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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #if defined(CSQC)
2         #include "../dpdefs/csprogsdefs.qh"
3         #include "defs.qh"
4         #include "../common/constants.qh"
5         #include "../common/stats.qh"
6         #include "../warpzonelib/mathlib.qh"
7         #include "../warpzonelib/common.qh"
8         #include "../warpzonelib/client.qh"
9         #include "../common/teams.qh"
10         #include "../common/util.qh"
11         #include "../common/nades.qh"
12         #include "../common/weapons/weapons.qh"
13         #include "../common/mapinfo.qh"
14         #include "autocvars.qh"
15         #include "announcer.qh"
16         #include "hud.qh"
17         #include "hud_config.qh"
18         #include "hook.qh"
19         #include "mapvoting.qh"
20         #include "miscfunctions.qh"
21         #include "scoreboard.qh"
22         #include "shownames.qh"
23         #include "target_music.qh"
24         #include "noise.qh"
25         #include "main.qh"
26         #include "waypointsprites.qh"
27         #include "vehicles/vehicles.qh"
28         #include "../csqcmodellib/cl_player.qh"
29 #elif defined(MENUQC)
30 #elif defined(SVQC)
31 #endif
32
33 entity porto;
34 vector polyline[16];
35 void Porto_Draw()
36 {
37         vector p, dir, ang, q, nextdir;
38         float portal_number, portal1_idx;
39
40         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
41                 return;
42         if(g_balance_porto_secondary)
43                 return;
44         if(intermission == 1)
45                 return;
46         if(intermission == 2)
47                 return;
48         if (getstati(STAT_HEALTH) <= 0)
49                 return;
50
51         dir = view_forward;
52
53         if(angles_held_status)
54         {
55                 makevectors(angles_held);
56                 dir = v_forward;
57         }
58
59         p = view_origin;
60
61         polyline[0] = p;
62         int idx = 1;
63         portal_number = 0;
64         nextdir = dir;
65
66         for (;;)
67         {
68                 dir = nextdir;
69                 traceline(p, p + 65536 * dir, true, porto);
70                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
71                         return;
72                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
73                 p = trace_endpos;
74                 polyline[idx] = p;
75                 ++idx;
76                 if(idx >= 16)
77                         return;
78                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
79                         continue;
80                 ++portal_number;
81                 ang = vectoangles2(trace_plane_normal, dir);
82                 ang.x = -ang.x;
83                 makevectors(ang);
84                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
85                         return;
86                 if(portal_number == 1)
87                 {
88                         portal1_idx = idx;
89                         if(portal_number >= 2)
90                                 break;
91                 }
92         }
93
94         while(idx >= 2)
95         {
96                 p = polyline[idx-2];
97                 q = polyline[idx-1];
98                 if(idx == 2)
99                         p = p - view_up * 16;
100                 if(idx-1 >= portal1_idx)
101                 {
102                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
103                 }
104                 else
105                 {
106                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
107                 }
108                 --idx;
109         }
110 }
111
112 void Porto_Init()
113 {
114         porto = spawn();
115         porto.classname = "porto";
116         porto.draw = Porto_Draw;
117         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
118 }
119
120 float drawtime;
121 float avgspeed;
122 vector GetCurrentFov(float fov)
123 {
124         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
125         float velocityzoom, curspeed;
126         vector v;
127
128         zoomsensitivity = autocvar_cl_zoomsensitivity;
129         zoomfactor = autocvar_cl_zoomfactor;
130         if(zoomfactor < 1 || zoomfactor > 16)
131                 zoomfactor = 2.5;
132         zoomspeed = autocvar_cl_zoomspeed;
133         if(zoomspeed >= 0)
134         if(zoomspeed < 0.5 || zoomspeed > 16)
135                         zoomspeed = 3.5;
136
137         zoomdir = button_zoom;
138         if(hud == HUD_NORMAL)
139         if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
140                 zoomdir += button_attack2;
141         if(spectatee_status > 0 || isdemo())
142         {
143                 if(spectatorbutton_zoom)
144                 {
145                         if(zoomdir)
146                                 zoomdir = 0;
147                         else
148                                 zoomdir = 1;
149                 }
150                 // fteqcc failed twice here already, don't optimize this
151         }
152
153         if(zoomdir) { zoomin_effect = 0; }
154
155         if(camera_active)
156         {
157                 current_viewzoom = min(1, current_viewzoom + drawframetime);
158         }
159         else if(autocvar_cl_spawnzoom && zoomin_effect)
160         {
161                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
162
163                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
164                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
165                 if(current_viewzoom == 1) { zoomin_effect = 0; }
166         }
167         else
168         {
169                 if(zoomspeed < 0) // instant zoom
170                 {
171                         if(zoomdir)
172                                 current_viewzoom = 1 / zoomfactor;
173                         else
174                                 current_viewzoom = 1;
175                 }
176                 else
177                 {
178                         if(zoomdir)
179                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
180                         else
181                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
182                 }
183         }
184
185         if(almost_equals(current_viewzoom, 1))
186                 current_zoomfraction = 0;
187         else if(almost_equals(current_viewzoom, 1/zoomfactor))
188                 current_zoomfraction = 1;
189         else
190                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
191
192         if(zoomsensitivity < 1)
193                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
194         else
195                 setsensitivityscale(1);
196
197         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
198         {
199                 if(intermission) { curspeed = 0; }
200                 else
201                 {
202
203                         makevectors(view_angles);
204                         v = pmove_vel;
205                         if(csqcplayer)
206                                 v = csqcplayer.velocity;
207
208                         switch(autocvar_cl_velocityzoom_type)
209                         {
210                                 case 3: curspeed = max(0, v_forward * v); break;
211                                 case 2: curspeed = (v_forward * v); break;
212                                 case 1: default: curspeed = vlen(v); break;
213                         }
214                 }
215
216                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
217                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
218                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
219
220                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
221         }
222         else
223                 velocityzoom = 1;
224
225         float frustumx, frustumy, fovx, fovy;
226         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
227         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
228         fovx = atan2(frustumx, 1) / M_PI * 360.0;
229         fovy = atan2(frustumy, 1) / M_PI * 360.0;
230
231         return '1 0 0' * fovx + '0 1 0' * fovy;
232 }
233
234 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
235 {
236         float fovx, fovy;
237         float width = (ov_worldmax.x - ov_worldmin.x);
238         float height = (ov_worldmax.y - ov_worldmin.y);
239         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
240         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
241         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
242         return '1 0 0' * fovx + '0 1 0' * fovy;
243 }
244
245 // this function must match W_SetupShot!
