Compact weapon flag checks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
6 #include "hud/_mod.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
11
12 #include <client/mutators/_mod.qh>
13
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/net_notice.qh>
21 #include <common/debug.qh>
22 #include <common/mapinfo.qh>
23 #include <common/gamemodes/_mod.qh>
24 #include <common/physics/player.qh>
25 #include <common/stats.qh>
26 #include <common/mapobjects/target/music.qh>
27 #include <common/teams.qh>
28 #include <common/wepent.qh>
29
30 #include <common/weapons/weapon/tuba.qh>
31
32 #include <common/vehicles/all.qh>
33 #include <common/weapons/_all.qh>
34 #include <common/mutators/mutator/overkill/oknex.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
40
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
44
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
47
48 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
49
50 float autocvar_cl_viewmodel_scale;
51 float autocvar_cl_viewmodel_alpha;
52
53 bool autocvar_cl_bobmodel;
54 float autocvar_cl_bobmodel_speed;
55 float autocvar_cl_bobmodel_side;
56 float autocvar_cl_bobmodel_up;
57
58 float autocvar_cl_followmodel;
59 float autocvar_cl_followmodel_speed = 0.3;
60 float autocvar_cl_followmodel_limit = 135;
61 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
62 float autocvar_cl_followmodel_highpass = 0.05;
63 float autocvar_cl_followmodel_lowpass = 0.03;
64 bool autocvar_cl_followmodel_velocity_absolute;
65
66 float autocvar_cl_leanmodel;
67 float autocvar_cl_leanmodel_speed = 0.3;
68 float autocvar_cl_leanmodel_limit = 30;
69 float autocvar_cl_leanmodel_highpass1 = 0.2;
70 float autocvar_cl_leanmodel_highpass = 0.2;
71 float autocvar_cl_leanmodel_lowpass = 0.05;
72
73 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
74
75 #define lowpass(value, frac, ref_store, ret) \
76         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
77
78 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
79         float __ignore; lowpass(value, frac, ref_store, __ignore); \
80         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
81 MACRO_END
82
83 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
84         float __f = 0; lowpass(value, frac, ref_store, __f); \
85         ret = (value) - __f; \
86 MACRO_END
87
88 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
89         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
90         ret = (value) - __f; \
91 MACRO_END
92
93 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
94         lowpass(value.x, frac, ref_store.x, ref_out.x); \
95         lowpass(value.y, frac, ref_store.y, ref_out.y); \
96 MACRO_END
97
98 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
99         highpass(value.x, frac, ref_store.x, ref_out.x); \
100         highpass(value.y, frac, ref_store.y, ref_out.y); \
101 MACRO_END
102
103 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
104         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
105         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
106 MACRO_END
107
108 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
109         lowpass(value.x, frac, ref_store.x, ref_out.x); \
110         lowpass(value.y, frac, ref_store.y, ref_out.y); \
111         lowpass(value.z, frac, ref_store.z, ref_out.z); \
112 MACRO_END
113
114 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115         highpass(value.x, frac, ref_store.x, ref_out.x); \
116         highpass(value.y, frac, ref_store.y, ref_out.y); \
117         highpass(value.z, frac, ref_store.z, ref_out.z); \
118 MACRO_END
119
120 void calc_followmodel_ofs(entity view)
121 {
122         if(cl_followmodel_time == time)
123                 return; // cl_followmodel_ofs already calculated for this frame
124
125         float frac;
126         vector gunorg = '0 0 0';
127         static vector vel_average;
128         static vector gunorg_adjustment_highpass;
129         static vector gunorg_adjustment_lowpass;
130
131         vector vel;
132         if (autocvar_cl_followmodel_velocity_absolute)
133                 vel = view.velocity;
134         else
135         {
136                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
137                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
138                 vel.x = view.velocity * forward;
139                 vel.y = view.velocity * right * -1;
140                 vel.z = view.velocity * up;
141         }
142
143         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
144         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
145         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
146
147         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
148         lowpass3(vel, frac, vel_average, gunorg);
149
150         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
151
152         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
153         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
154         frac = avg_factor(autocvar_cl_followmodel_highpass);
155         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
156         frac = avg_factor(autocvar_cl_followmodel_lowpass);
157         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
158
159         if (autocvar_cl_followmodel_velocity_absolute)
160         {
161                 vector fixed_gunorg;
162                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
163                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
164                 fixed_gunorg.x = gunorg * forward;
165                 fixed_gunorg.y = gunorg * right * -1;
166                 fixed_gunorg.z = gunorg * up;
167                 gunorg = fixed_gunorg;
168         }
169
170         cl_followmodel_ofs = gunorg;
171         cl_followmodel_time = time;
172 }
173
174 vector leanmodel_ofs(entity view)
175 {
176         float frac;
177         vector gunangles = '0 0 0';
178         static vector gunangles_prev = '0 0 0';
179         static vector gunangles_highpass = '0 0 0';
180         static vector gunangles_adjustment_highpass;
181         static vector gunangles_adjustment_lowpass;
182
183         if (view.csqcmodel_teleported)
184                 gunangles_prev = view_angles;
185
186         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
187         gunangles_highpass += gunangles_prev;
188         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
189         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
190         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
191         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
192         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
193         gunangles_prev = view_angles;
194         gunangles_highpass -= gunangles_prev;
195
196         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
197         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
198
199         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200         frac = avg_factor(autocvar_cl_leanmodel_highpass);
201         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
204
205         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
206
207         return gunangles;
208 }
209
210 vector bobmodel_ofs(entity view)
211 {
212         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
213         static bool oldonground;
214         static float hitgroundtime;
215         if (clonground)
216         {
217                 float f = time; // cl.movecmd[0].time
218                 if (!oldonground)
219                         hitgroundtime = f;
220         }
221         oldonground = clonground;
222
223         // calculate for swinging gun model
224         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
225         vector gunorg = '0 0 0';
226         static float bobmodel_scale = 0;
227         static float time_ofs = 0; // makes the effect always restart in the same way
228         if (clonground)
229         {
230                 if (time - hitgroundtime > 0.05)
231                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
232         }
233         else
234                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
235
236         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
237         if (bobmodel_scale && xyspeed)
238         {
239                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
240                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
241                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
242                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
243         }
244         else
245                 time_ofs = time;
246
247         return gunorg;
248 }
249
250 void viewmodel_animate(entity this)
251 {
252         if (autocvar_chase_active) return;
253         if (STAT(HEALTH) <= 0) return;
254
255         entity view = CSQCModel_server2csqc(player_localentnum - 1);
256
257         if (autocvar_cl_followmodel)
258         {
259                 calc_followmodel_ofs(view);
260                 this.origin += cl_followmodel_ofs;
261         }
262
263         if (autocvar_cl_leanmodel)
264                 this.angles += leanmodel_ofs(view);
265
266         // vertical view bobbing code
267         // TODO: cl_bob
268
269         // horizontal view bobbing code
270         // TODO: cl_bob2
271
272         // fall bobbing code
273         // causes the view to swing down and back up when touching the ground
274         // TODO: cl_bobfall
275
276         // gun model bobbing code
277         if (autocvar_cl_bobmodel)
278                 this.origin += bobmodel_ofs(view);
279 }
280
281 .vector viewmodel_origin, viewmodel_angles;
282 .float weapon_nextthink;
283 .float weapon_eta_last;
284 .float weapon_switchdelay;
285
286 .string name_last;
287
288 void viewmodel_draw(entity this)
289 {
290         if(!this.activeweapon || !autocvar_r_drawviewmodel)
291                 return;
292         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
293         float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
294         bool invehicle = player_localentnum > maxclients;
295         if (invehicle) a = -1;
296         Weapon wep = this.activeweapon;
297         int c = entcs_GetClientColors(current_player);
298         vector g = weaponentity_glowmod(wep, NULL, c, this);
299         entity me = CSQCModel_server2csqc(player_localentnum - 1);
300         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
301                 | EF_NODEPTHTEST)
302                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
303         for (entity e = this; e; e = e.weaponchild)
304         {
305                 e.drawmask = mask;
306                 e.alpha = a;
307                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
308                 e.glowmod = g;
309                 e.csqcmodel_effects = fx;
310                 CSQCModel_Effects_Apply(e);
311         }
312         if(a >= 0)
313         {
314                 string name = wep.mdl;
315                 string newname = wep.wr_viewmodel(wep, this);
316                 if(newname)
317                         name = newname;
318                 bool swap = name != this.name_last;
319                 // if (swap)
320                 {
321                         this.name_last = name;
322                         CL_WeaponEntity_SetModel(this, name, swap);
323                         this.viewmodel_origin = this.origin;
324                         this.viewmodel_angles = this.angles;
325                 }
326                 anim_update(this);
327                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
