]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Merge branch 'master' into Mario/ons_updates
[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 "hud.qh"
16         #include "scoreboard.qh"
17         #include "noise.qh"
18         #include "main.qh"
19         #include "../csqcmodellib/cl_player.qh"
20 #elif defined(MENUQC)
21 #elif defined(SVQC)
22 #endif
23
24 entity porto;
25 vector polyline[16];
26 void Porto_Draw()
27 {
28         vector p, dir, ang, q, nextdir;
29         float portal_number, portal1_idx;
30
31         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
32                 return;
33         if(g_balance_porto_secondary)
34                 return;
35         if(intermission == 1)
36                 return;
37         if(intermission == 2)
38                 return;
39         if (getstati(STAT_HEALTH) <= 0)
40                 return;
41
42         dir = view_forward;
43
44         if(angles_held_status)
45         {
46                 makevectors(angles_held);
47                 dir = v_forward;
48         }
49
50         p = view_origin;
51
52         polyline[0] = p;
53         int idx = 1;
54         portal_number = 0;
55         nextdir = dir;
56
57         for (;;)
58         {
59                 dir = nextdir;
60                 traceline(p, p + 65536 * dir, true, porto);
61                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
62                         return;
63                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
64                 p = trace_endpos;
65                 polyline[idx] = p;
66                 ++idx;
67                 if(idx >= 16)
68                         return;
69                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
70                         continue;
71                 ++portal_number;
72                 ang = vectoangles2(trace_plane_normal, dir);
73                 ang.x = -ang.x;
74                 makevectors(ang);
75                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
76                         return;
77                 if(portal_number == 1)
78                 {
79                         portal1_idx = idx;
80                         if(portal_number >= 2)
81                                 break;
82                 }
83         }
84
85         while(idx >= 2)
86         {
87                 p = polyline[idx-2];
88                 q = polyline[idx-1];
89                 if(idx == 2)
90                         p = p - view_up * 16;
91                 if(idx-1 >= portal1_idx)
92                 {
93                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
94                 }
95                 else
96                 {
97                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
98                 }
99                 --idx;
100         }
101 }
102
103 void Porto_Init()
104 {
105         porto = spawn();
106         porto.classname = "porto";
107         porto.draw = Porto_Draw;
108         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
109 }
110
111 float drawtime;
112 float avgspeed;
113 vector GetCurrentFov(float fov)
114 {
115         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
116         float velocityzoom, curspeed;
117         vector v;
118
119         zoomsensitivity = autocvar_cl_zoomsensitivity;
120         zoomfactor = autocvar_cl_zoomfactor;
121         if(zoomfactor < 1 || zoomfactor > 16)
122                 zoomfactor = 2.5;
123         zoomspeed = autocvar_cl_zoomspeed;
124         if(zoomspeed >= 0)
125         if(zoomspeed < 0.5 || zoomspeed > 16)
126                         zoomspeed = 3.5;
127
128         zoomdir = button_zoom;
129         if(hud == HUD_NORMAL)
130         if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
131                 zoomdir += button_attack2;
132         if(spectatee_status > 0 || isdemo())
133         {
134                 if(spectatorbutton_zoom)
135                 {
136                         if(zoomdir)
137                                 zoomdir = 0;
138                         else
139                                 zoomdir = 1;
140                 }
141                 // fteqcc failed twice here already, don't optimize this
142         }
143
144         if(zoomdir) { zoomin_effect = 0; }
145
146         if(camera_active)
147         {
148                 current_viewzoom = min(1, current_viewzoom + drawframetime);
149         }
150         else if(autocvar_cl_spawnzoom && zoomin_effect)
151         {
152                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
153
154                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
155                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
156                 if(current_viewzoom == 1) { zoomin_effect = 0; }
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
189         {
190                 if(intermission) { curspeed = 0; }
191                 else
192                 {
193
194                         makevectors(view_angles);
195                         v = pmove_vel;
196                         if(csqcplayer)
197                                 v = csqcplayer.velocity;
198
199                         switch(autocvar_cl_velocityzoom_type)
200                         {
201                                 case 3: curspeed = max(0, v_forward * v); break;
202                                 case 2: curspeed = (v_forward * v); break;
203                                 case 1: default: curspeed = vlen(v); break;
204                         }
205                 }
206
207                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
208                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
209                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
210
211                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
212         }
213         else
214                 velocityzoom = 1;
215
216         float frustumx, frustumy, fovx, fovy;
217         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
218         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
219         fovx = atan2(frustumx, 1) / M_PI * 360.0;
220         fovy = atan2(frustumy, 1) / M_PI * 360.0;
221
222         return '1 0 0' * fovx + '0 1 0' * fovy;
223 }
224
225 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
226 {
227         float fovx, fovy;
228         float width = (ov_worldmax.x - ov_worldmin.x);
229         float height = (ov_worldmax.y - ov_worldmin.y);
230         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
231         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
232         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
233         return '1 0 0' * fovx + '0 1 0' * fovy;
234 }
235
236 // this function must match W_SetupShot!
237 float zoomscript_caught;
238
239 vector wcross_origin;
240 float wcross_scale_prev, wcross_alpha_prev;
241 vector wcross_color_prev;
242 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
243 vector wcross_color_goal_prev;
244 float wcross_changedonetime;
245
246 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
247 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
248 float wcross_name_changestarttime, wcross_name_changedonetime;
249 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
250
251 float wcross_ring_prev;
252
253 entity trueaim;
254 entity trueaim_rifle;
255
256 const float SHOTTYPE_HITTEAM = 1;
257 const float SHOTTYPE_HITOBSTRUCTION = 2;
258 const float SHOTTYPE_HITWORLD = 3;
259 const float SHOTTYPE_HITENEMY = 4;
260
261 void TrueAim_Init()
262 {
263         trueaim = spawn();
264         trueaim.classname = "trueaim";
265         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
266         trueaim_rifle = spawn();
267         trueaim_rifle.classname = "trueaim_rifle";
268         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
269 }
270
271 float EnemyHitCheck()
272 {
273         float t, n;
274         wcross_origin = project_3d_to_2d(trace_endpos);
275         wcross_origin.z = 0;
276         if(trace_ent)
277                 n = trace_ent.entnum;
278         else
279                 n = trace_networkentity;
280         if(n < 1)
281                 return SHOTTYPE_HITWORLD;
282         if(n > maxclients)
283                 return SHOTTYPE_HITWORLD;
284         t = GetPlayerColor(n - 1);
285         if(teamplay)
286                 if(t == myteam)
287                         return SHOTTYPE_HITTEAM;
288         if(t == NUM_SPECTATOR)
289                 return SHOTTYPE_HITWORLD;
290         return SHOTTYPE_HITENEMY;
291 }
292
293 float TrueAimCheck()
294 {
295         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?
