]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Merge branch 'master' into TimePath/vehicles_cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "_all.qh"
2
3 #include "announcer.qh"
4 #include "hook.qh"
5 #include "hud.qh"
6 #include "hud_config.qh"
7 #include "mapvoting.qh"
8 #include "noise.qh"
9 #include "scoreboard.qh"
10 #include "shownames.qh"
11 #include "waypointsprites.qh"
12
13 #include "mutators/events.qh"
14
15 #include "../common/constants.qh"
16 #include "../common/mapinfo.qh"
17 #include "../common/nades.qh"
18 #include "../common/stats.qh"
19 #include "../common/triggers/target/music.qh"
20 #include "../common/teams.qh"
21 #include "../common/util.qh"
22
23 #include "../common/weapons/all.qh"
24
25 #include "../csqcmodellib/cl_player.qh"
26
27 #include "../warpzonelib/client.qh"
28 #include "../warpzonelib/common.qh"
29 #include "../warpzonelib/mathlib.qh"
30
31 entity porto;
32 vector polyline[16];
33 void Porto_Draw()
34 {
35         vector p, dir, ang, q, nextdir;
36         float portal_number, portal1_idx;
37
38         if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
39                 return;
40         if(g_balance_porto_secondary)
41                 return;
42         if(intermission == 1)
43                 return;
44         if(intermission == 2)
45                 return;
46         if (getstati(STAT_HEALTH) <= 0)
47                 return;
48
49         dir = view_forward;
50
51         if(angles_held_status)
52         {
53                 makevectors(angles_held);
54                 dir = v_forward;
55         }
56
57         p = view_origin;
58
59         polyline[0] = p;
60         int idx = 1;
61         portal_number = 0;
62         nextdir = dir;
63
64         for (;;)
65         {
66                 dir = nextdir;
67                 traceline(p, p + 65536 * dir, true, porto);
68                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
69                         return;
70                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
71                 p = trace_endpos;
72                 polyline[idx] = p;
73                 ++idx;
74                 if(idx >= 16)
75                         return;
76                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
77                         continue;
78                 ++portal_number;
79                 ang = vectoangles2(trace_plane_normal, dir);
80                 ang.x = -ang.x;
81                 makevectors(ang);
82                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
83                         return;
84                 if(portal_number == 1)
85                 {
86                         portal1_idx = idx;
87                         if(portal_number >= 2)
88                                 break;
89                 }
90         }
91
92         while(idx >= 2)
93         {
94                 p = polyline[idx-2];
95                 q = polyline[idx-1];
96                 if(idx == 2)
97                         p = p - view_up * 16;
98                 if(idx-1 >= portal1_idx)
99                 {
100                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
101                 }
102                 else
103                 {
104                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
105                 }
106                 --idx;
107         }
108 }
109
110 void Porto_Init()
111 {
112         porto = spawn();
113         porto.classname = "porto";
114         porto.draw = Porto_Draw;
115         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
116 }
117
118 float drawtime;
119 float avgspeed;
120 vector GetCurrentFov(float fov)
121 {
122         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
123         float velocityzoom, curspeed;
124         vector v;
125
126         zoomsensitivity = autocvar_cl_zoomsensitivity;
127         zoomfactor = autocvar_cl_zoomfactor;
128         if(zoomfactor < 1 || zoomfactor > 30)
129                 zoomfactor = 2.5;
130         zoomspeed = autocvar_cl_zoomspeed;
131         if(zoomspeed >= 0)
132         if(zoomspeed < 0.5 || zoomspeed > 16)
133                         zoomspeed = 3.5;
134
135         zoomdir = button_zoom;
136         if(hud == HUD_NORMAL)
137         if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
138                 zoomdir += button_attack2;
139         if(spectatee_status > 0 || isdemo())
140         {
141                 if(spectatorbutton_zoom)
142                 {
143                         if(zoomdir)
144                                 zoomdir = 0;
145                         else
146                                 zoomdir = 1;
147                 }
148                 // fteqcc failed twice here already, don't optimize this
149         }
150
151         if(zoomdir) { zoomin_effect = 0; }
152
153         if(camera_active)
154         {
155                 current_viewzoom = min(1, current_viewzoom + drawframetime);
156         }
157         else if(autocvar_cl_spawnzoom && zoomin_effect)
158         {
159                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
160
161                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
162                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
163                 if(current_viewzoom == 1) { zoomin_effect = 0; }
164         }
165         else
166         {
167                 if(zoomspeed < 0) // instant zoom
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / zoomfactor;
171                         else
172                                 current_viewzoom = 1;
173                 }
174                 else
175                 {
176                         if(zoomdir)
177                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
178                         else
179                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
180                 }
181         }
182
183         if(almost_equals(current_viewzoom, 1))
184                 current_zoomfraction = 0;
185         else if(almost_equals(current_viewzoom, 1/zoomfactor))
186                 current_zoomfraction = 1;
187         else
188                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
189
190         if(zoomsensitivity < 1)
191                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
192         else
193                 setsensitivityscale(1);
194
195         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
196         {
197                 if(intermission) { curspeed = 0; }
198                 else
199                 {
200
201                         makevectors(view_angles);
202                         v = pmove_vel;
203                         if(csqcplayer)
204                                 v = csqcplayer.velocity;
205
206                         switch(autocvar_cl_velocityzoom_type)
207                         {
208                                 case 3: curspeed = max(0, v_forward * v); break;
209                                 case 2: curspeed = (v_forward * v); break;
210                                 case 1: default: curspeed = vlen(v); break;
211                         }
212                 }
213
214                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
215                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
216                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
217
218                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
219         }
220         else
221                 velocityzoom = 1;
222
223         float frustumx, frustumy, fovx, fovy;
224         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
225         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
226         fovx = atan2(frustumx, 1) / M_PI * 360.0;
227         fovy = atan2(frustumy, 1) / M_PI * 360.0;
228
229         return '1 0 0' * fovx + '0 1 0' * fovy;
230 }
231
232 vector GetViewLocationFOV(float fov)
233 {
234         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
235         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
236         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
237         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
238         return '1 0 0' * fovx + '0 1 0' * fovy;
239 }
240
241 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
242 {
243         float fovx, fovy;
244         float width = (ov_worldmax.x - ov_worldmin.x);
245         float height = (ov_worldmax.y - ov_worldmin.y);
246         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
247         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
248         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
249         return '1 0 0' * fovx + '0 1 0' * fovy;
250 }
251
252 // this function must match W_SetupShot!