328                         anim_set(this, this.anim_idle, true, false, false);
329         }
330         float f = 0; // 0..1; 0: fully active
331         float rate = STAT(WEAPONRATEFACTOR);
332         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
333         if (eta <= 0) f = this.weapon_eta_last;
334         else switch (this.state)
335         {
336                 case WS_RAISE:
337                 {
338                         f = eta / max(eta, this.weapon_switchdelay);
339                         break;
340                 }
341                 case WS_DROP:
342                 {
343                         f = 1 - eta / max(eta, this.weapon_switchdelay);
344                         break;
345                 }
346                 case WS_CLEAR:
347                 {
348                         f = 1;
349                         break;
350                 }
351         }
352         this.weapon_eta_last = f;
353         this.origin = this.viewmodel_origin;
354         this.angles = this.viewmodel_angles;
355         this.angles_x = (-90 * f * f);
356         viewmodel_animate(this);
357         MUTATOR_CALLHOOK(DrawViewModel, this);
358         setorigin(this, this.origin);
359 }
360
361 STATIC_INIT(viewmodel) {
362     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363         viewmodels[slot] = new(viewmodel);
364 }
365
366 float showfps_prevfps;
367 float showfps_prevfps_time;
368 int showfps_framecounter;
369
370 void fpscounter_update()
371 {
372         if(!STAT(SHOWFPS))
373                 return;
374
375         float currentTime = gettime(GETTIME_REALTIME);
376         showfps_framecounter += 1;
377         if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
378         {
379                 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
380                 showfps_framecounter = 0;
381                 showfps_prevfps_time = currentTime;
382
383                 int channel = MSG_C2S;
384                 WriteHeader(channel, fpsreport);
385                 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
386         }
387 }
388
389 STATIC_INIT(fpscounter_init)
390 {
391         float currentTime = gettime(GETTIME_REALTIME);
392         showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
393 }
394
395 float drawtime;
396 float avgspeed;
397 vector GetCurrentFov(float fov)
398 {
399         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
400         float velocityzoom, curspeed;
401         vector v;
402
403         zoomsensitivity = autocvar_cl_zoomsensitivity;
404         zoomfactor = autocvar_cl_zoomfactor;
405         if(zoomfactor < 1 || zoomfactor > 30)
406                 zoomfactor = 2.5;
407         zoomspeed = autocvar_cl_zoomspeed;
408         if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
409                 zoomspeed = 3.5;
410
411         zoomdir = button_zoom;
412
413         if(hud == HUD_NORMAL && !spectatee_status)
414         {
415                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
416                 {
417                         entity wepent = viewmodels[slot];
418                         if(wepent.switchweapon != wepent.activeweapon)
419                                 continue;
420                         Weapon wep = wepent.activeweapon;
421                         if(wep != WEP_Null && wep.wr_zoomdir)
422                         {
423                                 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
424                                 zoomdir += do_zoom;
425                         }
426                 }
427         }
428         if(spectatee_status > 0 || isdemo())
429         {
430                 if(spectatorbutton_zoom)
431                 {
432                         if(zoomdir)
433                                 zoomdir = 0;
434                         else
435                                 zoomdir = 1;
436                 }
437                 // fteqcc failed twice here already, don't optimize this
438         }
439
440         if(zoomdir) { zoomin_effect = 0; }
441
442         if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
443         {
444                 current_viewzoom = 1;
445         }
446         else if (camera_active)
447         {
448                 current_viewzoom = min(1, current_viewzoom + drawframetime);
449         }
450         else if(autocvar_cl_spawnzoom && zoomin_effect)
451         {
452                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
453
454                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
455                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
456                 if(current_viewzoom == 1) { zoomin_effect = 0; }
457         }
458         else
459         {
460                 if(zoomspeed < 0) // instant zoom
461                 {
462                         if(zoomdir)
463                                 current_viewzoom = 1 / zoomfactor;
464                         else
465                                 current_viewzoom = 1;
466                 }
467                 else
468                 {
469                         if(zoomdir)
470                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
471                         else
472                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
473                 }
474         }
475
476         if(almost_equals(current_viewzoom, 1))
477                 current_zoomfraction = 0;
478         else if(almost_equals(current_viewzoom, 1/zoomfactor))
479                 current_zoomfraction = 1;
480         else
481                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
482
483         if(zoomsensitivity < 1)
484                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
485         else
486                 setsensitivityscale(1);
487
488         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
489         {
490                 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
491                         curspeed = 0;
492                 else
493                 {
494                         makevectors(view_angles);
495                         v = pmove_vel;
496                         if(csqcplayer)
497                                 v = csqcplayer.velocity;
498
499                         switch(autocvar_cl_velocityzoom_type)
500                         {
501                                 case 3: curspeed = max(0, v_forward * v); break;
502                                 case 2: curspeed = (v_forward * v); break;
503                                 case 1: default: curspeed = vlen(v); break;
504                         }
505                 }
506
507                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
508                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
509                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
510
511                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
512         }
513         else
514                 velocityzoom = 1;
515
516         float frustumx, frustumy, fovx, fovy;
517         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
518         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
519         fovx = atan2(frustumx, 1) / M_PI * 360.0;
520         fovy = atan2(frustumy, 1) / M_PI * 360.0;
521
522         return '1 0 0' * fovx + '0 1 0' * fovy;
523 }
524
525 vector GetViewLocationFOV(float fov)
526 {
527         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
528         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
529         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
530         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
531         return '1 0 0' * fovx + '0 1 0' * fovy;
532 }
533
534 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
535 {
536         float fovx, fovy;
537         float width = (ov_worldmax.x - ov_worldmin.x);
538         float height = (ov_worldmax.y - ov_worldmin.y);
539         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
540         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
541         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
542         return '1 0 0' * fovx + '0 1 0' * fovy;
543 }
544
545 // this function must match W_SetupShot!
546 float zoomscript_caught;
547
548 bool minigame_wasactive;
549
550 vector wcross_origin;
551 float wcross_scale_prev, wcross_alpha_prev;
552 vector wcross_color_prev;
553 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
554 vector wcross_color_goal_prev;
555 float wcross_changedonetime;
556
557 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
558 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
559 float wcross_name_changestarttime, wcross_name_changedonetime;
560 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
561
562 float wcross_ring_prev;
563
564 entity trueaim;
565 entity trueaim_rifle;
566
567 const float SHOTTYPE_HITTEAM = 1;
568 const float SHOTTYPE_HITOBSTRUCTION = 2;
569 const float SHOTTYPE_HITWORLD = 3;
570 const float SHOTTYPE_HITENEMY = 4;
571
572 void TrueAim_Init()
573 {
574         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
575         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
576 }
577
578 float EnemyHitCheck()
579 {
580         float t, n;
581         wcross_origin = project_3d_to_2d(trace_endpos);
582         wcross_origin.z = 0;
583         if(trace_ent)
584                 n = trace_ent.entnum;
585         else
586                 n = trace_networkentity;
587         if(n < 1)
588                 return SHOTTYPE_HITWORLD;
589         if(n > maxclients)
590                 return SHOTTYPE_HITWORLD;
591         t = entcs_GetTeam(n - 1);
592         if(teamplay)
593                 if(t == myteam)
594                         return SHOTTYPE_HITTEAM;
595         if(t == NUM_SPECTATOR)
596                 return SHOTTYPE_HITWORLD;
597         return SHOTTYPE_HITENEMY;
598 }
599
600 float TrueAimCheck(entity wepent)
601 {
602         if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
603                 return SHOTTYPE_HITWORLD;
604
605         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?
606         vector vecs, trueaimpoint, w_shotorg;
607         vector mi, ma, dv;
608         float shottype;
609         entity ta;
610         float mv;
611
612         mi = ma = '0 0 0';
613         ta = trueaim;
614         mv = MOVE_NOMONSTERS;
615
616         switch(wepent.activeweapon) // WEAPONTODO
617         {
618                 case WEP_VORTEX:
619                 case WEP_OVERKILL_NEX:
620                 case WEP_VAPORIZER:
621                         mv = MOVE_NORMAL;
622                         break;
623                 case WEP_RIFLE:
624                         ta = trueaim_rifle;
625                         mv = MOVE_NORMAL;
626                         if(zoomscript_caught)
627                         {
628                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
629                                 return EnemyHitCheck();
630                         }
631                         break;
632                 case WEP_DEVASTATOR: // projectile has a size!
633                         mi = '-3 -3 -3';
634                         ma = '3 3 3';
635                         break;
636                 case WEP_FIREBALL: // projectile has a size!
637                         mi = '-16 -16 -16';
638                         ma = '16 16 16';
639                         break;
640                 case WEP_SEEKER: // projectile has a size!
641                         mi = '-2 -2 -2';
642                         ma = '2 2 2';
643                         break;
644                 case WEP_ELECTRO: // projectile has a size!
