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Overkill weapons: removed old hack.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
6 #include "hud/_mod.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
11
12 #include "mutators/events.qh"
13
14 #include <common/animdecide.qh>
15 #include <common/ent_cs.qh>
16 #include <common/anim.qh>
17 #include <common/constants.qh>
18 #include <common/net_linked.qh>
19 #include <common/debug.qh>
20 #include <common/mapinfo.qh>
21 #include <common/gamemodes/_mod.qh>
22 #include <common/physics/player.qh>
23 #include <common/stats.qh>
24 #include <common/triggers/target/music.qh>
25 #include <common/teams.qh>
26 #include <common/wepent.qh>
27
28 #include <common/weapons/weapon/tuba.qh>
29
30 #include <common/vehicles/all.qh>
31 #include <common/weapons/_all.qh>
32 #include <common/mutators/mutator/overkill/okvortex.qh>
33 #include <common/viewloc.qh>
34 #include <common/minigames/cl_minigames.qh>
35 #include <common/minigames/cl_minigames_hud.qh>
36
37 #include <lib/csqcmodel/cl_player.qh>
38 #include <lib/csqcmodel/cl_model.qh>
39 #include "csqcmodel_hooks.qh"
40
41 #include <lib/warpzone/client.qh>
42 #include <lib/warpzone/common.qh>
43
44 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
45
46 float autocvar_cl_viewmodel_scale;
47
48 bool autocvar_cl_bobmodel;
49 float autocvar_cl_bobmodel_speed;
50 float autocvar_cl_bobmodel_side;
51 float autocvar_cl_bobmodel_up;
52
53 float autocvar_cl_followmodel;
54 float autocvar_cl_followmodel_speed = 0.3;
55 float autocvar_cl_followmodel_limit = 135;
56 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
57 float autocvar_cl_followmodel_highpass = 0.05;
58 float autocvar_cl_followmodel_lowpass = 0.03;
59 bool autocvar_cl_followmodel_velocity_absolute;
60
61 float autocvar_cl_leanmodel;
62 float autocvar_cl_leanmodel_speed = 0.3;
63 float autocvar_cl_leanmodel_limit = 30;
64 float autocvar_cl_leanmodel_highpass1 = 0.2;
65 float autocvar_cl_leanmodel_highpass = 0.2;
66 float autocvar_cl_leanmodel_lowpass = 0.05;
67
68 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
69
70 #define lowpass(value, frac, ref_store, ret) \
71         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
72
73 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
74 { \
75         float __ignore; lowpass(value, frac, ref_store, __ignore); \
76         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
77 } MACRO_END
78
79 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
80 { \
81         float __f = 0; lowpass(value, frac, ref_store, __f); \
82         ret = (value) - __f; \
83 } MACRO_END
84
85 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
86 { \
87         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
88         ret = (value) - __f; \
89 } MACRO_END
90
91 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
92 { \
93         lowpass(value.x, frac, ref_store.x, ref_out.x); \
94         lowpass(value.y, frac, ref_store.y, ref_out.y); \
95 } MACRO_END
96
97 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
98 { \
99         highpass(value.x, frac, ref_store.x, ref_out.x); \
100         highpass(value.y, frac, ref_store.y, ref_out.y); \
101 } MACRO_END
102
103 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
104 { \
105         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
106         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
107 } MACRO_END
108
109 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
110 { \
111         lowpass(value.x, frac, ref_store.x, ref_out.x); \
112         lowpass(value.y, frac, ref_store.y, ref_out.y); \
113         lowpass(value.z, frac, ref_store.z, ref_out.z); \
114 } MACRO_END
115
116 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
117 { \
118         highpass(value.x, frac, ref_store.x, ref_out.x); \
119         highpass(value.y, frac, ref_store.y, ref_out.y); \
120         highpass(value.z, frac, ref_store.z, ref_out.z); \
121 } MACRO_END
122
123 void calc_followmodel_ofs(entity view)
124 {
125         if(cl_followmodel_time == time)
126                 return; // cl_followmodel_ofs already calculated for this frame
127
128         float frac;
129         vector gunorg = '0 0 0';
130         static vector vel_average;
131         static vector gunorg_adjustment_highpass;
132         static vector gunorg_adjustment_lowpass;
133
134         vector vel;
135         if (autocvar_cl_followmodel_velocity_absolute)
136                 vel = view.velocity;
137         else
138         {
139                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
140                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
141                 vel.x = view.velocity * forward;
142                 vel.y = view.velocity * right * -1;
143                 vel.z = view.velocity * up;
144         }
145
146         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
147         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
148         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
149
150         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
151         lowpass3(vel, frac, vel_average, gunorg);
152
153         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
154
155         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
156         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
157         frac = avg_factor(autocvar_cl_followmodel_highpass);
158         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
159         frac = avg_factor(autocvar_cl_followmodel_lowpass);
160         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
161
162         if (autocvar_cl_followmodel_velocity_absolute)
163         {
164                 vector fixed_gunorg;
165                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
166                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
167                 fixed_gunorg.x = gunorg * forward;
168                 fixed_gunorg.y = gunorg * right * -1;
169                 fixed_gunorg.z = gunorg * up;
170                 gunorg = fixed_gunorg;
171         }
172
173         cl_followmodel_ofs = gunorg;
174         cl_followmodel_time = time;
175 }
176
177 vector leanmodel_ofs(entity view)
178 {
179         float frac;
180         vector gunangles = '0 0 0';
181         static vector gunangles_prev = '0 0 0';
182         static vector gunangles_highpass = '0 0 0';
183         static vector gunangles_adjustment_highpass;
184         static vector gunangles_adjustment_lowpass;
185
186         if (view.csqcmodel_teleported)
187                 gunangles_prev = view_angles;
188
189         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
190         gunangles_highpass += gunangles_prev;
191         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
192         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
193         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
194         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
195         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
196         gunangles_prev = view_angles;
197         gunangles_highpass -= gunangles_prev;
198
199         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
200         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
201
202         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
203         frac = avg_factor(autocvar_cl_leanmodel_highpass);
204         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
205         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
206         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
207
208         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
209
210         return gunangles;
211 }
212
213 vector bobmodel_ofs(entity view)
214 {
215         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
216         static bool oldonground;
217         static float hitgroundtime;
218         if (clonground)
219         {
220                 float f = time; // cl.movecmd[0].time
221                 if (!oldonground)
222                         hitgroundtime = f;
223         }
224         oldonground = clonground;
225
226         // calculate for swinging gun model
227         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
228         vector gunorg = '0 0 0';
229         static float bobmodel_scale = 0;
230         static float time_ofs = 0; // makes the effect always restart in the same way
231         if (clonground)
232         {
233                 if (time - hitgroundtime > 0.05)
234                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
235         }
236         else
237                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
238
239         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
240         if (bobmodel_scale && xyspeed)
241         {
242                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
243                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
244                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
245                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
246         }
247         else
248                 time_ofs = time;
249
250         return gunorg;
251 }
252
253 void viewmodel_animate(entity this)
254 {
255         if (autocvar_chase_active) return;
256         if (STAT(HEALTH) <= 0) return;
257
258         entity view = CSQCModel_server2csqc(player_localentnum - 1);
259
260         if (autocvar_cl_followmodel)
261         {
262                 calc_followmodel_ofs(view);
263                 this.origin += cl_followmodel_ofs;
264         }
265
266         if (autocvar_cl_leanmodel)
267                 this.angles += leanmodel_ofs(view);
268
269         // vertical view bobbing code
270         // TODO: cl_bob
271
272         // horizontal view bobbing code
273         // TODO: cl_bob2
274
275         // fall bobbing code
276         // causes the view to swing down and back up when touching the ground
277         // TODO: cl_bobfall
278
279         // gun model bobbing code
280         if (autocvar_cl_bobmodel)
281                 this.origin += bobmodel_ofs(view);
282 }
283
284 .vector viewmodel_origin, viewmodel_angles;
285 .float weapon_nextthink;
286 .float weapon_eta_last;
287 .float weapon_switchdelay;
288
289 .string name_last;
290
291 void viewmodel_draw(entity this)
292 {
293         if(!this.activeweapon || !autocvar_r_drawviewmodel)
294                 return;
295         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
296         float a = this.alpha;
297         static bool wasinvehicle;
298         bool invehicle = player_localentnum > maxclients;
299         if (invehicle) a = -1;
300         else if (wasinvehicle) a = 1;
301         wasinvehicle = invehicle;
302         Weapon wep = this.activeweapon;
303         int c = entcs_GetClientColors(current_player);
304         vector g = weaponentity_glowmod(wep, NULL, c, this);
305         entity me = CSQCModel_server2csqc(player_localentnum - 1);
306         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
307                 | EF_NODEPTHTEST)
308                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
309         for (entity e = this; e; e = e.weaponchild)
310         {
311                 e.drawmask = mask;
312                 e.alpha = a;
313                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
314                 e.glowmod = g;
315                 e.csqcmodel_effects = fx;
316                 CSQCModel_Effects_Apply(e);
317         }
318         if(a >= 0)
319         {
320                 string name = wep.mdl;
321                 string newname = wep.wr_viewmodel(wep, this);
322                 if(newname)
323                         name = newname;
324                 bool swap = name != this.name_last;
325                 // if (swap)
326                 {
327                         this.name_last = name;
328                         CL_WeaponEntity_SetModel(this, name, swap);
329                         this.viewmodel_origin = this.origin;
330                         this.viewmodel_angles = this.angles;
331                 }
332                 anim_update(this);