246 float zoomscript_caught;
247
248 vector wcross_origin;
249 float wcross_scale_prev, wcross_alpha_prev;
250 vector wcross_color_prev;
251 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
252 vector wcross_color_goal_prev;
253 float wcross_changedonetime;
254
255 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
256 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
257 float wcross_name_changestarttime, wcross_name_changedonetime;
258 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
259
260 float wcross_ring_prev;
261
262 entity trueaim;
263 entity trueaim_rifle;
264
265 const float SHOTTYPE_HITTEAM = 1;
266 const float SHOTTYPE_HITOBSTRUCTION = 2;
267 const float SHOTTYPE_HITWORLD = 3;
268 const float SHOTTYPE_HITENEMY = 4;
269
270 void TrueAim_Init()
271 {
272         trueaim = spawn();
273         trueaim.classname = "trueaim";
274         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
275         trueaim_rifle = spawn();
276         trueaim_rifle.classname = "trueaim_rifle";
277         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
278 }
279
280 float EnemyHitCheck()
281 {
282         float t, n;
283         wcross_origin = project_3d_to_2d(trace_endpos);
284         wcross_origin.z = 0;
285         if(trace_ent)
286                 n = trace_ent.entnum;
287         else
288                 n = trace_networkentity;
289         if(n < 1)
290                 return SHOTTYPE_HITWORLD;
291         if(n > maxclients)
292                 return SHOTTYPE_HITWORLD;
293         t = GetPlayerColor(n - 1);
294         if(teamplay)
295                 if(t == myteam)
296                         return SHOTTYPE_HITTEAM;
297         if(t == NUM_SPECTATOR)
298                 return SHOTTYPE_HITWORLD;
299         return SHOTTYPE_HITENEMY;
300 }
301
302 float TrueAimCheck()
303 {
304         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
305         vector vecs, trueaimpoint, w_shotorg;
306         vector mi, ma, dv;
307         float shottype;
308         entity ta;
309         float mv;
310
311         mi = ma = '0 0 0';
312         ta = trueaim;
313         mv = MOVE_NOMONSTERS;
314
315         switch(activeweapon) // WEAPONTODO
316         {
317                 case WEP_TUBA: // no aim
318                 case WEP_PORTO: // shoots from eye
319                 case WEP_HOOK: // no trueaim
320                 case WEP_MORTAR: // toss curve
321                         return SHOTTYPE_HITWORLD;
322                 case WEP_VORTEX:
323                 case WEP_VAPORIZER:
324                         mv = MOVE_NORMAL;
325                         break;
326                 case WEP_RIFLE:
327                         ta = trueaim_rifle;
328                         mv = MOVE_NORMAL;
329                         if(zoomscript_caught)
330                         {
331                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
332                                 return EnemyHitCheck();
333                         }
334                         break;
335                 case WEP_DEVASTATOR: // projectile has a size!
336                         mi = '-3 -3 -3';
337                         ma = '3 3 3';
338                         break;
339                 case WEP_FIREBALL: // projectile has a size!
340                         mi = '-16 -16 -16';
341                         ma = '16 16 16';
342                         break;
343                 case WEP_SEEKER: // projectile has a size!
344                         mi = '-2 -2 -2';
345                         ma = '2 2 2';
346                         break;
347                 case WEP_ELECTRO: // projectile has a size!
348                         mi = '0 0 -3';
349                         ma = '0 0 -3';
350                         break;
351         }
352
353         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
354
355         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
356
357         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
358         trueaimpoint = trace_endpos;
359
360         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
361                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
362
363         if(vecs.x > 0)
364                 vecs.y = -vecs.y;
365         else
366                 vecs = '0 0 0';
367
368         dv = view_right * vecs.y + view_up * vecs.z;
369         w_shotorg = traceorigin + dv;
370
371         // now move the vecs forward as much as requested if possible
372         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
373         w_shotorg = trace_endpos - view_forward * nudge;
374
375         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
376         shottype = EnemyHitCheck();
377         if(shottype != SHOTTYPE_HITWORLD)
378                 return shottype;
379
380 #if 0
381         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
382         // or rather, I know why, but see no fix
383         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
384                 // 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
385                 return SHOTTYPE_HITOBSTRUCTION;
386 #endif
387
388         return SHOTTYPE_HITWORLD;
389 }
390
391 void CSQC_common_hud(void);
392
393 void PostInit(void);
394 void CSQC_Demo_Camera();
395 float HUD_WouldDrawScoreboard();
396 float camera_mode;
397 const float CAMERA_FREE = 1;
398 const float CAMERA_CHASE = 2;
399 float reticle_type;
400 string reticle_image;
401 string NextFrameCommand;
402 void CSQC_SPIDER_HUD();
403 void CSQC_RAPTOR_HUD();
404
405 vector freeze_org, freeze_ang;
406 entity nightvision_noise, nightvision_noise2;
407
408 const float MAX_TIME_DIFF = 5;
409 float pickup_crosshair_time, pickup_crosshair_size;
410 float hitindication_crosshair_size;
411 float use_vortex_chargepool;
412
413 float myhealth, myhealth_prev;
414 float myhealth_flash;
415
416 float old_blurradius, old_bluralpha;
417 float old_sharpen_intensity;
418
419 vector myhealth_gentlergb;
420
421 float contentavgalpha, liquidalpha_prev;
422 vector liquidcolor_prev;
423
424 float eventchase_current_distance;
425 float eventchase_running;
426 float WantEventchase()
427 {
428         if(autocvar_cl_orthoview)
429                 return false;
430         if(intermission)
431                 return true;
432         if(spectatee_status >= 0)
433         {
434                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
435                         return true;
436                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
437                 {
438                         if(autocvar_cl_eventchase_death == 2)
439                         {
440                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
441                                 if(self.velocity == '0 0 0' || eventchase_running)
442                                         return true;
443                         }
444                         else return true;
445                 }
446         }
447         return false;
448 }
449
450 vector damage_blurpostprocess, content_blurpostprocess;
451
452 float checkfail[16];
453
454 float unaccounted_damage = 0;
455 void UpdateDamage()
456 {
457         // accumulate damage with each stat update
458         static float damage_total_prev = 0;
459         float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
460         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
461         damage_total_prev = damage_total;
462
463         static float damage_dealt_time_prev = 0;
464         float damage_dealt_time = getstatf(STAT_HIT_TIME);
465         if (damage_dealt_time != damage_dealt_time_prev)
466         {
467                 unaccounted_damage += unaccounted_damage_new;
468                 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
469         }
470         damage_dealt_time_prev = damage_dealt_time;
471
472         // prevent hitsound when switching spectatee
473         static float spectatee_status_prev = 0;
474         if (spectatee_status != spectatee_status_prev)
475                 unaccounted_damage = 0;
476         spectatee_status_prev = spectatee_status;
477 }
478
479 void UpdateHitsound()
480 {
481         // varying sound pitch
482
483         static float hitsound_time_prev = 0;
484         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
485         float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
486         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
487         {
488                 if (autocvar_cl_hitsound && unaccounted_damage)
489                 {
490                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
491                         float a = autocvar_cl_hitsound_max_pitch;
492                         float b = autocvar_cl_hitsound_min_pitch;
493                         float c = autocvar_cl_hitsound_nom_damage;
494                         float x = unaccounted_damage;
495                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
496
497                         // if sound variation is disabled, set pitch_shift to 1
498                         if (autocvar_cl_hitsound == 1)
499                                 pitch_shift = 1;
500
501                         // if pitch shift is reversed, mirror in (max-min)/2 + min
502                         if (autocvar_cl_hitsound == 3)
503                         {
504                                 float mirror_value = (a-b)/2 + b;
505                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
506                         }
507
508                         dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
509
510                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
511                         // todo: normalize sound pressure levels? seems unnecessary
512
513                         sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
514                 }
515                 unaccounted_damage = 0;
516                 hitsound_time_prev = time;
517         }
518
519         static float typehit_time_prev = 0;
520         float typehit_time = getstatf(STAT_TYPEHIT_TIME);
521         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
522         {
523                 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
524                 typehit_time_prev = typehit_time;
525         }
526 }
527
528 void UpdateCrosshair()
529 {
530         static float rainbow_last_flicker;
531     static vector rainbow_prev_color;
532         entity e = self;
533         float f, i, j;
534         vector v;
535         if(getstati(STAT_FROZEN))
536                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
537         else if (getstatf(STAT_HEALING_ORB)>time)
538                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
539         if(!intermission)
540         if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
541         {
542                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
543                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
544         }
