross_name_goal_prev_prev);
892                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
893                                 wcross_name_goal_prev = strzone(wcross_name);
894                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
895                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
896                                 wcross_resolution_goal_prev = wcross_resolution;
897                         }
898
899                         wcross_scale_goal_prev = wcross_scale;
900                         wcross_alpha_goal_prev = wcross_alpha;
901                         wcross_color_goal_prev = wcross_color;
902
903                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
904                         {
905                                 wcross_blur = 1;
906                                 wcross_alpha *= 0.75;
907                         }
908                         else
909                                 wcross_blur = 0;
910                         // *_prev is at time-frametime
911                         // * is at wcross_changedonetime+f
912                         // what do we have at time?
913                         if(time < wcross_changedonetime)
914                         {
915                                 f = frametime / (wcross_changedonetime - time + frametime);
916                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
917                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
918                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
919                         }
920
921                         wcross_scale_prev = wcross_scale;
922                         wcross_alpha_prev = wcross_alpha;
923                         wcross_color_prev = wcross_color;
924
925                         wcross_scale *= 1 - autocvar__menu_alpha;
926                         wcross_alpha *= 1 - autocvar__menu_alpha;
927
928                         ring_scale = autocvar_crosshair_ring_size;
929
930                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
931
932                         float nex_charge, nex_chargepool;
933                         nex_charge = getstatf(STAT_NEX_CHARGE);
934                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
935
936                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
937                                 nex_charge_movingavg = nex_charge;
938
939                         // ring around crosshair representing bullets left in camping rifle clip
940                         if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
941                         {
942                                 bullets = getstati(STAT_BULLETS_LOADED);
943                                 f = bound(0, bullets / cr_maxbullets, 1);
944
945                                 a = autocvar_crosshair_ring_sniperrifle_alpha;
946                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
947                         }
948                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
949                         {
950                                 if(nex_chargepool || use_nex_chargepool)
951                                 {
952                                         use_nex_chargepool = 1;
953
954                                         a = autocvar_crosshair_ring_nex_inner_alpha;
955                                         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;
956                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
957                                 }
958                                 else
959                                 {
960                                         // indicate how much we're charging right now with an inner circle
961                                         a = autocvar_crosshair_ring_nex_inner_alpha;
962                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
963
964                                         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;
965                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
966                                 }
967
968                                 // draw the charge
969                                 a = autocvar_crosshair_ring_nex_outer_alpha;
970                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
971                         }
972
973 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
974                         do \
975                         { \
976                                 if(wcross_blur > 0) \
977                                 { \
978                                         for(i = -2; i <= 2; ++i) \
979                                                 for(j = -2; j <= 2; ++j) \
980                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
981                                 } \
982                                 else \
983                                 { \
984                                         M(0,0,sz,wcross_name,wcross_alpha); \
985                                 } \
986                         } \
987                         while(0)
988
989 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
990                         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)
991
992 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
993                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
994
995                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
996                         {
997                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
998                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
999                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1000                                 f = 1 - f;
1001                         }
1002                         else
1003                         {
1004                                 f = 1;
1005                         }
1006
1007                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1008                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1009
1010                         if(autocvar_crosshair_dot)
1011             {
1012                 vector wcross_color_old;
1013                 wcross_color_old = wcross_color;
1014                 if(autocvar_crosshair_dot_color != "0")
1015                     wcross_color = stov(autocvar_crosshair_dot_color);