333                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
334                         anim_set(this, this.anim_idle, true, false, false);
335         }
336         float f = 0; // 0..1; 0: fully active
337         float rate = STAT(WEAPONRATEFACTOR);
338         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
339         if (eta <= 0) f = this.weapon_eta_last;
340         else switch (this.state)
341         {
342                 case WS_RAISE:
343                 {
344                         f = eta / max(eta, this.weapon_switchdelay);
345                         break;
346                 }
347                 case WS_DROP:
348                 {
349                         f = 1 - eta / max(eta, this.weapon_switchdelay);
350                         break;
351                 }
352                 case WS_CLEAR:
353                 {
354                         f = 1;
355                         break;
356                 }
357         }
358         this.weapon_eta_last = f;
359         this.origin = this.viewmodel_origin;
360         this.angles = this.viewmodel_angles;
361         this.angles_x = (-90 * f * f);
362         viewmodel_animate(this);
363         MUTATOR_CALLHOOK(DrawViewModel, this);
364         setorigin(this, this.origin);
365 }
366
367 STATIC_INIT(viewmodel) {
368     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
369         viewmodels[slot] = new(viewmodel);
370 }
371
372 void Porto_Draw(entity this);
373 STATIC_INIT(Porto)
374 {
375         entity e = new_pure(porto);
376         e.draw = Porto_Draw;
377         IL_PUSH(g_drawables, e);
378         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
379 }
380
381 const int polyline_length = 16;
382 .vector polyline[polyline_length];
383 void Porto_Draw(entity this)
384 {
385         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
386         {
387                 entity wepent = viewmodels[slot];
388
389                 if (wepent.activeweapon != WEP_PORTO) continue;
390                 if (spectatee_status) continue;
391                 if (WEP_CVAR(porto, secondary)) continue;
392                 if (intermission == 1) continue;
393                 if (intermission == 2) continue;
394                 if (STAT(HEALTH) <= 0) continue;
395
396                 vector pos = view_origin;
397                 vector dir = view_forward;
398                 if (wepent.angles_held_status)
399                 {
400                         makevectors(wepent.angles_held);
401                         dir = v_forward;
402                 }
403
404                 wepent.polyline[0] = pos;
405
406                 int portal_number = 0, portal1_idx = 1, portal_max = 2;
407                 int n = 1 + 2;  // 2 lines == 3 points
408                 for (int idx = 0; idx < n && idx < polyline_length - 1; )
409                 {
410                         traceline(pos, pos + 65536 * dir, true, this);
411                         dir = reflect(dir, trace_plane_normal);
412                         pos = trace_endpos;
413                         wepent.polyline[++idx] = pos;
414                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
415                         {
416                                 n += 1;
417                                 continue;
418                         }
419                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
420                         {
421                                 n = max(2, idx);
422                                 break;
423                         }
424                         // check size
425                         {
426                                 vector ang = vectoangles2(trace_plane_normal, dir);
427                                 ang.x = -ang.x;
428                                 makevectors(ang);
429                                 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
430                                 {
431                                         n = max(2, idx);
432                                         break;
433                                 }
434                         }
435                         portal_number += 1;
436                         if (portal_number >= portal_max) break;
437                         if (portal_number == 1) portal1_idx = idx;
438                 }
439                 for (int idx = 0; idx < n - 1; ++idx)
440                 {
441                         vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
442                         if (idx == 0) p -= view_up * 16;  // line from player
443                         vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
444                         Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
445                 }
446         }
447 }
448
449 float drawtime;
450 float avgspeed;
451 vector GetCurrentFov(float fov)
452 {
453         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
454         float velocityzoom, curspeed;
455         vector v;
456
457         zoomsensitivity = autocvar_cl_zoomsensitivity;
458         zoomfactor = autocvar_cl_zoomfactor;
459         if(zoomfactor < 1 || zoomfactor > 30)
460                 zoomfactor = 2.5;
461         zoomspeed = autocvar_cl_zoomspeed;
462         if(zoomspeed >= 0)
463         if(zoomspeed < 0.5 || zoomspeed > 16)
464                         zoomspeed = 3.5;
465
466         zoomdir = button_zoom;
467
468         if(hud == HUD_NORMAL && !spectatee_status)
469         {
470                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
471                 {
472                         entity wepent = viewmodels[slot];
473                         if(wepent.switchweapon == wepent.activeweapon)
474                         if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_VORTEX && !WEP_CVAR(okvortex, secondary))) // do NOT use switchweapon here
475                                 zoomdir += button_attack2;
476                 }
477         }
478         if(spectatee_status > 0 || isdemo())
479         {
480                 if(spectatorbutton_zoom)
481                 {
482                         if(zoomdir)
483                                 zoomdir = 0;
484                         else
485                                 zoomdir = 1;
486                 }
487                 // fteqcc failed twice here already, don't optimize this
488         }
489
490         if(zoomdir) { zoomin_effect = 0; }
491
492         if(camera_active)
493         {
494                 current_viewzoom = min(1, current_viewzoom + drawframetime);
495         }
496         else if(autocvar_cl_spawnzoom && zoomin_effect)
497         {
498                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
499
500                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
501                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
502                 if(current_viewzoom == 1) { zoomin_effect = 0; }
503         }
504         else
505         {
506                 if(zoomspeed < 0) // instant zoom
507                 {
508                         if(zoomdir)
509                                 current_viewzoom = 1 / zoomfactor;
510                         else
511                                 current_viewzoom = 1;
512                 }
513                 else
514                 {
515                         if(zoomdir)
516                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
517                         else
518                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
519                 }
520         }
521
522         if(almost_equals(current_viewzoom, 1))
523                 current_zoomfraction = 0;
524         else if(almost_equals(current_viewzoom, 1/zoomfactor))
525                 current_zoomfraction = 1;
526         else
527                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
528
529         if(zoomsensitivity < 1)
530                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
531         else
532                 setsensitivityscale(1);
533
534         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
535         {
536                 if(intermission) { curspeed = 0; }
537                 else
538                 {
539
540                         makevectors(view_angles);
541                         v = pmove_vel;
542                         if(csqcplayer)
543                                 v = csqcplayer.velocity;
544
545                         switch(autocvar_cl_velocityzoom_type)
546                         {
547                                 case 3: curspeed = max(0, v_forward * v); break;
548                                 case 2: curspeed = (v_forward * v); break;
549                                 case 1: default: curspeed = vlen(v); break;
550                         }
551                 }
552
553                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
554                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
555                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
556
557                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
558         }
559         else
560                 velocityzoom = 1;
561
562         float frustumx, frustumy, fovx, fovy;
563         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
564         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
565         fovx = atan2(frustumx, 1) / M_PI * 360.0;
566         fovy = atan2(frustumy, 1) / M_PI * 360.0;
567
568         return '1 0 0' * fovx + '0 1 0' * fovy;
569 }
570
571 vector GetViewLocationFOV(float fov)
572 {
573         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
574         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
575         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
576         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
577         return '1 0 0' * fovx + '0 1 0' * fovy;
578 }
579
580 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
581 {
582         float fovx, fovy;
583         float width = (ov_worldmax.x - ov_worldmin.x);
584         float height = (ov_worldmax.y - ov_worldmin.y);
585         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
586         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
587         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
588         return '1 0 0' * fovx + '0 1 0' * fovy;
589 }
590
591 // this function must match W_SetupShot!
592 float zoomscript_caught;
593
594 vector wcross_origin;
595 float wcross_scale_prev, wcross_alpha_prev;
596 vector wcross_color_prev;
597 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
598 vector wcross_color_goal_prev;
599 float wcross_changedonetime;
600
601 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
602 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
603 float wcross_name_changestarttime, wcross_name_changedonetime;
604 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
605
606 float wcross_ring_prev;
607
608 entity trueaim;
609 entity trueaim_rifle;
610
611 const float SHOTTYPE_HITTEAM = 1;
612 const float SHOTTYPE_HITOBSTRUCTION = 2;
613 const float SHOTTYPE_HITWORLD = 3;
614 const float SHOTTYPE_HITENEMY = 4;
615
616 void TrueAim_Init()
617 {
618         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
619         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
620 }
621
622 float EnemyHitCheck()
623 {
624         float t, n;
625         wcross_origin = project_3d_to_2d(trace_endpos);
626         wcross_origin.z = 0;
627         if(trace_ent)
628                 n = trace_ent.entnum;
629         else
630                 n = trace_networkentity;
631         if(n < 1)
632                 return SHOTTYPE_HITWORLD;
633         if(n > maxclients)
634                 return SHOTTYPE_HITWORLD;
635         t = entcs_GetTeam(n - 1);
636         if(teamplay)
637                 if(t == myteam)
638                         return SHOTTYPE_HITTEAM;
639         if(t == NUM_SPECTATOR)
640                 return SHOTTYPE_HITWORLD;
641         return SHOTTYPE_HITENEMY;
642 }
643
644 float TrueAimCheck(entity wepent)
645 {
646         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?