645                         mi = '0 0 -3';
646                         ma = '0 0 -3';
647                         break;
648         }
649
650         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
651
652         vecs = decompressShotOrigin(STAT(SHOTORG));
653
654         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
655         trueaimpoint = trace_endpos;
656
657         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
658                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
659
660         if(vecs.x > 0)
661                 vecs.y = -vecs.y;
662         else
663                 vecs = '0 0 0';
664
665         dv = view_right * vecs.y + view_up * vecs.z;
666         w_shotorg = traceorigin + dv;
667
668         // now move the vecs forward as much as requested if possible
669         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
670         w_shotorg = trace_endpos - view_forward * nudge;
671
672         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
673         shottype = EnemyHitCheck();
674         if(shottype != SHOTTYPE_HITWORLD)
675                 return shottype;
676
677 #if 0
678         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
679         // or rather, I know why, but see no fix
680         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
681                 // 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
682                 return SHOTTYPE_HITOBSTRUCTION;
683 #endif
684
685         return SHOTTYPE_HITWORLD;
686 }
687
688 float camera_mode;
689 const float CAMERA_FREE = 1;
690 const float CAMERA_CHASE = 2;
691 float reticle_type;
692 string NextFrameCommand;
693
694 vector freeze_org, freeze_ang;
695 entity nightvision_noise, nightvision_noise2;
696
697 const float MAX_TIME_DIFF = 5;
698 float pickup_crosshair_time, pickup_crosshair_size;
699 float hitindication_crosshair_size;
700 float use_vortex_chargepool;
701
702 float myhealth, myhealth_prev;
703 float myhealth_flash;
704
705 float old_blurradius, old_bluralpha;
706 float old_sharpen_intensity;
707
708 vector myhealth_gentlergb;
709
710 float contentavgalpha, liquidalpha_prev;
711 vector liquidcolor_prev;
712
713 float eventchase_current_distance;
714 float eventchase_running;
715 int WantEventchase(entity this)
716 {
717         if(autocvar_cl_orthoview)
718                 return 0;
719         if(STAT(GAME_STOPPED) || intermission)
720                 return 1;
721         if(this.viewloc)
722                 return 1;
723         if(spectatee_status >= 0)
724         {
725                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
726                         return 1;
727                 if(MUTATOR_CALLHOOK(WantEventchase, this))
728                         return 1;
729                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
730                         return 1;
731                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
732                 {
733                         if(autocvar_cl_eventchase_death == 2)
734                         {
735                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
736                                 if(this.velocity == '0 0 0' || eventchase_running)
737                                         return 1;
738                         }
739                         else return 1;
740                 }
741                 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
742                 {
743                         if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
744                                 return 1;
745                         else if (eventchase_running)
746                                 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
747                 }
748         }
749         return 0;
750 }
751
752 void HUD_Crosshair_Vehicle(entity this)
753 {
754         if(hud != HUD_BUMBLEBEE_GUN)
755         {
756                 Vehicle info = Vehicles_from(hud);
757                 info.vr_crosshair(info, this);
758         }
759 }
760
761 vector damage_blurpostprocess, content_blurpostprocess;
762
763 float unaccounted_damage = 0;
764 void UpdateDamage()
765 {
766         // accumulate damage with each stat update
767         static float damage_total_prev = 0;
768         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
769         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
770         damage_total_prev = damage_total;
771
772         static float damage_dealt_time_prev = 0;
773         float damage_dealt_time = STAT(HIT_TIME);
774         if (damage_dealt_time != damage_dealt_time_prev)
775         {
776                 unaccounted_damage += unaccounted_damage_new;
777                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
778         }
779         damage_dealt_time_prev = damage_dealt_time;
780
781         // prevent hitsound when switching spectatee
782         static float spectatee_status_prev = 0;
783         if (spectatee_status != spectatee_status_prev)
784                 unaccounted_damage = 0;
785         spectatee_status_prev = spectatee_status;
786 }
787
788 void HitSound()
789 {
790         // varying sound pitch
791
792         bool have_arc = false;
793         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
794         {
795                 entity wepent = viewmodels[slot];
796
797                 if(wepent.activeweapon == WEP_ARC)
798                         have_arc = true;
799         }
800
801         static float hitsound_time_prev = 0;
802         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
803         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
804         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
805         {
806                 if (autocvar_cl_hitsound && unaccounted_damage)
807                 {
808                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
809                         float a = autocvar_cl_hitsound_max_pitch;
810                         float b = autocvar_cl_hitsound_min_pitch;
811                         float c = autocvar_cl_hitsound_nom_damage;
812                         float d = unaccounted_damage;
813                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
814
815                         // if sound variation is disabled, set pitch_shift to 1
816                         if (autocvar_cl_hitsound == 1)
817                                 pitch_shift = 1;
818
819                         // if pitch shift is reversed, mirror in (max-min)/2 + min
820                         if (autocvar_cl_hitsound == 3)
821                         {
822                                 float mirror_value = (a-b)/2 + b;
823                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
824                         }
825
826                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
827
828                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
829                         // todo: normalize sound pressure levels? seems unnecessary
830
831                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
832                 }
833                 unaccounted_damage = 0;
834                 hitsound_time_prev = time;
835         }
836
837         static float typehit_time_prev = 0;
838         float typehit_time = STAT(TYPEHIT_TIME);
839         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
840         {
841                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
842                 typehit_time_prev = typehit_time;
843         }
844
845         static float kill_time_prev = 0;
846         float kill_time = STAT(KILL_TIME);
847         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
848         {
849                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
850                 kill_time_prev = kill_time;
851         }
852 }
853
854 vector crosshair_getcolor(entity this, float health_stat)
855 {
856         static float rainbow_last_flicker;
857         static vector rainbow_prev_color;
858         vector wcross_color = '0 0 0';
859         switch(autocvar_crosshair_color_special)
860         {
861                 case 1: // crosshair_color_per_weapon
862                 {
863                         if(this != WEP_Null && hud == HUD_NORMAL)
864                         {
865                                 wcross_color = this.wpcolor;
866                                 break;
867                         }
868                         else { goto normalcolor; }
869                 }
870
871                 case 2: // crosshair_color_by_health
872                 {
873                         vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
874                         float hp = floor(v.x + 1);
875
876                         //x = red
877                         //y = green
878                         //z = blue
879
880                         wcross_color.z = 0;
881
882                         if(hp > 200)
883                         {
884                                 wcross_color.x = 0;
885                                 wcross_color.y = 1;
886                         }
887                         else if(hp > 150)
888                         {
889                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
890                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
891                         }
892                         else if(hp > 100)
893                         {
894                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
895                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
896                                 wcross_color.z = 1 - (hp-100)*0.02;
897                         }
898                         else if(hp > 50)
899                         {
900                                 wcross_color.x = 1;
901                                 wcross_color.y = 1;
902                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
903                         }
904                         else if(hp > 20)
905                         {
906                                 wcross_color.x = 1;
907                                 wcross_color.y = (hp-20)*90/27/100;
908                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
909                         }
910                         else
911                         {
912                                 wcross_color.x = 1;
913                                 wcross_color.y = 0;
914                         }
915                         break;
916                 }
917
918                 case 3: // crosshair_color_rainbow
919                 {
920                         if(time >= rainbow_last_flicker)
921                         {
922                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
923                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
924                         }
925                         wcross_color = rainbow_prev_color;
926                         break;
927                 }
928 LABEL(normalcolor)
929                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
930         }
931
932         return wcross_color;
933 }
934
935 void HUD_Crosshair(entity this)
936 {
937         float f, i, j;
938         vector v;
939         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
940                 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
941                 !HUD_MinigameMenu_IsOpened() )
942         {
943                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
944                         return;
945
946                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
947                         return;
948
949                 if (hud != HUD_NORMAL)
950                 {
951                         HUD_Crosshair_Vehicle(this);
952                         return;
953                 }
954
955                 string wcross_style;
956                 float wcross_alpha, wcross_resolution;
957                 wcross_style = autocvar_crosshair;
958                 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
959                         wcross_style = autocvar_crosshair_2d;
960                 if (wcross_style == "0")
961                         return;
962                 wcross_resolution = autocvar_crosshair_size;
963                 if (wcross_resolution == 0)
964                         return;
965                 wcross_alpha = autocvar_crosshair_alpha;
966                 if (wcross_alpha == 0)
967                         return;
968
969                 // TrueAim check
970                 float shottype;
971
972                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
973                 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
974                         wcross_origin = viewloc_mousepos;
975                 else
976                         wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
977                 wcross_origin.z = 0;
978                 if(autocvar_crosshair_hittest)
979                 {
980                         vector wcross_oldorigin;
981                         entity thiswep = viewmodels[0]; // TODO: unhardcode
982                         wcross_oldorigin = wcross_origin;
983                         shottype = TrueAimCheck(thiswep);
984                         if(shottype == SHOTTYPE_HITWORLD)
985                         {
986                                 v = wcross_origin - wcross_oldorigin;
987                                 v.x /= vid_conwidth;
988                                 v.y /= vid_conheight;
989                                 if(vdist(v, >, 0.01))
990                                         shottype = SHOTTYPE_HITOBSTRUCTION;
991                         }
992                         if(!autocvar_crosshair_hittest_showimpact)
993                                 wcross_origin = wcross_oldorigin;
994                 }
995                 else
996                         shottype = SHOTTYPE_HITWORLD;
997
998                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
999                 string wcross_name = "";
1000                 float wcross_scale, wcross_blur;
1001
1002         entity e = WEP_Null;
1003                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1004                 {
1005                         entity wepent = viewmodels[0]; // TODO: unhardcode
1006                         e = wepent.switchingweapon;
1007                         if(e)
1008                         {
1009                                 if(autocvar_crosshair_per_weapon)
1010                                 {
1011                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1012                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1013                                         //if (wcross_resolution == 0)
1014                                                 //return;
1015
1016                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1017                                         wcross_resolution *= e.w_crosshair_size;
1018                                         wcross_name = e.w_crosshair;
1019                                 }
1020                         }
1021                 }
1022
1023                 if(wcross_name == "")
1024                         wcross_name = strcat("gfx/crosshair", wcross_style);
1025
1026                 // MAIN CROSSHAIR COLOR DECISION
