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Show joystick binds in the HUD only when a joystick is active (detected and enabled)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "announcer.qh"
4 #include "hud/_mod.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
9
10 #include "mutators/events.qh"
11
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/debug.qh>
18 #include <common/mapinfo.qh>
19 #include <common/gamemodes/_mod.qh>
20 #include <common/physics/player.qh>
21 #include <common/stats.qh>
22 #include <common/triggers/target/music.qh>
23 #include <common/teams.qh>
24
25 #include <common/weapons/weapon/tuba.qh>
26
27 #include <common/vehicles/all.qh>
28 #include <common/weapons/_all.qh>
29 #include <common/viewloc.qh>
30 #include <common/minigames/cl_minigames.qh>
31 #include <common/minigames/cl_minigames_hud.qh>
32
33 #include <lib/csqcmodel/cl_player.qh>
34 #include <lib/csqcmodel/cl_model.qh>
35 #include "csqcmodel_hooks.qh"
36
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
39
40 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
41
42 float autocvar_cl_viewmodel_scale;
43
44 bool autocvar_cl_bobmodel;
45 float autocvar_cl_bobmodel_speed;
46 float autocvar_cl_bobmodel_side;
47 float autocvar_cl_bobmodel_up;
48
49 float autocvar_cl_followmodel;
50 float autocvar_cl_followmodel_speed = 0.3;
51 float autocvar_cl_followmodel_limit = 135;
52 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
53 float autocvar_cl_followmodel_highpass = 0.05;
54 float autocvar_cl_followmodel_lowpass = 0.03;
55 bool autocvar_cl_followmodel_velocity_absolute;
56
57 float autocvar_cl_leanmodel;
58 float autocvar_cl_leanmodel_speed = 0.3;
59 float autocvar_cl_leanmodel_limit = 30;
60 float autocvar_cl_leanmodel_highpass1 = 0.2;
61 float autocvar_cl_leanmodel_highpass = 0.2;
62 float autocvar_cl_leanmodel_lowpass = 0.05;
63
64 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
65 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
66 { \
67         ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
68 } MACRO_END
69
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
71 { \
72         float __ignore; lowpass(value, frac, ref_store, __ignore); \
73         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
74 } MACRO_END
75
76 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
77 { \
78         float __f = 0; lowpass(value, frac, ref_store, __f); \
79         ret = (value) - __f; \
80 } MACRO_END
81
82 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
83 { \
84         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
85         ret = (value) - __f; \
86 } MACRO_END
87
88 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
89 { \
90         lowpass(value.x, frac, ref_store.x, ref_out.x); \
91         lowpass(value.y, frac, ref_store.y, ref_out.y); \
92 } MACRO_END
93
94 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
95 { \
96         highpass(value.x, frac, ref_store.x, ref_out.x); \
97         highpass(value.y, frac, ref_store.y, ref_out.y); \
98 } MACRO_END
99
100 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
101 { \
102         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
103         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
104 } MACRO_END
105
106 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 { \
108         lowpass(value.x, frac, ref_store.x, ref_out.x); \
109         lowpass(value.y, frac, ref_store.y, ref_out.y); \
110         lowpass(value.z, frac, ref_store.z, ref_out.z); \
111 } MACRO_END
112
113 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
114 { \
115         highpass(value.x, frac, ref_store.x, ref_out.x); \
116         highpass(value.y, frac, ref_store.y, ref_out.y); \
117         highpass(value.z, frac, ref_store.z, ref_out.z); \
118 } MACRO_END
119
120 void calc_followmodel_ofs(entity view)
121 {
122         if(cl_followmodel_time == time)
123                 return; // cl_followmodel_ofs already calculated for this frame
124
125         float frac;
126         vector gunorg = '0 0 0';
127         static vector vel_average;
128         static vector gunorg_adjustment_highpass;
129         static vector gunorg_adjustment_lowpass;
130
131         vector vel;
132         if (autocvar_cl_followmodel_velocity_absolute)
133                 vel = view.velocity;
134         else
135         {
136                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
137                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
138                 vel.x = view.velocity * forward;
139                 vel.y = view.velocity * right * -1;
140                 vel.z = view.velocity * up;
141         }
142
143         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
144         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
145         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
146
147         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
148         lowpass3(vel, frac, vel_average, gunorg);
149
150         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
151
152         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
153         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
154         frac = avg_factor(autocvar_cl_followmodel_highpass);
155         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
156         frac = avg_factor(autocvar_cl_followmodel_lowpass);
157         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
158
159         if (autocvar_cl_followmodel_velocity_absolute)
160         {
161                 vector fixed_gunorg;
162                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
163                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
164                 fixed_gunorg.x = gunorg * forward;
165                 fixed_gunorg.y = gunorg * right * -1;
166                 fixed_gunorg.z = gunorg * up;
167                 gunorg = fixed_gunorg;
168         }
169
170         cl_followmodel_ofs = gunorg;
171         cl_followmodel_time = time;
172 }
173
174 vector leanmodel_ofs(entity view)
175 {
176         float frac;
177         vector gunangles = '0 0 0';
178         static vector gunangles_prev = '0 0 0';
179         static vector gunangles_highpass = '0 0 0';
180         static vector gunangles_adjustment_highpass;
181         static vector gunangles_adjustment_lowpass;
182
183         if (view.csqcmodel_teleported)
184                 gunangles_prev = view_angles;
185
186         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
187         gunangles_highpass += gunangles_prev;
188         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
189         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
190         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
191         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
192         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
193         gunangles_prev = view_angles;
194         gunangles_highpass -= gunangles_prev;
195
196         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
197         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
198
199         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200         frac = avg_factor(autocvar_cl_leanmodel_highpass);
201         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
204
205         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
206
207         return gunangles;
208 }
209
210 vector bobmodel_ofs(entity view)
211 {
212         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
213         static bool oldonground;
214         static float hitgroundtime;
215         if (clonground)
216         {
217                 float f = time; // cl.movecmd[0].time
218                 if (!oldonground)
219                         hitgroundtime = f;
220         }
221         oldonground = clonground;
222
223         // calculate for swinging gun model
224         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
225         vector gunorg = '0 0 0';
226         static float bobmodel_scale = 0;
227         static float time_ofs = 0; // makes the effect always restart in the same way
228         if (clonground)
229         {
230                 if (time - hitgroundtime > 0.05)
231                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
232         }
233         else
234                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
235
236         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
237         if (bobmodel_scale && xyspeed)
238         {
239                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
240                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
241                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
242                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
243         }
244         else
245                 time_ofs = time;
246
247         return gunorg;
248 }
249
250 void viewmodel_animate(entity this)
251 {
252         if (autocvar_chase_active) return;
253         if (STAT(HEALTH) <= 0) return;
254
255         entity view = CSQCModel_server2csqc(player_localentnum - 1);
256
257         if (autocvar_cl_followmodel)
258         {
259                 calc_followmodel_ofs(view);
260                 this.origin += cl_followmodel_ofs;
261         }
262
263         if (autocvar_cl_leanmodel)
264                 this.angles += leanmodel_ofs(view);
265
266         // vertical view bobbing code
267         // TODO: cl_bob
268
269         // horizontal view bobbing code
270         // TODO: cl_bob2
271
272         // fall bobbing code
273         // causes the view to swing down and back up when touching the ground
274         // TODO: cl_bobfall
275
276         // gun model bobbing code
277         if (autocvar_cl_bobmodel)
278                 this.origin += bobmodel_ofs(view);
279 }
280
281 .vector viewmodel_origin, viewmodel_angles;
282 .float weapon_nextthink;
283 .float weapon_eta_last;
284 .float weapon_switchdelay;
285
286 .string name_last;
287
288 void viewmodel_draw(entity this)
289 {
290         if(!this.activeweapon || !autocvar_r_drawviewmodel)
291                 return;
292         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
293         float a = this.alpha;
294         static bool wasinvehicle;
295         bool invehicle = player_localentnum > maxclients;
296         if (invehicle) a = -1;
297         else if (wasinvehicle) a = 1;
298         wasinvehicle = invehicle;
299         Weapon wep = this.activeweapon;
300         int c = entcs_GetClientColors(current_player);
301         vector g = weaponentity_glowmod(wep, NULL, c, this);
302         entity me = CSQCModel_server2csqc(player_localentnum - 1);
303         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
304                 | EF_NODEPTHTEST)
305                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
306         for (entity e = this; e; e = e.weaponchild)
307         {
308                 e.drawmask = mask;
309                 e.alpha = a;
310                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