545         else if(getstatf(STAT_REVIVE_PROGRESS))
546         {
547                 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);
548                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
549         }
550
551         if(autocvar_r_letterbox == 0)
552                 if(autocvar_viewsize < 120)
553                         CSQC_common_hud();
554
555         // crosshair goes VERY LAST
556         if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
557         {
558                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
559                         return;
560
561                 string wcross_style;
562                 float wcross_alpha, wcross_resolution;
563                 wcross_style = autocvar_crosshair;
564                 if (wcross_style == "0")
565                         return;
566                 wcross_resolution = autocvar_crosshair_size;
567                 if (wcross_resolution == 0)
568                         return;
569                 wcross_alpha = autocvar_crosshair_alpha;
570                 if (wcross_alpha == 0)
571                         return;
572
573                 // TrueAim check
574                 float shottype;
575
576                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
577                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
578                 wcross_origin.z = 0;
579                 if(autocvar_crosshair_hittest)
580                 {
581                         vector wcross_oldorigin;
582                         wcross_oldorigin = wcross_origin;
583                         shottype = TrueAimCheck();
584                         if(shottype == SHOTTYPE_HITWORLD)
585                         {
586                                 v = wcross_origin - wcross_oldorigin;
587                                 v.x /= vid_conwidth;
588                                 v.y /= vid_conheight;
589                                 if(vlen(v) > 0.01)
590                                         shottype = SHOTTYPE_HITOBSTRUCTION;
591                         }
592                         if(!autocvar_crosshair_hittest_showimpact)
593                                 wcross_origin = wcross_oldorigin;
594                 }
595                 else
596                         shottype = SHOTTYPE_HITWORLD;
597
598                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
599                 string wcross_name = "";
600                 float wcross_scale, wcross_blur;
601
602                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
603                 {
604                         e = get_weaponinfo(switchingweapon);
605                         if(e)
606                         {
607                                 if(autocvar_crosshair_per_weapon)
608                                 {
609                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
610                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
611                                         //if (wcross_resolution == 0)
612                                                 //return;
613
614                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
615                                         wcross_resolution *= e.w_crosshair_size;
616                                         wcross_name = e.w_crosshair;
617                                 }
618                         }
619                 }
620
621                 if(wcross_name == "")
622                         wcross_name = strcat("gfx/crosshair", wcross_style);
623
624                 // MAIN CROSSHAIR COLOR DECISION
625                 switch(autocvar_crosshair_color_special)
626                 {
627                         case 1: // crosshair_color_per_weapon
628                         {
629                                 if(e)
630                                 {
631                                         wcross_color = e.wpcolor;
632                                         break;
633                                 }
634                                 else { goto normalcolor; }
635                         }
636
637                         case 2: // crosshair_color_by_health
638                         {
639                                 float x = getstati(STAT_HEALTH);
640
641                                 //x = red
642                                 //y = green
643                                 //z = blue
644
645                                 wcross_color.z = 0;
646
647                                 if(x > 200)
648                                 {
649                                         wcross_color.x = 0;
650                                         wcross_color.y = 1;
651                                 }
652                                 else if(x > 150)
653                                 {
654                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
655                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
656                                 }
657                                 else if(x > 100)
658                                 {
659                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
660                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
661                                         wcross_color.z = 1 - (x-100)*0.02;
662                                 }
663                                 else if(x > 50)
664                                 {
665                                         wcross_color.x = 1;
666                                         wcross_color.y = 1;
667                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
668                                 }
669                                 else if(x > 20)
670                                 {
671                                         wcross_color.x = 1;
672                                         wcross_color.y = (x-20)*90/27/100;
673                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
674                                 }
675                                 else
676                                 {
677                                         wcross_color.x = 1;
678                                         wcross_color.y = 0;
679                                 }
680                                 break;
681                         }
682
683                         case 3: // crosshair_color_rainbow
684                         {
685                                 if(time >= rainbow_last_flicker)
686                                 {
687                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
688                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
689                                 }
690                                 wcross_color = rainbow_prev_color;
691                                 break;
692                         }
693                         :normalcolor
694                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
695                 }
696
697                 if(autocvar_crosshair_effect_scalefade)
698                 {
699                         wcross_scale = wcross_resolution;
700                         wcross_resolution = 1;
701                 }
702                 else
703                 {
704                         wcross_scale = 1;
705                 }
706
707                 if(autocvar_crosshair_pickup)
708                 {
709                         float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
710
711                         if(pickup_crosshair_time < stat_pickup_time)
712                         {
713                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
714                                         pickup_crosshair_size = 1;
715
716                                 pickup_crosshair_time = stat_pickup_time;
717                         }
718
719                         if(pickup_crosshair_size > 0)
720                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
721                         else
722                                 pickup_crosshair_size = 0;
723
724                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
725                 }
726
727                 // todo: make crosshair hit indication dependent on damage dealt
728                 if(autocvar_crosshair_hitindication)
729                 {
730                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
731
732                         if(unaccounted_damage)
733                         {
734                                 hitindication_crosshair_size = 1;
735                         }
736
737                         if(hitindication_crosshair_size > 0)
738                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
739                         else
740                                 hitindication_crosshair_size = 0;
741
742                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
743                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
744                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
745                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
746                 }
747
748                 if(shottype == SHOTTYPE_HITENEMY)
749                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
750                 if(shottype == SHOTTYPE_HITTEAM)
751                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
752
753                 f = fabs(autocvar_crosshair_effect_time);
754                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
755                 {
756                         wcross_changedonetime = time + f;
757                 }
758                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
759                 {
760                         wcross_name_changestarttime = time;
761                         wcross_name_changedonetime = time + f;
762                         if(wcross_name_goal_prev_prev)
763                                 strunzone(wcross_name_goal_prev_prev);
764                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
765                         wcross_name_goal_prev = strzone(wcross_name);
766                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
767                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
768                         wcross_resolution_goal_prev = wcross_resolution;
769                 }
770
771                 wcross_scale_goal_prev = wcross_scale;
772                 wcross_alpha_goal_prev = wcross_alpha;
773                 wcross_color_goal_prev = wcross_color;
774
775                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
776                 {
777                         wcross_blur = 1;
778                         wcross_alpha *= 0.75;
779                 }
780                 else
781                         wcross_blur = 0;
782                 // *_prev is at time-frametime
783                 // * is at wcross_changedonetime+f
784                 // what do we have at time?