1027                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1028
1029                 if(autocvar_crosshair_effect_scalefade)
1030                 {
1031                         wcross_scale = wcross_resolution;
1032                         wcross_resolution = 1;
1033                 }
1034                 else
1035                 {
1036                         wcross_scale = 1;
1037                 }
1038
1039                 if(autocvar_crosshair_pickup)
1040                 {
1041                         float stat_pickup_time = STAT(LAST_PICKUP);
1042
1043                         if(pickup_crosshair_time < stat_pickup_time)
1044                         {
1045                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1046                                         pickup_crosshair_size = 1;
1047
1048                                 pickup_crosshair_time = stat_pickup_time;
1049                         }
1050
1051                         if(pickup_crosshair_size > 0)
1052                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1053                         else
1054                                 pickup_crosshair_size = 0;
1055
1056                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1057                 }
1058
1059                 // todo: make crosshair hit indication dependent on damage dealt
1060                 if(autocvar_crosshair_hitindication)
1061                 {
1062                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1063
1064                         if(unaccounted_damage)
1065                         {
1066                                 hitindication_crosshair_size = 1;
1067                         }
1068
1069                         if(hitindication_crosshair_size > 0)
1070                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1071                         else
1072                                 hitindication_crosshair_size = 0;
1073
1074                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1075                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1076                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1077                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1078                 }
1079
1080                 if(shottype == SHOTTYPE_HITENEMY)
1081                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1082                 if(shottype == SHOTTYPE_HITTEAM)
1083                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1084
1085                 f = fabs(autocvar_crosshair_effect_time);
1086                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1087                 {
1088                         wcross_changedonetime = time + f;
1089                 }
1090                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1091                 {
1092                         wcross_name_changestarttime = time;
1093                         wcross_name_changedonetime = time + f;
1094                         if(wcross_name_goal_prev_prev)
1095                                 strunzone(wcross_name_goal_prev_prev);
1096                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1097                         wcross_name_goal_prev = strzone(wcross_name);
1098                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1099                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1100                         wcross_resolution_goal_prev = wcross_resolution;
1101                 }
1102
1103                 wcross_scale_goal_prev = wcross_scale;
1104                 wcross_alpha_goal_prev = wcross_alpha;
1105                 wcross_color_goal_prev = wcross_color;
1106
1107                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1108                 {
1109                         wcross_blur = 1;
1110                         wcross_alpha *= 0.75;
1111                 }
1112                 else
1113                         wcross_blur = 0;
1114                 // *_prev is at time-frametime
1115                 // * is at wcross_changedonetime+f
1116                 // what do we have at time?
1117                 if(time < wcross_changedonetime)
1118                 {
1119                         f = frametime / (wcross_changedonetime - time + frametime);
1120                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1121                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1122                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1123                 }
1124
1125                 wcross_scale_prev = wcross_scale;
1126                 wcross_alpha_prev = wcross_alpha;
1127                 wcross_color_prev = wcross_color;
1128
1129                 MUTATOR_CALLHOOK(UpdateCrosshair);
1130
1131                 wcross_scale *= 1 - autocvar__menu_alpha;
1132                 wcross_alpha *= 1 - autocvar__menu_alpha;
1133                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1134
1135                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1136                 {
1137                         // crosshair rings for weapon stats
1138                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1139                         {
1140                                 // declarations and stats
1141                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1142                                 string ring_image = string_null, ring_inner_image = string_null;
1143                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1144
1145                                 ring_scale = autocvar_crosshair_ring_size;
1146
1147                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1148
1149                                 int weapon_clipload = wepent.clip_load;
1150                                 int weapon_clipsize = wepent.clip_size;
1151
1152                                 float arc_heat = wepent.arc_heat_percent;
1153                                 float vcharge = wepent.vortex_charge;
1154                                 float vchargepool = wepent.vortex_chargepool_ammo;
1155                                 float oknex_charge_ = wepent.oknex_charge;
1156                                 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
1157
1158                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1159                                         vortex_charge_movingavg = vcharge;
1160
1161                                 // handle the values
1162                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1163                                 {
1164                                         if (vchargepool || use_vortex_chargepool) {
1165                                                 use_vortex_chargepool = 1;
1166                                                 ring_inner_value = vchargepool;
1167                                         } else {
1168                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1169                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1170                                         }
1171
1172                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1173                                         ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1174                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1175
1176                                         // draw the outer ring to show the current charge of the weapon
1177                                         ring_value = vcharge;
1178                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1179                                         ring_rgb = wcross_color;
1180                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1181                                 }
1182                                 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
1183                                 {
1184                                         if (oknex_chargepool_ || use_vortex_chargepool) {
1185                                                 use_vortex_chargepool = 1;
1186                                                 ring_inner_value = oknex_chargepool_;
1187                                         } else {
1188                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
1189                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
1190                                         }
1191
1192                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1193                                         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;
1194                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1195
1196                                         // draw the outer ring to show the current charge of the weapon
1197                                         ring_value = oknex_charge_;
1198                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1199                                         ring_rgb = wcross_color;
1200                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1201                                 }
1202                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1203                                 {
1204                                         ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1205                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1206                                         ring_rgb = wcross_color;
1207                                         ring_image = "gfx/crosshair_ring.tga";
1208                                 }
1209                                 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1210                                 {
1211                                         ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1212                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1213                                         ring_rgb = wcross_color;
1214                                         ring_image = "gfx/crosshair_ring.tga";
1215                                 }
1216                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1217                                 {
1218                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1219                                         ring_scale = autocvar_crosshair_ring_reload_size;
1220                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1221                                         ring_rgb = wcross_color;
1222
1223                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1224                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1225                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1226                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1227                                         else
1228                                                 ring_image = "gfx/crosshair_ring.tga";
1229                                 }
1230                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1231                                 {
1232                                         ring_value = arc_heat;
1233                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1234                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1235                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1236                                         ring_image = "gfx/crosshair_ring.tga";
1237                                 }
1238
1239                                 // if in weapon switch animation, fade ring out/in
1240                                 if(autocvar_crosshair_effect_time > 0)
1241                                 {
1242                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1243                                         if (f >= 1)
1244                                         {
1245                                                 wcross_ring_prev = ((ring_image) ? true : false);
1246                                         }
1247
1248                                         if(wcross_ring_prev)
1249                                         {
1250                                                 if(f < 1)
1251                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1252                                         }
1253                                         else
1254                                         {
1255                                                 if(f < 1)
1256                                                         ring_alpha *= bound(0, f, 1);
1257                                         }
1258                                 }
1259
1260                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1261                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1262
1263                                 if (ring_value)
1264                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1265                         }
1266
1267 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1268                         MACRO_BEGIN \
1269                                 vector scaled_sz = sz * wcross_size; \
1270                                 if(wcross_blur > 0) \
1271                                 { \
1272                                         for(i = -2; i <= 2; ++i) \
1273                                         for(j = -2; j <= 2; ++j) \
1274                                         M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
1275                                 } \
1276                                 else \
1277                                 { \
1278                                         M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
1279                                 } \
1280                         MACRO_END
1281
1282 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
1283                         drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1284
1285 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1286                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1287
1288                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1289                         {
1290                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1291                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1292                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1293                                 f = 1 - f;
1294                         }
1295                         else
1296                         {
1297                                 f = 1;
1298                         }
1299                         wcross_name_alpha_goal_prev = f;
1300
1301                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1302                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1303
1304                         if(autocvar_crosshair_dot)
1305                         {
1306                                 vector wcross_color_old;
1307                                 wcross_color_old = wcross_color;
1308
1309                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1310                                         wcross_color = stov(autocvar_crosshair_dot_color);
1311
1312                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1313                                 // FIXME why don't we use wcross_alpha here?
