]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Unfold CSQC_common_hud(void)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "_all.qh"
2
3 #include "announcer.qh"
4 #include "hook.qh"
5 #include "hud.qh"
6 #include "hud_config.qh"
7 #include "mapvoting.qh"
8 #include "scoreboard.qh"
9 #include "shownames.qh"
10
11 #include "mutators/events.qh"
12
13 #include "../common/constants.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/nades/all.qh"
16 #include "../common/stats.qh"
17 #include "../common/triggers/target/music.qh"
18 #include "../common/teams.qh"
19 #include "../common/util.qh"
20
21 #include "../common/weapons/all.qh"
22
23 #include "../csqcmodellib/cl_player.qh"
24
25 #include "../warpzonelib/client.qh"
26 #include "../warpzonelib/common.qh"
27
28 entity porto;
29 vector polyline[16];
30 void Porto_Draw(entity this)
31 {
32         vector p, dir, ang, q, nextdir;
33         float portal_number, portal1_idx;
34
35         if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
36                 return;
37         if(g_balance_porto_secondary)
38                 return;
39         if(intermission == 1)
40                 return;
41         if(intermission == 2)
42                 return;
43         if (getstati(STAT_HEALTH) <= 0)
44                 return;
45
46         dir = view_forward;
47
48         if(angles_held_status)
49         {
50                 makevectors(angles_held);
51                 dir = v_forward;
52         }
53
54         p = view_origin;
55
56         polyline[0] = p;
57         int idx = 1;
58         portal_number = 0;
59         nextdir = dir;
60
61         for (;;)
62         {
63                 dir = nextdir;
64                 traceline(p, p + 65536 * dir, true, porto);
65                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
66                         return;
67                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
68                 p = trace_endpos;
69                 polyline[idx] = p;
70                 ++idx;
71                 if(idx >= 16)
72                         return;
73                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
74                         continue;
75                 ++portal_number;
76                 ang = vectoangles2(trace_plane_normal, dir);
77                 ang.x = -ang.x;
78                 makevectors(ang);
79                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
80                         return;
81                 if(portal_number == 1)
82                 {
83                         portal1_idx = idx;
84                         if(portal_number >= 2)
85                                 break;
86                 }
87         }
88
89         while(idx >= 2)
90         {
91                 p = polyline[idx-2];
92                 q = polyline[idx-1];
93                 if(idx == 2)
94                         p = p - view_up * 16;
95                 if(idx-1 >= portal1_idx)
96                 {
97                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
98                 }
99                 else
100                 {
101                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
102                 }
103                 --idx;
104         }
105 }
106
107 void Porto_Init()
108 {
109         porto = spawn();
110         porto.classname = "porto";
111         porto.draw = Porto_Draw;
112         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
113 }
114
115 float drawtime;
116 float avgspeed;
117 vector GetCurrentFov(float fov)
118 {
119         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
120         float velocityzoom, curspeed;
121         vector v;
122
123         zoomsensitivity = autocvar_cl_zoomsensitivity;
124         zoomfactor = autocvar_cl_zoomfactor;
125         if(zoomfactor < 1 || zoomfactor > 30)
126                 zoomfactor = 2.5;
127         zoomspeed = autocvar_cl_zoomspeed;
128         if(zoomspeed >= 0)
129         if(zoomspeed < 0.5 || zoomspeed > 16)
130                         zoomspeed = 3.5;
131
132         zoomdir = button_zoom;
133         if(hud == HUD_NORMAL)
134         if(switchweapon == activeweapon)
135         if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
136                 zoomdir += button_attack2;
137         if(spectatee_status > 0 || isdemo())
138         {
139                 if(spectatorbutton_zoom)
140                 {
141                         if(zoomdir)
142                                 zoomdir = 0;
143                         else
144                                 zoomdir = 1;
145                 }
146                 // fteqcc failed twice here already, don't optimize this
147         }
148
149         if(zoomdir) { zoomin_effect = 0; }
150
151         if(camera_active)
152         {
153                 current_viewzoom = min(1, current_viewzoom + drawframetime);
154         }
155         else if(autocvar_cl_spawnzoom && zoomin_effect)
156         {
157                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
158
159                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
160                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
161                 if(current_viewzoom == 1) { zoomin_effect = 0; }
162         }
163         else
164         {
165                 if(zoomspeed < 0) // instant zoom
166                 {
167                         if(zoomdir)
168                                 current_viewzoom = 1 / zoomfactor;
169                         else
170                                 current_viewzoom = 1;
171                 }
172                 else
173                 {
174                         if(zoomdir)
175                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
176                         else
177                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
178                 }
179         }
180
181         if(almost_equals(current_viewzoom, 1))
182                 current_zoomfraction = 0;