296         vector vecs, trueaimpoint, w_shotorg;
297         vector mi, ma, dv;
298         float shottype;
299         entity ta;
300         float mv;
301
302         mi = ma = '0 0 0';
303         ta = trueaim;
304         mv = MOVE_NOMONSTERS;
305
306         switch(activeweapon) // WEAPONTODO
307         {
308                 case WEP_TUBA: // no aim
309                 case WEP_PORTO: // shoots from eye
310                 case WEP_HOOK: // no trueaim
311                 case WEP_MORTAR: // toss curve
312                         return SHOTTYPE_HITWORLD;
313                 case WEP_VORTEX:
314                 case WEP_VAPORIZER:
315                         mv = MOVE_NORMAL;
316                         break;
317                 case WEP_RIFLE:
318                         ta = trueaim_rifle;
319                         mv = MOVE_NORMAL;
320                         if(zoomscript_caught)
321                         {
322                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
323                                 return EnemyHitCheck();
324                         }
325                         break;
326                 case WEP_DEVASTATOR: // projectile has a size!
327                         mi = '-3 -3 -3';
328                         ma = '3 3 3';
329                         break;
330                 case WEP_FIREBALL: // projectile has a size!
331                         mi = '-16 -16 -16';
332                         ma = '16 16 16';
333                         break;
334                 case WEP_SEEKER: // projectile has a size!
335                         mi = '-2 -2 -2';
336                         ma = '2 2 2';
337                         break;
338                 case WEP_ELECTRO: // projectile has a size!
339                         mi = '0 0 -3';
340                         ma = '0 0 -3';
341                         break;
342         }
343
344         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
345
346         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
347
348         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
349         trueaimpoint = trace_endpos;
350
351         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
352                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
353
354         if(vecs.x > 0)
355                 vecs.y = -vecs.y;
356         else
357                 vecs = '0 0 0';
358
359         dv = view_right * vecs.y + view_up * vecs.z;
360         w_shotorg = traceorigin + dv;
361
362         // now move the vecs forward as much as requested if possible
363         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
364         w_shotorg = trace_endpos - view_forward * nudge;
365
366         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
367         shottype = EnemyHitCheck();
368         if(shottype != SHOTTYPE_HITWORLD)
369                 return shottype;
370
371 #if 0
372         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
373         // or rather, I know why, but see no fix
374         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
375                 // 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
376                 return SHOTTYPE_HITOBSTRUCTION;
377 #endif
378
379         return SHOTTYPE_HITWORLD;
380 }
381
382 void CSQC_common_hud(void);
383
384 void PostInit(void);
385 void CSQC_Demo_Camera();
386 float HUD_WouldDrawScoreboard();
387 float camera_mode;
388 const float CAMERA_FREE = 1;
389 const float CAMERA_CHASE = 2;
390 float reticle_type;
391 string reticle_image;
392 string NextFrameCommand;
393 void CSQC_SPIDER_HUD();
394 void CSQC_RAPTOR_HUD();
395
396 vector freeze_org, freeze_ang;
397 entity nightvision_noise, nightvision_noise2;
398
399 const float MAX_TIME_DIFF = 5;
400 float pickup_crosshair_time, pickup_crosshair_size;
401 float hitindication_crosshair_size;
402 float use_vortex_chargepool;
403
404 float myhealth, myhealth_prev;
405 float myhealth_flash;
406
407 float old_blurradius, old_bluralpha;
408 float old_sharpen_intensity;
409
410 vector myhealth_gentlergb;
411
412 float contentavgalpha, liquidalpha_prev;
413 vector liquidcolor_prev;
414
415 float eventchase_current_distance;
416 float eventchase_running;
417 float WantEventchase()
418 {
419         if(autocvar_cl_orthoview)
420                 return false;
421         if(intermission)
422                 return true;
423         if(spectatee_status >= 0)
424         {
425                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
426                         return true;
427                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
428                 {
429                         if(autocvar_cl_eventchase_death == 2)
430                         {
431                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
432                                 if(self.velocity == '0 0 0' || eventchase_running)
433                                         return true;
434                         }
435                         else return true;
436                 }
437         }
438         return false;
439 }
440
441 vector damage_blurpostprocess, content_blurpostprocess;
442
443 float checkfail[16];
444
445 float unaccounted_damage = 0;
446 void UpdateDamage()
447 {
448         // accumulate damage with each stat update
449         static float damage_total_prev = 0;
450         float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
451         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
452         damage_total_prev = damage_total;
453
454         static float damage_dealt_time_prev = 0;
455         float damage_dealt_time = getstatf(STAT_HIT_TIME);
456         if (damage_dealt_time != damage_dealt_time_prev)
457         {
458                 unaccounted_damage += unaccounted_damage_new;
459                 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
460         }
461         damage_dealt_time_prev = damage_dealt_time;
462
463         // prevent hitsound when switching spectatee
464         static float spectatee_status_prev = 0;
465         if (spectatee_status != spectatee_status_prev)
466                 unaccounted_damage = 0;
467         spectatee_status_prev = spectatee_status;
468 }
469
470 void UpdateHitsound()
471 {
472         // varying sound pitch
473
474         static float hitsound_time_prev = 0;
475         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
476         float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
477         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
478         {
479                 if (autocvar_cl_hitsound && unaccounted_damage)
480                 {
481                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
482                         float a = autocvar_cl_hitsound_max_pitch;
483                         float b = autocvar_cl_hitsound_min_pitch;
484                         float c = autocvar_cl_hitsound_nom_damage;
485                         float x = unaccounted_damage;
486                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
487
488                         // if sound variation is disabled, set pitch_shift to 1
489                         if (autocvar_cl_hitsound == 1)
490                                 pitch_shift = 1;
491
492                         // if pitch shift is reversed, mirror in (max-min)/2 + min
493                         if (autocvar_cl_hitsound == 3)
494                         {
495                                 float mirror_value = (a-b)/2 + b;
496                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
497                         }
498
499                         dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
500
501                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
502                         // todo: normalize sound pressure levels? seems unnecessary
503
504                         sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
505                 }
506                 unaccounted_damage = 0;
507                 hitsound_time_prev = time;
508         }
509
510         static float typehit_time_prev = 0;
511         float typehit_time = getstatf(STAT_TYPEHIT_TIME);
512         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
513         {
514                 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
515                 typehit_time_prev = typehit_time;
516         }
517 }
518
519 void UpdateCrosshair()
520 {
521         static float rainbow_last_flicker;
522     static vector rainbow_prev_color;
523         entity e = self;
524         float f, i, j;
525         vector v;
526         if(getstati(STAT_FROZEN))
527                 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);
528         else if (getstatf(STAT_HEALING_ORB)>time)
529                 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);
530         if(!intermission)
531         if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
532         {
533                 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);
534                 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);
535         }
536         else if(getstatf(STAT_REVIVE_PROGRESS))
537         {
538                 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);
539                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
540         }
541
542         if(autocvar_r_letterbox == 0)
543                 if(autocvar_viewsize < 120)
544                         CSQC_common_hud();
545
546         // crosshair goes VERY LAST
547         if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
548         {
549                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
550                         return;
551
552                 string wcross_style;
553                 float wcross_alpha, wcross_resolution;
554                 wcross_style = autocvar_crosshair;
555                 if (wcross_style == "0")
556                         return;
557                 wcross_resolution = autocvar_crosshair_size;
558                 if (wcross_resolution == 0)