311                 e.glowmod = g;
312                 e.csqcmodel_effects = fx;
313                 CSQCModel_Effects_Apply(e);
314         }
315         {
316                 string name = wep.mdl;
317                 string newname = wep.wr_viewmodel(wep, this);
318                 if(newname)
319                         name = newname;
320                 bool swap = name != this.name_last;
321                 // if (swap)
322                 {
323                         this.name_last = name;
324                         CL_WeaponEntity_SetModel(this, name, swap);
325                         this.viewmodel_origin = this.origin;
326                         this.viewmodel_angles = this.angles;
327                 }
328                 anim_update(this);
329                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
330                         anim_set(this, this.anim_idle, true, false, false);
331         }
332         float f = 0; // 0..1; 0: fully active
333         float rate = STAT(WEAPONRATEFACTOR);
334         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
335         if (eta <= 0) f = this.weapon_eta_last;
336         else switch (this.state)
337         {
338                 case WS_RAISE:
339                 {
340                         f = eta / max(eta, this.weapon_switchdelay);
341                         break;
342                 }
343                 case WS_DROP:
344                 {
345                         f = 1 - eta / max(eta, this.weapon_switchdelay);
346                         break;
347                 }
348                 case WS_CLEAR:
349                 {
350                         f = 1;
351                         break;
352                 }
353         }
354         this.weapon_eta_last = f;
355         this.origin = this.viewmodel_origin;
356         this.angles = this.viewmodel_angles;
357         this.angles_x = (-90 * f * f);
358         viewmodel_animate(this);
359         MUTATOR_CALLHOOK(DrawViewModel, this);
360         setorigin(this, this.origin);
361 }
362
363 STATIC_INIT(viewmodel) {
364     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365         viewmodels[slot] = new(viewmodel);
366 }
367
368 void Porto_Draw(entity this);
369 STATIC_INIT(Porto)
370 {
371         entity e = new_pure(porto);
372         e.draw = Porto_Draw;
373         IL_PUSH(g_drawables, e);
374         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
375 }
376
377 const int polyline_length = 16;
378 .vector polyline[polyline_length];
379 void Porto_Draw(entity this)
380 {
381         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
382         {
383                 entity wepent = viewmodels[slot];
384
385                 if (wepent.activeweapon != WEP_PORTO) continue;
386                 if (spectatee_status) continue;
387                 if (WEP_CVAR(porto, secondary)) continue;
388                 if (intermission == 1) continue;
389                 if (intermission == 2) continue;
390                 if (STAT(HEALTH) <= 0) continue;
391
392                 vector pos = view_origin;
393                 vector dir = view_forward;
394                 if (wepent.angles_held_status)
395                 {
396                         makevectors(wepent.angles_held);
397                         dir = v_forward;
398                 }
399
400                 wepent.polyline[0] = pos;
401
402                 int portal_number = 0, portal1_idx = 1, portal_max = 2;
403                 int n = 1 + 2;  // 2 lines == 3 points
404                 for (int idx = 0; idx < n && idx < polyline_length - 1; )
405                 {
406                         traceline(pos, pos + 65536 * dir, true, this);
407                         dir = reflect(dir, trace_plane_normal);
408                         pos = trace_endpos;
409                         wepent.polyline[++idx] = pos;
410                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
411                         {
412                                 n += 1;
413                                 continue;
414                         }
415                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
416                         {
417                                 n = max(2, idx);
418                                 break;
419                         }
420                         // check size
421                         {
422                                 vector ang = vectoangles2(trace_plane_normal, dir);
423                                 ang.x = -ang.x;
424                                 makevectors(ang);
425                                 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
426                                 {
427                                         n = max(2, idx);
428                                         break;
429                                 }
430                         }
431                         portal_number += 1;
432                         if (portal_number >= portal_max) break;
433                         if (portal_number == 1) portal1_idx = idx;
434                 }
435                 for (int idx = 0; idx < n - 1; ++idx)
436                 {
437                         vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
438                         if (idx == 0) p -= view_up * 16;  // line from player
439                         vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
440                         Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
441                 }
442         }
443 }
444
445 float drawtime;
446 float avgspeed;
447 vector GetCurrentFov(float fov)
448 {
449         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
450         float velocityzoom, curspeed;
451         vector v;
452
453         zoomsensitivity = autocvar_cl_zoomsensitivity;
454         zoomfactor = autocvar_cl_zoomfactor;
455         if(zoomfactor < 1 || zoomfactor > 30)
456                 zoomfactor = 2.5;
457         zoomspeed = autocvar_cl_zoomspeed;
458         if(zoomspeed >= 0)
459         if(zoomspeed < 0.5 || zoomspeed > 16)
460                         zoomspeed = 3.5;
461
462         zoomdir = button_zoom;
463
464         if(hud == HUD_NORMAL && !spectatee_status)
465         {
466                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
467                 {
468                         entity wepent = viewmodels[slot];
469                         if(wepent.switchweapon == wepent.activeweapon)
470                         if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
471                                 zoomdir += button_attack2;
472                 }
473         }
474         if(spectatee_status > 0 || isdemo())
475         {
476                 if(spectatorbutton_zoom)
477                 {
478                         if(zoomdir)
479                                 zoomdir = 0;
480                         else
481                                 zoomdir = 1;
482                 }
483                 // fteqcc failed twice here already, don't optimize this
484         }
485
486         if(zoomdir) { zoomin_effect = 0; }
487
488         if(camera_active)
489         {
490                 current_viewzoom = min(1, current_viewzoom + drawframetime);
491         }
492         else if(autocvar_cl_spawnzoom && zoomin_effect)
493         {
494                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
495
496                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
497                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
498                 if(current_viewzoom == 1) { zoomin_effect = 0; }
499         }
500         else
501         {
502                 if(zoomspeed < 0) // instant zoom
503                 {
504                         if(zoomdir)
505                                 current_viewzoom = 1 / zoomfactor;
506                         else
507                                 current_viewzoom = 1;
508                 }
509                 else
510                 {
511                         if(zoomdir)
512                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
513                         else
514                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
515                 }
516         }
517
518         if(almost_equals(current_viewzoom, 1))
519                 current_zoomfraction = 0;
520         else if(almost_equals(current_viewzoom, 1/zoomfactor))
521                 current_zoomfraction = 1;
522         else
523                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
524
525         if(zoomsensitivity < 1)
526                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
527         else
528                 setsensitivityscale(1);
529
530         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
531         {
532                 if(intermission) { curspeed = 0; }
533                 else
534                 {
535
536                         makevectors(view_angles);
537                         v = pmove_vel;
538                         if(csqcplayer)
539                                 v = csqcplayer.velocity;
540
541                         switch(autocvar_cl_velocityzoom_type)
542                         {
543                                 case 3: curspeed = max(0, v_forward * v); break;
544                                 case 2: curspeed = (v_forward * v); break;
545                                 case 1: default: curspeed = vlen(v); break;
546                         }
547                 }
548
549                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
550                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
551                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
552
553                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
554         }
555         else
556                 velocityzoom = 1;
557
558         float frustumx, frustumy, fovx, fovy;
559         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
560         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
561         fovx = atan2(frustumx, 1) / M_PI * 360.0;
562         fovy = atan2(frustumy, 1) / M_PI * 360.0;
563
564         return '1 0 0' * fovx + '0 1 0' * fovy;
565 }
566
567 vector GetViewLocationFOV(float fov)
568 {
569         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
570         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
571         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
572         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
573         return '1 0 0' * fovx + '0 1 0' * fovy;
574 }
575
576 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
577 {
578         float fovx, fovy;
579         float width = (ov_worldmax.x - ov_worldmin.x);
580         float height = (ov_worldmax.y - ov_worldmin.y);
581         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
582         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
583         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
584         return '1 0 0' * fovx + '0 1 0' * fovy;
585 }
586
587 // this function must match W_SetupShot!