785                 if(time < wcross_changedonetime)
786                 {
787                         f = frametime / (wcross_changedonetime - time + frametime);
788                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
789                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
790                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
791                 }
792
793                 wcross_scale_prev = wcross_scale;
794                 wcross_alpha_prev = wcross_alpha;
795                 wcross_color_prev = wcross_color;
796
797                 wcross_scale *= 1 - autocvar__menu_alpha;
798                 wcross_alpha *= 1 - autocvar__menu_alpha;
799                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
800
801                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
802                 {
803                         // crosshair rings for weapon stats
804                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
805                         {
806                                 // declarations and stats
807                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
808                                 string ring_image = string_null, ring_inner_image = string_null;
809                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
810
811                                 ring_scale = autocvar_crosshair_ring_size;
812
813                                 float weapon_clipload, weapon_clipsize;
814                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
815                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
816
817                                 float ok_ammo_charge, ok_ammo_chargepool;
818                                 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
819                                 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
820
821                                 float vortex_charge, vortex_chargepool;
822                                 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
823                                 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
824
825                                 float arc_heat = getstatf(STAT_ARC_HEAT);
826
827                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
828                                         vortex_charge_movingavg = vortex_charge;
829
830
831                                 // handle the values
832                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
833                                 {
834                                         if (vortex_chargepool || use_vortex_chargepool) {
835                                                 use_vortex_chargepool = 1;
836                                                 ring_inner_value = vortex_chargepool;
837                                         } else {
838                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
839                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
840                                         }
841
842                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
843                                         ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
844                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
845
846                                         // draw the outer ring to show the current charge of the weapon
847                                         ring_value = vortex_charge;
848                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
849                                         ring_rgb = wcross_color;
850                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
851                                 }
852                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
853                                 {
854                                         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.
855                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
856                                         ring_rgb = wcross_color;
857                                         ring_image = "gfx/crosshair_ring.tga";
858                                 }
859                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
860                                 {
861                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
862                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
863                                         ring_rgb = wcross_color;
864                                         ring_image = "gfx/crosshair_ring.tga";
865                                 }
866                                 else if (ok_ammo_charge)
867                                 {
868                                         ring_value = ok_ammo_chargepool;
869                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
870                                         ring_rgb = wcross_color;
871                                         ring_image = "gfx/crosshair_ring.tga";
872                                 }
873                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
874                                 {
875                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
876                                         ring_scale = autocvar_crosshair_ring_reload_size;
877                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
878                                         ring_rgb = wcross_color;
879
880                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
881                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
882                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
883                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
884                                         else
885                                                 ring_image = "gfx/crosshair_ring.tga";
886                                 }
887                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
888                                 {
889                                         ring_value = arc_heat;
890                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
891                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
892                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
893                                         ring_image = "gfx/crosshair_ring.tga";
894                                 }
895
896                                 // if in weapon switch animation, fade ring out/in
897                                 if(autocvar_crosshair_effect_time > 0)
898                                 {
899                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
900                                         if (f >= 1)
901                                         {
902                                                 wcross_ring_prev = ((ring_image) ? true : false);
903                                         }
904
905                                         if(wcross_ring_prev)
906                                         {
907                                                 if(f < 1)
908                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
909                                         }
910                                         else
911                                         {
912                                                 if(f < 1)
913                                                         ring_alpha *= bound(0, f, 1);
914                                         }
915                                 }
916
917                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
918                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
919
920                                 if (ring_value)
921                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
922                         }
923
924 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
925                         do \
926                         { \
927                                 if(wcross_blur > 0) \
928                                 { \
929                                         for(i = -2; i <= 2; ++i) \
930                                         for(j = -2; j <= 2; ++j) \
931                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
932                                 } \
933                                 else \
934                                 { \
935                                         M(0,0,sz,wcross_name,wcross_alpha); \
936                                 } \
937                         } \
938                         while(0)
939
940 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
941                         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)
942
943 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
944                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
945
946                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
947                         {
948                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
949                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
950                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
951                                 f = 1 - f;
952                         }
953                         else
954                         {
955                                 f = 1;
956                         }
957                         wcross_name_alpha_goal_prev = f;
958
959                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
960                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
961
962                         if(autocvar_crosshair_dot)
963                         {
964                                 vector wcross_color_old;
965                                 wcross_color_old = wcross_color;
966
967                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
968                                         wcross_color = stov(autocvar_crosshair_dot_color);
969
970                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
971                                 // FIXME why don't we use wcross_alpha here?cl_notice_run();
972                                 wcross_color = wcross_color_old;
973                         }
974                 }
975         }
976         else
977         {
978                 wcross_scale_prev = 0;
979                 wcross_alpha_prev = 0;
980                 wcross_scale_goal_prev = 0;
981                 wcross_alpha_goal_prev = 0;
982                 wcross_changedonetime = 0;
983                 if(wcross_name_goal_prev)
984                         strunzone(wcross_name_goal_prev);
985                 wcross_name_goal_prev = string_null;
986                 if(wcross_name_goal_prev_prev)
987                         strunzone(wcross_name_goal_prev_prev);
988                 wcross_name_goal_prev_prev = string_null;
989                 wcross_name_changestarttime = 0;
990                 wcross_name_changedonetime = 0;
991                 wcross_name_alpha_goal_prev = 0;
992                 wcross_name_alpha_goal_prev_prev = 0;
993                 wcross_resolution_goal_prev = 0;