559                         return;
560                 wcross_alpha = autocvar_crosshair_alpha;
561                 if (wcross_alpha == 0)
562                         return;
563
564                 // TrueAim check
565                 float shottype;
566
567                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
568                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
569                 wcross_origin.z = 0;
570                 if(autocvar_crosshair_hittest)
571                 {
572                         vector wcross_oldorigin;
573                         wcross_oldorigin = wcross_origin;
574                         shottype = TrueAimCheck();
575                         if(shottype == SHOTTYPE_HITWORLD)
576                         {
577                                 v = wcross_origin - wcross_oldorigin;
578                                 v.x /= vid_conwidth;
579                                 v.y /= vid_conheight;
580                                 if(vlen(v) > 0.01)
581                                         shottype = SHOTTYPE_HITOBSTRUCTION;
582                         }
583                         if(!autocvar_crosshair_hittest_showimpact)
584                                 wcross_origin = wcross_oldorigin;
585                 }
586                 else
587                         shottype = SHOTTYPE_HITWORLD;
588
589                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
590                 string wcross_name = "";
591                 float wcross_scale, wcross_blur;
592
593                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
594                 {
595                         e = get_weaponinfo(switchingweapon);
596                         if(e)
597                         {
598                                 if(autocvar_crosshair_per_weapon)
599                                 {
600                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
601                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
602                                         //if (wcross_resolution == 0)
603                                                 //return;
604
605                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
606                                         wcross_resolution *= e.w_crosshair_size;
607                                         wcross_name = e.w_crosshair;
608                                 }
609                         }
610                 }
611
612                 if(wcross_name == "")
613                         wcross_name = strcat("gfx/crosshair", wcross_style);
614
615                 // MAIN CROSSHAIR COLOR DECISION
616                 switch(autocvar_crosshair_color_special)
617                 {
618                         case 1: // crosshair_color_per_weapon
619                         {
620                                 if(e)
621                                 {
622                                         wcross_color = e.wpcolor;
623                                         break;
624                                 }
625                                 else { goto normalcolor; }
626                         }
627
628                         case 2: // crosshair_color_by_health
629                         {
630                                 float x = getstati(STAT_HEALTH);
631
632                                 //x = red
633                                 //y = green
634                                 //z = blue
635
636                                 wcross_color.z = 0;
637
638                                 if(x > 200)
639                                 {
640                                         wcross_color.x = 0;
641                                         wcross_color.y = 1;
642                                 }
643                                 else if(x > 150)
644                                 {
645                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
646                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
647                                 }
648                                 else if(x > 100)
649                                 {
650                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
651                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
652                                         wcross_color.z = 1 - (x-100)*0.02;
653                                 }
654                                 else if(x > 50)
655                                 {
656                                         wcross_color.x = 1;
657                                         wcross_color.y = 1;
658                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
659                                 }
660                                 else if(x > 20)
661                                 {
662                                         wcross_color.x = 1;
663                                         wcross_color.y = (x-20)*90/27/100;
664                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
665                                 }
666                                 else
667                                 {
668                                         wcross_color.x = 1;
669                                         wcross_color.y = 0;
670                                 }
671                                 break;
672                         }
673
674                         case 3: // crosshair_color_rainbow
675                         {
676                                 if(time >= rainbow_last_flicker)
677                                 {
678                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
679                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
680                                 }
681                                 wcross_color = rainbow_prev_color;
682                                 break;
683                         }
684                         :normalcolor
685                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
686                 }
687
688                 if(autocvar_crosshair_effect_scalefade)
689                 {
690                         wcross_scale = wcross_resolution;
691                         wcross_resolution = 1;
692                 }
693                 else
694                 {
695                         wcross_scale = 1;
696                 }
697
698                 if(autocvar_crosshair_pickup)
699                 {
700                         float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
701
702                         if(pickup_crosshair_time < stat_pickup_time)
703                         {
704                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
705                                         pickup_crosshair_size = 1;
706
707                                 pickup_crosshair_time = stat_pickup_time;
708                         }
709
710                         if(pickup_crosshair_size > 0)
711                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
712                         else
713                                 pickup_crosshair_size = 0;
714
715                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
716                 }
717
718                 // todo: make crosshair hit indication dependent on damage dealt
719                 if(autocvar_crosshair_hitindication)
720                 {
721                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
722
723                         if(unaccounted_damage)
724                         {
725                                 hitindication_crosshair_size = 1;
726                         }
727
728                         if(hitindication_crosshair_size > 0)
729                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
730                         else
731                                 hitindication_crosshair_size = 0;
732
733                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
734                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
735                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
736                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
737                 }
738
739                 if(shottype == SHOTTYPE_HITENEMY)
740                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
741                 if(shottype == SHOTTYPE_HITTEAM)
742                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
743
744                 f = fabs(autocvar_crosshair_effect_time);
745                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
746                 {
747                         wcross_changedonetime = time + f;
748                 }
749                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
750                 {
751                         wcross_name_changestarttime = time;
752                         wcross_name_changedonetime = time + f;
753                         if(wcross_name_goal_prev_prev)
754                                 strunzone(wcross_name_goal_prev_prev);
755                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
756                         wcross_name_goal_prev = strzone(wcross_name);
757                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
758                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
759                         wcross_resolution_goal_prev = wcross_resolution;
760                 }
761
762                 wcross_scale_goal_prev = wcross_scale;
763                 wcross_alpha_goal_prev = wcross_alpha;
764                 wcross_color_goal_prev = wcross_color;
765
766                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
767                 {
768                         wcross_blur = 1;
769                         wcross_alpha *= 0.75;
770                 }
771                 else
772                         wcross_blur = 0;
773                 // *_prev is at time-frametime
774                 // * is at wcross_changedonetime+f
775                 // what do we have at time?