1016                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1017                 wcross_color = wcross_color_old;
1018             }
1019
1020                         wcross_name_alpha_goal_prev = f;
1021                 }
1022                 else
1023                 {
1024                         wcross_scale_prev = 0;
1025                         wcross_alpha_prev = 0;
1026                         wcross_scale_goal_prev = 0;
1027                         wcross_alpha_goal_prev = 0;
1028                         wcross_changedonetime = 0;
1029                         if(wcross_name_goal_prev)
1030                                 strunzone(wcross_name_goal_prev);
1031                         wcross_name_goal_prev = string_null;
1032                         if(wcross_name_goal_prev_prev)
1033                                 strunzone(wcross_name_goal_prev_prev);
1034                         wcross_name_goal_prev_prev = string_null;
1035                         wcross_name_changestarttime = 0;
1036                         wcross_name_changedonetime = 0;
1037                         wcross_name_alpha_goal_prev = 0;
1038                         wcross_name_alpha_goal_prev_prev = 0;
1039                         wcross_resolution_goal_prev = 0;
1040                         wcross_resolution_goal_prev_prev = 0;
1041                 }
1042         }
1043
1044         if(NextFrameCommand)
1045         {
1046                 localcmd("\n", NextFrameCommand, "\n");
1047                 NextFrameCommand = string_null;
1048         }
1049
1050         // we must do this check AFTER a frame was rendered, or it won't work
1051         if(cs_project_is_b0rked == 0)
1052         {
1053                 string w0, h0;
1054                 w0 = ftos(autocvar_vid_conwidth);
1055                 h0 = ftos(autocvar_vid_conheight);
1056                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1057                 //R_SetView(VF_FOV, '90 90 0');
1058                 R_SetView(VF_ORIGIN, '0 0 0');
1059                 R_SetView(VF_ANGLES, '0 0 0');
1060                 R_SetView(VF_PERSPECTIVE, 1);
1061                 makevectors('0 0 0');
1062                 vector v1, v2;
1063                 cvar_set("vid_conwidth", "800");
1064                 cvar_set("vid_conheight", "600");
1065                 v1 = cs_project(v_forward);
1066                 cvar_set("vid_conwidth", "640");
1067                 cvar_set("vid_conheight", "480");
1068                 v2 = cs_project(v_forward);
1069                 if(v1 == v2)
1070                         cs_project_is_b0rked = 1;
1071                 else
1072                         cs_project_is_b0rked = -1;
1073                 cvar_set("vid_conwidth", w0);
1074                 cvar_set("vid_conheight", h0);
1075         }
1076
1077         prev_spectatee_status = spectatee_status;
1078
1079         if(autocvar__hud_configure)
1080                 HUD_Panel_Mouse();
1081
1082         // let's reset the view back to normal for the end
1083         R_SetView(VF_MIN, '0 0 0');
1084         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1085 }
1086
1087 #define spider_h "gfx/vehicles/hud_bg.tga"
1088 #define spider_b "gfx/vehicles/sbot.tga"
1089 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1090 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1091 #define spider_s "gfx/vehicles/shiled.tga"
1092 #define spider_a1 "gfx/hud/sb_rocket.tga"
1093 #define spider_a2 "gfx/sb_bullets.tga"
1094
1095 void CSQC_SPIDER_HUD()
1096 {
1097         float rockets, reload, heat, hp, shield;
1098         vector picsize, hudloc;
1099
1100     // Fetch health & ammo stats
1101     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1102         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1103         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1104         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1105         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1106
1107     // Draw the crosshairs
1108     picsize = drawgetimagesize(SPIDER_CROSS);
1109     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1110     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1111     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1112
1113     hudloc_y =  4;
1114     hudloc_x = 4;
1115
1116     picsize = drawgetimagesize(spider_h) * 0.5;
1117     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1118
1119     picsize = drawgetimagesize(spider_a2) * 0.5;
1120     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1121
1122     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1123     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1124     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1125
1126     picsize = drawgetimagesize(spider_a1) * 0.85;
1127     if(rockets == 9)
1128     {
1129         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1130         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1131     }
1132     else
1133     {
1134         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1135         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1136     }
1137
1138     picsize = drawgetimagesize(spider_b) * 0.5;
1139     hudloc_y = 10.5;
1140     hudloc_x = 10.5;
1141
1142     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1143     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1144     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1145     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1146
1147
1148         /*
1149         // Draw health bar
1150         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1151         p = p + '0 1 0' * vid_conheight - '0 32 0';
1152         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1153         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1154         p_y += 8;
1155         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1156         p_x += 256 * hp;
1157         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1158
1159         // Draw minigun heat indicator
1160         p = '0.5 0 0' * (vid_conwidth - 256);
1161         p = p + '0 1 0' * vid_conheight - '0 34  0';
1162         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1163         p_x += 256 * (1-heat);
1164         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1165
1166
1167         // Draw rocket icons for loaded/empty tubes.