253 float zoomscript_caught;
254
255 vector wcross_origin;
256 float wcross_scale_prev, wcross_alpha_prev;
257 vector wcross_color_prev;
258 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
259 vector wcross_color_goal_prev;
260 float wcross_changedonetime;
261
262 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
263 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
264 float wcross_name_changestarttime, wcross_name_changedonetime;
265 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
266
267 float wcross_ring_prev;
268
269 entity trueaim;
270 entity trueaim_rifle;
271
272 const float SHOTTYPE_HITTEAM = 1;
273 const float SHOTTYPE_HITOBSTRUCTION = 2;
274 const float SHOTTYPE_HITWORLD = 3;
275 const float SHOTTYPE_HITENEMY = 4;
276
277 void TrueAim_Init()
278 {
279         trueaim = spawn();
280         trueaim.classname = "trueaim";
281         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
282         trueaim_rifle = spawn();
283         trueaim_rifle.classname = "trueaim_rifle";
284         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
285 }
286
287 float EnemyHitCheck()
288 {
289         float t, n;
290         wcross_origin = project_3d_to_2d(trace_endpos);
291         wcross_origin.z = 0;
292         if(trace_ent)
293                 n = trace_ent.entnum;
294         else
295                 n = trace_networkentity;
296         if(n < 1)
297                 return SHOTTYPE_HITWORLD;
298         if(n > maxclients)
299                 return SHOTTYPE_HITWORLD;
300         t = GetPlayerColor(n - 1);
301         if(teamplay)
302                 if(t == myteam)
303                         return SHOTTYPE_HITTEAM;
304         if(t == NUM_SPECTATOR)
305                 return SHOTTYPE_HITWORLD;
306         return SHOTTYPE_HITENEMY;
307 }
308
309 float TrueAimCheck()
310 {
311         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?
312         vector vecs, trueaimpoint, w_shotorg;
313         vector mi, ma, dv;
314         float shottype;
315         entity ta;
316         float mv;
317
318         mi = ma = '0 0 0';
319         ta = trueaim;
320         mv = MOVE_NOMONSTERS;
321
322         switch(activeweapon) // WEAPONTODO
323         {
324                 case WEP_TUBA.m_id: // no aim
325                 case WEP_PORTO.m_id: // shoots from eye
326                 case WEP_HOOK.m_id: // no trueaim
327                 case WEP_MORTAR.m_id: // toss curve
328                         return SHOTTYPE_HITWORLD;
329                 case WEP_VORTEX.m_id:
330                 case WEP_VAPORIZER.m_id:
331                         mv = MOVE_NORMAL;
332                         break;
333                 case WEP_RIFLE.m_id:
334                         ta = trueaim_rifle;
335                         mv = MOVE_NORMAL;
336                         if(zoomscript_caught)
337                         {
338                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
339                                 return EnemyHitCheck();
340                         }
341                         break;
342                 case WEP_DEVASTATOR.m_id: // projectile has a size!
343                         mi = '-3 -3 -3';
344                         ma = '3 3 3';
345                         break;
346                 case WEP_FIREBALL.m_id: // projectile has a size!
347                         mi = '-16 -16 -16';
348                         ma = '16 16 16';
349                         break;
350                 case WEP_SEEKER.m_id: // projectile has a size!
351                         mi = '-2 -2 -2';
352                         ma = '2 2 2';
353                         break;
354                 case WEP_ELECTRO.m_id: // projectile has a size!
355                         mi = '0 0 -3';
356                         ma = '0 0 -3';
357                         break;
358         }
359
360         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
361
362         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
363
364         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
365         trueaimpoint = trace_endpos;
366
367         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
368                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
369
370         if(vecs.x > 0)
371                 vecs.y = -vecs.y;
372         else
373                 vecs = '0 0 0';
374
375         dv = view_right * vecs.y + view_up * vecs.z;
376         w_shotorg = traceorigin + dv;
377
378         // now move the vecs forward as much as requested if possible
379         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
380         w_shotorg = trace_endpos - view_forward * nudge;
381
382         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
383         shottype = EnemyHitCheck();
384         if(shottype != SHOTTYPE_HITWORLD)
385                 return shottype;
386
387 #if 0
388         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
389         // or rather, I know why, but see no fix
390         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
391                 // 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
392                 return SHOTTYPE_HITOBSTRUCTION;
393 #endif
394
395         return SHOTTYPE_HITWORLD;
396 }
397
398 void CSQC_common_hud(void);
399
400 void PostInit(void);
401 void CSQC_Demo_Camera();
402 float HUD_WouldDrawScoreboard();
403 float camera_mode;
404 const float CAMERA_FREE = 1;
405 const float CAMERA_CHASE = 2;
406 float reticle_type;
407 string reticle_image;
408 string NextFrameCommand;
409
410 vector freeze_org, freeze_ang;
411 entity nightvision_noise, nightvision_noise2;
412
413 const float MAX_TIME_DIFF = 5;
414 float pickup_crosshair_time, pickup_crosshair_size;
415 float hitindication_crosshair_size;
416 float use_vortex_chargepool;
417
418 float myhealth, myhealth_prev;
419 float myhealth_flash;
420
421 float old_blurradius, old_bluralpha;
422 float old_sharpen_intensity;
423
424 vector myhealth_gentlergb;
425
426 float contentavgalpha, liquidalpha_prev;
427 vector liquidcolor_prev;
428
429 float eventchase_current_distance;
430 float eventchase_running;
431 bool WantEventchase()
432 {
433         if(autocvar_cl_orthoview)
434                 return false;
435         if(intermission)
436                 return true;
437         if(self.viewloc)
438                 return true;
439         if(spectatee_status >= 0)
440         {
441                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
442                         return true;
443                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO.m_id)))
444                         return true;
445                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
446                 {
447                         if(autocvar_cl_eventchase_death == 2)
448                         {
449                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
450                                 if(self.velocity == '0 0 0' || eventchase_running)
451                                         return true;
452                         }
453                         else return true;
454                 }
455         }
456         return false;
457 }
458
459 vector damage_blurpostprocess, content_blurpostprocess;
460
461 float checkfail[16];
462
463 float unaccounted_damage = 0;
464 void UpdateDamage()
465 {
466         // accumulate damage with each stat update
467         static float damage_total_prev = 0;
468         float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
469         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
470         damage_total_prev = damage_total;
471
472         static float damage_dealt_time_prev = 0;
473         float damage_dealt_time = getstatf(STAT_HIT_TIME);
474         if (damage_dealt_time != damage_dealt_time_prev)
475         {
476                 unaccounted_damage += unaccounted_damage_new;
477                 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
478         }
479         damage_dealt_time_prev = damage_dealt_time;
480
481         // prevent hitsound when switching spectatee
482         static float spectatee_status_prev = 0;
483         if (spectatee_status != spectatee_status_prev)
484                 unaccounted_damage = 0;
485         spectatee_status_prev = spectatee_status;
486 }
487
488 void UpdateHitsound()
489 {
490         // varying sound pitch
491
492         static float hitsound_time_prev = 0;
493         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
494         float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
495         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
496         {
497                 if (autocvar_cl_hitsound && unaccounted_damage)
498                 {
499                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
500                         float a = autocvar_cl_hitsound_max_pitch;
501                         float b = autocvar_cl_hitsound_min_pitch;
502                         float c = autocvar_cl_hitsound_nom_damage;
503                         float x = unaccounted_damage;
504                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
505
506                         // if sound variation is disabled, set pitch_shift to 1
507                         if (autocvar_cl_hitsound == 1)
508                                 pitch_shift = 1;
509
510                         // if pitch shift is reversed, mirror in (max-min)/2 + min
511                         if (autocvar_cl_hitsound == 3)
512                         {
513                                 float mirror_value = (a-b)/2 + b;
514                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
515                         }
516
517                         dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
518
519                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
520                         // todo: normalize sound pressure levels? seems unnecessary
521
522                         sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
523                 }
524                 unaccounted_damage = 0;
525                 hitsound_time_prev = time;
526         }
527
528         static float typehit_time_prev = 0;
529         float typehit_time = getstatf(STAT_TYPEHIT_TIME);
530         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
531         {
532                 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
533                 typehit_time_prev = typehit_time;
534         }
535 }
536
537 void UpdateCrosshair()
538 {
539         static float rainbow_last_flicker;
540     static vector rainbow_prev_color;
541         entity e = self;
542         float f, i, j;
543         vector v;
544         if(getstati(STAT_FROZEN))
545                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
546         else if (getstatf(STAT_HEALING_ORB)>time)
547                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
548         if(!intermission)
549         if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
550         {
551                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