776                 if(time < wcross_changedonetime)
777                 {
778                         f = frametime / (wcross_changedonetime - time + frametime);
779                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
780                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
781                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
782                 }
783
784                 wcross_scale_prev = wcross_scale;
785                 wcross_alpha_prev = wcross_alpha;
786                 wcross_color_prev = wcross_color;
787
788                 wcross_scale *= 1 - autocvar__menu_alpha;
789                 wcross_alpha *= 1 - autocvar__menu_alpha;
790                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
791
792                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
793                 {
794                         // crosshair rings for weapon stats
795                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
796                         {
797                                 // declarations and stats
798                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
799                                 string ring_image = string_null, ring_inner_image = string_null;
800                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
801
802                                 ring_scale = autocvar_crosshair_ring_size;
803
804                                 float weapon_clipload, weapon_clipsize;
805                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
806                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
807
808                                 float ok_ammo_charge, ok_ammo_chargepool;
809                                 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
810                                 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
811
812                                 float vortex_charge, vortex_chargepool;
813                                 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
814                                 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
815
816                                 float arc_heat = getstatf(STAT_ARC_HEAT);
817
818                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
819                                         vortex_charge_movingavg = vortex_charge;
820
821
822                                 // handle the values
823                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
824                                 {
825                                         if (vortex_chargepool || use_vortex_chargepool) {
826                                                 use_vortex_chargepool = 1;
827                                                 ring_inner_value = vortex_chargepool;
828                                         } else {
829                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
830                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
831                                         }
832
833                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
834                                         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;
835                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
836
837                                         // draw the outer ring to show the current charge of the weapon
838                                         ring_value = vortex_charge;
839                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
840                                         ring_rgb = wcross_color;
841                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
842                                 }
843                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
844                                 {
845                                         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.
846                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
847                                         ring_rgb = wcross_color;
848                                         ring_image = "gfx/crosshair_ring.tga";
849                                 }
850                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
851                                 {
852                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
853                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
854                                         ring_rgb = wcross_color;
855                                         ring_image = "gfx/crosshair_ring.tga";
856                                 }
857                                 else if (ok_ammo_charge)
858                                 {
859                                         ring_value = ok_ammo_chargepool;
860                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
861                                         ring_rgb = wcross_color;
862                                         ring_image = "gfx/crosshair_ring.tga";
863                                 }
864                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
865                                 {
866                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
867                                         ring_scale = autocvar_crosshair_ring_reload_size;
868                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
869                                         ring_rgb = wcross_color;
870
871                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
872                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
873                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
874                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
875                                         else
876                                                 ring_image = "gfx/crosshair_ring.tga";
877                                 }
878                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
879                                 {
880                                         ring_value = arc_heat;
881                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
882                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
883                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
884                                         ring_image = "gfx/crosshair_ring.tga";
885                                 }
886
887                                 // if in weapon switch animation, fade ring out/in
888                                 if(autocvar_crosshair_effect_time > 0)
889                                 {
890                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
891                                         if (f >= 1)
892                                         {
893                                                 wcross_ring_prev = ((ring_image) ? true : false);
894                                         }
895
896                                         if(wcross_ring_prev)
897                                         {
898                                                 if(f < 1)
899                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
900                                         }
901                                         else
902                                         {
903                                                 if(f < 1)
904                                                         ring_alpha *= bound(0, f, 1);
905                                         }
906                                 }
907
908                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
909                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
910
911                                 if (ring_value)
912                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
913                         }
914
915 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
916                         do \
917                         { \
918                                 if(wcross_blur > 0) \
919                                 { \
920                                         for(i = -2; i <= 2; ++i) \
921                                         for(j = -2; j <= 2; ++j) \
922                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
923                                 } \
924                                 else \
925                                 { \
926                                         M(0,0,sz,wcross_name,wcross_alpha); \
927                                 } \
928                         } \
929                         while(0)
930
931 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
932                         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)
933
934 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
935                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
936
937                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
938                         {
939                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
940                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
941                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
942                                 f = 1 - f;
943                         }
944                         else
945                         {
946                                 f = 1;
947                         }
948                         wcross_name_alpha_goal_prev = f;
949
950                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
951                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
952
953                         if(autocvar_crosshair_dot)
954                         {
955                                 vector wcross_color_old;
956                                 wcross_color_old = wcross_color;
957
958                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
959                                         wcross_color = stov(autocvar_crosshair_dot_color);
960
961                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
962                                 // FIXME why don't we use wcross_alpha here?cl_notice_run();
963                                 wcross_color = wcross_color_old;
964                         }
965                 }
966         }
967         else
968         {
969                 wcross_scale_prev = 0;
970                 wcross_alpha_prev = 0;
971                 wcross_scale_goal_prev = 0;
972                 wcross_alpha_goal_prev = 0;
973                 wcross_changedonetime = 0;
974                 if(wcross_name_goal_prev)
975                         strunzone(wcross_name_goal_prev);
976                 wcross_name_goal_prev = string_null;
977                 if(wcross_name_goal_prev_prev)
978                         strunzone(wcross_name_goal_prev_prev);
979                 wcross_name_goal_prev_prev = string_null;
980                 wcross_name_changestarttime = 0;
981                 wcross_name_changedonetime = 0;
982                 wcross_name_alpha_goal_prev = 0;
983                 wcross_name_alpha_goal_prev_prev = 0;
984                 wcross_resolution_goal_prev = 0;
985                 wcross_resolution_goal_prev_prev = 0;
986         }
987 }
988
989 const int BUTTON_3 = 4;
990 const int BUTTON_4 = 8;
991 float cl_notice_run();
992 float prev_myteam;
993 void CSQC_UpdateView(float w, float h)
994 {
995         entity e;
996         float fov;
997         float f;
998         int i;
999         vector vf_size, vf_min;
1000         float a;
1001
1002         execute_next_frame();
1003
1004         ++framecount;
1005
1006         hud = getstati(STAT_HUD);
1007
1008         if(autocvar__hud_showbinds_reload) // menu can set this one
1009         {
1010                 db_close(binddb);
1011                 binddb = db_create();
1012                 cvar_set("_hud_showbinds_reload", "0");
1013         }
1014
1015         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1016                 view_quality = getproperty(VF_MINFPS_QUALITY);
1017         else
1018                 view_quality = 1;
1019
1020         button_attack2 = (input_buttons & BUTTON_3);
1021         button_zoom = (input_buttons & BUTTON_4);
1022
1023 #define CHECKFAIL_ASSERT(flag,func,parm,val) do {                                                                   \
1024         float checkfailv = (func)(parm);                                                                                \
1025         if (checkfailv != (val)) {                                                                                      \
1026                 if (!checkfail[(flag)])                                                                                     \
1027                 localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv));                           \
1028                 checkfail[(flag)] = 1;                                                                                      \
1029         }                                                                                                               \
1030 } while(0)
1031         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1032         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1033         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);
1034         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1035         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1036         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1037         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1038
1039         vf_size = getpropertyvec(VF_SIZE);
1040         vf_min = getpropertyvec(VF_MIN);
1041         vid_width = vf_size.x;
1042         vid_height = vf_size.y;
1043
1044         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1045         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1046
1047         WaypointSprite_Load();
1048
1049         CSQCPlayer_SetCamera();
1050
1051         myteam = GetPlayerColor(player_localentnum - 1);
1052
1053         if(myteam != prev_myteam)
1054         {
1055                 myteamcolors = colormapPaletteColor(myteam, 1);
1056                 for(i = 0; i < HUD_PANEL_NUM; ++i)
1057                         hud_panel[i].update_time = time;
1058                 prev_myteam = myteam;
1059         }
1060
1061         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1062
1063         float is_dead = (getstati(STAT_HEALTH) <= 0);
1064
1065         // FIXME do we need this hack?