1168         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1169         pp += '0 1 0' * vid_conheight - '0 64 0';
1170         for(i = 0; i < 8; ++i)
1171         {
1172                 p = pp + '1 0 0' * (rkt_size * i);
1173                 if(rockets == 8)
1174                 {
1175                         if(floor(reload * 8) == i)
1176                         {
1177                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1178                         }
1179                         else if(i < reload * 8)
1180                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1181                         else
1182                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1183                 }
1184                 else
1185                 {
1186                         if(i < rockets)
1187                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1188                         else
1189                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1190                 }
1191         }
1192         */
1193
1194         if (scoreboard_showscores)
1195         {
1196                 HUD_DrawScoreboard();
1197                 HUD_DrawCenterPrint();
1198         }
1199
1200 }
1201
1202 #define raptor_h "gfx/vehicles/hud_bg.tga"
1203 #define raptor_b "gfx/vehicles/raptor.tga"
1204 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1205 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1206 #define raptor_s "gfx/vehicles/shiled.tga"
1207
1208 void CSQC_RAPTOR_HUD()
1209 {
1210         float reload, hp, shield, energy;
1211         vector picsize, hudloc;
1212
1213     // Fetch health & ammo stats
1214     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1215         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1216         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1217         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1218
1219     // Draw the crosshairs
1220     picsize = drawgetimagesize(SPIDER_CROSS);
1221     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1222     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1223     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1224
1225     hudloc_y =  4;
1226     hudloc_x = 4;
1227
1228     picsize = drawgetimagesize(raptor_h) * 0.5;
1229     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1230
1231     picsize = drawgetimagesize(spider_a2) * 0.5;
1232     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1233
1234     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1235     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1236     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1237
1238
1239     picsize = drawgetimagesize(spider_a1) * 0.85;
1240     if(reload == 1)
1241     {
1242         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1243         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1244     }
1245     else
1246     {
1247         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1248         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1249     }
1250
1251     picsize = drawgetimagesize(raptor_b) * 0.5;
1252     hudloc_y = 10.5;
1253     hudloc_x = 10.5;
1254
1255     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1256     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1257     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1258     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1259
1260
1261         if (scoreboard_showscores)
1262         {
1263                 HUD_DrawScoreboard();
1264                 HUD_DrawCenterPrint();
1265         }
1266
1267 }
1268
1269 #define waki_h "gfx/vehicles/hud_bg.tga"
1270 #define waki_b "gfx/vehicles/waki.tga"
1271 #define waki_e "gfx/vehicles/waki_e.tga"
1272 #define waki_g "gfx/vehicles/waki_guns.tga"
1273 #define waki_r "gfx/vehicles/waki_rockets.tga"
1274 #define waki_s "gfx/vehicles/shiled.tga"
1275
1276 #define waki_a1 "gfx/hud/sb_rocket.tga"
1277 #define waki_a2 "gfx/sb_cells.tga"
1278
1279 void CSQC_WAKIZASHI_HUD()
1280 {
1281         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1282         float health, shield, energy, rockets;
1283         vector picsize, hudloc;
1284
1285     picsize = drawgetimagesize(SPIDER_CROSS);
1286     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1287     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1288     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1289
1290 /*
1291 const float STAT_VEHICLESTAT_HEALTH  = 60;
1292 const float STAT_VEHICLESTAT_SHIELD  = 61;
1293 const float STAT_VEHICLESTAT_ENERGY  = 62;
1294 const float STAT_VEHICLESTAT_AMMO1   = 63;
1295 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1296 const float STAT_VEHICLESTAT_AMMO2   = 65;
1297 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1298 */
1299     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1300         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1301         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1302         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1303
1304     hudloc_y =  4;
1305     hudloc_x = 4;
1306
1307     picsize = drawgetimagesize(waki_h) * 0.5;
1308     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1309
1310     picsize = drawgetimagesize(waki_a2) * 0.7;
1311     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1312