588 float zoomscript_caught;
589
590 vector wcross_origin;
591 float wcross_scale_prev, wcross_alpha_prev;
592 vector wcross_color_prev;
593 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
594 vector wcross_color_goal_prev;
595 float wcross_changedonetime;
596
597 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
598 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
599 float wcross_name_changestarttime, wcross_name_changedonetime;
600 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
601
602 float wcross_ring_prev;
603
604 entity trueaim;
605 entity trueaim_rifle;
606
607 const float SHOTTYPE_HITTEAM = 1;
608 const float SHOTTYPE_HITOBSTRUCTION = 2;
609 const float SHOTTYPE_HITWORLD = 3;
610 const float SHOTTYPE_HITENEMY = 4;
611
612 void TrueAim_Init()
613 {
614         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
615         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
616 }
617
618 float EnemyHitCheck()
619 {
620         float t, n;
621         wcross_origin = project_3d_to_2d(trace_endpos);
622         wcross_origin.z = 0;
623         if(trace_ent)
624                 n = trace_ent.entnum;
625         else
626                 n = trace_networkentity;
627         if(n < 1)
628                 return SHOTTYPE_HITWORLD;
629         if(n > maxclients)
630                 return SHOTTYPE_HITWORLD;
631         t = entcs_GetTeam(n - 1);
632         if(teamplay)
633                 if(t == myteam)
634                         return SHOTTYPE_HITTEAM;
635         if(t == NUM_SPECTATOR)
636                 return SHOTTYPE_HITWORLD;
637         return SHOTTYPE_HITENEMY;
638 }
639
640 float TrueAimCheck(entity wepent)
641 {
642         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?
643         vector vecs, trueaimpoint, w_shotorg;
644         vector mi, ma, dv;
645         float shottype;
646         entity ta;
647         float mv;
648
649         mi = ma = '0 0 0';
650         ta = trueaim;
651         mv = MOVE_NOMONSTERS;
652
653         switch(wepent.activeweapon) // WEAPONTODO
654         {
655                 case WEP_TUBA: // no aim
656                 case WEP_PORTO: // shoots from eye
657                 case WEP_NEXBALL: // shoots from eye
658                 case WEP_HOOK: // no trueaim
659                 case WEP_MORTAR: // toss curve
660                         return SHOTTYPE_HITWORLD;
661                 case WEP_VORTEX:
662                 case WEP_VAPORIZER:
663                         mv = MOVE_NORMAL;
664                         break;
665                 case WEP_RIFLE:
666                         ta = trueaim_rifle;
667                         mv = MOVE_NORMAL;
668                         if(zoomscript_caught)
669                         {
670                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
671                                 return EnemyHitCheck();
672                         }
673                         break;
674                 case WEP_DEVASTATOR: // projectile has a size!
675                         mi = '-3 -3 -3';
676                         ma = '3 3 3';
677                         break;
678                 case WEP_FIREBALL: // projectile has a size!
679                         mi = '-16 -16 -16';
680                         ma = '16 16 16';
681                         break;
682                 case WEP_SEEKER: // projectile has a size!
683                         mi = '-2 -2 -2';
684                         ma = '2 2 2';
685                         break;
686                 case WEP_ELECTRO: // projectile has a size!
687                         mi = '0 0 -3';
688                         ma = '0 0 -3';
689                         break;
690         }
691
692         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
693
694         vecs = decompressShotOrigin(STAT(SHOTORG));
695
696         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
697         trueaimpoint = trace_endpos;
698
699         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
700                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
701
702         if(vecs.x > 0)
703                 vecs.y = -vecs.y;
704         else
705                 vecs = '0 0 0';
706
707         dv = view_right * vecs.y + view_up * vecs.z;
708         w_shotorg = traceorigin + dv;
709
710         // now move the vecs forward as much as requested if possible
711         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
712         w_shotorg = trace_endpos - view_forward * nudge;
713
714         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
715         shottype = EnemyHitCheck();
716         if(shottype != SHOTTYPE_HITWORLD)
717                 return shottype;
718
719 #if 0
720         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
721         // or rather, I know why, but see no fix
722         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
723                 // 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
724                 return SHOTTYPE_HITOBSTRUCTION;
725 #endif
726
727         return SHOTTYPE_HITWORLD;
728 }
729
730 void PostInit();
731 void CSQC_Demo_Camera();
732 float camera_mode;
733 const float CAMERA_FREE = 1;
734 const float CAMERA_CHASE = 2;
735 float reticle_type;
736 string NextFrameCommand;
737
738 vector freeze_org, freeze_ang;
739 entity nightvision_noise, nightvision_noise2;
740
741 const float MAX_TIME_DIFF = 5;
742 float pickup_crosshair_time, pickup_crosshair_size;
743 float hitindication_crosshair_size;
744 float use_vortex_chargepool;
745
746 float myhealth, myhealth_prev;
747 float myhealth_flash;
748
749 float old_blurradius, old_bluralpha;
750 float old_sharpen_intensity;
751
752 vector myhealth_gentlergb;
753
754 float contentavgalpha, liquidalpha_prev;
755 vector liquidcolor_prev;
756
757 float eventchase_current_distance;
758 float eventchase_running;
759 bool WantEventchase(entity this)
760 {
761         if(autocvar_cl_orthoview)
762                 return false;
763         if(STAT(GAME_STOPPED) || intermission)
764                 return true;
765         if(this.viewloc)
766                 return true;
767         if(spectatee_status >= 0)
768         {
769                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
770                         return true;
771                 if(MUTATOR_CALLHOOK(WantEventchase, this))
772                         return true;
773                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
774                 {
775                         if(autocvar_cl_eventchase_death == 2)
776                         {
777                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
778                                 if(this.velocity == '0 0 0' || eventchase_running)
779                                         return true;
780                         }
781                         else return true;
782                 }
783         }
784         return false;
785 }
786
787 void HUD_Crosshair_Vehicle(entity this)
788 {
789         if(hud != HUD_BUMBLEBEE_GUN)
790         {
791                 Vehicle info = Vehicles_from(hud);
792                 info.vr_crosshair(info, this);
793         }
794 }
795
796 vector damage_blurpostprocess, content_blurpostprocess;
797
798 float unaccounted_damage = 0;
799 void UpdateDamage()
800 {
801         // accumulate damage with each stat update
802         static float damage_total_prev = 0;
803         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
804         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
805         damage_total_prev = damage_total;
806
807         static float damage_dealt_time_prev = 0;
808         float damage_dealt_time = STAT(HIT_TIME);
809         if (damage_dealt_time != damage_dealt_time_prev)
810         {
811                 unaccounted_damage += unaccounted_damage_new;
812                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
813         }
814         damage_dealt_time_prev = damage_dealt_time;
815
816         // prevent hitsound when switching spectatee
817         static float spectatee_status_prev = 0;
818         if (spectatee_status != spectatee_status_prev)
819                 unaccounted_damage = 0;
820         spectatee_status_prev = spectatee_status;
821 }
822
823 void HitSound()
824 {
825         // varying sound pitch
826
827         bool have_arc = false;
828         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
829         {
830                 entity wepent = viewmodels[slot];
831
832                 if(wepent.activeweapon == WEP_ARC)
833                         have_arc = true;
834         }
835
836         static float hitsound_time_prev = 0;
837         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
838         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
839         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
840         {
841                 if (autocvar_cl_hitsound && unaccounted_damage)
842                 {
843                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
844                         float a = autocvar_cl_hitsound_max_pitch;
845                         float b = autocvar_cl_hitsound_min_pitch;
846                         float c = autocvar_cl_hitsound_nom_damage;
847                         float d = unaccounted_damage;
848                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
849
850                         // if sound variation is disabled, set pitch_shift to 1
851                         if (autocvar_cl_hitsound == 1)
852                                 pitch_shift = 1;
853
854                         // if pitch shift is reversed, mirror in (max-min)/2 + min
855                         if (autocvar_cl_hitsound == 3)
856                         {
857                                 float mirror_value = (a-b)/2 + b;
858                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
859                         }
860
861                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
862
863                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
864                         // todo: normalize sound pressure levels? seems unnecessary
865
866                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
867                 }
868                 unaccounted_damage = 0;
869                 hitsound_time_prev = time;
870         }
871
872         static float typehit_time_prev = 0;
873         float typehit_time = STAT(TYPEHIT_TIME);
874         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
875         {
876                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
877                 typehit_time_prev = typehit_time;
878         }
879
880         static float kill_time_prev = 0;
881         float kill_time = STAT(KILL_TIME);
882         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
883         {
884                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
885                 kill_time_prev = kill_time;
886         }
887 }
888
889 vector crosshair_getcolor(entity this, float health_stat)
890 {
891         static float rainbow_last_flicker;
892         static vector rainbow_prev_color;