1066         if(isdemo())
1067         {
1068                 // in demos, input_buttons do not work
1069                 button_zoom = (autocvar__togglezoom == "-");
1070         }
1071         else if(button_zoom
1072                 && autocvar_cl_unpress_zoom_on_death
1073                 && (spectatee_status >= 0)
1074                 && (is_dead || intermission))
1075         {
1076                 // no zoom while dead or in intermission please
1077                 localcmd("-zoom\n");
1078                 button_zoom = false;
1079         }
1080
1081         // event chase camera
1082         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1083         {
1084                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1085                 entity gen = world;
1086                 
1087                 if(ons_roundlost)
1088                 {
1089                         entity e;
1090                         for(e = world; (e = find(e, classname, "onslaught_generator")); )
1091                         {
1092                                 if(e.health <= 0)
1093                                 {
1094                                         gen = e;
1095                                         break;
1096                                 }
1097                         }
1098                         if(!gen)
1099                                 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1100                 }
1101                 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1102                 {
1103                         eventchase_running = true;
1104
1105                         // 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.)
1106                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1107                         if(ons_roundlost) { current_view_origin = gen.origin; }
1108
1109                         // detect maximum viewoffset and use it
1110                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1111                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1112
1113                         if(view_offset)
1114                         {
1115                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1116                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1117                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1118                         }
1119
1120                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1121                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1122                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1123                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1124
1125                         // make the camera smooth back
1126                         float chase_distance = autocvar_cl_eventchase_distance;
1127                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1128
1129                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1130                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1131                         else if(eventchase_current_distance != chase_distance)
1132                                 eventchase_current_distance = chase_distance;
1133
1134                         makevectors(view_angles);
1135
1136                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1137                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1138
1139                         // If the boxtrace fails, revert back to line tracing.
1140                         if(trace_startsolid)
1141                         {
1142                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1143                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1144                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1145                         }
1146                         else { setproperty(VF_ORIGIN, trace_endpos); }
1147
1148                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1149                 }
1150                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1151                 {
1152                         eventchase_running = false;
1153                         cvar_set("chase_active", "0");
1154                         eventchase_current_distance = 0; // start from 0 next time
1155                 }
1156         }
1157         // workaround for camera stuck between player's legs when using chase_active 1
1158         // because the engine stops updating the chase_active camera when the game ends
1159         else if(intermission)
1160         {
1161                 cvar_settemp("chase_active", "-1");
1162                 eventchase_current_distance = 0;
1163         }
1164
1165         // do lockview after event chase camera so that it still applies whenever necessary.
1166         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1167         {
1168                 setproperty(VF_ORIGIN, freeze_org);
1169                 setproperty(VF_ANGLES, freeze_ang);
1170         }
1171         else
1172         {
1173                 freeze_org = getpropertyvec(VF_ORIGIN);
1174                 freeze_ang = getpropertyvec(VF_ANGLES);
1175         }
1176
1177         WarpZone_FixView();
1178         //WarpZone_FixPMove();
1179
1180         vector ov_org = '0 0 0';
1181         vector ov_mid = '0 0 0';
1182         vector ov_worldmin = '0 0 0';
1183         vector ov_worldmax = '0 0 0';
1184         if(autocvar_cl_orthoview)
1185         {
1186                 ov_worldmin = mi_picmin;
1187                 ov_worldmax = mi_picmax;
1188
1189                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1190                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1191                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1192
1193                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1194                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1195
1196                 float ov_nearest = vlen(ov_org - vec3(
1197                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1198                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1199                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1200                 ));
1201
1202                 float ov_furthest = 0;
1203                 float dist = 0;
1204
1205                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1206                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1207                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1208                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1209                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1210                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1211                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1212                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1213
1214                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1215                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1216                 cvar_settemp("r_farclip_world", "0");
1217                 cvar_settemp("r_novis", "1");
1218                 cvar_settemp("r_useportalculling", "0");
1219                 cvar_settemp("r_useinfinitefarclip", "0");
1220
1221                 setproperty(VF_ORIGIN, ov_org);
1222                 setproperty(VF_ANGLES, '90 0 0');
1223
1224                 #if 0
1225                 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1226                         vtos(ov_org),
1227                         vtos(getpropertyvec(VF_ANGLES)),
1228                         ov_distance,
1229                         ov_nearest,
1230                         ov_furthest);
1231                 #endif
1232         }
1233
1234         // Render the Scene
1235         view_origin = getpropertyvec(VF_ORIGIN);
1236         view_angles = getpropertyvec(VF_ANGLES);
1237         makevectors(view_angles);
1238         view_forward = v_forward;
1239         view_right = v_right;
1240         view_up = v_up;
1241
1242 #ifdef BLURTEST
1243         if(time > blurtest_time0 && time < blurtest_time1)
1244         {
1245                 float r, t;
1246
1247                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1248                 r = t * blurtest_radius;
1249                 f = 1 / pow(t, blurtest_power) - 1;
1250
1251                 cvar_set("r_glsl_postprocess", "1");
1252                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1253         }
1254         else
1255         {
1256                 cvar_set("r_glsl_postprocess", "0");
1257                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1258         }
1259 #endif
1260
1261         TargetMusic_Advance();
1262         Fog_Force();
1263
1264         if(drawtime == 0)
1265                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1266         else
1267                 drawframetime = bound(0.000001, time - drawtime, 1);
1268         drawtime = time;
1269
1270         // watch for gametype changes here...