183         else if(almost_equals(current_viewzoom, 1/zoomfactor))
184                 current_zoomfraction = 1;
185         else
186                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
187
188         if(zoomsensitivity < 1)
189                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
190         else
191                 setsensitivityscale(1);
192
193         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
194         {
195                 if(intermission) { curspeed = 0; }
196                 else
197                 {
198
199                         makevectors(view_angles);
200                         v = pmove_vel;
201                         if(csqcplayer)
202                                 v = csqcplayer.velocity;
203
204                         switch(autocvar_cl_velocityzoom_type)
205                         {
206                                 case 3: curspeed = max(0, v_forward * v); break;
207                                 case 2: curspeed = (v_forward * v); break;
208                                 case 1: default: curspeed = vlen(v); break;
209                         }
210                 }
211
212                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
213                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
214                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
215
216                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
217         }
218         else
219                 velocityzoom = 1;
220
221         float frustumx, frustumy, fovx, fovy;
222         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
223         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
224         fovx = atan2(frustumx, 1) / M_PI * 360.0;
225         fovy = atan2(frustumy, 1) / M_PI * 360.0;
226
227         return '1 0 0' * fovx + '0 1 0' * fovy;
228 }
229
230 vector GetViewLocationFOV(float fov)
231 {
232         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
233         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
234         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
235         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
236         return '1 0 0' * fovx + '0 1 0' * fovy;
237 }
238
239 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
240 {
241         float fovx, fovy;
242         float width = (ov_worldmax.x - ov_worldmin.x);
243         float height = (ov_worldmax.y - ov_worldmin.y);
244         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
245         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
246         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
247         return '1 0 0' * fovx + '0 1 0' * fovy;
248 }
249
250 // this function must match W_SetupShot!
251 float zoomscript_caught;
252
253 vector wcross_origin;
254 float wcross_scale_prev, wcross_alpha_prev;
255 vector wcross_color_prev;
256 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
257 vector wcross_color_goal_prev;
258 float wcross_changedonetime;
259
260 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
261 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
262 float wcross_name_changestarttime, wcross_name_changedonetime;
263 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
264
265 float wcross_ring_prev;
266
267 entity trueaim;
268 entity trueaim_rifle;
269
270 const float SHOTTYPE_HITTEAM = 1;
271 const float SHOTTYPE_HITOBSTRUCTION = 2;
272 const float SHOTTYPE_HITWORLD = 3;
273 const float SHOTTYPE_HITENEMY = 4;
274
275 void TrueAim_Init()
276 {
277         trueaim = spawn();
278         trueaim.classname = "trueaim";
279         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
280         trueaim_rifle = spawn();
281         trueaim_rifle.classname = "trueaim_rifle";
282         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
283 }
284
285 float EnemyHitCheck()
286 {
287         float t, n;
288         wcross_origin = project_3d_to_2d(trace_endpos);
289         wcross_origin.z = 0;
290         if(trace_ent)
291                 n = trace_ent.entnum;
292         else
293                 n = trace_networkentity;
294         if(n < 1)
295                 return SHOTTYPE_HITWORLD;
296         if(n > maxclients)
297                 return SHOTTYPE_HITWORLD;
298         t = GetPlayerColor(n - 1);
299         if(teamplay)
300                 if(t == myteam)
301                         return SHOTTYPE_HITTEAM;
302         if(t == NUM_SPECTATOR)
303                 return SHOTTYPE_HITWORLD;
304         return SHOTTYPE_HITENEMY;
305 }
306
307 float TrueAimCheck()
308 {
309         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
310         vector vecs, trueaimpoint, w_shotorg;
311         vector mi, ma, dv;
312         float shottype;
313         entity ta;
314         float mv;
315
316         mi = ma = '0 0 0';
317         ta = trueaim;
318         mv = MOVE_NOMONSTERS;
319
320         switch(activeweapon) // WEAPONTODO
321         {
322                 case WEP_TUBA.m_id: // no aim
323                 case WEP_PORTO.m_id: // shoots from eye
324                 case WEP_NEXBALL.m_id: // shoots from eye
325                 case WEP_HOOK.m_id: // no trueaim
326                 case WEP_MORTAR.m_id: // toss curve
327                         return SHOTTYPE_HITWORLD;
328                 case WEP_VORTEX.m_id:
329                 case WEP_VAPORIZER.m_id:
330                         mv = MOVE_NORMAL;
331                         break;
332                 case WEP_RIFLE.m_id:
333                         ta = trueaim_rifle;
334                         mv = MOVE_NORMAL;
335                         if(zoomscript_caught)
336                         {
337                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
338                                 return EnemyHitCheck();
339                         }
340                         break;
341                 case WEP_DEVASTATOR.m_id: // projectile has a size!