1314                                 wcross_color = wcross_color_old;
1315                         }
1316                 }
1317         }
1318         else
1319         {
1320                 wcross_scale_prev = 0;
1321                 wcross_alpha_prev = 0;
1322                 wcross_scale_goal_prev = 0;
1323                 wcross_alpha_goal_prev = 0;
1324                 wcross_changedonetime = 0;
1325                 strfree(wcross_name_goal_prev);
1326                 strfree(wcross_name_goal_prev_prev);
1327                 wcross_name_changestarttime = 0;
1328                 wcross_name_changedonetime = 0;
1329                 wcross_name_alpha_goal_prev = 0;
1330                 wcross_name_alpha_goal_prev_prev = 0;
1331                 wcross_resolution_goal_prev = 0;
1332                 wcross_resolution_goal_prev_prev = 0;
1333         }
1334 }
1335
1336 const int MAX_SPECIALCOMMAND = 15;
1337 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1338 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1339 const float SPECIALCOMMAND_SPEED = 150;
1340 const float SPECIALCOMMAND_TURNSPEED = 2;
1341 const float SPECIALCOMMAND_SIZE = 0.025;
1342 const float SPECIALCOMMAND_CHANCE = 0.35;
1343 float sc_spawntime, sc_changetime;
1344 vector sc_color = '1 1 1';
1345 void SpecialCommand()
1346 {
1347         if(!STAT(MOVEVARS_SPECIALCOMMAND))
1348                 return;
1349
1350         if(time >= sc_changetime)
1351         {
1352                 sc_changetime = time + 1;
1353                 sc_color = randomvec() * 1.5;
1354                 sc_color.x = bound(0.2, sc_color.x, 0.75);
1355                 sc_color.y = bound(0.2, sc_color.y, 0.75);
1356                 sc_color.z = bound(0.2, sc_color.z, 0.75);
1357         }
1358         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1359
1360         if(!precache_pic("gfx/smile"))
1361                 return; // damn party poopers
1362
1363         for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1364         {
1365                 vector slot = specialcommand_slots[j];
1366                 if(slot.y)
1367                         slot.y += SPECIALCOMMAND_SPEED * frametime;
1368                 //if(slot.z)
1369                         //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1370                 if(slot.y >= vid_conheight)
1371                         slot = '0 0 0';
1372
1373                 if(slot == '0 0 0')
1374                 {
1375                         if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1376                         {
1377                                 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1378                                 slot.y = 1; // start it off 0 so we can use it
1379                                 slot.z = floor(random() * Weapons_MAX);
1380                                 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1381                                 vector newcolor = randomvec() * 2;
1382                                 newcolor.x = bound(0.4, newcolor.x, 1);
1383                                 newcolor.y = bound(0.4, newcolor.y, 1);
1384                                 newcolor.z = bound(0.4, newcolor.z, 1);
1385                                 specialcommand_colors[j] = newcolor;
1386                         }
1387                 }
1388                 else
1389                 {
1390                         vector splash_size = '0 0 0';
1391                         splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1392                         splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1393                         entity wep = Weapons_from(slot.z);
1394                         if(wep == WEP_Null)
1395                                 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1396                         else
1397                                 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1398                         //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1399                 }
1400
1401                 specialcommand_slots[j] = slot;
1402         }
1403 }
1404
1405 void HUD_Draw(entity this)
1406 {
1407         // if we don't know gametype and scores yet avoid drawing the scoreboard
1408         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1409         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1410         // cl_deathscoreboard would show the scoreboard and so on
1411         if(!gametype)
1412                 return;
1413
1414         Hud_Dynamic_Frame();
1415
1416         if(!intermission)
1417         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1418         {
1419                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1420         }
1421         else if(STAT(FROZEN))
1422         {
1423                 vector col = '0.25 0.90 1';
1424                 if(STAT(REVIVE_PROGRESS))
1425                         col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1426                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1427         }
1428
1429         HUD_Scale_Enable();
1430         if(!intermission)
1431         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1432         {
1433                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1434                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1435                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1436         }
1437         else if(STAT(CAPTURE_PROGRESS))
1438         {
1439                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1440                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1441         }
1442         else if(STAT(REVIVE_PROGRESS))
1443         {
1444                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1445                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1446         }
1447         HUD_Scale_Disable();
1448
1449         if(autocvar_r_letterbox == 0)
1450                 if(autocvar_viewsize < 120)
1451                 {
1452                         if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))
1453                                 Accuracy_LoadLevels();
1454
1455                         HUD_Main();
1456                         HUD_Scale_Disable();
1457                 }
1458
1459         // crosshair goes VERY LAST
1460         SpecialCommand();
1461         UpdateDamage();
1462         HUD_Crosshair(this);
1463         HitSound();
1464 }
1465
1466 void ViewLocation_Mouse()
1467 {
1468         if(spectatee_status)
1469                 return; // don't draw it as spectator!
1470
1471         viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1472         viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1473         viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1474
1475         //float cursor_alpha = 1 - autocvar__menu_alpha;
1476         //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1477 }
1478
1479 void HUD_Cursor_Show()
1480 {
1481         float cursor_alpha = 1 - autocvar__menu_alpha;
1482         if(cursor_type == CURSOR_NORMAL)
1483                 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
1484         else if(cursor_type == CURSOR_MOVE)
1485                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1486         else if(cursor_type == CURSOR_RESIZE)
1487                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
1488         else if(cursor_type == CURSOR_RESIZE2)
1489                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
1490 }
1491
1492 void HUD_Mouse(entity player)
1493 {
1494         if(autocvar__menu_alpha == 1)
1495                 return;
1496
1497         if(!cursor_active)
1498         {
1499                 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1500                         ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1501                 return;
1502         }
1503
1504         if (cursor_active == -1) // starting to display the cursor
1505         {
1506                 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1507                 // in the first frame mousepos is the mouse position of the last time
1508                 // the cursor was displayed, thus we ignore it to avoid a glictch
1509                 cursor_active = 1;
1510                 return;
1511         }
1512
1513         if(!autocvar_hud_cursormode)
1514                 update_mousepos();
1515
1516         if(autocvar__hud_configure)
1517                 HUD_Panel_Mouse();
1518         else
1519         {
1520                 if (HUD_MinigameMenu_IsOpened())
1521                         HUD_Minigame_Mouse();
1522                 if (QuickMenu_IsOpened())
1523                         QuickMenu_Mouse();
1524                 if (HUD_Radar_Clickable())
1525                         HUD_Radar_Mouse();
1526         }
1527
1528         prevMouseClicked = mouseClicked;
1529
1530         HUD_Cursor_Show();
1531 }
1532
1533 bool ov_enabled;
1534 float oldr_nearclip;
1535 float oldr_farclip_base;
1536 float oldr_farclip_world;
1537 float oldr_novis;
1538 float oldr_useportalculling;
1539 float oldr_useinfinitefarclip;
1540
1541 float prev_myteam;
1542 int lasthud;
1543 float vh_notice_time;
1544 void CSQC_UpdateView(entity this, float w, float h)
1545 {
1546         TC(int, w); TC(int, h);
1547         entity e;
1548         float fov;
1549         float f;
1550         vector vf_size, vf_min;
1551         float a;
1552
1553         execute_next_frame();
1554
1555         ++framecount;
1556
1557         stats_get();
1558         hud = STAT(HUD);
1559
1560         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1561                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1562
1563         lasthud = hud;
1564
1565         HUD_Scale_Disable();
1566
1567         if(autocvar__hud_showbinds_reload) // menu can set this one
1568         {
1569                 db_close(binddb);
1570                 binddb = db_create();
1571                 cvar_set("_hud_showbinds_reload", "0");
1572         }
1573
1574         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1575                 view_quality = getproperty(VF_MINFPS_QUALITY);
1576         else
1577                 view_quality = 1;
1578
1579         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1580         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1581
1582         vf_size = getpropertyvec(VF_SIZE);
1583         vf_min = getpropertyvec(VF_MIN);
1584         vid_width = vf_size.x;
1585         vid_height = vf_size.y;
1586
1587         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1588         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1589
1590         WaypointSprite_Load();
1591
1592         CSQCPlayer_SetCamera();
1593
1594         if(player_localentnum <= maxclients) // is it a client?
1595                 current_player = player_localentnum - 1;
1596         else // then player_localentnum is the vehicle I'm driving
1597                 current_player = player_localnum;
1598         myteam = entcs_GetTeam(current_player);
1599
1600         if(myteam != prev_myteam)
1601         {
1602                 myteamcolors = colormapPaletteColor(myteam, 1);
1603                 FOREACH(hud_panels, true, it.update_time = time);
1604                 prev_myteam = myteam;
1605         }
1606
1607         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1608
1609         float is_dead = (STAT(HEALTH) <= 0);
1610
1611         // FIXME do we need this hack?