1271         // in ParseStuffCMD the cmd isn't executed yet :/
1272         // might even be better to add the gametype to TE_CSQC_INIT...?
1273         if(!postinit)
1274                 PostInit();
1275
1276         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1277         {
1278                 if(calledhooks & HOOK_START)
1279                 {
1280                         localcmd("\ncl_hook_gameend\n");
1281                         calledhooks |= HOOK_END;
1282                 }
1283         }
1284
1285         Announcer();
1286
1287         fov = autocvar_fov;
1288         if(fov <= 59.5)
1289         {
1290                 if(!zoomscript_caught)
1291                 {
1292                         localcmd("+button9\n");
1293                         zoomscript_caught = 1;
1294                 }
1295         }
1296         else
1297         {
1298                 if(zoomscript_caught)
1299                 {
1300                         localcmd("-button9\n");
1301                         zoomscript_caught = 0;
1302                 }
1303         }
1304
1305         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1306
1307         // next WANTED weapon (for HUD)
1308         switchweapon = getstati(STAT_SWITCHWEAPON);
1309
1310         // currently switching-to weapon (for crosshair)
1311         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1312
1313         // actually active weapon (for zoom)
1314         activeweapon = getstati(STAT_ACTIVEWEAPON);
1315
1316         f = (serverflags & SERVERFLAG_TEAMPLAY);
1317         if(f != teamplay)
1318         {
1319                 teamplay = f;
1320                 HUD_InitScores();
1321         }
1322
1323         if(last_switchweapon != switchweapon)
1324         {
1325                 weapontime = time;
1326                 last_switchweapon = switchweapon;
1327                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1328                 {
1329                         localcmd("-zoom\n");
1330                         button_zoom = false;
1331                 }
1332                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1333                 {
1334                         localcmd("-fire\n");
1335                         localcmd("-fire2\n");
1336                         button_attack2 = false;
1337                 }
1338         }
1339         if(last_activeweapon != activeweapon)
1340         {
1341                 last_activeweapon = activeweapon;
1342
1343                 e = get_weaponinfo(activeweapon);
1344                 if(e.netname != "")
1345                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1346                 else
1347                         localcmd("\ncl_hook_activeweapon none\n");
1348         }
1349
1350         // ALWAYS Clear Current Scene First
1351         clearscene();
1352
1353         setproperty(VF_ORIGIN, view_origin);
1354         setproperty(VF_ANGLES, view_angles);
1355
1356         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1357         setproperty(VF_SIZE, vf_size);
1358         setproperty(VF_MIN, vf_min);
1359
1360         // Assign Standard Viewflags
1361         // Draw the World (and sky)
1362         setproperty(VF_DRAWWORLD, 1);
1363
1364         // Set the console size vars
1365         vid_conwidth = autocvar_vid_conwidth;
1366         vid_conheight = autocvar_vid_conheight;
1367         vid_pixelheight = autocvar_vid_pixelheight;
1368
1369         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1370         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1371
1372         // Camera for demo playback
1373         if(camera_active)
1374         {
1375                 if(autocvar_camera_enable)
1376                         CSQC_Demo_Camera();
1377                 else
1378                 {
1379                         cvar_set("chase_active", ftos(chase_active_backup));
1380                         cvar_set("cl_demo_mousegrab", "0");
1381                         camera_active = false;
1382                 }
1383         }
1384         else
1385         {
1386 #ifdef CAMERATEST
1387                 if(autocvar_camera_enable)
1388 #else
1389                 if(autocvar_camera_enable && isdemo())
1390 #endif
1391                 {
1392                         // Enable required Darkplaces cvars
1393                         chase_active_backup = autocvar_chase_active;
1394                         cvar_set("chase_active", "2");
1395                         cvar_set("cl_demo_mousegrab", "1");
1396                         camera_active = true;
1397                         camera_mode = false;
1398                 }
1399         }
1400
1401         // Draw the Crosshair
1402         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1403
1404         // Draw the Engine Status Bar (the default Quake HUD)
1405         setproperty(VF_DRAWENGINESBAR, 0);
1406
1407         // Update the mouse position
1408         /*
1409            mousepos_x = vid_conwidth;
1410            mousepos_y = vid_conheight;
1411            mousepos = mousepos*0.5 + getmousepos();
1412          */
1413
1414         e = self;
1415         for(self = world; (self = nextent(self)); )
1416                 if(self.draw)
1417                         self.draw();
1418         self = e;
1419
1420         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1421         renderscene();
1422
1423         // now switch to 2D drawing mode by calling a 2D drawing function
1424         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1425         // next R_RenderScene call
1426         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1427
1428         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1429         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1430         {
1431                 // apply night vision effect
1432                 vector tc_00, tc_01, tc_10, tc_11;
1433                 vector rgb = '0 0 0';
1434
1435                 if(!nightvision_noise)
1436                 {
1437                         nightvision_noise = spawn();
1438                         nightvision_noise.classname = "nightvision_noise";
1439                 }
1440                 if(!nightvision_noise2)
1441                 {
1442                         nightvision_noise2 = spawn();
1443                         nightvision_noise2.classname = "nightvision_noise2";
1444                 }
1445
1446                 // color tint in yellow
1447                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1448
1449                 // draw BG
1450                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1451                 rgb = '1 1 1';
1452                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1453                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1454                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1455                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1456                 tc_11 = tc_01 + tc_10 - tc_00;
1457                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1458                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1459                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1460                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1461                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1462                 R_EndPolygon();
1463
1464                 // draw FG
1465                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1466                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1467                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1468                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1469                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1470                 tc_11 = tc_01 + tc_10 - tc_00;
1471                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1472                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1473                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1474                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1475                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1476                 R_EndPolygon();
1477         }
1478
1479         if(autocvar_cl_reticle)
1480         {
1481                 // Draw the aiming reticle for weapons that use it
1482                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1483                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1484                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1485                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1486                 {
1487                         // no zoom reticle while dead
1488                         reticle_type = 0;
1489                 }
1490                 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1491                 {
1492                         if(reticle_image != "") { reticle_type = 2; }
1493                         else { reticle_type = 0; }
1494                 }
1495                 else if(button_zoom || zoomscript_caught)
1496                 {
1497                         // normal zoom
1498                         reticle_type = 1;
1499                 }
1500
1501                 if(reticle_type)
1502                 {
1503                         if(autocvar_cl_reticle_stretch)
1504                         {
1505                                 reticle_size.x = vid_conwidth;
1506                                 reticle_size.y = vid_conheight;
1507                                 reticle_pos.x = 0;
1508                                 reticle_pos.y = 0;
1509                         }
1510                         else