552                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
553         }
554         else if(getstatf(STAT_REVIVE_PROGRESS))
555         {
556                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
557                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
558         }
559
560         if(autocvar_r_letterbox == 0)
561                 if(autocvar_viewsize < 120)
562                         CSQC_common_hud();
563
564         // crosshair goes VERY LAST
565         if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc)
566         {
567                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
568                         return;
569
570                 string wcross_style;
571                 float wcross_alpha, wcross_resolution;
572                 wcross_style = autocvar_crosshair;
573                 if (wcross_style == "0")
574                         return;
575                 wcross_resolution = autocvar_crosshair_size;
576                 if (wcross_resolution == 0)
577                         return;
578                 wcross_alpha = autocvar_crosshair_alpha;
579                 if (wcross_alpha == 0)
580                         return;
581
582                 // TrueAim check
583                 float shottype;
584
585                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
586                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
587                 wcross_origin.z = 0;
588                 if(autocvar_crosshair_hittest)
589                 {
590                         vector wcross_oldorigin;
591                         wcross_oldorigin = wcross_origin;
592                         shottype = TrueAimCheck();
593                         if(shottype == SHOTTYPE_HITWORLD)
594                         {
595                                 v = wcross_origin - wcross_oldorigin;
596                                 v.x /= vid_conwidth;
597                                 v.y /= vid_conheight;
598                                 if(vlen(v) > 0.01)
599                                         shottype = SHOTTYPE_HITOBSTRUCTION;
600                         }
601                         if(!autocvar_crosshair_hittest_showimpact)
602                                 wcross_origin = wcross_oldorigin;
603                 }
604                 else
605                         shottype = SHOTTYPE_HITWORLD;
606
607                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
608                 string wcross_name = "";
609                 float wcross_scale, wcross_blur;
610
611                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
612                 {
613                         e = get_weaponinfo(switchingweapon);
614                         if(e)
615                         {
616                                 if(autocvar_crosshair_per_weapon)
617                                 {
618                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
619                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
620                                         //if (wcross_resolution == 0)
621                                                 //return;
622
623                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
624                                         wcross_resolution *= e.w_crosshair_size;
625                                         wcross_name = e.w_crosshair;
626                                 }
627                         }
628                 }
629
630                 if(wcross_name == "")
631                         wcross_name = strcat("gfx/crosshair", wcross_style);
632
633                 // MAIN CROSSHAIR COLOR DECISION
634                 switch(autocvar_crosshair_color_special)
635                 {
636                         case 1: // crosshair_color_per_weapon
637                         {
638                                 if(e)
639                                 {
640                                         wcross_color = e.wpcolor;
641                                         break;
642                                 }
643                                 else { goto normalcolor; }
644                         }
645
646                         case 2: // crosshair_color_by_health
647                         {
648                                 float x = getstati(STAT_HEALTH);
649
650                                 //x = red
651                                 //y = green
652                                 //z = blue
653
654                                 wcross_color.z = 0;
655
656                                 if(x > 200)
657                                 {
658                                         wcross_color.x = 0;
659                                         wcross_color.y = 1;
660                                 }
661                                 else if(x > 150)
662                                 {
663                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
664                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
665                                 }
666                                 else if(x > 100)
667                                 {
668                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
669                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
670                                         wcross_color.z = 1 - (x-100)*0.02;
671                                 }
672                                 else if(x > 50)
673                                 {
674                                         wcross_color.x = 1;
675                                         wcross_color.y = 1;
676                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
677                                 }
678                                 else if(x > 20)
679                                 {
680                                         wcross_color.x = 1;
681                                         wcross_color.y = (x-20)*90/27/100;
682                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
683                                 }
684                                 else
685                                 {
686                                         wcross_color.x = 1;
687                                         wcross_color.y = 0;
688                                 }
689                                 break;
690                         }
691
692                         case 3: // crosshair_color_rainbow
693                         {
694                                 if(time >= rainbow_last_flicker)
695                                 {
696                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
697                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
698                                 }
699                                 wcross_color = rainbow_prev_color;
700                                 break;
701                         }
702                         :normalcolor
703                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
704                 }
705
706                 if(autocvar_crosshair_effect_scalefade)
707                 {
708                         wcross_scale = wcross_resolution;
709                         wcross_resolution = 1;
710                 }
711                 else
712                 {
713                         wcross_scale = 1;
714                 }
715
716                 if(autocvar_crosshair_pickup)
717                 {
718                         float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
719
720                         if(pickup_crosshair_time < stat_pickup_time)
721                         {
722                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
723                                         pickup_crosshair_size = 1;
724
725                                 pickup_crosshair_time = stat_pickup_time;
726                         }
727
728                         if(pickup_crosshair_size > 0)
729                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
730                         else
731                                 pickup_crosshair_size = 0;
732
733                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
734                 }
735
736                 // todo: make crosshair hit indication dependent on damage dealt
737                 if(autocvar_crosshair_hitindication)
738                 {
739                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
740
741                         if(unaccounted_damage)
742                         {
743                                 hitindication_crosshair_size = 1;
744                         }
745
746                         if(hitindication_crosshair_size > 0)
747                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
748                         else
749                                 hitindication_crosshair_size = 0;
750
751                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
752                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
753                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
754                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
755                 }
756
757                 if(shottype == SHOTTYPE_HITENEMY)
758                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
759                 if(shottype == SHOTTYPE_HITTEAM)
760                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
761
762                 f = fabs(autocvar_crosshair_effect_time);
763                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
764                 {
765                         wcross_changedonetime = time + f;
766                 }
767                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
768                 {
769                         wcross_name_changestarttime = time;
770                         wcross_name_changedonetime = time + f;
771                         if(wcross_name_goal_prev_prev)
772                                 strunzone(wcross_name_goal_prev_prev);
773                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
774                         wcross_name_goal_prev = strzone(wcross_name);
775                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
776                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
777                         wcross_resolution_goal_prev = wcross_resolution;
778                 }
779
780                 wcross_scale_goal_prev = wcross_scale;
781                 wcross_alpha_goal_prev = wcross_alpha;
782                 wcross_color_goal_prev = wcross_color;
783
784                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
785                 {
786                         wcross_blur = 1;
787                         wcross_alpha *= 0.75;
788                 }
789                 else
790                         wcross_blur = 0;
791                 // *_prev is at time-frametime
792                 // * is at wcross_changedonetime+f
793                 // what do we have at time?