647         vector vecs, trueaimpoint, w_shotorg;
648         vector mi, ma, dv;
649         float shottype;
650         entity ta;
651         float mv;
652
653         mi = ma = '0 0 0';
654         ta = trueaim;
655         mv = MOVE_NOMONSTERS;
656
657         switch(wepent.activeweapon) // WEAPONTODO
658         {
659                 case WEP_TUBA: // no aim
660                 case WEP_PORTO: // shoots from eye
661                 case WEP_NEXBALL: // shoots from eye
662                 case WEP_HOOK: // no trueaim
663                 case WEP_MORTAR: // toss curve
664                         return SHOTTYPE_HITWORLD;
665                 case WEP_VORTEX:
666                 case WEP_OVERKILL_VORTEX:
667                 case WEP_VAPORIZER:
668                         mv = MOVE_NORMAL;
669                         break;
670                 case WEP_RIFLE:
671                         ta = trueaim_rifle;
672                         mv = MOVE_NORMAL;
673                         if(zoomscript_caught)
674                         {
675                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
676                                 return EnemyHitCheck();
677                         }
678                         break;
679                 case WEP_DEVASTATOR: // projectile has a size!
680                         mi = '-3 -3 -3';
681                         ma = '3 3 3';
682                         break;
683                 case WEP_FIREBALL: // projectile has a size!
684                         mi = '-16 -16 -16';
685                         ma = '16 16 16';
686                         break;
687                 case WEP_SEEKER: // projectile has a size!
688                         mi = '-2 -2 -2';
689                         ma = '2 2 2';
690                         break;
691                 case WEP_ELECTRO: // projectile has a size!
692                         mi = '0 0 -3';
693                         ma = '0 0 -3';
694                         break;
695         }
696
697         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
698
699         vecs = decompressShotOrigin(STAT(SHOTORG));
700
701         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
702         trueaimpoint = trace_endpos;
703
704         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
705                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
706
707         if(vecs.x > 0)
708                 vecs.y = -vecs.y;
709         else
710                 vecs = '0 0 0';
711
712         dv = view_right * vecs.y + view_up * vecs.z;
713         w_shotorg = traceorigin + dv;
714
715         // now move the vecs forward as much as requested if possible
716         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
717         w_shotorg = trace_endpos - view_forward * nudge;
718
719         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
720         shottype = EnemyHitCheck();
721         if(shottype != SHOTTYPE_HITWORLD)
722                 return shottype;
723
724 #if 0
725         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
726         // or rather, I know why, but see no fix
727         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
728                 // 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
729                 return SHOTTYPE_HITOBSTRUCTION;
730 #endif
731
732         return SHOTTYPE_HITWORLD;
733 }
734
735 void PostInit();
736 void CSQC_Demo_Camera();
737 float camera_mode;
738 const float CAMERA_FREE = 1;
739 const float CAMERA_CHASE = 2;
740 float reticle_type;
741 string NextFrameCommand;
742
743 vector freeze_org, freeze_ang;
744 entity nightvision_noise, nightvision_noise2;
745
746 const float MAX_TIME_DIFF = 5;
747 float pickup_crosshair_time, pickup_crosshair_size;
748 float hitindication_crosshair_size;
749 float use_vortex_chargepool;
750
751 float myhealth, myhealth_prev;
752 float myhealth_flash;
753
754 float old_blurradius, old_bluralpha;
755 float old_sharpen_intensity;
756
757 vector myhealth_gentlergb;
758
759 float contentavgalpha, liquidalpha_prev;
760 vector liquidcolor_prev;
761
762 float eventchase_current_distance;
763 float eventchase_running;
764 bool WantEventchase(entity this)
765 {
766         if(autocvar_cl_orthoview)
767                 return false;
768         if(STAT(GAME_STOPPED) || intermission)
769                 return true;
770         if(this.viewloc)
771                 return true;
772         if(spectatee_status >= 0)
773         {
774                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
775                         return true;
776                 if(MUTATOR_CALLHOOK(WantEventchase, this))
777                         return true;
778                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
779                         return true;
780                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
781                 {
782                         if(autocvar_cl_eventchase_death == 2)
783                         {
784                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
785                                 if(this.velocity == '0 0 0' || eventchase_running)
786                                         return true;
787                         }
788                         else return true;
789                 }
790         }
791         return false;
792 }
793
794 void HUD_Crosshair_Vehicle(entity this)
795 {
796         if(hud != HUD_BUMBLEBEE_GUN)
797         {
798                 Vehicle info = Vehicles_from(hud);
799                 info.vr_crosshair(info, this);
800         }
801 }
802
803 vector damage_blurpostprocess, content_blurpostprocess;
804
805 float unaccounted_damage = 0;
806 void UpdateDamage()
807 {
808         // accumulate damage with each stat update
809         static float damage_total_prev = 0;
810         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
811         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
812         damage_total_prev = damage_total;
813
814         static float damage_dealt_time_prev = 0;
815         float damage_dealt_time = STAT(HIT_TIME);
816         if (damage_dealt_time != damage_dealt_time_prev)
817         {
818                 unaccounted_damage += unaccounted_damage_new;
819                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
820         }
821         damage_dealt_time_prev = damage_dealt_time;
822
823         // prevent hitsound when switching spectatee
824         static float spectatee_status_prev = 0;
825         if (spectatee_status != spectatee_status_prev)
826                 unaccounted_damage = 0;
827         spectatee_status_prev = spectatee_status;
828 }
829
830 void HitSound()
831 {
832         // varying sound pitch
833
834         bool have_arc = false;
835         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
836         {
837                 entity wepent = viewmodels[slot];
838
839                 if(wepent.activeweapon == WEP_ARC)
840                         have_arc = true;
841         }
842
843         static float hitsound_time_prev = 0;
844         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
845         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
846         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
847         {
848                 if (autocvar_cl_hitsound && unaccounted_damage)
849                 {
850                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
851                         float a = autocvar_cl_hitsound_max_pitch;
852                         float b = autocvar_cl_hitsound_min_pitch;
853                         float c = autocvar_cl_hitsound_nom_damage;
854                         float d = unaccounted_damage;
855                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
856
857                         // if sound variation is disabled, set pitch_shift to 1
858                         if (autocvar_cl_hitsound == 1)
859                                 pitch_shift = 1;
860
861                         // if pitch shift is reversed, mirror in (max-min)/2 + min
862                         if (autocvar_cl_hitsound == 3)
863                         {
864                                 float mirror_value = (a-b)/2 + b;
865                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
866                         }
867
868                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
869
870                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
871                         // todo: normalize sound pressure levels? seems unnecessary
872
873                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
874                 }
875                 unaccounted_damage = 0;
876                 hitsound_time_prev = time;
877         }
878
879         static float typehit_time_prev = 0;
880         float typehit_time = STAT(TYPEHIT_TIME);
881         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
882         {
883                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
884                 typehit_time_prev = typehit_time;
885         }
886
887         static float kill_time_prev = 0;
888         float kill_time = STAT(KILL_TIME);
889         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
890         {
891                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
892                 kill_time_prev = kill_time;
893         }
894 }
895
896 vector crosshair_getcolor(entity this, float health_stat)
897 {
898         static float rainbow_last_flicker;
899         static vector rainbow_prev_color;
900         vector wcross_color = '0 0 0';
901         switch(autocvar_crosshair_color_special)
902         {
903                 case 1: // crosshair_color_per_weapon
904                 {
905                         if(this != WEP_Null && hud == HUD_NORMAL)
906                         {
907                                 wcross_color = this.wpcolor;
908                                 break;
909                         }
910                         else { goto normalcolor; }
911                 }
912
913                 case 2: // crosshair_color_by_health
914                 {
915                         float hp = health_stat;
916
917                         //x = red
918                         //y = green
919                         //z = blue
920
921                         wcross_color.z = 0;
922
923                         if(hp > 200)
924                         {
925                                 wcross_color.x = 0;
926                                 wcross_color.y = 1;
927                         }
928                         else if(hp > 150)
929                         {
930                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
931                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
932                         }
933                         else if(hp > 100)
934                         {
935                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
936                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
937                                 wcross_color.z = 1 - (hp-100)*0.02;
938                         }
939                         else if(hp > 50)
940                         {
941                                 wcross_color.x = 1;
942                                 wcross_color.y = 1;
943                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
944                         }
945                         else if(hp > 20)
946                         {
947                                 wcross_color.x = 1;
948                                 wcross_color.y = (hp-20)*90/27/100;
949                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
950                         }
951                         else
952                         {
953                                 wcross_color.x = 1;
954                                 wcross_color.y = 0;
955                         }
956                         break;
957                 }
958
959                 case 3: // crosshair_color_rainbow
960                 {
961                         if(time >= rainbow_last_flicker)
962                         {
963                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
964                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
965                         }
966                         wcross_color = rainbow_prev_color;
967                         break;
968                 }
969 LABEL(normalcolor)
970                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
971         }
972
973         return wcross_color;
974 }
975
976 void HUD_Crosshair(entity this)
977 {
978         float f, i, j;
979         vector v;
980         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
981                 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
982                 !HUD_MinigameMenu_IsOpened() )
983         {
984                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
985                         return;
986
987                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
988                         return;
989
990                 if (hud != HUD_NORMAL)