1313
1314     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1315     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1316
1317     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1318
1319     picsize = drawgetimagesize(waki_a1) * 0.75;
1320     if(rockets == 1)
1321     {
1322         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1323         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1324     }
1325     else
1326     {
1327         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1328         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1329         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1330     }
1331
1332     picsize = drawgetimagesize(waki_b) * 0.5;
1333     hudloc_y = 10.5;
1334     hudloc_x = 10.5;
1335
1336     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1337     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1338     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1339     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1340
1341
1342
1343         /*
1344         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1345         p = p + '0 1 0' * vid_conheight - '0 32 0';
1346
1347         // Draw health bar
1348         p_y += 8;
1349         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1350         p_x += 256 * health;
1351         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1352
1353         // Draw shiled bar
1354         p_x -= 256 * health;
1355         p_y += 4;
1356         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1357
1358         // Draw energy
1359         //p_x -= 256 * health;
1360         p_y -= 8;
1361         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1362
1363         // Draw rockets bar
1364         p_y += 12;
1365         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1366         */
1367
1368
1369
1370
1371         if (scoreboard_showscores)
1372         {
1373                 HUD_DrawScoreboard();
1374                 HUD_DrawCenterPrint();
1375         }
1376
1377 }
1378
1379
1380 void CSQC_common_hud(void)
1381 {
1382         // HUD_SortFrags(); done in HUD_Draw
1383         float hud;
1384         hud = getstati(STAT_HUD);
1385
1386         //hud = 10;
1387         switch(hud)
1388         {
1389                 case HUD_NORMAL:
1390                         // do some accuracy var caching
1391                         float i;
1392                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1393                         {
1394                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1395                                 {
1396                                         if(acc_color_levels)
1397                                                 strunzone(acc_color_levels);
1398                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1399                                         acc_levels = tokenize(acc_color_levels);
1400                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1401                                                 acc_levels = MAX_ACCURACY_LEVELS;
1402
1403                                         for (i = 0; i < acc_levels; ++i)
1404                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1405                                 }
1406                                 // let know that acc_col[] needs to be loaded
1407                                 acc_col_x[0] = -1;
1408                         }
1409
1410                         HUD_Main(); // always run these functions for alpha checks
1411                         HUD_DrawScoreboard();
1412
1413                         if (scoreboard_active) // scoreboard/accuracy
1414                         {       
1415                                 HUD_Reset();
1416                                 // HUD_DrawScoreboard takes care of centerprint_start
1417                         }
1418                         else if (intermission == 2) // map voting screen
1419                         {
1420                                 HUD_FinaleOverlay();
1421                                 HUD_Reset();
1422
1423                                 centerprint_start_x = 0;
1424                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1425                         }
1426                         else // hud
1427                         {
1428                                 centerprint_start_x = 0;
1429                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1430                         }
1431
1432                         HUD_DrawCenterPrint();
1433                         break;
1434
1435                 case HUD_SPIDERBOT:
1436                         CSQC_SPIDER_HUD();
1437                         break;
1438
1439                 case HUD_WAKIZASHI:
1440                         CSQC_WAKIZASHI_HUD();
1441                         break;
1442         }
1443 }
1444
1445
1446 // following vectors must be global to allow seamless switching between camera modes
1447 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1448 void CSQC_Demo_Camera()
1449 {
1450         float speed, attenuation, dimensions;
1451         vector tmp, delta;
1452
1453         if( autocvar_camera_reset || !camera_mode )
1454         {
1455                 camera_offset = '0 0 0';
1456                 current_angles = '0 0 0';