794                 if(time < wcross_changedonetime)
795                 {
796                         f = frametime / (wcross_changedonetime - time + frametime);
797                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
798                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
799                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
800                 }
801
802                 wcross_scale_prev = wcross_scale;
803                 wcross_alpha_prev = wcross_alpha;
804                 wcross_color_prev = wcross_color;
805
806                 MUTATOR_CALLHOOK(UpdateCrosshair);
807
808                 wcross_scale *= 1 - autocvar__menu_alpha;
809                 wcross_alpha *= 1 - autocvar__menu_alpha;
810                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
811
812                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
813                 {
814                         // crosshair rings for weapon stats
815                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
816                         {
817                                 // declarations and stats
818                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
819                                 string ring_image = string_null, ring_inner_image = string_null;
820                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
821
822                                 ring_scale = autocvar_crosshair_ring_size;
823
824                                 float weapon_clipload, weapon_clipsize;
825                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
826                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
827
828                                 float ok_ammo_charge, ok_ammo_chargepool;
829                                 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
830                                 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
831
832                                 float vortex_charge, vortex_chargepool;
833                                 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
834                                 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
835
836                                 float arc_heat = getstatf(STAT_ARC_HEAT);
837
838                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
839                                         vortex_charge_movingavg = vortex_charge;
840
841
842                                 // handle the values
843                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
844                                 {
845                                         if (vortex_chargepool || use_vortex_chargepool) {
846                                                 use_vortex_chargepool = 1;
847                                                 ring_inner_value = vortex_chargepool;
848                                         } else {
849                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
850                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
851                                         }
852
853                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
854                                         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;
855                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
856
857                                         // draw the outer ring to show the current charge of the weapon
858                                         ring_value = vortex_charge;
859                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
860                                         ring_rgb = wcross_color;
861                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
862                                 }
863                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
864                                 {
865                                         ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
866                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
867                                         ring_rgb = wcross_color;
868                                         ring_image = "gfx/crosshair_ring.tga";
869                                 }
870                                 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
871                                 {
872                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
873                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
874                                         ring_rgb = wcross_color;
875                                         ring_image = "gfx/crosshair_ring.tga";
876                                 }
877                                 else if (ok_ammo_charge)
878                                 {
879                                         ring_value = ok_ammo_chargepool;
880                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
881                                         ring_rgb = wcross_color;
882                                         ring_image = "gfx/crosshair_ring.tga";
883                                 }
884                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
885                                 {
886                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
887                                         ring_scale = autocvar_crosshair_ring_reload_size;
888                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
889                                         ring_rgb = wcross_color;
890
891                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
892                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
893                                         if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
894                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
895                                         else
896                                                 ring_image = "gfx/crosshair_ring.tga";
897                                 }
898                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
899                                 {
900                                         ring_value = arc_heat;
901                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
902                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
903                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
904                                         ring_image = "gfx/crosshair_ring.tga";
905                                 }
906
907                                 // if in weapon switch animation, fade ring out/in
908                                 if(autocvar_crosshair_effect_time > 0)
909                                 {
910                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
911                                         if (f >= 1)
912                                         {
913                                                 wcross_ring_prev = ((ring_image) ? true : false);
914                                         }
915
916                                         if(wcross_ring_prev)
917                                         {
918                                                 if(f < 1)
919                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
920                                         }
921                                         else
922                                         {
923                                                 if(f < 1)
924                                                         ring_alpha *= bound(0, f, 1);
925                                         }
926                                 }
927
928                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
929                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
930
931                                 if (ring_value)
932                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
933                         }
934
935 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
936                         do \
937                         { \
938                                 if(wcross_blur > 0) \
939                                 { \
940                                         for(i = -2; i <= 2; ++i) \
941                                         for(j = -2; j <= 2; ++j) \
942                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
943                                 } \
944                                 else \
945                                 { \
946                                         M(0,0,sz,wcross_name,wcross_alpha); \
947                                 } \
948                         } \
949                         while(0)
950
951 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
952                         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)
953
954 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
955                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
956
957                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
958                         {
959                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
960                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
961                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
962                                 f = 1 - f;
963                         }
964                         else
965                         {
966                                 f = 1;
967                         }
968                         wcross_name_alpha_goal_prev = f;
969
970                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
971                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
972
973                         if(autocvar_crosshair_dot)
974                         {
975                                 vector wcross_color_old;
976                                 wcross_color_old = wcross_color;
977
978                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
979                                         wcross_color = stov(autocvar_crosshair_dot_color);
980
981                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
982                                 // FIXME why don't we use wcross_alpha here?cl_notice_run();
983                                 wcross_color = wcross_color_old;
984                         }
985                 }
986         }
987         else
988         {
989                 wcross_scale_prev = 0;
990                 wcross_alpha_prev = 0;
991                 wcross_scale_goal_prev = 0;
992                 wcross_alpha_goal_prev = 0;
993                 wcross_changedonetime = 0;
994                 if(wcross_name_goal_prev)
995                         strunzone(wcross_name_goal_prev);
996                 wcross_name_goal_prev = string_null;
997                 if(wcross_name_goal_prev_prev)
998                         strunzone(wcross_name_goal_prev_prev);
999                 wcross_name_goal_prev_prev = string_null;
1000                 wcross_name_changestarttime = 0;
1001                 wcross_name_changedonetime = 0;
1002                 wcross_name_alpha_goal_prev = 0;
1003                 wcross_name_alpha_goal_prev_prev = 0;
1004                 wcross_resolution_goal_prev = 0;
1005                 wcross_resolution_goal_prev_prev = 0;
1006         }
1007 }
1008
1009 const int BUTTON_3 = 4;
1010 const int BUTTON_4 = 8;
1011 float cl_notice_run();
1012 float prev_myteam;
1013 int lasthud;
1014 float vh_notice_time;
1015 void CSQC_UpdateView(float w, float h)
1016 {
1017         entity e;
1018         float fov;
1019         float f;
1020         int i;
1021         vector vf_size, vf_min;