994                 wcross_resolution_goal_prev_prev = 0;
995         }
996 }
997
998 const int BUTTON_3 = 4;
999 const int BUTTON_4 = 8;
1000 float cl_notice_run();
1001 float prev_myteam;
1002 void CSQC_UpdateView(float w, float h)
1003 {
1004         entity e;
1005         float fov;
1006         float f;
1007         int i;
1008         vector vf_size, vf_min;
1009         float a;
1010
1011         execute_next_frame();
1012
1013         ++framecount;
1014
1015         hud = getstati(STAT_HUD);
1016
1017         if(autocvar__hud_showbinds_reload) // menu can set this one
1018         {
1019                 db_close(binddb);
1020                 binddb = db_create();
1021                 cvar_set("_hud_showbinds_reload", "0");
1022         }
1023
1024         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1025                 view_quality = getproperty(VF_MINFPS_QUALITY);
1026         else
1027                 view_quality = 1;
1028
1029         button_attack2 = (input_buttons & BUTTON_3);
1030         button_zoom = (input_buttons & BUTTON_4);
1031
1032 #define CHECKFAIL_ASSERT(flag,func,parm,val) do {                                                                   \
1033         float checkfailv = (func)(parm);                                                                                \
1034         if (checkfailv != (val)) {                                                                                      \
1035                 if (!checkfail[(flag)])                                                                                     \
1036                 localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv));                           \
1037                 checkfail[(flag)] = 1;                                                                                      \
1038         }                                                                                                               \
1039 } while(0)
1040         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1041         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1042         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);
1043         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1044         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1045         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1046         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1047
1048         vf_size = getpropertyvec(VF_SIZE);
1049         vf_min = getpropertyvec(VF_MIN);
1050         vid_width = vf_size.x;
1051         vid_height = vf_size.y;
1052
1053         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1054         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1055
1056         WaypointSprite_Load();
1057
1058         CSQCPlayer_SetCamera();
1059
1060         myteam = GetPlayerColor(player_localentnum - 1);
1061
1062         if(myteam != prev_myteam)
1063         {
1064                 myteamcolors = colormapPaletteColor(myteam, 1);
1065                 for(i = 0; i < HUD_PANEL_NUM; ++i)
1066                         hud_panel[i].update_time = time;
1067                 prev_myteam = myteam;
1068         }
1069
1070         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1071
1072         float is_dead = (getstati(STAT_HEALTH) <= 0);
1073
1074         // FIXME do we need this hack?
1075         if(isdemo())
1076         {
1077                 // in demos, input_buttons do not work
1078                 button_zoom = (autocvar__togglezoom == "-");
1079         }
1080         else if(button_zoom
1081                 && autocvar_cl_unpress_zoom_on_death
1082                 && (spectatee_status >= 0)
1083                 && (is_dead || intermission))
1084         {
1085                 // no zoom while dead or in intermission please
1086                 localcmd("-zoom\n");
1087                 button_zoom = false;
1088         }
1089
1090         // event chase camera
1091         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1092         {
1093                 if(WantEventchase())
1094                 {
1095                         eventchase_running = true;
1096
1097                         // 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.)
1098                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1099
1100                         // detect maximum viewoffset and use it
1101                         if(autocvar_cl_eventchase_viewoffset)
1102                         {
1103                                 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1104                                 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
1105                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1106                         }
1107
1108                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1109                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1110                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1111                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1112
1113                         // make the camera smooth back
1114                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
1115                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1116                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
1117                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
1118
1119                         makevectors(view_angles);
1120
1121                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1122                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1123
1124                         // If the boxtrace fails, revert back to line tracing.
1125                         if(trace_startsolid)
1126                         {
1127                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1128                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1129                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1130                         }
1131                         else { setproperty(VF_ORIGIN, trace_endpos); }
1132
1133                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1134                 }
1135                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1136                 {
1137                         eventchase_running = false;
1138                         cvar_set("chase_active", "0");
1139                         eventchase_current_distance = 0; // start from 0 next time
1140                 }
1141         }
1142         // workaround for camera stuck between player's legs when using chase_active 1
1143         // because the engine stops updating the chase_active camera when the game ends
1144         else if(intermission)
1145         {
1146                 cvar_settemp("chase_active", "-1");
1147                 eventchase_current_distance = 0;
1148         }
1149
1150         // do lockview after event chase camera so that it still applies whenever necessary.
1151         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1152         {
1153                 setproperty(VF_ORIGIN, freeze_org);
1154                 setproperty(VF_ANGLES, freeze_ang);
1155         }
1156         else
1157         {
1158                 freeze_org = getpropertyvec(VF_ORIGIN);
1159                 freeze_ang = getpropertyvec(VF_ANGLES);
1160         }
1161
1162         WarpZone_FixView();
1163         //WarpZone_FixPMove();
1164
1165         vector ov_org = '0 0 0';
1166         vector ov_mid = '0 0 0';
1167         vector ov_worldmin = '0 0 0';
1168         vector ov_worldmax = '0 0 0';
1169         if(autocvar_cl_orthoview)
1170         {
1171                 ov_worldmin = mi_picmin;
1172                 ov_worldmax = mi_picmax;
1173
1174                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1175                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1176                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1177
1178                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1179                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1180
1181                 float ov_nearest = vlen(ov_org - vec3(
1182                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1183                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1184                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1185                 ));
1186
1187                 float ov_furthest = 0;
1188                 float dist = 0;
1189
1190                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1191                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1192                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1193                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1194                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1195                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1196                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1197                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1198
1199                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1200                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1201                 cvar_settemp("r_farclip_world", "0");
1202                 cvar_settemp("r_novis", "1");
1203                 cvar_settemp("r_useportalculling", "0");
1204                 cvar_settemp("r_useinfinitefarclip", "0");
1205
1206                 setproperty(VF_ORIGIN, ov_org);
1207                 setproperty(VF_ANGLES, '90 0 0');
1208
1209                 #if 0
1210                 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1211                         vtos(ov_org),
1212                         vtos(getpropertyvec(VF_ANGLES)),
1213                         ov_distance,
1214                         ov_nearest,
1215                         ov_furthest);
1216                 #endif
1217         }
1218
1219         // Render the Scene
1220         view_origin = getpropertyvec(VF_ORIGIN);
1221         view_angles = getpropertyvec(VF_ANGLES);
1222         makevectors(view_angles);
1223         view_forward = v_forward;
1224         view_right = v_right;
1225         view_up = v_up;
1226
1227 #ifdef BLURTEST
1228         if(time > blurtest_time0 && time < blurtest_time1)
1229         {
1230                 float r, t;
1231
1232                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1233                 r = t * blurtest_radius;
1234                 f = 1 / pow(t, blurtest_power) - 1;
1235
1236                 cvar_set("r_glsl_postprocess", "1");
1237                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1238         }
1239         else
1240         {
1241                 cvar_set("r_glsl_postprocess", "0");
1242                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1243         }
1244 #endif
1245
1246         TargetMusic_Advance();
1247         Fog_Force();
1248
1249         if(drawtime == 0)
1250                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1251         else
1252                 drawframetime = bound(0.000001, time - drawtime, 1);
1253         drawtime = time;
1254
1255         // watch for gametype changes here...