1612         if(isdemo())
1613         {
1614                 // in demos, input_buttons do not work
1615                 button_zoom = (autocvar__togglezoom == "-");
1616         }
1617         else if(button_zoom
1618                 && autocvar_cl_unpress_zoom_on_death
1619                 && (spectatee_status >= 0)
1620                 && (is_dead || intermission))
1621         {
1622                 // no zoom while dead or in intermission please
1623                 localcmd("-zoom\n");
1624                 button_zoom = false;
1625         }
1626
1627         // abused multiple places below
1628         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1629         if(!local_player)
1630                 local_player = this; // fall back!
1631
1632         // event chase camera
1633         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1634         {
1635                 if(STAT(CAMERA_SPECTATOR))
1636                 {
1637                         if(spectatee_status > 0)
1638                         {
1639                                 if(!autocvar_chase_active)
1640                                 {
1641                                         cvar_set("chase_active", "-2");
1642                                         goto skip_eventchase_death;
1643                                 }
1644                         }
1645                         else if(autocvar_chase_active == -2)
1646                                 cvar_set("chase_active", "0");
1647
1648                         if(autocvar_chase_active == -2)
1649                                 goto skip_eventchase_death;
1650                 }
1651                 else if(autocvar_chase_active == -2)
1652                         cvar_set("chase_active", "0");
1653
1654                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1655
1656                 float vehicle_viewdist = 0;
1657                 vector vehicle_viewofs = '0 0 0';
1658
1659                 if(vehicle_chase)
1660                 {
1661                         if(hud != HUD_BUMBLEBEE_GUN)
1662                         {
1663                                 Vehicle info = Vehicles_from(hud);
1664                                 vehicle_viewdist = info.height;
1665                                 vehicle_viewofs = info.view_ofs;
1666                         }
1667                 }
1668
1669                 int eventchase = WantEventchase(this);
1670                 if (eventchase)
1671                 {
1672                         vector current_view_origin_override = '0 0 0';
1673                         vector view_offset_override = '0 0 0';
1674                         float chase_distance_override = 0;
1675                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1676                         if(custom_eventchase)
1677                         {
1678                                 current_view_origin_override = M_ARGV(0, vector);
1679                                 view_offset_override = M_ARGV(1, vector);
1680                                 chase_distance_override = M_ARGV(0, float);
1681                         }
1682                         eventchase_running = true;
1683
1684                         // 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.)
1685                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1686                         if (custom_eventchase)
1687                                 current_view_origin = current_view_origin_override;
1688
1689                         // detect maximum viewoffset and use it
1690                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1691                         if(vehicle_chase)
1692                         {
1693                                 if(vehicle_viewofs)
1694                                         view_offset = vehicle_viewofs;
1695                                 else
1696                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1697                         }
1698                         if (custom_eventchase)
1699                                 view_offset = view_offset_override;
1700
1701                         if(view_offset)
1702                         {
1703                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1704                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1705                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1706                         }
1707
1708                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1709                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1710                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1711                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1712
1713                         // make the camera smooth back
1714                         float chase_distance = autocvar_cl_eventchase_distance;
1715                         if(vehicle_chase)
1716                         {
1717                                 if(vehicle_viewofs)
1718                                         chase_distance = vehicle_viewdist;
1719                                 else
1720                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1721                         }
1722                         if (custom_eventchase)
1723                                 chase_distance = chase_distance_override;
1724
1725                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1726                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1727                         else if(eventchase_current_distance != chase_distance)
1728                                 eventchase_current_distance = chase_distance;
1729
1730                         makevectors(view_angles);
1731
1732                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1733                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1734
1735                         // If the boxtrace fails, revert back to line tracing.
1736                         if(!local_player.viewloc)
1737                         if(trace_startsolid)
1738                         {
1739                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1740                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1741                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1742                         }
1743                         else { setproperty(VF_ORIGIN, trace_endpos); }
1744
1745                         if(!local_player.viewloc)
1746                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1747                 }
1748
1749                 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1750                 {
1751                         eventchase_running = false;
1752                         cvar_set("chase_active", "0");
1753                         eventchase_current_distance = 0; // start from 0 next time
1754                 }
1755         }
1756         // workaround for camera stuck between player's legs when using chase_active 1
1757         // because the engine stops updating the chase_active camera when the game ends
1758         else if(intermission)
1759         {
1760                 cvar_settemp("chase_active", "-1");
1761                 eventchase_current_distance = 0;
1762         }
1763
1764         LABEL(skip_eventchase_death);
1765
1766         // do lockview after event chase camera so that it still applies whenever necessary.
1767         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1768         {
1769                 setproperty(VF_ORIGIN, freeze_org);
1770                 setproperty(VF_ANGLES, freeze_ang);
1771         }
1772         else
1773         {
1774                 freeze_org = getpropertyvec(VF_ORIGIN);
1775                 freeze_ang = getpropertyvec(VF_ANGLES);
1776         }
1777
1778         WarpZone_FixView();
1779         //WarpZone_FixPMove();
1780
1781         vector ov_org = '0 0 0';
1782         vector ov_mid = '0 0 0';
1783         vector ov_worldmin = '0 0 0';
1784         vector ov_worldmax = '0 0 0';
1785         if(autocvar_cl_orthoview)
1786         {
1787                 ov_worldmin = mi_picmin;
1788                 ov_worldmax = mi_picmax;
1789
1790                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1791                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1792                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1793
1794                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1795                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1796
1797                 float ov_nearest = vlen(ov_org - vec3(
1798                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1799                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1800                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1801                 ));
1802
1803                 float ov_furthest = 0;
1804                 float dist = 0;
1805
1806                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1807                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1808                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1809                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1810                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1811                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1812                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1813                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1814
1815                 if(!ov_enabled)
1816                 {
1817                         oldr_nearclip = cvar("r_nearclip");
1818                         oldr_farclip_base = cvar("r_farclip_base");
1819                         oldr_farclip_world = cvar("r_farclip_world");
1820                         oldr_novis = cvar("r_novis");
1821                         oldr_useportalculling = cvar("r_useportalculling");
1822                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1823                 }
1824
1825                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1826                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1827                 cvar_settemp("r_farclip_world", "0");
1828                 cvar_settemp("r_novis", "1");
1829                 cvar_settemp("r_useportalculling", "0");
1830                 cvar_settemp("r_useinfinitefarclip", "0");
1831
1832                 setproperty(VF_ORIGIN, ov_org);
1833                 setproperty(VF_ANGLES, '90 0 0');
1834
1835                 ov_enabled = true;
1836
1837                 #if 0
1838                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1839                         vtos(ov_org),
1840                         vtos(getpropertyvec(VF_ANGLES)),
1841                         ov_distance,
1842                         ov_nearest,
1843                         ov_furthest);
1844                 #endif
1845         }
1846         else
1847         {
1848                 if(ov_enabled)
1849                 {
1850                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1851                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1852                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1853                         cvar_set("r_novis", ftos(oldr_novis));
1854                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1855                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1856                 }
1857                 ov_enabled = false;
1858         }
1859
1860         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1861         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1862         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1863                 viewmodel_draw(viewmodels[slot]);
1864
1865         // Render the Scene
1866         view_origin = getpropertyvec(VF_ORIGIN);
1867         view_angles = getpropertyvec(VF_ANGLES);
1868         MAKEVECTORS(makevectors, view_angles, view_forward, view_right, view_up);
1869
1870 #ifdef BLURTEST
1871         if(time > blurtest_time0 && time < blurtest_time1)
1872         {
1873                 float r, t;
1874
1875                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1876                 r = t * blurtest_radius;
1877                 f = 1 / (t ** blurtest_power) - 1;
1878
1879                 cvar_set("r_glsl_postprocess", "1");
1880                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1881         }
1882         else
1883         {
1884                 cvar_set("r_glsl_postprocess", "0");
1885                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1886         }
1887 #endif
1888
1889         TargetMusic_Advance();
1890         Fog_Force();
1891         fpscounter_update();
1892
1893         if(drawtime == 0)
1894                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1895         else
1896                 drawframetime = bound(0.000001, time - drawtime, 1);
1897         drawtime = time;
1898
1899         // watch for gametype changes here...
1900         // in ParseStuffCMD the cmd isn't executed yet :/
1901         // might even be better to add the gametype to TE_CSQC_INIT...?