1022         float a;
1023
1024         execute_next_frame();
1025
1026         ++framecount;
1027
1028         hud = getstati(STAT_HUD);
1029
1030         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1031                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1032
1033         lasthud = hud;
1034
1035         if(autocvar__hud_showbinds_reload) // menu can set this one
1036         {
1037                 db_close(binddb);
1038                 binddb = db_create();
1039                 cvar_set("_hud_showbinds_reload", "0");
1040         }
1041
1042         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1043                 view_quality = getproperty(VF_MINFPS_QUALITY);
1044         else
1045                 view_quality = 1;
1046
1047         button_attack2 = (input_buttons & BUTTON_3);
1048         button_zoom = (input_buttons & BUTTON_4);
1049
1050 #define CHECKFAIL_ASSERT(flag,func,parm,val) do {                                                                   \
1051         float checkfailv = (func)(parm);                                                                                \
1052         if (checkfailv != (val)) {                                                                                      \
1053                 if (!checkfail[(flag)])                                                                                     \
1054                 localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv));                           \
1055                 checkfail[(flag)] = 1;                                                                                      \
1056         }                                                                                                               \
1057 } while(0)
1058         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1059         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1060         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
1061         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1062         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1063         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1064         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1065
1066         vf_size = getpropertyvec(VF_SIZE);
1067         vf_min = getpropertyvec(VF_MIN);
1068         vid_width = vf_size.x;
1069         vid_height = vf_size.y;
1070
1071         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1072         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1073
1074         WaypointSprite_Load();
1075
1076         CSQCPlayer_SetCamera();
1077
1078         if(player_localentnum <= maxclients) // is it a client?
1079                 current_player = player_localentnum - 1;
1080         else // then player_localentnum is the vehicle I'm driving
1081                 current_player = player_localnum;
1082         myteam = GetPlayerColor(current_player);
1083
1084         if(myteam != prev_myteam)
1085         {
1086                 myteamcolors = colormapPaletteColor(myteam, 1);
1087                 for(i = 0; i < HUD_PANEL_NUM; ++i)
1088                         hud_panel[i].update_time = time;
1089                 prev_myteam = myteam;
1090         }
1091
1092         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1093
1094         float is_dead = (getstati(STAT_HEALTH) <= 0);
1095
1096         // FIXME do we need this hack?
1097         if(isdemo())
1098         {
1099                 // in demos, input_buttons do not work
1100                 button_zoom = (autocvar__togglezoom == "-");
1101         }
1102         else if(button_zoom
1103                 && autocvar_cl_unpress_zoom_on_death
1104                 && (spectatee_status >= 0)
1105                 && (is_dead || intermission))
1106         {
1107                 // no zoom while dead or in intermission please
1108                 localcmd("-zoom\n");
1109                 button_zoom = false;
1110         }
1111
1112         // event chase camera
1113         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1114         {
1115                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1116                 if(WantEventchase())
1117                 {
1118                         eventchase_running = true;
1119
1120                         // 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.)
1121                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1122
1123                         // detect maximum viewoffset and use it
1124                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1125                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1126
1127                         if(view_offset)
1128                         {
1129                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1130                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1131                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1132                         }
1133
1134                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1135                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1136                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1137                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1138
1139                         // make the camera smooth back
1140                         float chase_distance = autocvar_cl_eventchase_distance;
1141                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1142
1143                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1144                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1145                         else if(eventchase_current_distance != chase_distance)
1146                                 eventchase_current_distance = chase_distance;
1147
1148                         makevectors(view_angles);
1149
1150                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1151                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1152
1153                         // If the boxtrace fails, revert back to line tracing.
1154                         if(!self.viewloc)
1155                         if(trace_startsolid)
1156                         {
1157                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1158                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1159                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1160                         }
1161                         else { setproperty(VF_ORIGIN, trace_endpos); }
1162
1163                         if(!self.viewloc)
1164                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1165                 }
1166                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1167                 {
1168                         eventchase_running = false;
1169                         cvar_set("chase_active", "0");
1170                         eventchase_current_distance = 0; // start from 0 next time
1171                 }
1172         }
1173         // workaround for camera stuck between player's legs when using chase_active 1
1174         // because the engine stops updating the chase_active camera when the game ends
1175         else if(intermission)
1176         {
1177                 cvar_settemp("chase_active", "-1");
1178                 eventchase_current_distance = 0;
1179         }
1180
1181         // do lockview after event chase camera so that it still applies whenever necessary.
1182         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1183         {
1184                 setproperty(VF_ORIGIN, freeze_org);
1185                 setproperty(VF_ANGLES, freeze_ang);
1186         }
1187         else
1188         {
1189                 freeze_org = getpropertyvec(VF_ORIGIN);
1190                 freeze_ang = getpropertyvec(VF_ANGLES);
1191         }
1192
1193         WarpZone_FixView();
1194         //WarpZone_FixPMove();
1195
1196         vector ov_org = '0 0 0';
1197         vector ov_mid = '0 0 0';
1198         vector ov_worldmin = '0 0 0';
1199         vector ov_worldmax = '0 0 0';
1200         if(autocvar_cl_orthoview)
1201         {
1202                 ov_worldmin = mi_picmin;
1203                 ov_worldmax = mi_picmax;
1204
1205                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1206                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1207                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1208
1209                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1210                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1211
1212                 float ov_nearest = vlen(ov_org - vec3(
1213                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1214                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1215                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1216                 ));
1217
1218                 float ov_furthest = 0;
1219                 float dist = 0;
1220
1221                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1222                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1223                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1224                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1225                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1226                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1227                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1228                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1229
1230                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1231                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1232                 cvar_settemp("r_farclip_world", "0");
1233                 cvar_settemp("r_novis", "1");
1234                 cvar_settemp("r_useportalculling", "0");
1235                 cvar_settemp("r_useinfinitefarclip", "0");
1236
1237                 setproperty(VF_ORIGIN, ov_org);
1238                 setproperty(VF_ANGLES, '90 0 0');
1239
1240                 #if 0
1241                 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1242                         vtos(ov_org),
1243                         vtos(getpropertyvec(VF_ANGLES)),
1244                         ov_distance,
1245                         ov_nearest,
1246                         ov_furthest);
1247                 #endif
1248         }
1249
1250         // Render the Scene
1251         view_origin = getpropertyvec(VF_ORIGIN);
1252         view_angles = getpropertyvec(VF_ANGLES);
1253         makevectors(view_angles);
1254         view_forward = v_forward;
1255         view_right = v_right;
1256         view_up = v_up;
1257
1258 #ifdef BLURTEST
1259         if(time > blurtest_time0 && time < blurtest_time1)
1260         {
1261                 float r, t;
1262
1263                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1264                 r = t * blurtest_radius;
1265                 f = 1 / pow(t, blurtest_power) - 1;
1266
1267                 cvar_set("r_glsl_postprocess", "1");
1268                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1269         }
1270         else
1271         {
1272                 cvar_set("r_glsl_postprocess", "0");
1273                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1274         }
1275 #endif
1276
1277         TargetMusic_Advance();
1278         Fog_Force();
1279
1280         if(drawtime == 0)
1281                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1282         else
1283                 drawframetime = bound(0.000001, time - drawtime, 1);
1284         drawtime = time;
1285
1286         // watch for gametype changes here...