893         vector wcross_color = '0 0 0';
894         switch(autocvar_crosshair_color_special)
895         {
896                 case 1: // crosshair_color_per_weapon
897                 {
898                         if(this != WEP_Null && hud == HUD_NORMAL)
899                         {
900                                 wcross_color = this.wpcolor;
901                                 break;
902                         }
903                         else { goto normalcolor; }
904                 }
905
906                 case 2: // crosshair_color_by_health
907                 {
908                         float hp = health_stat;
909
910                         //x = red
911                         //y = green
912                         //z = blue
913
914                         wcross_color.z = 0;
915
916                         if(hp > 200)
917                         {
918                                 wcross_color.x = 0;
919                                 wcross_color.y = 1;
920                         }
921                         else if(hp > 150)
922                         {
923                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
924                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
925                         }
926                         else if(hp > 100)
927                         {
928                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
929                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
930                                 wcross_color.z = 1 - (hp-100)*0.02;
931                         }
932                         else if(hp > 50)
933                         {
934                                 wcross_color.x = 1;
935                                 wcross_color.y = 1;
936                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
937                         }
938                         else if(hp > 20)
939                         {
940                                 wcross_color.x = 1;
941                                 wcross_color.y = (hp-20)*90/27/100;
942                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
943                         }
944                         else
945                         {
946                                 wcross_color.x = 1;
947                                 wcross_color.y = 0;
948                         }
949                         break;
950                 }
951
952                 case 3: // crosshair_color_rainbow
953                 {
954                         if(time >= rainbow_last_flicker)
955                         {
956                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
957                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
958                         }
959                         wcross_color = rainbow_prev_color;
960                         break;
961                 }
962 LABEL(normalcolor)
963                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
964         }
965
966         return wcross_color;
967 }
968
969 void HUD_Crosshair(entity this)
970 {
971         float f, i, j;
972         vector v;
973         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
974                 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
975                 !HUD_MinigameMenu_IsOpened() )
976         {
977                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
978                         return;
979
980                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
981                         return;
982
983                 if (hud != HUD_NORMAL)
984                 {
985                         HUD_Crosshair_Vehicle(this);
986                         return;
987                 }
988
989                 string wcross_style;
990                 float wcross_alpha, wcross_resolution;
991                 wcross_style = autocvar_crosshair;
992                 if (wcross_style == "0")
993                         return;
994                 wcross_resolution = autocvar_crosshair_size;
995                 if (wcross_resolution == 0)
996                         return;
997                 wcross_alpha = autocvar_crosshair_alpha;
998                 if (wcross_alpha == 0)
999                         return;
1000
1001                 // TrueAim check
1002                 float shottype;
1003
1004                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1005                 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1006                 wcross_origin.z = 0;
1007                 if(autocvar_crosshair_hittest)
1008                 {
1009                         vector wcross_oldorigin;
1010                         entity thiswep = viewmodels[0]; // TODO: unhardcode
1011                         wcross_oldorigin = wcross_origin;
1012                         shottype = TrueAimCheck(thiswep);
1013                         if(shottype == SHOTTYPE_HITWORLD)
1014                         {
1015                                 v = wcross_origin - wcross_oldorigin;
1016                                 v.x /= vid_conwidth;
1017                                 v.y /= vid_conheight;
1018                                 if(vdist(v, >, 0.01))
1019                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1020                         }
1021                         if(!autocvar_crosshair_hittest_showimpact)
1022                                 wcross_origin = wcross_oldorigin;
1023                 }
1024                 else
1025                         shottype = SHOTTYPE_HITWORLD;
1026
1027                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1028                 string wcross_name = "";
1029                 float wcross_scale, wcross_blur;
1030
1031         entity e = WEP_Null;
1032                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1033                 {
1034                         entity wepent = viewmodels[0]; // TODO: unhardcode
1035                         e = wepent.switchingweapon;
1036                         if(e)
1037                         {
1038                                 if(autocvar_crosshair_per_weapon)
1039                                 {
1040                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1041                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1042                                         //if (wcross_resolution == 0)
1043                                                 //return;
1044
1045                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1046                                         wcross_resolution *= e.w_crosshair_size;
1047                                         wcross_name = e.w_crosshair;
1048                                 }
1049                         }
1050                 }
1051
1052                 if(wcross_name == "")
1053                         wcross_name = strcat("gfx/crosshair", wcross_style);
1054
1055                 // MAIN CROSSHAIR COLOR DECISION
1056                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1057
1058                 if(autocvar_crosshair_effect_scalefade)
1059                 {
1060                         wcross_scale = wcross_resolution;
1061                         wcross_resolution = 1;
1062                 }
1063                 else
1064                 {
1065                         wcross_scale = 1;
1066                 }
1067
1068                 if(autocvar_crosshair_pickup)
1069                 {
1070                         float stat_pickup_time = STAT(LAST_PICKUP);
1071
1072                         if(pickup_crosshair_time < stat_pickup_time)
1073                         {
1074                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1075                                         pickup_crosshair_size = 1;
1076
1077                                 pickup_crosshair_time = stat_pickup_time;
1078                         }
1079
1080                         if(pickup_crosshair_size > 0)
1081                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1082                         else
1083                                 pickup_crosshair_size = 0;
1084
1085                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1086                 }
1087
1088                 // todo: make crosshair hit indication dependent on damage dealt
1089                 if(autocvar_crosshair_hitindication)
1090                 {
1091                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1092
1093                         if(unaccounted_damage)
1094                         {
1095                                 hitindication_crosshair_size = 1;
1096                         }
1097
1098                         if(hitindication_crosshair_size > 0)
1099                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1100                         else
1101                                 hitindication_crosshair_size = 0;
1102
1103                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1104                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1105                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1106                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1107                 }
1108
1109                 if(shottype == SHOTTYPE_HITENEMY)
1110                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1111                 if(shottype == SHOTTYPE_HITTEAM)
1112                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1113
1114                 f = fabs(autocvar_crosshair_effect_time);
1115                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1116                 {
1117                         wcross_changedonetime = time + f;
1118                 }
1119                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1120                 {
1121                         wcross_name_changestarttime = time;
1122                         wcross_name_changedonetime = time + f;
1123                         if(wcross_name_goal_prev_prev)
1124                                 strunzone(wcross_name_goal_prev_prev);
1125                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1126                         wcross_name_goal_prev = strzone(wcross_name);
1127                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1128                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1129                         wcross_resolution_goal_prev = wcross_resolution;
1130                 }
1131
1132                 wcross_scale_goal_prev = wcross_scale;
1133                 wcross_alpha_goal_prev = wcross_alpha;
1134                 wcross_color_goal_prev = wcross_color;
1135
1136                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1137                 {
1138                         wcross_blur = 1;
1139                         wcross_alpha *= 0.75;
1140                 }
1141                 else
1142                         wcross_blur = 0;
1143                 // *_prev is at time-frametime
1144                 // * is at wcross_changedonetime+f
1145                 // what do we have at time?
