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