1287         // in ParseStuffCMD the cmd isn't executed yet :/
1288         // might even be better to add the gametype to TE_CSQC_INIT...?
1289         if(!postinit)
1290                 PostInit();
1291
1292         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1293         {
1294                 if(calledhooks & HOOK_START)
1295                 {
1296                         localcmd("\ncl_hook_gameend\n");
1297                         calledhooks |= HOOK_END;
1298                 }
1299         }
1300
1301         Announcer();
1302
1303         fov = autocvar_fov;
1304         if(fov <= 59.5)
1305         {
1306                 if(!zoomscript_caught)
1307                 {
1308                         localcmd("+button9\n");
1309                         zoomscript_caught = 1;
1310                 }
1311         }
1312         else
1313         {
1314                 if(zoomscript_caught)
1315                 {
1316                         localcmd("-button9\n");
1317                         zoomscript_caught = 0;
1318                 }
1319         }
1320
1321         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1322
1323         // next WANTED weapon (for HUD)
1324         switchweapon = getstati(STAT_SWITCHWEAPON);
1325
1326         // currently switching-to weapon (for crosshair)
1327         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1328
1329         // actually active weapon (for zoom)
1330         activeweapon = getstati(STAT_ACTIVEWEAPON);
1331
1332         f = (serverflags & SERVERFLAG_TEAMPLAY);
1333         if(f != teamplay)
1334         {
1335                 teamplay = f;
1336                 HUD_InitScores();
1337         }
1338
1339         if(last_switchweapon != switchweapon)
1340         {
1341                 weapontime = time;
1342                 last_switchweapon = switchweapon;
1343                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1344                 {
1345                         localcmd("-zoom\n");
1346                         button_zoom = false;
1347                 }
1348                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1349                 {
1350                         localcmd("-fire\n");
1351                         localcmd("-fire2\n");
1352                         button_attack2 = false;
1353                 }
1354         }
1355         if(last_activeweapon != activeweapon)
1356         {
1357                 last_activeweapon = activeweapon;
1358
1359                 e = get_weaponinfo(activeweapon);
1360                 if(e.netname != "")
1361                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1362                 else
1363                         localcmd("\ncl_hook_activeweapon none\n");
1364         }
1365
1366         // ALWAYS Clear Current Scene First
1367         clearscene();
1368
1369         setproperty(VF_ORIGIN, view_origin);
1370         setproperty(VF_ANGLES, view_angles);
1371
1372         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1373         setproperty(VF_SIZE, vf_size);
1374         setproperty(VF_MIN, vf_min);
1375
1376         // Assign Standard Viewflags
1377         // Draw the World (and sky)
1378         setproperty(VF_DRAWWORLD, 1);
1379
1380         // Set the console size vars
1381         vid_conwidth = autocvar_vid_conwidth;
1382         vid_conheight = autocvar_vid_conheight;
1383         vid_pixelheight = autocvar_vid_pixelheight;
1384
1385         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1386         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1387         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1388
1389         // Camera for demo playback
1390         if(camera_active)
1391         {
1392                 if(autocvar_camera_enable)
1393                         CSQC_Demo_Camera();
1394                 else
1395                 {
1396                         cvar_set("chase_active", ftos(chase_active_backup));
1397                         cvar_set("cl_demo_mousegrab", "0");
1398                         camera_active = false;
1399                 }
1400         }
1401         else
1402         {
1403 #ifdef CAMERATEST
1404                 if(autocvar_camera_enable)
1405 #else
1406                 if(autocvar_camera_enable && isdemo())
1407 #endif
1408                 {
1409                         // Enable required Darkplaces cvars
1410                         chase_active_backup = autocvar_chase_active;
1411                         cvar_set("chase_active", "2");
1412                         cvar_set("cl_demo_mousegrab", "1");
1413                         camera_active = true;
1414                         camera_mode = false;
1415                 }
1416         }
1417
1418         // Draw the Crosshair
1419         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1420
1421         // Draw the Engine Status Bar (the default Quake HUD)
1422         setproperty(VF_DRAWENGINESBAR, 0);
1423
1424         // Update the mouse position
1425         /*
1426            mousepos_x = vid_conwidth;
1427            mousepos_y = vid_conheight;
1428            mousepos = mousepos*0.5 + getmousepos();
1429          */
1430
1431         e = self;
1432         for(self = world; (self = nextent(self)); )
1433                 if(self.draw)
1434                         self.draw();
1435         self = e;
1436
1437         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1438         renderscene();
1439
1440         // now switch to 2D drawing mode by calling a 2D drawing function
1441         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1442         // next R_RenderScene call
1443         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1444
1445         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1446         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1447         {
1448                 // apply night vision effect
1449                 vector tc_00, tc_01, tc_10, tc_11;
1450                 vector rgb = '0 0 0';
1451
1452                 if(!nightvision_noise)
1453                 {
1454                         nightvision_noise = spawn();
1455                         nightvision_noise.classname = "nightvision_noise";
1456                 }
1457                 if(!nightvision_noise2)
1458                 {
1459                         nightvision_noise2 = spawn();
1460                         nightvision_noise2.classname = "nightvision_noise2";
1461                 }
1462
1463                 // color tint in yellow
1464                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1465
1466                 // draw BG
1467                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1468                 rgb = '1 1 1';
1469                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1470                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1471                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1472                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1473                 tc_11 = tc_01 + tc_10 - tc_00;
1474                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1475                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1476                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1477                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1478                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1479                 R_EndPolygon();
1480
1481                 // draw FG
1482                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1483                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1484                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1485                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1486                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1487                 tc_11 = tc_01 + tc_10 - tc_00;
1488                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1489                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1490                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1491                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1492                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1493                 R_EndPolygon();
1494         }
1495
1496         if(autocvar_cl_reticle)
1497         {
1498                 // Draw the aiming reticle for weapons that use it