1146                 if(time < wcross_changedonetime)
1147                 {
1148                         f = frametime / (wcross_changedonetime - time + frametime);
1149                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1150                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1151                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1152                 }
1153
1154                 wcross_scale_prev = wcross_scale;
1155                 wcross_alpha_prev = wcross_alpha;
1156                 wcross_color_prev = wcross_color;
1157
1158                 MUTATOR_CALLHOOK(UpdateCrosshair);
1159
1160                 wcross_scale *= 1 - autocvar__menu_alpha;
1161                 wcross_alpha *= 1 - autocvar__menu_alpha;
1162                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1163
1164                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1165                 {
1166                         // crosshair rings for weapon stats
1167                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1168                         {
1169                                 // declarations and stats
1170                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1171                                 string ring_image = string_null, ring_inner_image = string_null;
1172                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1173
1174                                 ring_scale = autocvar_crosshair_ring_size;
1175
1176                                 float weapon_clipload, weapon_clipsize;
1177                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1178                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1179
1180                                 float vortex_charge, vortex_chargepool;
1181                                 vortex_charge = STAT(VORTEX_CHARGE);
1182                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1183
1184                                 float arc_heat = STAT(ARC_HEAT);
1185
1186                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1187                                         vortex_charge_movingavg = vortex_charge;
1188
1189                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1190
1191                                 // handle the values
1192                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1193                                 {
1194                                         if (vortex_chargepool || use_vortex_chargepool) {
1195                                                 use_vortex_chargepool = 1;
1196                                                 ring_inner_value = vortex_chargepool;
1197                                         } else {
1198                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1199                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1200                                         }
1201
1202                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1203                                         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;
1204                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1205
1206                                         // draw the outer ring to show the current charge of the weapon
1207                                         ring_value = vortex_charge;
1208                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1209                                         ring_rgb = wcross_color;
1210                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1211                                 }
1212                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1213                                 {
1214                                         ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1215                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1216                                         ring_rgb = wcross_color;
1217                                         ring_image = "gfx/crosshair_ring.tga";
1218                                 }
1219                                 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1220                                 {
1221                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1222                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1223                                         ring_rgb = wcross_color;
1224                                         ring_image = "gfx/crosshair_ring.tga";
1225                                 }
1226                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1227                                 {
1228                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1229                                         ring_scale = autocvar_crosshair_ring_reload_size;
1230                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1231                                         ring_rgb = wcross_color;
1232
1233                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1234                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1235                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1236                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1237                                         else
1238                                                 ring_image = "gfx/crosshair_ring.tga";
1239                                 }
1240                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1241                                 {
1242                                         ring_value = arc_heat;
1243                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1244                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1245                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1246                                         ring_image = "gfx/crosshair_ring.tga";
1247                                 }
1248
1249                                 // if in weapon switch animation, fade ring out/in
1250                                 if(autocvar_crosshair_effect_time > 0)
1251                                 {
1252                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1253                                         if (f >= 1)
1254                                         {
1255                                                 wcross_ring_prev = ((ring_image) ? true : false);
1256                                         }
1257
1258                                         if(wcross_ring_prev)
1259                                         {
1260                                                 if(f < 1)
1261                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1262                                         }
1263                                         else
1264                                         {
1265                                                 if(f < 1)
1266                                                         ring_alpha *= bound(0, f, 1);
1267                                         }
1268                                 }
1269
1270                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1271                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1272
1273                                 if (ring_value)
1274                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1275                         }
1276
1277 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1278                         MACRO_BEGIN { \
1279                                 if(wcross_blur > 0) \
1280                                 { \
1281                                         for(i = -2; i <= 2; ++i) \
1282                                         for(j = -2; j <= 2; ++j) \
1283                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1284                                 } \
1285                                 else \
1286                                 { \
1287                                         M(0,0,sz,wcross_name,wcross_alpha); \
1288                                 } \
1289                         } MACRO_END
1290
1291 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1292                         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)
1293
1294 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1295                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1296
1297                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1298                         {
1299                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1300                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1301                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1302                                 f = 1 - f;
1303                         }
1304                         else
1305                         {
1306                                 f = 1;
1307                         }
1308                         wcross_name_alpha_goal_prev = f;
1309
1310                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1311                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1312
1313                         if(autocvar_crosshair_dot)
1314                         {
1315                                 vector wcross_color_old;
1316                                 wcross_color_old = wcross_color;
1317
1318                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1319                                         wcross_color = stov(autocvar_crosshair_dot_color);
1320
1321                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1322                                 // FIXME why don't we use wcross_alpha here?
1323                                 wcross_color = wcross_color_old;
1324                         }
1325                 }
1326         }
1327         else
1328         {
1329                 wcross_scale_prev = 0;
1330                 wcross_alpha_prev = 0;
1331                 wcross_scale_goal_prev = 0;
1332                 wcross_alpha_goal_prev = 0;
1333                 wcross_changedonetime = 0;
1334                 if(wcross_name_goal_prev)
1335                         strunzone(wcross_name_goal_prev);
1336                 wcross_name_goal_prev = string_null;
1337                 if(wcross_name_goal_prev_prev)
1338                         strunzone(wcross_name_goal_prev_prev);
1339                 wcross_name_goal_prev_prev = string_null;
1340                 wcross_name_changestarttime = 0;
1341                 wcross_name_changedonetime = 0;
1342                 wcross_name_alpha_goal_prev = 0;
1343                 wcross_name_alpha_goal_prev_prev = 0;
1344                 wcross_resolution_goal_prev = 0;
1345                 wcross_resolution_goal_prev_prev = 0;
1346         }
1347 }
1348
1349 void HUD_Draw(entity this)
1350 {
1351         // if we don't know gametype and scores yet avoid drawing the scoreboard
1352         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1353         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1354         // cl_deathscoreboard would show the scoreboard and so on
1355         if(!gametype)
1356                 return;
1357
1358         Hud_Dynamic_Frame();
1359
1360         if(!intermission)
1361         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1362         {
1363                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1364         }
1365         else if(STAT(FROZEN))
1366         {
1367                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1368         }
1369
1370         HUD_Scale_Enable();
1371         if(!intermission)
1372         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1373         {
1374                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1375                 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);
1376         }
1377         else if(STAT(CAPTURE_PROGRESS))
1378         {
1379                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1380                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1381         }
1382         else if(STAT(REVIVE_PROGRESS))
1383         {
1384                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1385                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1386         }
1387         HUD_Scale_Disable();
1388
1389         if(autocvar_r_letterbox == 0)
1390                 if(autocvar_viewsize < 120)
1391                 {
1392                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1393                                 Accuracy_LoadLevels();
1394
1395                         HUD_Main();
1396                         HUD_Scale_Disable();
1397                 }
1398
1399         // crosshair goes VERY LAST
1400         UpdateDamage();
1401         HUD_Crosshair(this);
1402         HitSound();
1403 }
1404
1405 bool ov_enabled;
1406 float oldr_nearclip;
1407 float oldr_farclip_base;
1408 float oldr_farclip_world;
1409 float oldr_novis;
1410 float oldr_useportalculling;
1411 float oldr_useinfinitefarclip;
1412
1413 void cl_notice_run();
1414
1415 float prev_myteam;
1416 int lasthud;
1417 float vh_notice_time;
1418 void WaypointSprite_Load();
1419 void CSQC_UpdateView(entity this, float w, float h)
1420 {
1421     TC(int, w); TC(int, h);
1422         entity e;
1423         float fov;
1424         float f;
1425         vector vf_size, vf_min;
1426         float a;
1427
1428         execute_next_frame();
1429
1430         ++framecount;
1431
1432         stats_get();
1433         hud = STAT(HUD);
1434
1435         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1436                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1437
1438         lasthud = hud;
1439
1440         HUD_Scale_Disable();
1441
1442         if(autocvar__hud_showbinds_reload) // menu can set this one
1443         {
1444                 db_close(binddb);
1445                 binddb = db_create();
1446                 cvar_set("_hud_showbinds_reload", "0");
1447         }
1448
1449         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1450                 view_quality = getproperty(VF_MINFPS_QUALITY);
1451         else
1452                 view_quality = 1;
1453
1454         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1455         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1456
1457         vf_size = getpropertyvec(VF_SIZE);
1458         vf_min = getpropertyvec(VF_MIN);
1459         vid_width = vf_size.x;
1460         vid_height = vf_size.y;
1461
1462         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1463         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1464
1465         WaypointSprite_Load();
1466
1467         CSQCPlayer_SetCamera();
1468
1469         if(player_localentnum <= maxclients) // is it a client?
1470                 current_player = player_localentnum - 1;
1471         else // then player_localentnum is the vehicle I'm driving
1472                 current_player = player_localnum;
1473         myteam = entcs_GetTeam(current_player);
1474
1475         if(myteam != prev_myteam)
1476         {
1477                 myteamcolors = colormapPaletteColor(myteam, 1);
1478                 FOREACH(hud_panels, true, it.update_time = time);
1479                 prev_myteam = myteam;
1480         }
1481
1482         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1483
1484         float is_dead = (STAT(HEALTH) <= 0);
1485
1486         // FIXME do we need this hack?