991                 {
992                         HUD_Crosshair_Vehicle(this);
993                         return;
994                 }
995
996                 string wcross_style;
997                 float wcross_alpha, wcross_resolution;
998                 wcross_style = autocvar_crosshair;
999                 if (wcross_style == "0")
1000                         return;
1001                 wcross_resolution = autocvar_crosshair_size;
1002                 if (wcross_resolution == 0)
1003                         return;
1004                 wcross_alpha = autocvar_crosshair_alpha;
1005                 if (wcross_alpha == 0)
1006                         return;
1007
1008                 // TrueAim check
1009                 float shottype;
1010
1011                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1012                 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1013                 wcross_origin.z = 0;
1014                 if(autocvar_crosshair_hittest)
1015                 {
1016                         vector wcross_oldorigin;
1017                         entity thiswep = viewmodels[0]; // TODO: unhardcode
1018                         wcross_oldorigin = wcross_origin;
1019                         shottype = TrueAimCheck(thiswep);
1020                         if(shottype == SHOTTYPE_HITWORLD)
1021                         {
1022                                 v = wcross_origin - wcross_oldorigin;
1023                                 v.x /= vid_conwidth;
1024                                 v.y /= vid_conheight;
1025                                 if(vdist(v, >, 0.01))
1026                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1027                         }
1028                         if(!autocvar_crosshair_hittest_showimpact)
1029                                 wcross_origin = wcross_oldorigin;
1030                 }
1031                 else
1032                         shottype = SHOTTYPE_HITWORLD;
1033
1034                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1035                 string wcross_name = "";
1036                 float wcross_scale, wcross_blur;
1037
1038         entity e = WEP_Null;
1039                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1040                 {
1041                         entity wepent = viewmodels[0]; // TODO: unhardcode
1042                         e = wepent.switchingweapon;
1043                         if(e)
1044                         {
1045                                 if(autocvar_crosshair_per_weapon)
1046                                 {
1047                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1048                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1049                                         //if (wcross_resolution == 0)
1050                                                 //return;
1051
1052                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1053                                         wcross_resolution *= e.w_crosshair_size;
1054                                         wcross_name = e.w_crosshair;
1055                                 }
1056                         }
1057                 }
1058
1059                 if(wcross_name == "")
1060                         wcross_name = strcat("gfx/crosshair", wcross_style);
1061
1062                 // MAIN CROSSHAIR COLOR DECISION
1063                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1064
1065                 if(autocvar_crosshair_effect_scalefade)
1066                 {
1067                         wcross_scale = wcross_resolution;
1068                         wcross_resolution = 1;
1069                 }
1070                 else
1071                 {
1072                         wcross_scale = 1;
1073                 }
1074
1075                 if(autocvar_crosshair_pickup)
1076                 {
1077                         float stat_pickup_time = STAT(LAST_PICKUP);
1078
1079                         if(pickup_crosshair_time < stat_pickup_time)
1080                         {
1081                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1082                                         pickup_crosshair_size = 1;
1083
1084                                 pickup_crosshair_time = stat_pickup_time;
1085                         }
1086
1087                         if(pickup_crosshair_size > 0)
1088                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1089                         else
1090                                 pickup_crosshair_size = 0;
1091
1092                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1093                 }
1094
1095                 // todo: make crosshair hit indication dependent on damage dealt
1096                 if(autocvar_crosshair_hitindication)
1097                 {
1098                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1099
1100                         if(unaccounted_damage)
1101                         {
1102                                 hitindication_crosshair_size = 1;
1103                         }
1104
1105                         if(hitindication_crosshair_size > 0)
1106                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1107                         else
1108                                 hitindication_crosshair_size = 0;
1109
1110                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1111                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1112                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1113                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1114                 }
1115
1116                 if(shottype == SHOTTYPE_HITENEMY)
1117                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1118                 if(shottype == SHOTTYPE_HITTEAM)
1119                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1120
1121                 f = fabs(autocvar_crosshair_effect_time);
1122                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1123                 {
1124                         wcross_changedonetime = time + f;
1125                 }
1126                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1127                 {
1128                         wcross_name_changestarttime = time;
1129                         wcross_name_changedonetime = time + f;
1130                         if(wcross_name_goal_prev_prev)
1131                                 strunzone(wcross_name_goal_prev_prev);
1132                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1133                         wcross_name_goal_prev = strzone(wcross_name);
1134                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1135                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1136                         wcross_resolution_goal_prev = wcross_resolution;
1137                 }
1138
1139                 wcross_scale_goal_prev = wcross_scale;
1140                 wcross_alpha_goal_prev = wcross_alpha;
1141                 wcross_color_goal_prev = wcross_color;
1142
1143                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1144                 {
1145                         wcross_blur = 1;
1146                         wcross_alpha *= 0.75;
1147                 }
1148                 else
1149                         wcross_blur = 0;
1150                 // *_prev is at time-frametime
1151                 // * is at wcross_changedonetime+f
1152                 // what do we have at time?
1153                 if(time < wcross_changedonetime)
1154                 {
1155                         f = frametime / (wcross_changedonetime - time + frametime);
1156                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1157                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1158                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1159                 }
1160
1161                 wcross_scale_prev = wcross_scale;
1162                 wcross_alpha_prev = wcross_alpha;
1163                 wcross_color_prev = wcross_color;
1164
1165                 MUTATOR_CALLHOOK(UpdateCrosshair);
1166
1167                 wcross_scale *= 1 - autocvar__menu_alpha;
1168                 wcross_alpha *= 1 - autocvar__menu_alpha;
1169                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1170
1171                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1172                 {
1173                         // crosshair rings for weapon stats
1174                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1175                         {
1176                                 // declarations and stats
1177                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1178                                 string ring_image = string_null, ring_inner_image = string_null;
1179                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1180
1181                                 ring_scale = autocvar_crosshair_ring_size;
1182
1183                                 float weapon_clipload, weapon_clipsize;
1184                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1185                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1186
1187                                 float vortex_charge, vortex_chargepool;
1188                                 vortex_charge = STAT(VORTEX_CHARGE);
1189                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1190
1191                                 float okvortex_charge, okvortex_chargepool;
1192                                 okvortex_charge = STAT(OVERKILL_VORTEX_CHARGE);
1193                                 okvortex_chargepool = STAT(OVERKILL_VORTEX_CHARGEPOOL);
1194
1195                                 float arc_heat = STAT(ARC_HEAT);
1196
1197                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1198                                         vortex_charge_movingavg = vortex_charge;
1199
1200                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1201
1202                                 // handle the values
1203                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1204                                 {
1205                                         if (vortex_chargepool || use_vortex_chargepool) {
1206                                                 use_vortex_chargepool = 1;
1207                                                 ring_inner_value = vortex_chargepool;
1208                                         } else {
1209                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1210                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1211                                         }
1212
1213                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1214                                         ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1215                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1216
1217                                         // draw the outer ring to show the current charge of the weapon
1218                                         ring_value = vortex_charge;
1219                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1220                                         ring_rgb = wcross_color;
1221                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1222                                 }
1223                                 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_VORTEX) && okvortex_charge && autocvar_crosshair_ring_vortex)
1224                                 {
1225                                         if (okvortex_chargepool || use_vortex_chargepool) {
1226                                                 use_vortex_chargepool = 1;
1227                                                 ring_inner_value = okvortex_chargepool;
1228                                         } else {
1229                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * okvortex_charge;
1230                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (okvortex_charge - vortex_charge_movingavg), 1);
1231                                         }
1232
1233                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1234                                         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;
1235                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1236
1237                                         // draw the outer ring to show the current charge of the weapon
1238                                         ring_value = okvortex_charge;
1239                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1240                                         ring_rgb = wcross_color;
1241                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1242                                 }
1243                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1244                                 {
1245                                         ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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.