1511                         {
1512                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1513                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1514                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1515                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1516                         }
1517
1518                         if(zoomscript_caught)
1519                                 f = 1;
1520                         else
1521                                 f = current_zoomfraction;
1522
1523                         if(f)
1524                         {
1525                                 switch(reticle_type)
1526                                 {
1527                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1528                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1529                                 }
1530                         }
1531                 }
1532         }
1533         else
1534         {
1535                 if(reticle_type != 0) { reticle_type = 0; }
1536         }
1537
1538
1539         // improved polyblend
1540         if(autocvar_hud_contents)
1541         {
1542                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1543                 vector liquidcolor;
1544
1545                 switch(pointcontents(view_origin))
1546                 {
1547                         case CONTENT_WATER:
1548                                 liquidalpha = autocvar_hud_contents_water_alpha;
1549                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1550                                 incontent = 1;
1551                                 break;
1552
1553                         case CONTENT_LAVA:
1554                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1555                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1556                                 incontent = 1;
1557                                 break;
1558
1559                         case CONTENT_SLIME:
1560                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1561                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1562                                 incontent = 1;
1563                                 break;
1564
1565                         default:
1566                                 liquidalpha = 0;
1567                                 liquidcolor = '0 0 0';
1568                                 incontent = 0;
1569                                 break;
1570                 }
1571
1572                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1573                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1574                         contentfadetime = autocvar_hud_contents_fadeintime;
1575                         liquidalpha_prev = liquidalpha;
1576                         liquidcolor_prev = liquidcolor;
1577                 }
1578                 else
1579                         contentfadetime = autocvar_hud_contents_fadeouttime;
1580
1581                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1582                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1583
1584                 if(contentavgalpha)
1585                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1586
1587                 if(autocvar_hud_postprocessing)
1588                 {
1589                         if(autocvar_hud_contents_blur && contentavgalpha)
1590                         {
1591                                 content_blurpostprocess.x = 1;
1592                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1593                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1594                         }
1595                         else
1596                         {
1597                                 content_blurpostprocess.x = 0;
1598                                 content_blurpostprocess.y = 0;
1599                                 content_blurpostprocess.z = 0;
1600                         }
1601                 }
1602         }
1603
1604         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1605         {
1606                 splash_size.x = max(vid_conwidth, vid_conheight);
1607                 splash_size.y = max(vid_conwidth, vid_conheight);
1608                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1609                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1610
1611                 float myhealth_flash_temp;
1612                 myhealth = getstati(STAT_HEALTH);
1613
1614                 // fade out
1615                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1616                 // add new damage
1617                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1618
1619                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1620                 pain_threshold = autocvar_hud_damage_pain_threshold;
1621                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1622                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1623
1624                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1625                 {
1626                         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);
1627                 }
1628
1629                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1630
1631                 if(myhealth_prev < 1)
1632                 {
1633                         if(myhealth >= 1)
1634                         {
1635                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1636                                 myhealth_flash_temp = 0;
1637                         }
1638                         else
1639                         {
1640                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1641                         }
1642                 }
1643
1644                 if(spectatee_status == -1 || intermission)
1645                 {
1646                         myhealth_flash = 0; // observing, or match ended
1647                         myhealth_flash_temp = 0;
1648                 }
1649
1650                 myhealth_prev = myhealth;
1651
1652                 // IDEA: change damage color/picture based on player model for robot/alien species?
1653                 // pro: matches model better
1654                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1655                 // maybe different reddish pics?
1656                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1657                 {
1658                         if(autocvar_cl_gentle_damage == 2)
1659                         {
1660                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1661                                 {
1662                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1663                                 }
1664                         }
1665                         else
1666                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1667
1668                         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);
1669                 }
1670                 else
1671                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1672
1673                 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.
1674                 {
1675                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1676                         {
1677                                 damage_blurpostprocess.x = 1;
1678                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1679                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1680                         }
1681                         else
1682                         {
1683                                 damage_blurpostprocess.x = 0;
1684                                 damage_blurpostprocess.y = 0;
1685                                 damage_blurpostprocess.z = 0;
1686                         }
1687                 }
1688         }
1689
1690         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1691         float e2 = (autocvar_hud_powerup != 0);
1692         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1693         {
1694                 // enable or disable rendering types if they are used or not
1695                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1696                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1697
1698                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1699                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1700                 {
1701                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1702                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1703                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1704                         {
1705                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1706                                 old_blurradius = blurradius;
1707                                 old_bluralpha = bluralpha;
1708                         }
1709                 }
1710                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1711                 {
1712                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1713                         old_blurradius = 0;
1714                         old_bluralpha = 0;
1715                 }
1716
1717                 // edge detection postprocess handling done second (used by hud_powerup)
1718                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1719                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1720                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1721
1722                 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.