1487         if(isdemo())
1488         {
1489                 // in demos, input_buttons do not work
1490                 button_zoom = (autocvar__togglezoom == "-");
1491         }
1492         else if(button_zoom
1493                 && autocvar_cl_unpress_zoom_on_death
1494                 && (spectatee_status >= 0)
1495                 && (is_dead || intermission))
1496         {
1497                 // no zoom while dead or in intermission please
1498                 localcmd("-zoom\n");
1499                 button_zoom = false;
1500         }
1501
1502         // event chase camera
1503         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1504         {
1505                 if(STAT(CAMERA_SPECTATOR))
1506                 {
1507                         if(spectatee_status > 0)
1508                         {
1509                                 if(!autocvar_chase_active)
1510                                 {
1511                                         cvar_set("chase_active", "-2");
1512                                         goto skip_eventchase_death;
1513                                 }
1514                         }
1515                         else if(autocvar_chase_active == -2)
1516                                 cvar_set("chase_active", "0");
1517
1518                         if(autocvar_chase_active == -2)
1519                                 goto skip_eventchase_death;
1520                 }
1521                 else if(autocvar_chase_active == -2)
1522                         cvar_set("chase_active", "0");
1523
1524                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1525
1526                 float vehicle_viewdist = 0;
1527                 vector vehicle_viewofs = '0 0 0';
1528
1529                 if(vehicle_chase)
1530                 {
1531                         if(hud != HUD_BUMBLEBEE_GUN)
1532                         {
1533                                 Vehicle info = Vehicles_from(hud);
1534                                 vehicle_viewdist = info.height;
1535                                 vehicle_viewofs = info.view_ofs;
1536                         }
1537                 }
1538
1539                 if(WantEventchase(this))
1540                 {
1541                         vector current_view_origin_override = '0 0 0';
1542                         vector view_offset_override = '0 0 0';
1543                         float chase_distance_override = 0;
1544                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1545                         if(custom_eventchase)
1546                         {
1547                                 current_view_origin_override = M_ARGV(0, vector);
1548                                 view_offset_override = M_ARGV(1, vector);
1549                                 chase_distance_override = M_ARGV(0, float);
1550                         }
1551                         eventchase_running = true;
1552
1553                         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1554                         if(!local_player)
1555                                 local_player = this; // fall back!
1556
1557                         // 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.)
1558                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1559                         if (custom_eventchase)
1560                                 current_view_origin = current_view_origin_override;
1561
1562                         // detect maximum viewoffset and use it
1563                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1564                         if(vehicle_chase)
1565                         {
1566                                 if(vehicle_viewofs)
1567                                         view_offset = vehicle_viewofs;
1568                                 else
1569                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1570                         }
1571                         if (custom_eventchase)
1572                                 view_offset = view_offset_override;
1573
1574                         if(view_offset)
1575                         {
1576                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1577                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1578                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1579                         }
1580
1581                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1582                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1583                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1584                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1585
1586                         // make the camera smooth back
1587                         float chase_distance = autocvar_cl_eventchase_distance;
1588                         if(vehicle_chase)
1589                         {
1590                                 if(vehicle_viewofs)
1591                                         chase_distance = vehicle_viewdist;
1592                                 else
1593                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1594                         }
1595                         if (custom_eventchase)
1596                                 chase_distance = chase_distance_override;
1597
1598                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1599                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1600                         else if(eventchase_current_distance != chase_distance)
1601                                 eventchase_current_distance = chase_distance;
1602
1603                         makevectors(view_angles);
1604
1605                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1606                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1607
1608                         // If the boxtrace fails, revert back to line tracing.
1609                         if(!local_player.viewloc)
1610                         if(trace_startsolid)
1611                         {
1612                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1613                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1614                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1615                         }
1616                         else { setproperty(VF_ORIGIN, trace_endpos); }
1617
1618                         if(!local_player.viewloc)
1619                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1620                 }
1621                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1622                 {
1623                         eventchase_running = false;
1624                         cvar_set("chase_active", "0");
1625                         eventchase_current_distance = 0; // start from 0 next time
1626                 }
1627         }
1628         // workaround for camera stuck between player's legs when using chase_active 1
1629         // because the engine stops updating the chase_active camera when the game ends
1630         else if(intermission)
1631         {
1632                 cvar_settemp("chase_active", "-1");
1633                 eventchase_current_distance = 0;
1634         }
1635
1636         LABEL(skip_eventchase_death);
1637
1638         // do lockview after event chase camera so that it still applies whenever necessary.
1639         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1640         {
1641                 setproperty(VF_ORIGIN, freeze_org);
1642                 setproperty(VF_ANGLES, freeze_ang);
1643         }
1644         else
1645         {
1646                 freeze_org = getpropertyvec(VF_ORIGIN);
1647                 freeze_ang = getpropertyvec(VF_ANGLES);
1648         }
1649
1650         WarpZone_FixView();
1651         //WarpZone_FixPMove();
1652
1653         vector ov_org = '0 0 0';
1654         vector ov_mid = '0 0 0';
1655         vector ov_worldmin = '0 0 0';
1656         vector ov_worldmax = '0 0 0';
1657         if(autocvar_cl_orthoview)
1658         {
1659                 ov_worldmin = mi_picmin;
1660                 ov_worldmax = mi_picmax;
1661
1662                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1663                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1664                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1665
1666                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1667                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1668
1669                 float ov_nearest = vlen(ov_org - vec3(
1670                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1671                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1672                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1673                 ));
1674
1675                 float ov_furthest = 0;
1676                 float dist = 0;
1677
1678                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1679                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1680                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1681                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1682                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1683                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1684                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1685                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1686
1687                 if(!ov_enabled)
1688                 {
1689                         oldr_nearclip = cvar("r_nearclip");
1690                         oldr_farclip_base = cvar("r_farclip_base");
1691                         oldr_farclip_world = cvar("r_farclip_world");
1692                         oldr_novis = cvar("r_novis");
1693                         oldr_useportalculling = cvar("r_useportalculling");
1694                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1695                 }
1696
1697                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1698                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1699                 cvar_settemp("r_farclip_world", "0");
1700                 cvar_settemp("r_novis", "1");
1701                 cvar_settemp("r_useportalculling", "0");
1702                 cvar_settemp("r_useinfinitefarclip", "0");
1703
1704                 setproperty(VF_ORIGIN, ov_org);
1705                 setproperty(VF_ANGLES, '90 0 0');
1706
1707                 ov_enabled = true;
1708
1709                 #if 0
1710                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1711                         vtos(ov_org),
1712                         vtos(getpropertyvec(VF_ANGLES)),
1713                         ov_distance,
1714                         ov_nearest,
1715                         ov_furthest);
1716                 #endif
1717         }
1718         else
1719         {
1720                 if(ov_enabled)
1721                 {
1722                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1723                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1724                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1725                         cvar_set("r_novis", ftos(oldr_novis));
1726                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1727                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1728                 }
1729                 ov_enabled = false;
1730         }
1731
1732         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1733         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1734         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1735                 viewmodel_draw(viewmodels[slot]);
1736
1737         // Render the Scene
1738         view_origin = getpropertyvec(VF_ORIGIN);
1739         view_angles = getpropertyvec(VF_ANGLES);
1740         makevectors(view_angles);
1741         view_forward = v_forward;
1742         view_right = v_right;
1743         view_up = v_up;
1744
1745 #ifdef BLURTEST
1746         if(time > blurtest_time0 && time < blurtest_time1)
1747         {
1748                 float r, t;
1749
1750                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1751                 r = t * blurtest_radius;
1752                 f = 1 / (t ** blurtest_power) - 1;
1753
1754                 cvar_set("r_glsl_postprocess", "1");
1755                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1756         }
1757         else
1758         {
1759                 cvar_set("r_glsl_postprocess", "0");
1760                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1761         }
1762 #endif
1763
1764         TargetMusic_Advance();
1765         Fog_Force();
1766
1767         if(drawtime == 0)
1768                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1769         else
1770                 drawframetime = bound(0.000001, time - drawtime, 1);
1771         drawtime = time;
1772
1773         // watch for gametype changes here...
1774         // in ParseStuffCMD the cmd isn't executed yet :/
1775         // might even be better to add the gametype to TE_CSQC_INIT...?
