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