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