1902         if(!postinit)
1903                 PostInit();
1904
1905         if(intermission && !intermission_time)
1906                 intermission_time = time;
1907
1908         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1909         {
1910                 if(calledhooks & HOOK_START)
1911                 {
1912                         localcmd("\ncl_hook_gameend\n");
1913                         calledhooks |= HOOK_END;
1914                 }
1915         }
1916
1917         Announcer();
1918
1919         fov = autocvar_fov;
1920         if(fov <= 59.5)
1921         {
1922                 if(!zoomscript_caught)
1923                 {
1924                         localcmd("+button9\n");
1925                         zoomscript_caught = 1;
1926                 }
1927         }
1928         else
1929         {
1930                 if(zoomscript_caught)
1931                 {
1932                         localcmd("-button9\n");
1933                         zoomscript_caught = 0;
1934                 }
1935         }
1936
1937         if(active_minigame && HUD_MinigameMenu_IsOpened())
1938         {
1939                 if(!minigame_wasactive)
1940                 {
1941                         localcmd("+button12\n");
1942                         minigame_wasactive = true;
1943                 }
1944         }
1945         else if(minigame_wasactive)
1946         {
1947                 localcmd("-button12\n");
1948                 minigame_wasactive = false;
1949         }
1950
1951         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1952
1953         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1954         {
1955                 entity wepent = viewmodels[slot];
1956
1957                 if(wepent.last_switchweapon != wepent.switchweapon)
1958                 {
1959                         weapontime = time;
1960                         wepent.last_switchweapon = wepent.switchweapon;
1961                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1962                         {
1963                                 localcmd("-zoom\n");
1964                                 button_zoom = false;
1965                         }
1966                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1967                         {
1968                                 localcmd("-fire\n");
1969                                 localcmd("-fire2\n");
1970                                 button_attack2 = false;
1971                         }
1972                 }
1973                 if(wepent.last_activeweapon != wepent.activeweapon)
1974                 {
1975                         wepent.last_activeweapon = wepent.activeweapon;
1976
1977                         e = wepent.activeweapon;
1978                         if(e.netname != "")
1979                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1980                         else if(slot == 0)
1981                                 localcmd("\ncl_hook_activeweapon none\n");
1982                 }
1983         }
1984
1985         // ALWAYS Clear Current Scene First
1986         clearscene();
1987
1988         setproperty(VF_ORIGIN, view_origin);
1989         setproperty(VF_ANGLES, view_angles);
1990
1991         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1992         setproperty(VF_SIZE, vf_size);
1993         setproperty(VF_MIN, vf_min);
1994
1995         // Assign Standard Viewflags
1996         // Draw the World (and sky)
1997         setproperty(VF_DRAWWORLD, 1);
1998
1999         // Set the console size vars
2000         vid_conwidth = autocvar_vid_conwidth;
2001         vid_conheight = autocvar_vid_conheight;
2002         vid_pixelheight = autocvar_vid_pixelheight;
2003
2004         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
2005         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
2006         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
2007
2008         if(camera_active) // Camera for demo playback
2009         {
2010                 if(autocvar_camera_enable)
2011                         CSQC_Demo_Camera();
2012                 else
2013                 {
2014                         cvar_set("chase_active", ftos(chase_active_backup));
2015                         cvar_set("cl_demo_mousegrab", "0");
2016                         camera_active = false;
2017                 }
2018         }
2019         else
2020         {
2021 #ifdef CAMERATEST
2022                 if(autocvar_camera_enable)
2023 #else
2024                 if(autocvar_camera_enable && isdemo())
2025 #endif
2026                 {
2027                         // Enable required Darkplaces cvars
2028                         chase_active_backup = autocvar_chase_active;
2029                         cvar_set("chase_active", "2");
2030                         cvar_set("cl_demo_mousegrab", "1");
2031                         camera_active = true;
2032                         camera_mode = false;
2033                 }
2034         }
2035
2036         // Draw the Crosshair
2037         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2038
2039         // Draw the Engine Status Bar (the default Quake HUD)
2040         setproperty(VF_DRAWENGINESBAR, 0);
2041
2042         // Update the mouse position
2043         /*
2044            mousepos_x = vid_conwidth;
2045            mousepos_y = vid_conheight;
2046            mousepos = mousepos*0.5 + getmousepos();
2047          */
2048
2049         IL_EACH(g_drawables, it.draw, it.draw(it));
2050
2051         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
2052         renderscene();
2053
2054         // now switch to 2D drawing mode by calling a 2D drawing function
2055         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2056         // next R_RenderScene call
2057         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2058
2059         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2060         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2061         {
2062                 // apply night vision effect
2063                 vector tc_00, tc_01, tc_10, tc_11;
2064                 vector rgb = '0 0 0';
2065
2066                 if(!nightvision_noise)
2067                 {
2068                         nightvision_noise = new(nightvision_noise);
2069                 }
2070                 if(!nightvision_noise2)
2071                 {
2072                         nightvision_noise2 = new(nightvision_noise2);
2073                 }
2074
2075                 // color tint in yellow
2076                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2077
2078                 // draw BG
2079                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2080                 rgb = '1 1 1';
2081                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2082                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2083                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2084                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2085                 tc_11 = tc_01 + tc_10 - tc_00;
2086                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2087                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2088                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2089                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2090                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2091                 R_EndPolygon();
2092
2093                 // draw FG
2094                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2095                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2096                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2097                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2098                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2099                 tc_11 = tc_01 + tc_10 - tc_00;
2100                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2101                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2102                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2103                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2104                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2105                 R_EndPolygon();
2106         }
2107
2108         if(autocvar_cl_reticle && !MUTATOR_CALLHOOK(DrawReticle))
2109         {
2110                 string reticle_image = string_null;
2111                 bool wep_zoomed = false;
2112                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2113                 {
2114                         entity wepe = viewmodels[slot];
2115                         Weapon wep = wepe.activeweapon;
2116                         if(wep != WEP_Null && wep.wr_zoom)
2117                         {
2118                                 bool do_zoom = wep.wr_zoom(wep, NULL);
2119                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2120                                         reticle_image = wep.w_reticle;
2121                                 wep_zoomed += do_zoom;
2122                         }
2123                 }
2124                 // Draw the aiming reticle for weapons that use it
2125                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2126                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2127                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2128                 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2129                 {
2130                         // no zoom reticle while dead
2131                         reticle_type = 0;
2132                 }
2133                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2134                 {
2135                         if(reticle_image) { reticle_type = 2; }
2136                         else { reticle_type = 0; }
2137                 }
2138                 else if(button_zoom || zoomscript_caught)
2139                 {
2140                         // normal zoom
2141                         reticle_type = 1;
2142                 }
2143
2144                 if(reticle_type)
2145                 {
2146                         if(autocvar_cl_reticle_stretch)
2147                         {
2148                                 reticle_size.x = vid_conwidth;
2149                                 reticle_size.y = vid_conheight;
2150                                 reticle_pos.x = 0;
2151                                 reticle_pos.y = 0;
2152                         }
2153                         else
2154                         {
2155                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2156                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2157                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2158                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2159                         }
2160
2161                         if(zoomscript_caught)
2162                                 f = 1;
2163                         else
2164                                 f = current_zoomfraction;
2165
2166                         if(f)
2167                         {
2168                                 switch(reticle_type)
2169                                 {
2170                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2171                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2172                                 }
2173                         }
2174                 }
2175         }
2176         else
2177         {
2178                 if(reticle_type != 0) { reticle_type = 0; }
2179         }
2180
2181
2182         // improved polyblend
2183         if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2184         {
2185                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2186                 vector liquidcolor;
2187
2188                 switch(pointcontents(view_origin))
2189                 {
2190                         case CONTENT_WATER:
2191                                 liquidalpha = autocvar_hud_contents_water_alpha;
2192                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2193                                 incontent = 1;
2194                                 break;
2195
2196                         case CONTENT_LAVA:
2197                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2198                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2199                                 incontent = 1;
2200                                 break;
2201
2202                         case CONTENT_SLIME:
2203                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2204                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2205                                 incontent = 1;
2206                                 break;
2207
2208                         default:
2209                                 liquidalpha = 0;
2210                                 liquidcolor = '0 0 0';
2211                                 incontent = 0;
2212                                 break;
2213                 }
2214
2215                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2216                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2217                         contentfadetime = autocvar_hud_contents_fadeintime;
2218                         liquidalpha_prev = liquidalpha;
2219                         liquidcolor_prev = liquidcolor;
2220                 }
2221                 else
2222                         contentfadetime = autocvar_hud_contents_fadeouttime;
2223
2224                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2225                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2226
2227                 if(contentavgalpha)
2228                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2229
2230                 if(autocvar_hud_postprocessing)
2231                 {
2232                         if(autocvar_hud_contents_blur && contentavgalpha)
2233                         {
2234                                 content_blurpostprocess.x = 1;
2235                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2236                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2237                         }
2238                         else
2239                         {
2240                                 content_blurpostprocess.x = 0;
2241                                 content_blurpostprocess.y = 0;
2242                                 content_blurpostprocess.z = 0;
2243                         }
2244                 }
2245         }
2246
2247         if(autocvar_hud_damage && !STAT(FROZEN))
2248         {
2249                 splash_size.x = max(vid_conwidth, vid_conheight);
2250                 splash_size.y = max(vid_conwidth, vid_conheight);
2251                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2252                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2253
2254                 float myhealth_flash_temp;
2255                 myhealth = STAT(HEALTH);
2256
2257                 // fade out
2258                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2259                 // add new damage
2260                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2261
2262                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2263                 pain_threshold = autocvar_hud_damage_pain_threshold;
2264                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2265                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2266
2267                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2268                 {
2269                         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);
2270                 }
2271
2272                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2273
2274                 if(myhealth_prev < 1)
2275                 {
2276                         if(myhealth >= 1)
2277                         {
2278                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2279                                 myhealth_flash_temp = 0;
2280                         }
2281                         else
2282                         {
2283                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2284                         }
2285                 }
2286
2287                 if(spectatee_status == -1 || intermission)
2288                 {
2289                         myhealth_flash = 0; // observing, or match ended
2290                         myhealth_flash_temp = 0;
2291                 }
2292
2293                 myhealth_prev = myhealth;
2294
2295                 // IDEA: change damage color/picture based on player model for robot/alien species?