1256         // in ParseStuffCMD the cmd isn't executed yet :/
1257         // might even be better to add the gametype to TE_CSQC_INIT...?
1258         if(!postinit)
1259                 PostInit();
1260
1261         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1262         {
1263                 if(calledhooks & HOOK_START)
1264                 {
1265                         localcmd("\ncl_hook_gameend\n");
1266                         calledhooks |= HOOK_END;
1267                 }
1268         }
1269
1270         Announcer();
1271
1272         fov = autocvar_fov;
1273         if(fov <= 59.5)
1274         {
1275                 if(!zoomscript_caught)
1276                 {
1277                         localcmd("+button9\n");
1278                         zoomscript_caught = 1;
1279                 }
1280         }
1281         else
1282         {
1283                 if(zoomscript_caught)
1284                 {
1285                         localcmd("-button9\n");
1286                         zoomscript_caught = 0;
1287                 }
1288         }
1289
1290         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1291
1292         // next WANTED weapon (for HUD)
1293         switchweapon = getstati(STAT_SWITCHWEAPON);
1294
1295         // currently switching-to weapon (for crosshair)
1296         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1297
1298         // actually active weapon (for zoom)
1299         activeweapon = getstati(STAT_ACTIVEWEAPON);
1300
1301         f = (serverflags & SERVERFLAG_TEAMPLAY);
1302         if(f != teamplay)
1303         {
1304                 teamplay = f;
1305                 HUD_InitScores();
1306         }
1307
1308         if(last_switchweapon != switchweapon)
1309         {
1310                 weapontime = time;
1311                 last_switchweapon = switchweapon;
1312                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1313                 {
1314                         localcmd("-zoom\n");
1315                         button_zoom = false;
1316                 }
1317                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1318                 {
1319                         localcmd("-fire\n");
1320                         localcmd("-fire2\n");
1321                         button_attack2 = false;
1322                 }
1323         }
1324         if(last_activeweapon != activeweapon)
1325         {
1326                 last_activeweapon = activeweapon;
1327
1328                 e = get_weaponinfo(activeweapon);
1329                 if(e.netname != "")
1330                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1331                 else
1332                         localcmd("\ncl_hook_activeweapon none\n");
1333         }
1334
1335         // ALWAYS Clear Current Scene First
1336         clearscene();
1337
1338         setproperty(VF_ORIGIN, view_origin);
1339         setproperty(VF_ANGLES, view_angles);
1340
1341         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1342         setproperty(VF_SIZE, vf_size);
1343         setproperty(VF_MIN, vf_min);
1344
1345         // Assign Standard Viewflags
1346         // Draw the World (and sky)
1347         setproperty(VF_DRAWWORLD, 1);
1348
1349         // Set the console size vars
1350         vid_conwidth = autocvar_vid_conwidth;
1351         vid_conheight = autocvar_vid_conheight;
1352         vid_pixelheight = autocvar_vid_pixelheight;
1353
1354         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1355         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1356
1357         // Camera for demo playback
1358         if(camera_active)
1359         {
1360                 if(autocvar_camera_enable)
1361                         CSQC_Demo_Camera();
1362                 else
1363                 {
1364                         cvar_set("chase_active", ftos(chase_active_backup));
1365                         cvar_set("cl_demo_mousegrab", "0");
1366                         camera_active = false;
1367                 }
1368         }
1369         else
1370         {
1371 #ifdef CAMERATEST
1372                 if(autocvar_camera_enable)
1373 #else
1374                 if(autocvar_camera_enable && isdemo())
1375 #endif
1376                 {
1377                         // Enable required Darkplaces cvars
1378                         chase_active_backup = autocvar_chase_active;
1379                         cvar_set("chase_active", "2");
1380                         cvar_set("cl_demo_mousegrab", "1");
1381                         camera_active = true;
1382                         camera_mode = false;
1383                 }
1384         }
1385
1386         // Draw the Crosshair
1387         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1388
1389         // Draw the Engine Status Bar (the default Quake HUD)
1390         setproperty(VF_DRAWENGINESBAR, 0);
1391
1392         // Update the mouse position
1393         /*
1394            mousepos_x = vid_conwidth;
1395            mousepos_y = vid_conheight;
1396            mousepos = mousepos*0.5 + getmousepos();
1397          */
1398
1399         e = self;
1400         for(self = world; (self = nextent(self)); )
1401                 if(self.draw)
1402                         self.draw();
1403         self = e;
1404
1405         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1406         renderscene();
1407
1408         // now switch to 2D drawing mode by calling a 2D drawing function
1409         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1410         // next R_RenderScene call
1411         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1412
1413         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1414         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1415         {
1416                 // apply night vision effect
1417                 vector tc_00, tc_01, tc_10, tc_11;
1418                 vector rgb = '0 0 0';
1419
1420                 if(!nightvision_noise)
1421                 {
1422                         nightvision_noise = spawn();
1423                         nightvision_noise.classname = "nightvision_noise";
1424                 }
1425                 if(!nightvision_noise2)
1426                 {
1427                         nightvision_noise2 = spawn();
1428                         nightvision_noise2.classname = "nightvision_noise2";
1429                 }
1430
1431                 // color tint in yellow
1432                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1433
1434                 // draw BG
1435                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1436                 rgb = '1 1 1';
1437                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1438                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1439                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1440                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1441                 tc_11 = tc_01 + tc_10 - tc_00;
1442                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1443                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1444                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1445                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1446                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1447                 R_EndPolygon();
1448
1449                 // draw FG
1450                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1451                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1452                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1453                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1454                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1455                 tc_11 = tc_01 + tc_10 - tc_00;
1456                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1457                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1458                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1459                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1460                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1461                 R_EndPolygon();
1462         }
1463
1464         if(autocvar_cl_reticle)
1465         {
1466                 // Draw the aiming reticle for weapons that use it
1467                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1468                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1469                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1470                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1471                 {
1472                         // no zoom reticle while dead
1473                         reticle_type = 0;
1474                 }
1475                 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1476                 {
1477                         if(reticle_image != "") { reticle_type = 2; }
1478                         else { reticle_type = 0; }
1479                 }
1480                 else if(button_zoom || zoomscript_caught)
1481                 {
1482                         // normal zoom
1483                         reticle_type = 1;
1484                 }
1485
1486                 if(reticle_type)
1487                 {
1488                         if(autocvar_cl_reticle_stretch)
1489                         {
1490                                 reticle_size.x = vid_conwidth;
1491                                 reticle_size.y = vid_conheight;
1492                                 reticle_pos.x = 0;
1493                                 reticle_pos.y = 0;
1494                         }
1495                         else