1776         if(!postinit)
1777                 PostInit();
1778
1779         if(intermission && !intermission_time)
1780                 intermission_time = time;
1781
1782         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1783         {
1784                 if(calledhooks & HOOK_START)
1785                 {
1786                         localcmd("\ncl_hook_gameend\n");
1787                         calledhooks |= HOOK_END;
1788                 }
1789         }
1790
1791         Announcer();
1792
1793         fov = autocvar_fov;
1794         if(fov <= 59.5)
1795         {
1796                 if(!zoomscript_caught)
1797                 {
1798                         localcmd("+button9\n");
1799                         zoomscript_caught = 1;
1800                 }
1801         }
1802         else
1803         {
1804                 if(zoomscript_caught)
1805                 {
1806                         localcmd("-button9\n");
1807                         zoomscript_caught = 0;
1808                 }
1809         }
1810
1811         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1812
1813         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1814         {
1815                 entity wepent = viewmodels[slot];
1816
1817                 if(wepent.last_switchweapon != wepent.switchweapon)
1818                 {
1819                         weapontime = time;
1820                         wepent.last_switchweapon = wepent.switchweapon;
1821                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1822                         {
1823                                 localcmd("-zoom\n");
1824                                 button_zoom = false;
1825                         }
1826                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1827                         {
1828                                 localcmd("-fire\n");
1829                                 localcmd("-fire2\n");
1830                                 button_attack2 = false;
1831                         }
1832                 }
1833                 if(wepent.last_activeweapon != wepent.activeweapon)
1834                 {
1835                         wepent.last_activeweapon = wepent.activeweapon;
1836
1837                         e = wepent.activeweapon;
1838                         if(e.netname != "")
1839                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1840                         else if(slot == 0)
1841                                 localcmd("\ncl_hook_activeweapon none\n");
1842                 }
1843         }
1844
1845         // ALWAYS Clear Current Scene First
1846         clearscene();
1847
1848         setproperty(VF_ORIGIN, view_origin);
1849         setproperty(VF_ANGLES, view_angles);
1850
1851         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1852         setproperty(VF_SIZE, vf_size);
1853         setproperty(VF_MIN, vf_min);
1854
1855         // Assign Standard Viewflags
1856         // Draw the World (and sky)
1857         setproperty(VF_DRAWWORLD, 1);
1858
1859         // Set the console size vars
1860         vid_conwidth = autocvar_vid_conwidth;
1861         vid_conheight = autocvar_vid_conheight;
1862         vid_pixelheight = autocvar_vid_pixelheight;
1863
1864         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1865         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1866         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1867
1868         if(camera_active) // Camera for demo playback
1869         {
1870                 if(autocvar_camera_enable)
1871                         CSQC_Demo_Camera();
1872                 else
1873                 {
1874                         cvar_set("chase_active", ftos(chase_active_backup));
1875                         cvar_set("cl_demo_mousegrab", "0");
1876                         camera_active = false;
1877                 }
1878         }
1879         else
1880         {
1881 #ifdef CAMERATEST
1882                 if(autocvar_camera_enable)
1883 #else
1884                 if(autocvar_camera_enable && isdemo())
1885 #endif
1886                 {
1887                         // Enable required Darkplaces cvars
1888                         chase_active_backup = autocvar_chase_active;
1889                         cvar_set("chase_active", "2");
1890                         cvar_set("cl_demo_mousegrab", "1");
1891                         camera_active = true;
1892                         camera_mode = false;
1893                 }
1894         }
1895
1896         // Draw the Crosshair
1897         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1898
1899         // Draw the Engine Status Bar (the default Quake HUD)
1900         setproperty(VF_DRAWENGINESBAR, 0);
1901
1902         // Update the mouse position
1903         /*
1904            mousepos_x = vid_conwidth;
1905            mousepos_y = vid_conheight;
1906            mousepos = mousepos*0.5 + getmousepos();
1907          */
1908
1909         IL_EACH(g_drawables, it.draw, it.draw(it));
1910
1911         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1912         renderscene();
1913
1914         // now switch to 2D drawing mode by calling a 2D drawing function
1915         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1916         // next R_RenderScene call
1917         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1918
1919         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1920         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1921         {
1922                 // apply night vision effect
1923                 vector tc_00, tc_01, tc_10, tc_11;
1924                 vector rgb = '0 0 0';
1925
1926                 if(!nightvision_noise)
1927                 {
1928                         nightvision_noise = new(nightvision_noise);
1929                 }
1930                 if(!nightvision_noise2)
1931                 {
1932                         nightvision_noise2 = new(nightvision_noise2);
1933                 }
1934
1935                 // color tint in yellow
1936                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1937
1938                 // draw BG
1939                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1940                 rgb = '1 1 1';
1941                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1942                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1943                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1944                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1945                 tc_11 = tc_01 + tc_10 - tc_00;
1946                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1947                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1948                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1949                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1950                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1951                 R_EndPolygon();
1952
1953                 // draw FG
1954                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1955                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1956                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1957                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1958                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1959                 tc_11 = tc_01 + tc_10 - tc_00;
1960                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1961                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1962                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1963                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1964                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1965                 R_EndPolygon();
1966         }
1967
1968         if(autocvar_cl_reticle)
1969         {
1970                 string reticle_image = string_null;
1971                 bool wep_zoomed = false;
1972                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1973                 {
1974                         entity wepe = viewmodels[slot];
1975                         Weapon wep = wepe.activeweapon;
1976                         if(wep != WEP_Null && wep.wr_zoom)
1977                         {
1978                                 bool do_zoom = wep.wr_zoom(wep, NULL);
1979                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
1980                                         reticle_image = wep.w_reticle;
1981                                 wep_zoomed += do_zoom;
1982                         }
1983                 }
1984                 // Draw the aiming reticle for weapons that use it
1985                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1986                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1987                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1988                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1989                 {
1990                         // no zoom reticle while dead
1991                         reticle_type = 0;
1992                 }
1993                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
1994                 {
1995                         if(reticle_image) { reticle_type = 2; }
1996                         else { reticle_type = 0; }
1997                 }
1998                 else if(button_zoom || zoomscript_caught)
1999                 {
2000                         // normal zoom
2001                         reticle_type = 1;
2002                 }
2003
2004                 if(reticle_type)
2005                 {
2006                         if(autocvar_cl_reticle_stretch)
2007                         {
2008                                 reticle_size.x = vid_conwidth;
2009                                 reticle_size.y = vid_conheight;
2010                                 reticle_pos.x = 0;
2011                                 reticle_pos.y = 0;
2012                         }
2013                         else
2014                         {
2015                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2016                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2017                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2018                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2019                         }
2020
2021                         if(zoomscript_caught)
2022                                 f = 1;
2023                         else
2024                                 f = current_zoomfraction;
2025
2026                         if(f)
2027                         {
2028                                 switch(reticle_type)
2029                                 {
2030                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2031                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2032                                 }
2033                         }
2034                 }
2035         }
2036         else
2037         {
2038                 if(reticle_type != 0) { reticle_type = 0; }
2039         }
2040
2041
2042         // improved polyblend
2043         if(autocvar_hud_contents)
2044         {
2045                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2046                 vector liquidcolor;
2047
2048                 switch(pointcontents(view_origin))
2049                 {
2050                         case CONTENT_WATER:
2051                                 liquidalpha = autocvar_hud_contents_water_alpha;
2052                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2053                                 incontent = 1;
2054                                 break;
2055
2056                         case CONTENT_LAVA:
2057                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2058                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2059                                 incontent = 1;
2060                                 break;
2061
2062                         case CONTENT_SLIME:
2063                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2064                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2065                                 incontent = 1;
2066                                 break;
2067
2068                         default:
2069                                 liquidalpha = 0;
2070                                 liquidcolor = '0 0 0';
2071                                 incontent = 0;
2072                                 break;
2073                 }
2074
2075                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2076                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2077                         contentfadetime = autocvar_hud_contents_fadeintime;
2078                         liquidalpha_prev = liquidalpha;
2079                         liquidcolor_prev = liquidcolor;
2080                 }
2081                 else
2082                         contentfadetime = autocvar_hud_contents_fadeouttime;
2083
2084                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2085                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2086
2087                 if(contentavgalpha)
2088                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2089
2090                 if(autocvar_hud_postprocessing)
2091                 {
2092                         if(autocvar_hud_contents_blur && contentavgalpha)
2093                         {
2094                                 content_blurpostprocess.x = 1;
2095                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2096                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2097                         }
2098                         else
2099                         {
2100                                 content_blurpostprocess.x = 0;
2101                                 content_blurpostprocess.y = 0;
2102                                 content_blurpostprocess.z = 0;
2103                         }
2104                 }
2105         }
2106
2107         if(autocvar_hud_damage && !STAT(FROZEN))
2108         {
2109                 splash_size.x = max(vid_conwidth, vid_conheight);
2110                 splash_size.y = max(vid_conwidth, vid_conheight);
2111                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2112                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2113
2114                 float myhealth_flash_temp;
2115                 myhealth = STAT(HEALTH);
2116
2117                 // fade out
2118                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2119                 // add new damage
2120                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2121
2122                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2123                 pain_threshold = autocvar_hud_damage_pain_threshold;
2124                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2125                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2126
2127                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2128                 {
2129                         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);
2130                 }
2131
2132                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2133
2134                 if(myhealth_prev < 1)
2135                 {
2136                         if(myhealth >= 1)
2137                         {
2138                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2139                                 myhealth_flash_temp = 0;
2140                         }
2141                         else
2142                         {
2143                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2144                         }
2145                 }
2146
2147                 if(spectatee_status == -1 || intermission)
2148                 {
2149                         myhealth_flash = 0; // observing, or match ended
2150                         myhealth_flash_temp = 0;
2151                 }
2152
2153                 myhealth_prev = myhealth;
2154
2155                 // IDEA: change damage color/picture based on player model for robot/alien species?