1246                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1247                                         ring_rgb = wcross_color;
1248                                         ring_image = "gfx/crosshair_ring.tga";
1249                                 }
1250                                 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1251                                 {
1252                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1253                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1254                                         ring_rgb = wcross_color;
1255                                         ring_image = "gfx/crosshair_ring.tga";
1256                                 }
1257                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1258                                 {
1259                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1260                                         ring_scale = autocvar_crosshair_ring_reload_size;
1261                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1262                                         ring_rgb = wcross_color;
1263
1264                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1265                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1266                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1267                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1268                                         else
1269                                                 ring_image = "gfx/crosshair_ring.tga";
1270                                 }
1271                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1272                                 {
1273                                         ring_value = arc_heat;
1274                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1275                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1276                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1277                                         ring_image = "gfx/crosshair_ring.tga";
1278                                 }
1279
1280                                 // if in weapon switch animation, fade ring out/in
1281                                 if(autocvar_crosshair_effect_time > 0)
1282                                 {
1283                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1284                                         if (f >= 1)
1285                                         {
1286                                                 wcross_ring_prev = ((ring_image) ? true : false);
1287                                         }
1288
1289                                         if(wcross_ring_prev)
1290                                         {
1291                                                 if(f < 1)
1292                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1293                                         }
1294                                         else
1295                                         {
1296                                                 if(f < 1)
1297                                                         ring_alpha *= bound(0, f, 1);
1298                                         }
1299                                 }
1300
1301                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1302                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1303
1304                                 if (ring_value)
1305                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1306                         }
1307
1308 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1309                         MACRO_BEGIN { \
1310                                 if(wcross_blur > 0) \
1311                                 { \
1312                                         for(i = -2; i <= 2; ++i) \
1313                                         for(j = -2; j <= 2; ++j) \
1314                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1315                                 } \
1316                                 else \
1317                                 { \
1318                                         M(0,0,sz,wcross_name,wcross_alpha); \
1319                                 } \
1320                         } MACRO_END
1321
1322 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1323                         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)
1324
1325 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1326                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1327
1328                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1329                         {
1330                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1331                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1332                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1333                                 f = 1 - f;
1334                         }
1335                         else
1336                         {
1337                                 f = 1;
1338                         }
1339                         wcross_name_alpha_goal_prev = f;
1340
1341                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1342                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1343
1344                         if(autocvar_crosshair_dot)
1345                         {
1346                                 vector wcross_color_old;
1347                                 wcross_color_old = wcross_color;
1348
1349                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1350                                         wcross_color = stov(autocvar_crosshair_dot_color);
1351
1352                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1353                                 // FIXME why don't we use wcross_alpha here?
1354                                 wcross_color = wcross_color_old;
1355                         }
1356                 }
1357         }
1358         else
1359         {
1360                 wcross_scale_prev = 0;
1361                 wcross_alpha_prev = 0;
1362                 wcross_scale_goal_prev = 0;
1363                 wcross_alpha_goal_prev = 0;
1364                 wcross_changedonetime = 0;
1365                 if(wcross_name_goal_prev)
1366                         strunzone(wcross_name_goal_prev);
1367                 wcross_name_goal_prev = string_null;
1368                 if(wcross_name_goal_prev_prev)
1369                         strunzone(wcross_name_goal_prev_prev);
1370                 wcross_name_goal_prev_prev = string_null;
1371                 wcross_name_changestarttime = 0;
1372                 wcross_name_changedonetime = 0;
1373                 wcross_name_alpha_goal_prev = 0;
1374                 wcross_name_alpha_goal_prev_prev = 0;
1375                 wcross_resolution_goal_prev = 0;
1376                 wcross_resolution_goal_prev_prev = 0;
1377         }
1378 }
1379
1380 const int MAX_SPECIALCOMMAND = 15;
1381 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1382 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1383 const float SPECIALCOMMAND_SPEED = 150;
1384 const float SPECIALCOMMAND_TURNSPEED = 2;
1385 const float SPECIALCOMMAND_SIZE = 0.025;
1386 const float SPECIALCOMMAND_CHANCE = 0.35;
1387 float sc_spawntime, sc_changetime;
1388 vector sc_color = '1 1 1';
1389 void SpecialCommand()
1390 {
1391         if(!STAT(MOVEVARS_SPECIALCOMMAND))
1392                 return;
1393
1394         if(time >= sc_changetime)
1395         {
1396                 sc_changetime = time + 1;
1397                 sc_color = randomvec() * 1.5;
1398                 sc_color.x = bound(0.2, sc_color.x, 0.75);
1399                 sc_color.y = bound(0.2, sc_color.y, 0.75);
1400                 sc_color.z = bound(0.2, sc_color.z, 0.75);
1401         }
1402         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1403
1404         if(!precache_pic("gfx/smile"))
1405                 return; // damn party poopers
1406
1407         for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1408         {
1409                 vector slot = specialcommand_slots[j];
1410                 if(slot.y)
1411                         slot.y += SPECIALCOMMAND_SPEED * frametime;
1412                 if(slot.z)
1413                         slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1414                 if(slot.y >= vid_conheight)
1415                         slot = '0 0 0';
1416
1417                 if(slot == '0 0 0')
1418                 {
1419                         if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1420                         {
1421                                 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1422                                 slot.y = 1; // start it off 0 so we can use it
1423                                 slot.z = random();
1424                                 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1425                                 vector newcolor = randomvec() * 2;
1426                                 newcolor.x = bound(0.4, newcolor.x, 1);
1427                                 newcolor.y = bound(0.4, newcolor.y, 1);
1428                                 newcolor.z = bound(0.4, newcolor.z, 1);
1429                                 specialcommand_colors[j] = newcolor;
1430                         }
1431                 }
1432                 else
1433                 {
1434                         vector splash_size = '0 0 0';
1435                         splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1436                         splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1437                         drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1438                         //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1439                 }
1440
1441                 specialcommand_slots[j] = slot;
1442         }
1443 }
1444
1445 void HUD_Draw(entity this)
1446 {
1447         // if we don't know gametype and scores yet avoid drawing the scoreboard
1448         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1449         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1450         // cl_deathscoreboard would show the scoreboard and so on
1451         if(!gametype)
1452                 return;
1453
1454         Hud_Dynamic_Frame();
1455
1456         if(!intermission)
1457         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1458         {
1459                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1460         }
1461         else if(STAT(FROZEN))
1462         {
1463                 vector col = '0.25 0.90 1';
1464                 if(STAT(REVIVE_PROGRESS))
1465                         col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1466                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1467         }
1468
1469         HUD_Scale_Enable();
1470         if(!intermission)
1471         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1472         {
1473                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1474                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1475                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1476         }
1477         else if(STAT(CAPTURE_PROGRESS))
1478         {
1479                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1480                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1481         }
1482         else if(STAT(REVIVE_PROGRESS))
1483         {
1484                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1485                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1486         }
1487         HUD_Scale_Disable();
1488
1489         if(autocvar_r_letterbox == 0)
1490                 if(autocvar_viewsize < 120)
1491                 {
1492                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1493                                 Accuracy_LoadLevels();
1494
1495                         HUD_Main();
1496                         HUD_Scale_Disable();
1497                 }
1498
1499         // crosshair goes VERY LAST
1500         SpecialCommand();
1501         UpdateDamage();
1502         HUD_Crosshair(this);
1503         HitSound();
1504 }
1505
1506 bool ov_enabled;
1507 float oldr_nearclip;
1508 float oldr_farclip_base;
1509 float oldr_farclip_world;
1510 float oldr_novis;
1511 float oldr_useportalculling;
1512 float oldr_useinfinitefarclip;
1513
1514 void cl_notice_run();
1515
1516 float prev_myteam;
1517 int lasthud;
1518 float vh_notice_time;
1519 void WaypointSprite_Load();
1520 void CSQC_UpdateView(entity this, float w, float h)
1521 {
1522     TC(int, w); TC(int, h);
1523         entity e;
1524         float fov;
1525         float f;
1526         vector vf_size, vf_min;
1527         float a;
1528
1529         execute_next_frame();
1530
1531         ++framecount;
1532
1533         stats_get();
1534         hud = STAT(HUD);
1535
1536         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1537                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1538
1539         lasthud = hud;
1540
1541         HUD_Scale_Disable();
1542
1543         if(autocvar__hud_showbinds_reload) // menu can set this one
1544         {
1545                 db_close(binddb);
1546                 binddb = db_create();
1547                 cvar_set("_hud_showbinds_reload", "0");
1548         }
1549
1550         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1551                 view_quality = getproperty(VF_MINFPS_QUALITY);
1552         else
1553                 view_quality = 1;
1554
1555         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1556         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1557
1558         vf_size = getpropertyvec(VF_SIZE);
1559         vf_min = getpropertyvec(VF_MIN);
1560         vid_width = vf_size.x;
1561         vid_height = vf_size.y;
1562
1563         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1564         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1565
1566         WaypointSprite_Load();
1567
1568         CSQCPlayer_SetCamera();
1569
1570         if(player_localentnum <= maxclients) // is it a client?