1457                 camera_direction = '0 0 0';
1458                 camera_offset_z += 30;
1459                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1460                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1461                 current_origin = view_origin;
1462                 current_camera_offset  = camera_offset;
1463                 cvar_set("camera_reset", "0");
1464                 camera_mode = CAMERA_CHASE;
1465         }
1466
1467         // Camera angles
1468         if( camera_roll )
1469                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1470
1471         if(autocvar_camera_look_player)
1472         {
1473                 local vector dir;
1474                 local float n;
1475
1476                 dir = normalize(view_origin - current_position);
1477                 n = mouse_angles_z;
1478                 mouse_angles = vectoangles(dir);
1479                 mouse_angles_x = mouse_angles_x * -1;
1480                 mouse_angles_z = n;
1481         }
1482         else
1483         {
1484                 tmp = getmousepos() * 0.1;
1485                 if(vlen(tmp)>autocvar_camera_mouse_treshold)
1486                 {
1487                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1488                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1489                 }
1490         }
1491
1492         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1493         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1494         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1495         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1496
1497         // Fix difference when angles don't have the same sign
1498         delta = '0 0 0';
1499         if(mouse_angles_y < -60 && current_angles_y > 60)
1500                 delta = '0 360 0';
1501         if(mouse_angles_y > 60 && current_angles_y < -60)
1502                 delta = '0 -360 0';
1503
1504         if(autocvar_camera_look_player)
1505                 attenuation = autocvar_camera_look_attenuation;
1506         else
1507                 attenuation = autocvar_camera_speed_attenuation;
1508
1509         attenuation = 1 / max(1, attenuation);
1510         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1511
1512         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1513         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1514         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1515         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1516
1517         // Camera position
1518         tmp = '0 0 0';
1519         dimensions = 0;
1520
1521         if( camera_direction_x )
1522         {
1523                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1524                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1525                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1526                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1527                 ++dimensions;
1528         }
1529
1530         if( camera_direction_y )
1531         {
1532                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1533                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1534                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1535                 ++dimensions;
1536         }
1537
1538         if( camera_direction_z )
1539         {
1540                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1541                 ++dimensions;
1542         }
1543
1544         if(autocvar_camera_free)
1545                 speed = autocvar_camera_speed_free;
1546         else
1547                 speed = autocvar_camera_speed_chase;
1548
1549         if(dimensions)
1550         {
1551                 speed = speed * sqrt(1 / dimensions);
1552                 camera_offset += tmp * speed;
1553         }
1554
1555         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1556
1557         // Camera modes
1558         if( autocvar_camera_free )
1559         {
1560                 if ( camera_mode == CAMERA_CHASE )
1561                 {
1562                         current_camera_offset = current_origin + current_camera_offset;
1563                         camera_offset = current_origin + camera_offset;
1564                 }
1565
1566                 camera_mode = CAMERA_FREE;
1567                 current_position = current_camera_offset;
1568         }
1569         else
1570         {
1571                 if ( camera_mode == CAMERA_FREE )
1572                 {
1573                         current_origin = view_origin;
1574                         camera_offset = camera_offset - current_origin;
1575                         current_camera_offset = current_camera_offset - current_origin;
1576                 }
1577
1578                 camera_mode = CAMERA_CHASE;
1579
1580                 if(autocvar_camera_chase_smoothly)
1581                         current_origin += (view_origin - current_origin) * attenuation;
1582                 else
1583                         current_origin = view_origin;
1584
1585                 current_position = current_origin + current_camera_offset;
1586         }
1587
1588         R_SetView(VF_ANGLES, current_angles);
1589         R_SetView(VF_ORIGIN, current_position);
1590 }