1496                         {
1497                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1498                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1499                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1500                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1501                         }
1502
1503                         if(zoomscript_caught)
1504                                 f = 1;
1505                         else
1506                                 f = current_zoomfraction;
1507
1508                         if(f)
1509                         {
1510                                 switch(reticle_type)
1511                                 {
1512                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1513                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1514                                 }
1515                         }
1516                 }
1517         }
1518         else
1519         {
1520                 if(reticle_type != 0) { reticle_type = 0; }
1521         }
1522
1523
1524         // improved polyblend
1525         if(autocvar_hud_contents)
1526         {
1527                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1528                 vector liquidcolor;
1529
1530                 switch(pointcontents(view_origin))
1531                 {
1532                         case CONTENT_WATER:
1533                                 liquidalpha = autocvar_hud_contents_water_alpha;
1534                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1535                                 incontent = 1;
1536                                 break;
1537
1538                         case CONTENT_LAVA:
1539                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1540                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1541                                 incontent = 1;
1542                                 break;
1543
1544                         case CONTENT_SLIME:
1545                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1546                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1547                                 incontent = 1;
1548                                 break;
1549
1550                         default:
1551                                 liquidalpha = 0;
1552                                 liquidcolor = '0 0 0';
1553                                 incontent = 0;
1554                                 break;
1555                 }
1556
1557                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1558                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1559                         contentfadetime = autocvar_hud_contents_fadeintime;
1560                         liquidalpha_prev = liquidalpha;
1561                         liquidcolor_prev = liquidcolor;
1562                 }
1563                 else
1564                         contentfadetime = autocvar_hud_contents_fadeouttime;
1565
1566                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1567                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1568
1569                 if(contentavgalpha)
1570                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1571
1572                 if(autocvar_hud_postprocessing)
1573                 {
1574                         if(autocvar_hud_contents_blur && contentavgalpha)
1575                         {
1576                                 content_blurpostprocess.x = 1;
1577                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1578                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1579                         }
1580                         else
1581                         {
1582                                 content_blurpostprocess.x = 0;
1583                                 content_blurpostprocess.y = 0;
1584                                 content_blurpostprocess.z = 0;
1585                         }
1586                 }
1587         }
1588
1589         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1590         {
1591                 splash_size.x = max(vid_conwidth, vid_conheight);
1592                 splash_size.y = max(vid_conwidth, vid_conheight);
1593                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1594                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1595
1596                 float myhealth_flash_temp;
1597                 myhealth = getstati(STAT_HEALTH);
1598
1599                 // fade out
1600                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1601                 // add new damage
1602                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1603
1604                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1605                 pain_threshold = autocvar_hud_damage_pain_threshold;
1606                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1607                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1608
1609                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1610                 {
1611                         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);
1612                 }
1613
1614                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1615
1616                 if(myhealth_prev < 1)
1617                 {
1618                         if(myhealth >= 1)
1619                         {
1620                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1621                                 myhealth_flash_temp = 0;
1622                         }
1623                         else
1624                         {
1625                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1626                         }
1627                 }
1628
1629                 if(spectatee_status == -1 || intermission)
1630                 {
1631                         myhealth_flash = 0; // observing, or match ended
1632                         myhealth_flash_temp = 0;
1633                 }
1634
1635                 myhealth_prev = myhealth;
1636
1637                 // IDEA: change damage color/picture based on player model for robot/alien species?
1638                 // pro: matches model better
1639                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1640                 // maybe different reddish pics?
1641                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1642                 {
1643                         if(autocvar_cl_gentle_damage == 2)
1644                         {
1645                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1646                                 {
1647                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1648                                 }
1649                         }
1650                         else
1651                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1652
1653                         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);
1654                 }
1655                 else
1656                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1657
1658                 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.
1659                 {
1660                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1661                         {
1662                                 damage_blurpostprocess.x = 1;
1663                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1664                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1665                         }
1666                         else
1667                         {
1668                                 damage_blurpostprocess.x = 0;
1669                                 damage_blurpostprocess.y = 0;
1670                                 damage_blurpostprocess.z = 0;
1671                         }
1672                 }
1673         }
1674
1675         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1676         float e2 = (autocvar_hud_powerup != 0);
1677         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1678         {
1679                 // enable or disable rendering types if they are used or not
1680                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1681                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1682
1683                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1684                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1685                 {
1686                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1687                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1688                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1689                         {
1690                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1691                                 old_blurradius = blurradius;
1692                                 old_bluralpha = bluralpha;
1693                         }
1694                 }
1695                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1696                 {
1697                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1698                         old_blurradius = 0;
1699                         old_bluralpha = 0;
1700                 }
1701
1702                 // edge detection postprocess handling done second (used by hud_powerup)
1703                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1704                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1705                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1706
1707                 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.