2296                 // pro: matches model better
2297                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2298                 // maybe different reddish pics?
2299                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2300                 {
2301                         if(autocvar_cl_gentle_damage == 2)
2302                         {
2303                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2304                                         myhealth_gentlergb = randomvec();
2305                         }
2306                         else
2307                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2308
2309                         if(myhealth_flash_temp > 0)
2310                                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2311                 }
2312                 else if(myhealth_flash_temp > 0)
2313                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2314
2315                 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.
2316                 {
2317                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2318                         {
2319                                 damage_blurpostprocess.x = 1;
2320                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2321                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2322                         }
2323                         else
2324                         {
2325                                 damage_blurpostprocess.x = 0;
2326                                 damage_blurpostprocess.y = 0;
2327                                 damage_blurpostprocess.z = 0;
2328                         }
2329                 }
2330         }
2331
2332         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2333         float e2 = (autocvar_hud_powerup != 0);
2334         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2335         {
2336                 // enable or disable rendering types if they are used or not
2337                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2338                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2339
2340                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2341                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2342                 {
2343                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2344                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2345                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2346                         {
2347                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2348                                 old_blurradius = blurradius;
2349                                 old_bluralpha = bluralpha;
2350                         }
2351                 }
2352                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2353                 {
2354                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2355                         old_blurradius = 0;
2356                         old_bluralpha = 0;
2357                 }
2358
2359                 // edge detection postprocess handling done second (used by hud_powerup)
2360                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2361                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2362                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2363
2364                 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
2365
2366                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2367                 {
2368                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2369                         {
2370                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2371                                 old_sharpen_intensity = sharpen_intensity;
2372                         }
2373                 }
2374                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2375                 {
2376                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2377                         old_sharpen_intensity = 0;
2378                 }
2379
2380                 if(cvar("r_glsl_postprocess") == 0)
2381                         cvar_set("r_glsl_postprocess", "2");
2382         }
2383         else if(cvar("r_glsl_postprocess") == 2)
2384                 cvar_set("r_glsl_postprocess", "0");
2385
2386         /*if(ISGAMETYPE(CTF))
2387           {
2388           ctf_view();
2389           } else */
2390
2391         // draw 2D entities
2392         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2393         Draw_ShowNames_All();
2394 #if ENABLE_DEBUGDRAW
2395         Debug_Draw();
2396 #endif
2397
2398         scoreboard_active = Scoreboard_WouldDraw();
2399
2400         HUD_Draw(this); // this parameter for deep vehicle function
2401
2402         if(NextFrameCommand)
2403         {
2404                 localcmd("\n", NextFrameCommand, "\n");
2405                 NextFrameCommand = string_null;
2406         }
2407
2408         // we must do this check AFTER a frame was rendered, or it won't work
2409         if(cs_project_is_b0rked == 0)
2410         {
2411                 string w0, h0;
2412                 w0 = ftos(autocvar_vid_conwidth);
2413                 h0 = ftos(autocvar_vid_conheight);
2414                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2415                 //setproperty(VF_FOV, '90 90 0');
2416                 setproperty(VF_ORIGIN, '0 0 0');
2417                 setproperty(VF_ANGLES, '0 0 0');
2418                 setproperty(VF_PERSPECTIVE, 1);
2419                 makevectors('0 0 0');
2420                 vector v1, v2;
2421                 cvar_set("vid_conwidth", "800");
2422                 cvar_set("vid_conheight", "600");
2423                 v1 = cs_project(v_forward);
2424                 cvar_set("vid_conwidth", "640");
2425                 cvar_set("vid_conheight", "480");
2426                 v2 = cs_project(v_forward);
2427                 if(v1 == v2)
2428                         cs_project_is_b0rked = 1;
2429                 else
2430                         cs_project_is_b0rked = -1;
2431                 cvar_set("vid_conwidth", w0);
2432                 cvar_set("vid_conheight", h0);
2433         }
2434
2435         HUD_Mouse(local_player);
2436
2437         cl_notice_run();
2438         unpause_update();
2439         Net_Flush();
2440
2441         // let's reset the view back to normal for the end
2442         setproperty(VF_MIN, '0 0 0');
2443         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2444
2445         IL_ENDFRAME();
2446 }
2447
2448
2449 // following vectors must be global to allow seamless switching between camera modes
2450 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2451 void CSQC_Demo_Camera()
2452 {
2453         float speed, attenuation, dimensions;
2454         vector tmp, delta;
2455
2456         if( autocvar_camera_reset || !camera_mode )
2457         {
2458                 camera_offset = '0 0 0';
2459                 current_angles = '0 0 0';
2460                 camera_direction = '0 0 0';
2461                 camera_offset.z += 30;
2462                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2463                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2464                 current_origin = view_origin;
2465                 current_camera_offset  = camera_offset;
2466                 cvar_set("camera_reset", "0");
2467                 camera_mode = CAMERA_CHASE;
2468         }
2469
2470         // Camera angles
2471         if( camera_roll )
2472                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2473
2474         if(autocvar_camera_look_player)
2475         {
2476                 vector dir;
2477                 float n;
2478
2479                 dir = normalize(view_origin - current_position);
2480                 n = mouse_angles.z;
2481                 mouse_angles = vectoangles(dir);
2482                 mouse_angles.x = mouse_angles.x * -1;
2483                 mouse_angles.z = n;
2484         }
2485         else
2486         {
2487                 tmp = getmousepos() * 0.1;
2488                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2489                 {
2490                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2491                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2492                 }
2493         }
2494
2495         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2496         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2497         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2498         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2499
2500         // Fix difference when angles don't have the same sign
2501         delta = '0 0 0';
2502         if(mouse_angles.y < -60 && current_angles.y > 60)
2503                 delta = '0 360 0';
2504         if(mouse_angles.y > 60 && current_angles.y < -60)
2505                 delta = '0 -360 0';
2506
2507         if(autocvar_camera_look_player)
2508                 attenuation = autocvar_camera_look_attenuation;
2509         else
2510                 attenuation = autocvar_camera_speed_attenuation;
2511
2512         attenuation = 1 / max(1, attenuation);
2513         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2514
2515         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2516         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2517         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2518         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2519
2520         // Camera position
2521         tmp = '0 0 0';
2522         dimensions = 0;
2523
2524         if( camera_direction.x )
2525         {
2526                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2527                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2528                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2529                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2530                 ++dimensions;
2531         }
2532
2533         if( camera_direction.y )
2534         {
2535                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2536                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2537                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2538                 ++dimensions;
2539         }
2540
2541         if( camera_direction.z )
2542         {
2543                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2544                 ++dimensions;
2545         }
2546
2547         if(autocvar_camera_free)
2548                 speed = autocvar_camera_speed_free;
2549         else
2550                 speed = autocvar_camera_speed_chase;
2551
2552         if(dimensions)
2553         {
2554                 speed = speed * sqrt(1 / dimensions);
2555                 camera_offset += tmp * speed;
2556         }
2557
2558         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2559
2560         // Camera modes
2561         if( autocvar_camera_free )
2562         {
2563                 if ( camera_mode == CAMERA_CHASE )
2564                 {
2565                         current_camera_offset = current_origin + current_camera_offset;
2566                         camera_offset = current_origin + camera_offset;
2567                 }
2568
2569                 camera_mode = CAMERA_FREE;
2570                 current_position = current_camera_offset;
2571         }
2572         else
2573         {
2574                 if ( camera_mode == CAMERA_FREE )
2575                 {
2576                         current_origin = view_origin;
2577                         camera_offset = camera_offset - current_origin;
2578                         current_camera_offset = current_camera_offset - current_origin;
2579                 }
2580
2581                 camera_mode = CAMERA_CHASE;
2582
2583                 if(autocvar_camera_chase_smoothly)
2584                         current_origin += (view_origin - current_origin) * attenuation;
2585                 else
2586                         current_origin = view_origin;
2587
2588                 current_position = current_origin + current_camera_offset;
2589         }
2590
2591         setproperty(VF_ANGLES, current_angles);
2592         setproperty(VF_ORIGIN, current_position);
2593 }