1499                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1500                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1501                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1502                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1503                 {
1504                         // no zoom reticle while dead
1505                         reticle_type = 0;
1506                 }
1507                 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1508                 {
1509                         if(reticle_image != "") { reticle_type = 2; }
1510                         else { reticle_type = 0; }
1511                 }
1512                 else if(button_zoom || zoomscript_caught)
1513                 {
1514                         // normal zoom
1515                         reticle_type = 1;
1516                 }
1517
1518                 if(reticle_type)
1519                 {
1520                         if(autocvar_cl_reticle_stretch)
1521                         {
1522                                 reticle_size.x = vid_conwidth;
1523                                 reticle_size.y = vid_conheight;
1524                                 reticle_pos.x = 0;
1525                                 reticle_pos.y = 0;
1526                         }
1527                         else
1528                         {
1529                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1530                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1531                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1532                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1533                         }
1534
1535                         if(zoomscript_caught)
1536                                 f = 1;
1537                         else
1538                                 f = current_zoomfraction;
1539
1540                         if(f)
1541                         {
1542                                 switch(reticle_type)
1543                                 {
1544                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1545                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1546                                 }
1547                         }
1548                 }
1549         }
1550         else
1551         {
1552                 if(reticle_type != 0) { reticle_type = 0; }
1553         }
1554
1555
1556         // improved polyblend
1557         if(autocvar_hud_contents)
1558         {
1559                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1560                 vector liquidcolor;
1561
1562                 switch(pointcontents(view_origin))
1563                 {
1564                         case CONTENT_WATER:
1565                                 liquidalpha = autocvar_hud_contents_water_alpha;
1566                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1567                                 incontent = 1;
1568                                 break;
1569
1570                         case CONTENT_LAVA:
1571                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1572                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1573                                 incontent = 1;
1574                                 break;
1575
1576                         case CONTENT_SLIME:
1577                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1578                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1579                                 incontent = 1;
1580                                 break;
1581
1582                         default:
1583                                 liquidalpha = 0;
1584                                 liquidcolor = '0 0 0';
1585                                 incontent = 0;
1586                                 break;
1587                 }
1588
1589                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1590                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1591                         contentfadetime = autocvar_hud_contents_fadeintime;
1592                         liquidalpha_prev = liquidalpha;
1593                         liquidcolor_prev = liquidcolor;
1594                 }
1595                 else
1596                         contentfadetime = autocvar_hud_contents_fadeouttime;
1597
1598                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1599                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1600
1601                 if(contentavgalpha)
1602                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1603
1604                 if(autocvar_hud_postprocessing)
1605                 {
1606                         if(autocvar_hud_contents_blur && contentavgalpha)
1607                         {
1608                                 content_blurpostprocess.x = 1;
1609                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1610                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1611                         }
1612                         else
1613                         {
1614                                 content_blurpostprocess.x = 0;
1615                                 content_blurpostprocess.y = 0;
1616                                 content_blurpostprocess.z = 0;
1617                         }
1618                 }
1619         }
1620
1621         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1622         {
1623                 splash_size.x = max(vid_conwidth, vid_conheight);
1624                 splash_size.y = max(vid_conwidth, vid_conheight);
1625                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1626                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1627
1628                 float myhealth_flash_temp;
1629                 myhealth = getstati(STAT_HEALTH);
1630
1631                 // fade out
1632                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1633                 // add new damage
1634                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1635
1636                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1637                 pain_threshold = autocvar_hud_damage_pain_threshold;
1638                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1639                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1640
1641                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1642                 {
1643                         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);
1644                 }
1645
1646                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1647
1648                 if(myhealth_prev < 1)
1649                 {
1650                         if(myhealth >= 1)
1651                         {
1652                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1653                                 myhealth_flash_temp = 0;
1654                         }
1655                         else
1656                         {
1657                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1658                         }
1659                 }
1660
1661                 if(spectatee_status == -1 || intermission)
1662                 {
1663                         myhealth_flash = 0; // observing, or match ended
1664                         myhealth_flash_temp = 0;
1665                 }
1666
1667                 myhealth_prev = myhealth;
1668
1669                 // IDEA: change damage color/picture based on player model for robot/alien species?
1670                 // pro: matches model better
1671                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1672                 // maybe different reddish pics?
1673                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1674                 {
1675                         if(autocvar_cl_gentle_damage == 2)
1676                         {
1677                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1678                                 {
1679                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1680                                 }
1681                         }
1682                         else
1683                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1684
1685                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1686                 }
1687                 else
1688                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1689
1690                 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.