342                         mi = '-3 -3 -3';
343                         ma = '3 3 3';
344                         break;
345                 case WEP_FIREBALL.m_id: // projectile has a size!
346                         mi = '-16 -16 -16';
347                         ma = '16 16 16';
348                         break;
349                 case WEP_SEEKER.m_id: // projectile has a size!
350                         mi = '-2 -2 -2';
351                         ma = '2 2 2';
352                         break;
353                 case WEP_ELECTRO.m_id: // projectile has a size!
354                         mi = '0 0 -3';
355                         ma = '0 0 -3';
356                         break;
357         }
358
359         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
360
361         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
362
363         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
364         trueaimpoint = trace_endpos;
365
366         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
367                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
368
369         if(vecs.x > 0)
370                 vecs.y = -vecs.y;
371         else
372                 vecs = '0 0 0';
373
374         dv = view_right * vecs.y + view_up * vecs.z;
375         w_shotorg = traceorigin + dv;
376
377         // now move the vecs forward as much as requested if possible
378         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
379         w_shotorg = trace_endpos - view_forward * nudge;
380
381         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
382         shottype = EnemyHitCheck();
383         if(shottype != SHOTTYPE_HITWORLD)
384                 return shottype;
385
386 #if 0
387         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
388         // or rather, I know why, but see no fix
389         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
390                 // 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
391                 return SHOTTYPE_HITOBSTRUCTION;
392 #endif
393
394         return SHOTTYPE_HITWORLD;
395 }
396
397 void PostInit(void);
398 void CSQC_Demo_Camera();
399 float HUD_WouldDrawScoreboard();
400 float camera_mode;
401 const float CAMERA_FREE = 1;
402 const float CAMERA_CHASE = 2;
403 float reticle_type;
404 string reticle_image;
405 string NextFrameCommand;
406
407 vector freeze_org, freeze_ang;
408 entity nightvision_noise, nightvision_noise2;
409
410 const float MAX_TIME_DIFF = 5;
411 float pickup_crosshair_time, pickup_crosshair_size;
412 float hitindication_crosshair_size;
413 float use_vortex_chargepool;
414
415 float myhealth, myhealth_prev;
416 float myhealth_flash;
417
418 float old_blurradius, old_bluralpha;
419 float old_sharpen_intensity;
420
421 vector myhealth_gentlergb;
422
423 float contentavgalpha, liquidalpha_prev;
424 vector liquidcolor_prev;
425
426 float eventchase_current_distance;
427 float eventchase_running;
428 bool WantEventchase()
429 {SELFPARAM();
430         if(autocvar_cl_orthoview)
431                 return false;
432         if(intermission)
433                 return true;
434         if(self.viewloc)
435                 return true;
436         if(spectatee_status >= 0)
437         {
438                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
439                         return true;
440                 if(MUTATOR_CALLHOOK(WantEventchase, self))
441                         return true;
442                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
443                         return true;
444                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
445                 {
446                         if(autocvar_cl_eventchase_death == 2)
447                         {
448                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
449                                 if(self.velocity == '0 0 0' || eventchase_running)
450                                         return true;
451                         }
452                         else return true;
453                 }
454         }
455         return false;
456 }
457
458 void HUD_Vehicle()
459 {
460         if(!hud || intermission)
461                 return;
462
463         if(hud == HUD_BUMBLEBEE_GUN)
464                 CSQC_BUMBLE_GUN_HUD();
465         else {
466                 Vehicle info = get_vehicleinfo(hud);
467                 info.vr_hud(info);
468         }
469 }
470
471 void HUD_Crosshair_Vehicle()
472 {
473         if(!hud || intermission)
474                 return;
475
476         if(hud != HUD_BUMBLEBEE_GUN)
477         {
478                 Vehicle info = get_vehicleinfo(hud);
479                 info.vr_crosshair(info);
480         }
481 }
482
483 vector damage_blurpostprocess, content_blurpostprocess;
484
485 float unaccounted_damage = 0;
486 void UpdateDamage()
487 {
488         // accumulate damage with each stat update
489         static float damage_total_prev = 0;
490         float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
491         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
492         damage_total_prev = damage_total;
493
494         static float damage_dealt_time_prev = 0;
495         float damage_dealt_time = getstatf(STAT_HIT_TIME);
496         if (damage_dealt_time != damage_dealt_time_prev)
497         {
498                 unaccounted_damage += unaccounted_damage_new;
499                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
500         }
501         damage_dealt_time_prev = damage_dealt_time;
502