1571                 current_player = player_localentnum - 1;
1572         else // then player_localentnum is the vehicle I'm driving
1573                 current_player = player_localnum;
1574         myteam = entcs_GetTeam(current_player);
1575
1576         if(myteam != prev_myteam)
1577         {
1578                 myteamcolors = colormapPaletteColor(myteam, 1);
1579                 FOREACH(hud_panels, true, it.update_time = time);
1580                 prev_myteam = myteam;
1581         }
1582
1583         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1584
1585         float is_dead = (STAT(HEALTH) <= 0);
1586
1587         // FIXME do we need this hack?
1588         if(isdemo())
1589         {
1590                 // in demos, input_buttons do not work
1591                 button_zoom = (autocvar__togglezoom == "-");
1592         }
1593         else if(button_zoom
1594                 && autocvar_cl_unpress_zoom_on_death
1595                 && (spectatee_status >= 0)
1596                 && (is_dead || intermission))
1597         {
1598                 // no zoom while dead or in intermission please
1599                 localcmd("-zoom\n");
1600                 button_zoom = false;
1601         }
1602
1603         // event chase camera
1604         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1605         {
1606                 if(STAT(CAMERA_SPECTATOR))
1607                 {
1608                         if(spectatee_status > 0)
1609                         {
1610                                 if(!autocvar_chase_active)
1611                                 {
1612                                         cvar_set("chase_active", "-2");
1613                                         goto skip_eventchase_death;
1614                                 }
1615                         }
1616                         else if(autocvar_chase_active == -2)
1617                                 cvar_set("chase_active", "0");
1618
1619                         if(autocvar_chase_active == -2)
1620                                 goto skip_eventchase_death;
1621                 }
1622                 else if(autocvar_chase_active == -2)
1623                         cvar_set("chase_active", "0");
1624
1625                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1626
1627                 float vehicle_viewdist = 0;
1628                 vector vehicle_viewofs = '0 0 0';
1629
1630                 if(vehicle_chase)
1631                 {
1632                         if(hud != HUD_BUMBLEBEE_GUN)
1633                         {
1634                                 Vehicle info = Vehicles_from(hud);
1635                                 vehicle_viewdist = info.height;
1636                                 vehicle_viewofs = info.view_ofs;
1637                         }
1638                 }
1639
1640                 if(WantEventchase(this))
1641                 {
1642                         vector current_view_origin_override = '0 0 0';
1643                         vector view_offset_override = '0 0 0';
1644                         float chase_distance_override = 0;
1645                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1646                         if(custom_eventchase)
1647                         {
1648                                 current_view_origin_override = M_ARGV(0, vector);
1649                                 view_offset_override = M_ARGV(1, vector);
1650                                 chase_distance_override = M_ARGV(0, float);
1651                         }
1652                         eventchase_running = true;
1653
1654                         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1655                         if(!local_player)
1656                                 local_player = this; // fall back!
1657
1658                         // 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.)
1659                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1660                         if (custom_eventchase)
1661                                 current_view_origin = current_view_origin_override;
1662
1663                         // detect maximum viewoffset and use it
1664                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1665                         if(vehicle_chase)
1666                         {
1667                                 if(vehicle_viewofs)
1668                                         view_offset = vehicle_viewofs;
1669                                 else
1670                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1671                         }
1672                         if (custom_eventchase)
1673                                 view_offset = view_offset_override;
1674
1675                         if(view_offset)
1676                         {
1677                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1678                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1679                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1680                         }
1681
1682                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1683                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1684                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1685                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1686
1687                         // make the camera smooth back
1688                         float chase_distance = autocvar_cl_eventchase_distance;
1689                         if(vehicle_chase)
1690                         {
1691                                 if(vehicle_viewofs)
1692                                         chase_distance = vehicle_viewdist;
1693                                 else
1694                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1695                         }
1696                         if (custom_eventchase)
1697                                 chase_distance = chase_distance_override;
1698
1699                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1700                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1701                         else if(eventchase_current_distance != chase_distance)
1702                                 eventchase_current_distance = chase_distance;
1703
1704                         makevectors(view_angles);
1705
1706                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1707                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1708
1709                         // If the boxtrace fails, revert back to line tracing.
1710                         if(!local_player.viewloc)
1711                         if(trace_startsolid)
1712                         {
1713                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1714                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1715                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1716                         }
1717                         else { setproperty(VF_ORIGIN, trace_endpos); }
1718
1719                         if(!local_player.viewloc)
1720                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1721                 }
1722                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1723                 {
1724                         eventchase_running = false;
1725                         cvar_set("chase_active", "0");
1726                         eventchase_current_distance = 0; // start from 0 next time
1727                 }
1728         }
1729         // workaround for camera stuck between player's legs when using chase_active 1
1730         // because the engine stops updating the chase_active camera when the game ends
1731         else if(intermission)
1732         {
1733                 cvar_settemp("chase_active", "-1");
1734                 eventchase_current_distance = 0;
1735         }
1736
1737         LABEL(skip_eventchase_death);
1738
1739         // do lockview after event chase camera so that it still applies whenever necessary.
1740         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1741         {
1742                 setproperty(VF_ORIGIN, freeze_org);
1743                 setproperty(VF_ANGLES, freeze_ang);
1744         }
1745         else
1746         {
1747                 freeze_org = getpropertyvec(VF_ORIGIN);
1748                 freeze_ang = getpropertyvec(VF_ANGLES);
1749         }
1750
1751         WarpZone_FixView();
1752         //WarpZone_FixPMove();
1753
1754         vector ov_org = '0 0 0';
1755         vector ov_mid = '0 0 0';
1756         vector ov_worldmin = '0 0 0';
1757         vector ov_worldmax = '0 0 0';
1758         if(autocvar_cl_orthoview)
1759         {
1760                 ov_worldmin = mi_picmin;
1761                 ov_worldmax = mi_picmax;
1762
1763                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1764                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1765                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1766
1767                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1768                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1769
1770                 float ov_nearest = vlen(ov_org - vec3(
1771                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1772                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1773                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1774                 ));
1775
1776                 float ov_furthest = 0;
1777                 float dist = 0;
1778
1779                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1780                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1781                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1782                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1783                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1784                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1785                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1786                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1787
1788                 if(!ov_enabled)
1789                 {
1790                         oldr_nearclip = cvar("r_nearclip");
1791                         oldr_farclip_base = cvar("r_farclip_base");
1792                         oldr_farclip_world = cvar("r_farclip_world");
1793                         oldr_novis = cvar("r_novis");
1794                         oldr_useportalculling = cvar("r_useportalculling");
1795                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1796                 }
1797
1798                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1799                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1800                 cvar_settemp("r_farclip_world", "0");
1801                 cvar_settemp("r_novis", "1");
1802                 cvar_settemp("r_useportalculling", "0");
1803                 cvar_settemp("r_useinfinitefarclip", "0");
1804
1805                 setproperty(VF_ORIGIN, ov_org);
1806                 setproperty(VF_ANGLES, '90 0 0');
1807
1808                 ov_enabled = true;
1809
1810                 #if 0
1811                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1812                         vtos(ov_org),
1813                         vtos(getpropertyvec(VF_ANGLES)),
1814                         ov_distance,
1815                         ov_nearest,
1816                         ov_furthest);
1817                 #endif
1818         }
1819         else
1820         {
1821                 if(ov_enabled)
1822                 {
1823                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1824                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1825                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1826                         cvar_set("r_novis", ftos(oldr_novis));
1827                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1828                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1829                 }
1830                 ov_enabled = false;
1831         }
1832
1833         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1834         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1835         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1836                 viewmodel_draw(viewmodels[slot]);
1837
1838         // Render the Scene
1839         view_origin = getpropertyvec(VF_ORIGIN);
1840         view_angles = getpropertyvec(VF_ANGLES);
1841         makevectors(view_angles);
1842         view_forward = v_forward;
1843         view_right = v_right;
1844         view_up = v_up;
1845
1846 #ifdef BLURTEST
1847         if(time > blurtest_time0 && time < blurtest_time1)
1848         {
1849                 float r, t;
1850
1851                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1852                 r = t * blurtest_radius;
1853                 f = 1 / (t ** blurtest_power) - 1;
1854
1855                 cvar_set("r_glsl_postprocess", "1");
1856                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1857         }
1858         else
1859         {
1860                 cvar_set("r_glsl_postprocess", "0");
1861                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1862         }
1863 #endif
1864
1865         TargetMusic_Advance();
1866         Fog_Force();
1867
1868         if(drawtime == 0)
1869                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1870         else
1871                 drawframetime = bound(0.000001, time - drawtime, 1);
1872         drawtime = time;
1873
1874         // watch for gametype changes here...
1875         // in ParseStuffCMD the cmd isn't executed yet :/
1876         // might even be better to add the gametype to TE_CSQC_INIT...?