2156                 // pro: matches model better
2157                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2158                 // maybe different reddish pics?
2159                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2160                 {
2161                         if(autocvar_cl_gentle_damage == 2)
2162                         {
2163                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2164                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2165                         }
2166                         else
2167                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2168
2169                         if(myhealth_flash_temp > 0)
2170                                 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);
2171                 }
2172                 else if(myhealth_flash_temp > 0)
2173                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2174
2175                 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.
2176                 {
2177                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2178                         {
2179                                 damage_blurpostprocess.x = 1;
2180                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2181                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2182                         }
2183                         else
2184                         {
2185                                 damage_blurpostprocess.x = 0;
2186                                 damage_blurpostprocess.y = 0;
2187                                 damage_blurpostprocess.z = 0;
2188                         }
2189                 }
2190         }
2191
2192         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2193         float e2 = (autocvar_hud_powerup != 0);
2194         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2195         {
2196                 // enable or disable rendering types if they are used or not
2197                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2198                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2199
2200                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2201                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2202                 {
2203                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2204                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2205                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2206                         {
2207                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2208                                 old_blurradius = blurradius;
2209                                 old_bluralpha = bluralpha;
2210                         }
2211                 }
2212                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2213                 {
2214                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2215                         old_blurradius = 0;
2216                         old_bluralpha = 0;
2217                 }
2218
2219                 // edge detection postprocess handling done second (used by hud_powerup)
2220                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2221                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2222                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2223
2224                 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
2225
2226                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2227                 {
2228                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2229                         {
2230                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2231                                 old_sharpen_intensity = sharpen_intensity;
2232                         }
2233                 }
2234                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2235                 {
2236                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2237                         old_sharpen_intensity = 0;
2238                 }
2239
2240                 if(cvar("r_glsl_postprocess") == 0)
2241                         cvar_set("r_glsl_postprocess", "2");
2242         }
2243         else if(cvar("r_glsl_postprocess") == 2)
2244                 cvar_set("r_glsl_postprocess", "0");
2245
2246         /*if(gametype == MAPINFO_TYPE_CTF)
2247           {
2248           ctf_view();
2249           } else */
2250
2251         // draw 2D entities
2252         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2253         Draw_ShowNames_All();
2254 #ifdef DEBUGDRAW
2255         Debug_Draw();
2256 #endif
2257
2258         scoreboard_active = Scoreboard_WouldDraw();
2259
2260         HUD_Draw(this); // this parameter for deep vehicle function
2261
2262         if(NextFrameCommand)
2263         {
2264                 localcmd("\n", NextFrameCommand, "\n");
2265                 NextFrameCommand = string_null;
2266         }
2267
2268         // we must do this check AFTER a frame was rendered, or it won't work
2269         if(cs_project_is_b0rked == 0)
2270         {
2271                 string w0, h0;
2272                 w0 = ftos(autocvar_vid_conwidth);
2273                 h0 = ftos(autocvar_vid_conheight);
2274                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2275                 //setproperty(VF_FOV, '90 90 0');
2276                 setproperty(VF_ORIGIN, '0 0 0');
2277                 setproperty(VF_ANGLES, '0 0 0');
2278                 setproperty(VF_PERSPECTIVE, 1);
2279                 makevectors('0 0 0');
2280                 vector v1, v2;
2281                 cvar_set("vid_conwidth", "800");
2282                 cvar_set("vid_conheight", "600");
2283                 v1 = cs_project(v_forward);
2284                 cvar_set("vid_conwidth", "640");
2285                 cvar_set("vid_conheight", "480");
2286                 v2 = cs_project(v_forward);
2287                 if(v1 == v2)
2288                         cs_project_is_b0rked = 1;
2289                 else
2290                         cs_project_is_b0rked = -1;
2291                 cvar_set("vid_conwidth", w0);
2292                 cvar_set("vid_conheight", h0);
2293         }
2294
2295         if(autocvar__hud_configure)
2296                 HUD_Panel_Mouse();
2297         else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2298                 HUD_Minigame_Mouse();
2299         else if(QuickMenu_IsOpened())
2300                 QuickMenu_Mouse();
2301         else
2302                 HUD_Radar_Mouse();
2303
2304         cl_notice_run();
2305         unpause_update();
2306         Net_Flush();
2307
2308         // let's reset the view back to normal for the end
2309         setproperty(VF_MIN, '0 0 0');
2310         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2311
2312         IL_ENDFRAME();
2313 }
2314
2315
2316 // following vectors must be global to allow seamless switching between camera modes
2317 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2318 void CSQC_Demo_Camera()
2319 {
2320         float speed, attenuation, dimensions;
2321         vector tmp, delta;
2322
2323         if( autocvar_camera_reset || !camera_mode )
2324         {
2325                 camera_offset = '0 0 0';
2326                 current_angles = '0 0 0';
2327                 camera_direction = '0 0 0';
2328                 camera_offset.z += 30;
2329                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2330                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2331                 current_origin = view_origin;
2332                 current_camera_offset  = camera_offset;
2333                 cvar_set("camera_reset", "0");
2334                 camera_mode = CAMERA_CHASE;
2335         }
2336
2337         // Camera angles
2338         if( camera_roll )
2339                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2340
2341         if(autocvar_camera_look_player)
2342         {
2343                 vector dir;
2344                 float n;
2345
2346                 dir = normalize(view_origin - current_position);
2347                 n = mouse_angles.z;
2348                 mouse_angles = vectoangles(dir);
2349                 mouse_angles.x = mouse_angles.x * -1;
2350                 mouse_angles.z = n;
2351         }
2352         else
2353         {
2354                 tmp = getmousepos() * 0.1;
2355                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2356                 {
2357                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2358                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2359                 }
2360         }
2361
2362         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2363         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2364         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2365         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2366
2367         // Fix difference when angles don't have the same sign
2368         delta = '0 0 0';
2369         if(mouse_angles.y < -60 && current_angles.y > 60)
2370                 delta = '0 360 0';
2371         if(mouse_angles.y > 60 && current_angles.y < -60)
2372                 delta = '0 -360 0';
2373
2374         if(autocvar_camera_look_player)
2375                 attenuation = autocvar_camera_look_attenuation;
2376         else
2377                 attenuation = autocvar_camera_speed_attenuation;
2378
2379         attenuation = 1 / max(1, attenuation);
2380         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2381
2382         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2383         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2384         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2385         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2386
2387         // Camera position
2388         tmp = '0 0 0';
2389         dimensions = 0;
2390
2391         if( camera_direction.x )
2392         {
2393                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2394                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2395                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2396                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2397                 ++dimensions;
2398         }
2399
2400         if( camera_direction.y )
2401         {
2402                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2403                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2404                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2405                 ++dimensions;
2406         }
2407
2408         if( camera_direction.z )
2409         {
2410                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2411                 ++dimensions;
2412         }
2413
2414         if(autocvar_camera_free)
2415                 speed = autocvar_camera_speed_free;
2416         else
2417                 speed = autocvar_camera_speed_chase;
2418
2419         if(dimensions)
2420         {
2421                 speed = speed * sqrt(1 / dimensions);
2422                 camera_offset += tmp * speed;
2423         }
2424
2425         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2426
2427         // Camera modes
2428         if( autocvar_camera_free )
2429         {
2430                 if ( camera_mode == CAMERA_CHASE )
2431                 {
2432                         current_camera_offset = current_origin + current_camera_offset;
2433                         camera_offset = current_origin + camera_offset;
2434                 }
2435
2436                 camera_mode = CAMERA_FREE;
2437                 current_position = current_camera_offset;
2438         }
2439         else
2440         {
2441                 if ( camera_mode == CAMERA_FREE )
2442                 {
2443                         current_origin = view_origin;
2444                         camera_offset = camera_offset - current_origin;
2445                         current_camera_offset = current_camera_offset - current_origin;
2446                 }
2447
2448                 camera_mode = CAMERA_CHASE;
2449
2450                 if(autocvar_camera_chase_smoothly)
2451                         current_origin += (view_origin - current_origin) * attenuation;
2452                 else
2453                         current_origin = view_origin;
2454
2455                 current_position = current_origin + current_camera_offset;
2456         }
2457
2458         setproperty(VF_ANGLES, current_angles);
2459         setproperty(VF_ORIGIN, current_position);
2460 }