1691                 {
1692                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1693                         {
1694                                 damage_blurpostprocess.x = 1;
1695                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1696                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1697                         }
1698                         else
1699                         {
1700                                 damage_blurpostprocess.x = 0;
1701                                 damage_blurpostprocess.y = 0;
1702                                 damage_blurpostprocess.z = 0;
1703                         }
1704                 }
1705         }
1706
1707         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1708         float e2 = (autocvar_hud_powerup != 0);
1709         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1710         {
1711                 // enable or disable rendering types if they are used or not
1712                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1713                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1714
1715                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1716                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1717                 {
1718                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1719                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1720                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1721                         {
1722                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1723                                 old_blurradius = blurradius;
1724                                 old_bluralpha = bluralpha;
1725                         }
1726                 }
1727                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1728                 {
1729                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1730                         old_blurradius = 0;
1731                         old_bluralpha = 0;
1732                 }
1733
1734                 // edge detection postprocess handling done second (used by hud_powerup)
1735                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1736                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1737                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1738
1739                 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1740
1741                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1742                 {
1743                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1744                         {
1745                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1746                                 old_sharpen_intensity = sharpen_intensity;
1747                         }
1748                 }
1749                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1750                 {
1751                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1752                         old_sharpen_intensity = 0;
1753                 }
1754
1755                 if(cvar("r_glsl_postprocess") == 0)
1756                         cvar_set("r_glsl_postprocess", "2");
1757         }
1758         else if(cvar("r_glsl_postprocess") == 2)
1759                 cvar_set("r_glsl_postprocess", "0");
1760
1761         if(menu_visible)
1762                 menu_show();
1763
1764         /*if(gametype == MAPINFO_TYPE_CTF)
1765           {
1766           ctf_view();
1767           } else */
1768
1769         // draw 2D entities
1770         e = self;
1771         for(self = world; (self = nextent(self)); )
1772                 if(self.draw2d)
1773                         self.draw2d();
1774         self = e;
1775         Draw_ShowNames_All();
1776
1777         scoreboard_active = HUD_WouldDrawScoreboard();
1778
1779         UpdateDamage();
1780         UpdateCrosshair();
1781         UpdateHitsound();
1782
1783         if(NextFrameCommand)
1784         {
1785                 localcmd("\n", NextFrameCommand, "\n");
1786                 NextFrameCommand = string_null;
1787         }
1788
1789         // we must do this check AFTER a frame was rendered, or it won't work
1790         if(cs_project_is_b0rked == 0)
1791         {
1792                 string w0, h0;
1793                 w0 = ftos(autocvar_vid_conwidth);
1794                 h0 = ftos(autocvar_vid_conheight);
1795                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1796                 //setproperty(VF_FOV, '90 90 0');
1797                 setproperty(VF_ORIGIN, '0 0 0');
1798                 setproperty(VF_ANGLES, '0 0 0');
1799                 setproperty(VF_PERSPECTIVE, 1);
1800                 makevectors('0 0 0');
1801                 vector v1, v2;
1802                 cvar_set("vid_conwidth", "800");
1803                 cvar_set("vid_conheight", "600");
1804                 v1 = cs_project(v_forward);
1805                 cvar_set("vid_conwidth", "640");
1806                 cvar_set("vid_conheight", "480");
1807                 v2 = cs_project(v_forward);
1808                 if(v1 == v2)
1809                         cs_project_is_b0rked = 1;
1810                 else
1811                         cs_project_is_b0rked = -1;
1812                 cvar_set("vid_conwidth", w0);
1813                 cvar_set("vid_conheight", h0);
1814         }
1815
1816         if(autocvar__hud_configure)
1817                 HUD_Panel_Mouse();
1818
1819     if(hud && !intermission)
1820     if(hud == HUD_BUMBLEBEE_GUN)
1821         CSQC_BUMBLE_GUN_HUD();
1822     else
1823                 VEH_ACTION(hud, VR_HUD);
1824
1825         cl_notice_run();
1826
1827         // let's reset the view back to normal for the end
1828         setproperty(VF_MIN, '0 0 0');
1829         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1830 }
1831
1832
1833 void CSQC_common_hud(void)
1834 {
1835         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1836                 Accuracy_LoadLevels();
1837
1838         HUD_Main(); // always run these functions for alpha checks
1839         HUD_DrawScoreboard();
1840
1841         // scoreboard/accuracy, map/gametype voting screen
1842         if (scoreboard_active || intermission == 2)
1843                 HUD_Reset();
1844 }
1845
1846
1847 // following vectors must be global to allow seamless switching between camera modes
1848 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1849 void CSQC_Demo_Camera()
1850 {
1851         float speed, attenuation, dimensions;
1852         vector tmp, delta;
1853
1854         if( autocvar_camera_reset || !camera_mode )
1855         {
1856                 camera_offset = '0 0 0';
1857                 current_angles = '0 0 0';
1858                 camera_direction = '0 0 0';
1859                 camera_offset.z += 30;
1860                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1861                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1862                 current_origin = view_origin;
1863                 current_camera_offset  = camera_offset;
1864                 cvar_set("camera_reset", "0");
1865                 camera_mode = CAMERA_CHASE;
1866         }
1867
1868         // Camera angles
1869         if( camera_roll )
1870                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1871
1872         if(autocvar_camera_look_player)
1873         {
1874                 vector dir;
1875                 float n;
1876
1877                 dir = normalize(view_origin - current_position);
1878                 n = mouse_angles.z;
1879                 mouse_angles = vectoangles(dir);
1880                 mouse_angles.x = mouse_angles.x * -1;
1881                 mouse_angles.z = n;
1882         }
1883         else
1884         {
1885                 tmp = getmousepos() * 0.1;
1886                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1887                 {
1888                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1889                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1890                 }
1891         }
1892
1893         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1894         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1895         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1896         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1897
1898         // Fix difference when angles don't have the same sign
1899         delta = '0 0 0';
1900         if(mouse_angles.y < -60 && current_angles.y > 60)
1901                 delta = '0 360 0';
1902         if(mouse_angles.y > 60 && current_angles.y < -60)
1903                 delta = '0 -360 0';
1904
1905         if(autocvar_camera_look_player)
1906                 attenuation = autocvar_camera_look_attenuation;
1907         else
1908                 attenuation = autocvar_camera_speed_attenuation;
1909
1910         attenuation = 1 / max(1, attenuation);
1911         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1912
1913         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1914         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1915         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1916         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1917
1918         // Camera position
1919         tmp = '0 0 0';
1920         dimensions = 0;
1921
1922         if( camera_direction.x )
1923         {
1924                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1925                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1926                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1927                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1928                 ++dimensions;
1929         }
1930
1931         if( camera_direction.y )
1932         {
1933                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1934                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1935                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1936                 ++dimensions;
1937         }
1938
1939         if( camera_direction.z )
1940         {
1941                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1942                 ++dimensions;
1943         }
1944
1945         if(autocvar_camera_free)
1946                 speed = autocvar_camera_speed_free;
1947         else
1948                 speed = autocvar_camera_speed_chase;
1949
1950         if(dimensions)
1951         {
1952                 speed = speed * sqrt(1 / dimensions);
1953                 camera_offset += tmp * speed;
1954         }
1955
1956         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1957
1958         // Camera modes
1959         if( autocvar_camera_free )
1960         {
1961                 if ( camera_mode == CAMERA_CHASE )
1962                 {
1963                         current_camera_offset = current_origin + current_camera_offset;
1964                         camera_offset = current_origin + camera_offset;
1965                 }
1966
1967                 camera_mode = CAMERA_FREE;
1968                 current_position = current_camera_offset;
1969         }
1970         else
1971         {
1972                 if ( camera_mode == CAMERA_FREE )
1973                 {
1974                         current_origin = view_origin;
1975                         camera_offset = camera_offset - current_origin;
1976                         current_camera_offset = current_camera_offset - current_origin;
1977                 }
1978
1979                 camera_mode = CAMERA_CHASE;
1980
1981                 if(autocvar_camera_chase_smoothly)
1982                         current_origin += (view_origin - current_origin) * attenuation;
1983                 else
1984                         current_origin = view_origin;
1985
1986                 current_position = current_origin + current_camera_offset;
1987         }
1988
1989         setproperty(VF_ANGLES, current_angles);
1990         setproperty(VF_ORIGIN, current_position);
1991 }