1708
1709                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1710                 {
1711                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1712                         {
1713                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1714                                 old_sharpen_intensity = sharpen_intensity;
1715                         }
1716                 }
1717                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1718                 {
1719                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1720                         old_sharpen_intensity = 0;
1721                 }
1722
1723                 if(cvar("r_glsl_postprocess") == 0)
1724                         cvar_set("r_glsl_postprocess", "2");
1725         }
1726         else if(cvar("r_glsl_postprocess") == 2)
1727                 cvar_set("r_glsl_postprocess", "0");
1728
1729         if(menu_visible)
1730                 menu_show();
1731
1732         /*if(gametype == MAPINFO_TYPE_CTF)
1733           {
1734           ctf_view();
1735           } else */
1736
1737         // draw 2D entities
1738         e = self;
1739         for(self = world; (self = nextent(self)); )
1740                 if(self.draw2d)
1741                         self.draw2d();
1742         self = e;
1743         Draw_ShowNames_All();
1744
1745         scoreboard_active = HUD_WouldDrawScoreboard();
1746
1747         UpdateDamage();
1748         UpdateCrosshair();
1749         UpdateHitsound();
1750
1751         if(NextFrameCommand)
1752         {
1753                 localcmd("\n", NextFrameCommand, "\n");
1754                 NextFrameCommand = string_null;
1755         }
1756
1757         // we must do this check AFTER a frame was rendered, or it won't work
1758         if(cs_project_is_b0rked == 0)
1759         {
1760                 string w0, h0;
1761                 w0 = ftos(autocvar_vid_conwidth);
1762                 h0 = ftos(autocvar_vid_conheight);
1763                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1764                 //setproperty(VF_FOV, '90 90 0');
1765                 setproperty(VF_ORIGIN, '0 0 0');
1766                 setproperty(VF_ANGLES, '0 0 0');
1767                 setproperty(VF_PERSPECTIVE, 1);
1768                 makevectors('0 0 0');
1769                 vector v1, v2;
1770                 cvar_set("vid_conwidth", "800");
1771                 cvar_set("vid_conheight", "600");
1772                 v1 = cs_project(v_forward);
1773                 cvar_set("vid_conwidth", "640");
1774                 cvar_set("vid_conheight", "480");
1775                 v2 = cs_project(v_forward);
1776                 if(v1 == v2)
1777                         cs_project_is_b0rked = 1;
1778                 else
1779                         cs_project_is_b0rked = -1;
1780                 cvar_set("vid_conwidth", w0);
1781                 cvar_set("vid_conheight", h0);
1782         }
1783
1784         if(autocvar__hud_configure)
1785                 HUD_Panel_Mouse();
1786
1787     if(hud && !intermission)
1788     {
1789         if(hud == HUD_SPIDERBOT)
1790             CSQC_SPIDER_HUD();
1791         else if(hud == HUD_WAKIZASHI)
1792             CSQC_WAKIZASHI_HUD();
1793         else if(hud == HUD_RAPTOR)
1794             CSQC_RAPTOR_HUD();
1795         else if(hud == HUD_BUMBLEBEE)
1796             CSQC_BUMBLE_HUD();
1797         else if(hud == HUD_BUMBLEBEE_GUN)
1798             CSQC_BUMBLE_GUN_HUD();
1799     }
1800
1801         cl_notice_run();
1802
1803         // let's reset the view back to normal for the end
1804         setproperty(VF_MIN, '0 0 0');
1805         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1806 }
1807
1808
1809 void CSQC_common_hud(void)
1810 {
1811         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1812                 Accuracy_LoadLevels();
1813
1814         HUD_Main(); // always run these functions for alpha checks
1815         HUD_DrawScoreboard();
1816
1817         if (scoreboard_active) // scoreboard/accuracy
1818                 HUD_Reset();
1819         else if (intermission == 2) // map voting screen
1820         {
1821                 MapVote_Draw();
1822                 HUD_Reset();
1823         }
1824 }
1825
1826
1827 // following vectors must be global to allow seamless switching between camera modes
1828 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1829 void CSQC_Demo_Camera()
1830 {
1831         float speed, attenuation, dimensions;
1832         vector tmp, delta;
1833
1834         if( autocvar_camera_reset || !camera_mode )
1835         {
1836                 camera_offset = '0 0 0';
1837                 current_angles = '0 0 0';
1838                 camera_direction = '0 0 0';
1839                 camera_offset.z += 30;
1840                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1841                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1842                 current_origin = view_origin;
1843                 current_camera_offset  = camera_offset;
1844                 cvar_set("camera_reset", "0");
1845                 camera_mode = CAMERA_CHASE;
1846         }
1847
1848         // Camera angles
1849         if( camera_roll )
1850                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1851
1852         if(autocvar_camera_look_player)
1853         {
1854                 vector dir;
1855                 float n;
1856
1857                 dir = normalize(view_origin - current_position);
1858                 n = mouse_angles.z;
1859                 mouse_angles = vectoangles(dir);
1860                 mouse_angles.x = mouse_angles.x * -1;
1861                 mouse_angles.z = n;
1862         }
1863         else
1864         {
1865                 tmp = getmousepos() * 0.1;
1866                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1867                 {
1868                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1869                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1870                 }
1871         }
1872
1873         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1874         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1875         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1876         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1877
1878         // Fix difference when angles don't have the same sign
1879         delta = '0 0 0';
1880         if(mouse_angles.y < -60 && current_angles.y > 60)
1881                 delta = '0 360 0';
1882         if(mouse_angles.y > 60 && current_angles.y < -60)
1883                 delta = '0 -360 0';
1884
1885         if(autocvar_camera_look_player)
1886                 attenuation = autocvar_camera_look_attenuation;
1887         else
1888                 attenuation = autocvar_camera_speed_attenuation;
1889
1890         attenuation = 1 / max(1, attenuation);
1891         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1892
1893         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1894         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1895         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1896         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1897
1898         // Camera position
1899         tmp = '0 0 0';
1900         dimensions = 0;
1901
1902         if( camera_direction.x )
1903         {
1904                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1905                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1906                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1907                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1908                 ++dimensions;
1909         }
1910
1911         if( camera_direction.y )
1912         {
1913                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1914                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1915                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1916                 ++dimensions;
1917         }
1918
1919         if( camera_direction.z )
1920         {
1921                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1922                 ++dimensions;
1923         }
1924
1925         if(autocvar_camera_free)
1926                 speed = autocvar_camera_speed_free;
1927         else
1928                 speed = autocvar_camera_speed_chase;
1929
1930         if(dimensions)
1931         {
1932                 speed = speed * sqrt(1 / dimensions);
1933                 camera_offset += tmp * speed;
1934         }
1935
1936         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1937
1938         // Camera modes
1939         if( autocvar_camera_free )
1940         {
1941                 if ( camera_mode == CAMERA_CHASE )
1942                 {
1943                         current_camera_offset = current_origin + current_camera_offset;
1944                         camera_offset = current_origin + camera_offset;
1945                 }
1946
1947                 camera_mode = CAMERA_FREE;
1948                 current_position = current_camera_offset;
1949         }
1950         else
1951         {
1952                 if ( camera_mode == CAMERA_FREE )
1953                 {
1954                         current_origin = view_origin;
1955                         camera_offset = camera_offset - current_origin;
1956                         current_camera_offset = current_camera_offset - current_origin;
1957                 }
1958
1959                 camera_mode = CAMERA_CHASE;
1960
1961                 if(autocvar_camera_chase_smoothly)
1962                         current_origin += (view_origin - current_origin) * attenuation;
1963                 else
1964                         current_origin = view_origin;
1965
1966                 current_position = current_origin + current_camera_offset;
1967         }
1968
1969         setproperty(VF_ANGLES, current_angles);
1970         setproperty(VF_ORIGIN, current_position);
1971 }