1877         if(!postinit)
1878                 PostInit();
1879
1880         if(intermission && !intermission_time)
1881                 intermission_time = time;
1882
1883         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1884         {
1885                 if(calledhooks & HOOK_START)
1886                 {
1887                         localcmd("\ncl_hook_gameend\n");
1888                         calledhooks |= HOOK_END;
1889                 }
1890         }
1891
1892         Announcer();
1893
1894         fov = autocvar_fov;
1895         if(fov <= 59.5)
1896         {
1897                 if(!zoomscript_caught)
1898                 {
1899                         localcmd("+button9\n");
1900                         zoomscript_caught = 1;
1901                 }
1902         }
1903         else
1904         {
1905                 if(zoomscript_caught)
1906                 {
1907                         localcmd("-button9\n");
1908                         zoomscript_caught = 0;
1909                 }
1910         }
1911
1912         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1913
1914         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1915         {
1916                 entity wepent = viewmodels[slot];
1917
1918                 if(wepent.last_switchweapon != wepent.switchweapon)
1919                 {
1920                         weapontime = time;
1921                         wepent.last_switchweapon = wepent.switchweapon;
1922                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1923                         {
1924                                 localcmd("-zoom\n");
1925                                 button_zoom = false;
1926                         }
1927                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1928                         {
1929                                 localcmd("-fire\n");
1930                                 localcmd("-fire2\n");
1931                                 button_attack2 = false;
1932                         }
1933                 }
1934                 if(wepent.last_activeweapon != wepent.activeweapon)
1935                 {
1936                         wepent.last_activeweapon = wepent.activeweapon;
1937
1938                         e = wepent.activeweapon;
1939                         if(e.netname != "")
1940                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1941                         else if(slot == 0)
1942                                 localcmd("\ncl_hook_activeweapon none\n");
1943                 }
1944         }
1945
1946         // ALWAYS Clear Current Scene First
1947         clearscene();
1948
1949         setproperty(VF_ORIGIN, view_origin);
1950         setproperty(VF_ANGLES, view_angles);
1951
1952         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1953         setproperty(VF_SIZE, vf_size);
1954         setproperty(VF_MIN, vf_min);
1955
1956         // Assign Standard Viewflags
1957         // Draw the World (and sky)
1958         setproperty(VF_DRAWWORLD, 1);
1959
1960         // Set the console size vars
1961         vid_conwidth = autocvar_vid_conwidth;
1962         vid_conheight = autocvar_vid_conheight;
1963         vid_pixelheight = autocvar_vid_pixelheight;
1964
1965         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1966         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1967         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1968
1969         if(camera_active) // Camera for demo playback
1970         {
1971                 if(autocvar_camera_enable)
1972                         CSQC_Demo_Camera();
1973                 else
1974                 {
1975                         cvar_set("chase_active", ftos(chase_active_backup));
1976                         cvar_set("cl_demo_mousegrab", "0");
1977                         camera_active = false;
1978                 }
1979         }
1980         else
1981         {
1982 #ifdef CAMERATEST
1983                 if(autocvar_camera_enable)
1984 #else
1985                 if(autocvar_camera_enable && isdemo())
1986 #endif
1987                 {
1988                         // Enable required Darkplaces cvars
1989                         chase_active_backup = autocvar_chase_active;
1990                         cvar_set("chase_active", "2");
1991                         cvar_set("cl_demo_mousegrab", "1");
1992                         camera_active = true;
1993                         camera_mode = false;
1994                 }
1995         }
1996
1997         // Draw the Crosshair
1998         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1999
2000         // Draw the Engine Status Bar (the default Quake HUD)
2001         setproperty(VF_DRAWENGINESBAR, 0);
2002
2003         // Update the mouse position
2004         /*
2005            mousepos_x = vid_conwidth;
2006            mousepos_y = vid_conheight;
2007            mousepos = mousepos*0.5 + getmousepos();
2008          */
2009
2010         IL_EACH(g_drawables, it.draw, it.draw(it));
2011
2012         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
2013         renderscene();
2014
2015         // now switch to 2D drawing mode by calling a 2D drawing function
2016         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2017         // next R_RenderScene call
2018         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2019
2020         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2021         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2022         {
2023                 // apply night vision effect
2024                 vector tc_00, tc_01, tc_10, tc_11;
2025                 vector rgb = '0 0 0';
2026
2027                 if(!nightvision_noise)
2028                 {
2029                         nightvision_noise = new(nightvision_noise);
2030                 }
2031                 if(!nightvision_noise2)
2032                 {
2033                         nightvision_noise2 = new(nightvision_noise2);
2034                 }
2035
2036                 // color tint in yellow
2037                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2038
2039                 // draw BG
2040                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2041                 rgb = '1 1 1';
2042                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2043                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2044                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2045                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2046                 tc_11 = tc_01 + tc_10 - tc_00;
2047                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2048                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2049                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2050                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2051                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2052                 R_EndPolygon();
2053
2054                 // draw FG
2055                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2056                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2057                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2058                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2059                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2060                 tc_11 = tc_01 + tc_10 - tc_00;
2061                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2062                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2063                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2064                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2065                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2066                 R_EndPolygon();
2067         }
2068
2069         if(autocvar_cl_reticle)
2070         {
2071                 string reticle_image = string_null;
2072                 bool wep_zoomed = false;
2073                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2074                 {
2075                         entity wepe = viewmodels[slot];
2076                         Weapon wep = wepe.activeweapon;
2077                         if(wep != WEP_Null && wep.wr_zoom)
2078                         {
2079                                 bool do_zoom = wep.wr_zoom(wep, NULL);
2080                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2081                                         reticle_image = wep.w_reticle;
2082                                 wep_zoomed += do_zoom;
2083                         }
2084                 }
2085                 // Draw the aiming reticle for weapons that use it
2086                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2087                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2088                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2089                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
2090                 {
2091                         // no zoom reticle while dead
2092                         reticle_type = 0;
2093                 }
2094                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2095                 {
2096                         if(reticle_image) { reticle_type = 2; }
2097                         else { reticle_type = 0; }
2098                 }
2099                 else if(button_zoom || zoomscript_caught)
2100                 {
2101                         // normal zoom
2102                         reticle_type = 1;
2103                 }
2104
2105                 if(reticle_type)
2106                 {
2107                         if(autocvar_cl_reticle_stretch)
2108                         {
2109                                 reticle_size.x = vid_conwidth;
2110                                 reticle_size.y = vid_conheight;
2111                                 reticle_pos.x = 0;
2112                                 reticle_pos.y = 0;
2113                         }
2114                         else
2115                         {
2116                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2117                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2118                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2119                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2120                         }
2121
2122                         if(zoomscript_caught)
2123                                 f = 1;
2124                         else
2125                                 f = current_zoomfraction;
2126
2127                         if(f)
2128                         {
2129                                 switch(reticle_type)
2130                                 {
2131                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2132                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2133                                 }
2134                         }
2135                 }
2136         }
2137         else
2138         {
2139                 if(reticle_type != 0) { reticle_type = 0; }
2140         }
2141
2142
2143         // improved polyblend
2144         if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2145         {
2146                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2147                 vector liquidcolor;
2148
2149                 switch(pointcontents(view_origin))
2150                 {
2151                         case CONTENT_WATER:
2152                                 liquidalpha = autocvar_hud_contents_water_alpha;
2153                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2154                                 incontent = 1;
2155                                 break;
2156
2157                         case CONTENT_LAVA:
2158                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2159                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2160                                 incontent = 1;
2161                                 break;
2162
2163                         case CONTENT_SLIME:
2164                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2165                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2166                                 incontent = 1;
2167                                 break;
2168
2169                         default:
2170                                 liquidalpha = 0;
2171                                 liquidcolor = '0 0 0';
2172                                 incontent = 0;
2173                                 break;
2174                 }
2175
2176                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2177                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2178                         contentfadetime = autocvar_hud_contents_fadeintime;
2179                         liquidalpha_prev = liquidalpha;
2180                         liquidcolor_prev = liquidcolor;
2181                 }
2182                 else
2183                         contentfadetime = autocvar_hud_contents_fadeouttime;
2184
2185                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2186                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2187
2188                 if(contentavgalpha)
2189                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2190
2191                 if(autocvar_hud_postprocessing)
2192                 {
2193                         if(autocvar_hud_contents_blur && contentavgalpha)
2194                         {
2195                                 content_blurpostprocess.x = 1;
2196                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2197                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2198                         }
2199                         else
2200                         {
2201                                 content_blurpostprocess.x = 0;
2202                                 content_blurpostprocess.y = 0;
2203                                 content_blurpostprocess.z = 0;
2204                         }
2205                 }
2206         }
2207
2208         if(autocvar_hud_damage && !STAT(FROZEN))
2209         {
2210                 splash_size.x = max(vid_conwidth, vid_conheight);
2211                 splash_size.y = max(vid_conwidth, vid_conheight);
2212                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2213                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2214
2215                 float myhealth_flash_temp;
2216                 myhealth = STAT(HEALTH);
2217
2218                 // fade out
2219                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2220                 // add new damage
2221                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2222
2223                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2224                 pain_threshold = autocvar_hud_damage_pain_threshold;
2225                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2226                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2227
2228                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2229                 {
2230                         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);
2231                 }
2232
2233                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2234
2235                 if(myhealth_prev < 1)
2236                 {
2237                         if(myhealth >= 1)
2238                         {
2239                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2240                                 myhealth_flash_temp = 0;
2241                         }
2242                         else
2243                         {
2244                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2245                         }
2246                 }
2247
2248                 if(spectatee_status == -1 || intermission)
2249                 {
2250                         myhealth_flash = 0; // observing, or match ended
2251                         myhealth_flash_temp = 0;
2252                 }
2253
2254                 myhealth_prev = myhealth;
2255
2256                 // IDEA: change damage color/picture based on player model for robot/alien species?