1723
1724                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1725                 {
1726                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1727                         {
1728                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1729                                 old_sharpen_intensity = sharpen_intensity;
1730                         }
1731                 }
1732                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1733                 {
1734                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1735                         old_sharpen_intensity = 0;
1736                 }
1737
1738                 if(cvar("r_glsl_postprocess") == 0)
1739                         cvar_set("r_glsl_postprocess", "2");
1740         }
1741         else if(cvar("r_glsl_postprocess") == 2)
1742                 cvar_set("r_glsl_postprocess", "0");
1743
1744         if(menu_visible)
1745                 menu_show();
1746
1747         /*if(gametype == MAPINFO_TYPE_CTF)
1748           {
1749           ctf_view();
1750           } else */
1751
1752         // draw 2D entities
1753         e = self;
1754         for(self = world; (self = nextent(self)); )
1755                 if(self.draw2d)
1756                         self.draw2d();
1757         self = e;
1758         Draw_ShowNames_All();
1759
1760         scoreboard_active = HUD_WouldDrawScoreboard();
1761
1762         UpdateDamage();
1763         UpdateCrosshair();
1764         UpdateHitsound();
1765
1766         if(NextFrameCommand)
1767         {
1768                 localcmd("\n", NextFrameCommand, "\n");
1769                 NextFrameCommand = string_null;
1770         }
1771
1772         // we must do this check AFTER a frame was rendered, or it won't work
1773         if(cs_project_is_b0rked == 0)
1774         {
1775                 string w0, h0;
1776                 w0 = ftos(autocvar_vid_conwidth);
1777                 h0 = ftos(autocvar_vid_conheight);
1778                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1779                 //setproperty(VF_FOV, '90 90 0');
1780                 setproperty(VF_ORIGIN, '0 0 0');
1781                 setproperty(VF_ANGLES, '0 0 0');
1782                 setproperty(VF_PERSPECTIVE, 1);
1783                 makevectors('0 0 0');
1784                 vector v1, v2;
1785                 cvar_set("vid_conwidth", "800");
1786                 cvar_set("vid_conheight", "600");
1787                 v1 = cs_project(v_forward);
1788                 cvar_set("vid_conwidth", "640");
1789                 cvar_set("vid_conheight", "480");
1790                 v2 = cs_project(v_forward);
1791                 if(v1 == v2)
1792                         cs_project_is_b0rked = 1;
1793                 else
1794                         cs_project_is_b0rked = -1;
1795                 cvar_set("vid_conwidth", w0);
1796                 cvar_set("vid_conheight", h0);
1797         }
1798
1799         if(autocvar__hud_configure)
1800                 HUD_Panel_Mouse();
1801         else 
1802                 HUD_Radar_Mouse();
1803
1804     if(hud && !intermission)
1805     {
1806         if(hud == HUD_SPIDERBOT)
1807             CSQC_SPIDER_HUD();
1808         else if(hud == HUD_WAKIZASHI)
1809             CSQC_WAKIZASHI_HUD();
1810         else if(hud == HUD_RAPTOR)
1811             CSQC_RAPTOR_HUD();
1812         else if(hud == HUD_BUMBLEBEE)
1813             CSQC_BUMBLE_HUD();
1814         else if(hud == HUD_BUMBLEBEE_GUN)
1815             CSQC_BUMBLE_GUN_HUD();
1816     }
1817
1818         cl_notice_run();
1819
1820         // let's reset the view back to normal for the end
1821         setproperty(VF_MIN, '0 0 0');
1822         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1823 }
1824
1825
1826 void CSQC_common_hud(void)
1827 {
1828         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1829                 Accuracy_LoadLevels();
1830
1831         HUD_Main(); // always run these functions for alpha checks
1832         HUD_DrawScoreboard();
1833
1834         if (scoreboard_active) // scoreboard/accuracy
1835                 HUD_Reset();
1836         else if (intermission == 2) // map voting screen
1837         {
1838                 MapVote_Draw();
1839                 HUD_Reset();
1840         }
1841 }
1842
1843
1844 // following vectors must be global to allow seamless switching between camera modes
1845 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1846 void CSQC_Demo_Camera()
1847 {
1848         float speed, attenuation, dimensions;
1849         vector tmp, delta;
1850
1851         if( autocvar_camera_reset || !camera_mode )
1852         {
1853                 camera_offset = '0 0 0';
1854                 current_angles = '0 0 0';
1855                 camera_direction = '0 0 0';
1856                 camera_offset.z += 30;
1857                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1858                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1859                 current_origin = view_origin;
1860                 current_camera_offset  = camera_offset;
1861                 cvar_set("camera_reset", "0");
1862                 camera_mode = CAMERA_CHASE;
1863         }
1864
1865         // Camera angles
1866         if( camera_roll )
1867                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1868
1869         if(autocvar_camera_look_player)
1870         {
1871                 vector dir;
1872                 float n;
1873
1874                 dir = normalize(view_origin - current_position);
1875                 n = mouse_angles.z;
1876                 mouse_angles = vectoangles(dir);
1877                 mouse_angles.x = mouse_angles.x * -1;
1878                 mouse_angles.z = n;
1879         }
1880         else
1881         {
1882                 tmp = getmousepos() * 0.1;
1883                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1884                 {
1885                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1886                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1887                 }
1888         }
1889
1890         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1891         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1892         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1893         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1894
1895         // Fix difference when angles don't have the same sign
1896         delta = '0 0 0';
1897         if(mouse_angles.y < -60 && current_angles.y > 60)
1898                 delta = '0 360 0';
1899         if(mouse_angles.y > 60 && current_angles.y < -60)
1900                 delta = '0 -360 0';
1901
1902         if(autocvar_camera_look_player)
1903                 attenuation = autocvar_camera_look_attenuation;
1904         else
1905                 attenuation = autocvar_camera_speed_attenuation;
1906
1907         attenuation = 1 / max(1, attenuation);
1908         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1909
1910         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1911         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1912         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1913         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1914
1915         // Camera position
1916         tmp = '0 0 0';
1917         dimensions = 0;
1918
1919         if( camera_direction.x )
1920         {
1921                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1922                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1923                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1924                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1925                 ++dimensions;
1926         }
1927
1928         if( camera_direction.y )
1929         {
1930                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1931                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1932                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1933                 ++dimensions;
1934         }
1935
1936         if( camera_direction.z )
1937         {
1938                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1939                 ++dimensions;
1940         }
1941
1942         if(autocvar_camera_free)
1943                 speed = autocvar_camera_speed_free;
1944         else
1945                 speed = autocvar_camera_speed_chase;
1946
1947         if(dimensions)
1948         {
1949                 speed = speed * sqrt(1 / dimensions);
1950                 camera_offset += tmp * speed;
1951         }
1952
1953         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1954
1955         // Camera modes
1956         if( autocvar_camera_free )
1957         {
1958                 if ( camera_mode == CAMERA_CHASE )
1959                 {
1960                         current_camera_offset = current_origin + current_camera_offset;
1961                         camera_offset = current_origin + camera_offset;
1962                 }
1963
1964                 camera_mode = CAMERA_FREE;
1965                 current_position = current_camera_offset;
1966         }
1967         else
1968         {
1969                 if ( camera_mode == CAMERA_FREE )
1970                 {
1971                         current_origin = view_origin;
1972                         camera_offset = camera_offset - current_origin;
1973                         current_camera_offset = current_camera_offset - current_origin;
1974                 }
1975
1976                 camera_mode = CAMERA_CHASE;
1977
1978                 if(autocvar_camera_chase_smoothly)
1979                         current_origin += (view_origin - current_origin) * attenuation;
1980                 else
1981                         current_origin = view_origin;
1982
1983                 current_position = current_origin + current_camera_offset;
1984         }
1985
1986         setproperty(VF_ANGLES, current_angles);
1987         setproperty(VF_ORIGIN, current_position);
1988 }