2257                 // pro: matches model better
2258                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2259                 // maybe different reddish pics?
2260                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2261                 {
2262                         if(autocvar_cl_gentle_damage == 2)
2263                         {
2264                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2265                                         myhealth_gentlergb = randomvec();
2266                         }
2267                         else
2268                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2269
2270                         if(myhealth_flash_temp > 0)
2271                                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2272                 }
2273                 else if(myhealth_flash_temp > 0)
2274                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2275
2276                 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.
2277                 {
2278                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2279                         {
2280                                 damage_blurpostprocess.x = 1;
2281                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2282                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2283                         }
2284                         else
2285                         {
2286                                 damage_blurpostprocess.x = 0;
2287                                 damage_blurpostprocess.y = 0;
2288                                 damage_blurpostprocess.z = 0;
2289                         }
2290                 }
2291         }
2292
2293         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2294         float e2 = (autocvar_hud_powerup != 0);
2295         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2296         {
2297                 // enable or disable rendering types if they are used or not
2298                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2299                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2300
2301                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2302                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2303                 {
2304                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2305                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2306                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2307                         {
2308                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2309                                 old_blurradius = blurradius;
2310                                 old_bluralpha = bluralpha;
2311                         }
2312                 }
2313                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2314                 {
2315                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2316                         old_blurradius = 0;
2317                         old_bluralpha = 0;
2318                 }
2319
2320                 // edge detection postprocess handling done second (used by hud_powerup)
2321                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2322                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2323                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2324
2325                 sharpen_intensity = bound(0, ((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.
2326
2327                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2328                 {
2329                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2330                         {
2331                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2332                                 old_sharpen_intensity = sharpen_intensity;
2333                         }
2334                 }
2335                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2336                 {
2337                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2338                         old_sharpen_intensity = 0;
2339                 }
2340
2341                 if(cvar("r_glsl_postprocess") == 0)
2342                         cvar_set("r_glsl_postprocess", "2");
2343         }
2344         else if(cvar("r_glsl_postprocess") == 2)
2345                 cvar_set("r_glsl_postprocess", "0");
2346
2347         /*if(gametype == MAPINFO_TYPE_CTF)
2348           {
2349           ctf_view();
2350           } else */
2351
2352         // draw 2D entities
2353         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2354         Draw_ShowNames_All();
2355 #if ENABLE_DEBUGDRAW
2356         Debug_Draw();
2357 #endif
2358
2359         scoreboard_active = Scoreboard_WouldDraw();
2360
2361         HUD_Draw(this); // this parameter for deep vehicle function
2362
2363         if(NextFrameCommand)
2364         {
2365                 localcmd("\n", NextFrameCommand, "\n");
2366                 NextFrameCommand = string_null;
2367         }
2368
2369         // we must do this check AFTER a frame was rendered, or it won't work
2370         if(cs_project_is_b0rked == 0)
2371         {
2372                 string w0, h0;
2373                 w0 = ftos(autocvar_vid_conwidth);
2374                 h0 = ftos(autocvar_vid_conheight);
2375                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2376                 //setproperty(VF_FOV, '90 90 0');
2377                 setproperty(VF_ORIGIN, '0 0 0');
2378                 setproperty(VF_ANGLES, '0 0 0');
2379                 setproperty(VF_PERSPECTIVE, 1);
2380                 makevectors('0 0 0');
2381                 vector v1, v2;
2382                 cvar_set("vid_conwidth", "800");
2383                 cvar_set("vid_conheight", "600");
2384                 v1 = cs_project(v_forward);
2385                 cvar_set("vid_conwidth", "640");
2386                 cvar_set("vid_conheight", "480");
2387                 v2 = cs_project(v_forward);
2388                 if(v1 == v2)
2389                         cs_project_is_b0rked = 1;
2390                 else
2391                         cs_project_is_b0rked = -1;
2392                 cvar_set("vid_conwidth", w0);
2393                 cvar_set("vid_conheight", h0);
2394         }
2395
2396         if(autocvar__hud_configure)
2397                 HUD_Panel_Mouse();
2398         else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2399                 HUD_Minigame_Mouse();
2400         else if(QuickMenu_IsOpened())
2401                 QuickMenu_Mouse();
2402         else
2403                 HUD_Radar_Mouse();
2404
2405         cl_notice_run();
2406         unpause_update();
2407         Net_Flush();
2408
2409         // let's reset the view back to normal for the end
2410         setproperty(VF_MIN, '0 0 0');
2411         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2412
2413         IL_ENDFRAME();
2414 }
2415
2416
2417 // following vectors must be global to allow seamless switching between camera modes
2418 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2419 void CSQC_Demo_Camera()
2420 {
2421         float speed, attenuation, dimensions;
2422         vector tmp, delta;
2423
2424         if( autocvar_camera_reset || !camera_mode )
2425         {
2426                 camera_offset = '0 0 0';
2427                 current_angles = '0 0 0';
2428                 camera_direction = '0 0 0';
2429                 camera_offset.z += 30;
2430                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2431                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2432                 current_origin = view_origin;
2433                 current_camera_offset  = camera_offset;
2434                 cvar_set("camera_reset", "0");
2435                 camera_mode = CAMERA_CHASE;
2436         }
2437
2438         // Camera angles
2439         if( camera_roll )
2440                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2441
2442         if(autocvar_camera_look_player)
2443         {
2444                 vector dir;
2445                 float n;
2446
2447                 dir = normalize(view_origin - current_position);
2448                 n = mouse_angles.z;
2449                 mouse_angles = vectoangles(dir);
2450                 mouse_angles.x = mouse_angles.x * -1;
2451                 mouse_angles.z = n;
2452         }
2453         else
2454         {
2455                 tmp = getmousepos() * 0.1;
2456                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2457                 {
2458                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2459                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2460                 }
2461         }
2462
2463         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2464         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2465         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2466         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2467
2468         // Fix difference when angles don't have the same sign
2469         delta = '0 0 0';
2470         if(mouse_angles.y < -60 && current_angles.y > 60)
2471                 delta = '0 360 0';
2472         if(mouse_angles.y > 60 && current_angles.y < -60)
2473                 delta = '0 -360 0';
2474
2475         if(autocvar_camera_look_player)
2476                 attenuation = autocvar_camera_look_attenuation;
2477         else
2478                 attenuation = autocvar_camera_speed_attenuation;
2479
2480         attenuation = 1 / max(1, attenuation);
2481         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2482
2483         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2484         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2485         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2486         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2487
2488         // Camera position
2489         tmp = '0 0 0';
2490         dimensions = 0;
2491
2492         if( camera_direction.x )
2493         {
2494                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2495                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2496                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2497                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2498                 ++dimensions;
2499         }
2500
2501         if( camera_direction.y )
2502         {
2503                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2504                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2505                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2506                 ++dimensions;
2507         }
2508
2509         if( camera_direction.z )
2510         {
2511                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2512                 ++dimensions;
2513         }
2514
2515         if(autocvar_camera_free)
2516                 speed = autocvar_camera_speed_free;
2517         else
2518                 speed = autocvar_camera_speed_chase;
2519
2520         if(dimensions)
2521         {
2522                 speed = speed * sqrt(1 / dimensions);
2523                 camera_offset += tmp * speed;
2524         }
2525
2526         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2527
2528         // Camera modes
2529         if( autocvar_camera_free )
2530         {
2531                 if ( camera_mode == CAMERA_CHASE )
2532                 {
2533                         current_camera_offset = current_origin + current_camera_offset;
2534                         camera_offset = current_origin + camera_offset;
2535                 }
2536
2537                 camera_mode = CAMERA_FREE;
2538                 current_position = current_camera_offset;
2539         }
2540         else
2541         {
2542                 if ( camera_mode == CAMERA_FREE )
2543                 {
2544                         current_origin = view_origin;
2545                         camera_offset = camera_offset - current_origin;
2546                         current_camera_offset = current_camera_offset - current_origin;
2547                 }
2548
2549                 camera_mode = CAMERA_CHASE;
2550
2551                 if(autocvar_camera_chase_smoothly)
2552                         current_origin += (view_origin - current_origin) * attenuation;
2553                 else
2554                         current_origin = view_origin;
2555
2556                 current_position = current_origin + current_camera_offset;
2557         }
2558
2559         setproperty(VF_ANGLES, current_angles);
2560         setproperty(VF_ORIGIN, current_position);
2561 }