503         // prevent hitsound when switching spectatee
504         static float spectatee_status_prev = 0;
505         if (spectatee_status != spectatee_status_prev)
506                 unaccounted_damage = 0;
507         spectatee_status_prev = spectatee_status;
508 }
509
510 void HitSound()
511 {
512         // varying sound pitch
513
514         static float hitsound_time_prev = 0;
515         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
516         float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
517         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
518         {
519                 if (autocvar_cl_hitsound && unaccounted_damage)
520                 {
521                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
522                         float a = autocvar_cl_hitsound_max_pitch;
523                         float b = autocvar_cl_hitsound_min_pitch;
524                         float c = autocvar_cl_hitsound_nom_damage;
525                         float x = unaccounted_damage;
526                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
527
528                         // if sound variation is disabled, set pitch_shift to 1
529                         if (autocvar_cl_hitsound == 1)
530                                 pitch_shift = 1;
531
532                         // if pitch shift is reversed, mirror in (max-min)/2 + min
533                         if (autocvar_cl_hitsound == 3)
534                         {
535                                 float mirror_value = (a-b)/2 + b;
536                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
537                         }
538
539                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
540
541                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
542                         // todo: normalize sound pressure levels? seems unnecessary
543
544                         sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
545                 }
546                 unaccounted_damage = 0;
547                 hitsound_time_prev = time;
548         }
549
550         static float typehit_time_prev = 0;
551         float typehit_time = getstatf(STAT_TYPEHIT_TIME);
552         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
553         {
554                 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
555                 typehit_time_prev = typehit_time;
556         }
557 }
558
559 void HUD_Crosshair()
560 {SELFPARAM();
561         static float rainbow_last_flicker;
562     static vector rainbow_prev_color;
563         entity e = self;
564         float f, i, j;
565         vector v;
566         if(!scoreboard_active && !camera_active && intermission != 2 &&
567                 spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc &&
568                 !HUD_MinigameMenu_IsOpened() )
569         {
570                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
571                         return;
572
573                 string wcross_style;
574                 float wcross_alpha, wcross_resolution;
575                 wcross_style = autocvar_crosshair;
576                 if (wcross_style == "0")
577                         return;
578                 wcross_resolution = autocvar_crosshair_size;
579                 if (wcross_resolution == 0)
580                         return;
581                 wcross_alpha = autocvar_crosshair_alpha;
582                 if (wcross_alpha == 0)
583                         return;
584
585                 // TrueAim check
586                 float shottype;
587
588                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
589                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
590                 wcross_origin.z = 0;
591                 if(autocvar_crosshair_hittest)
592                 {
593                         vector wcross_oldorigin;
594                         wcross_oldorigin = wcross_origin;
595                         shottype = TrueAimCheck();
596                         if(shottype == SHOTTYPE_HITWORLD)
597                         {
598                                 v = wcross_origin - wcross_oldorigin;
599                                 v.x /= vid_conwidth;
600                                 v.y /= vid_conheight;
601                                 if(vlen(v) > 0.01)
602                                         shottype = SHOTTYPE_HITOBSTRUCTION;
603                         }
604                         if(!autocvar_crosshair_hittest_showimpact)
605                                 wcross_origin = wcross_oldorigin;
606                 }
607                 else
608                         shottype = SHOTTYPE_HITWORLD;
609
610                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
611                 string wcross_name = "";
612                 float wcross_scale, wcross_blur;
613
614                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
615                 {
616                         e = get_weaponinfo(switchingweapon);
617                         if(e)
618                         {
619                                 if(autocvar_crosshair_per_weapon)
620                                 {
621                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
622                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
623                                         //if (wcross_resolution == 0)
624                                                 //return;
625
626                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
627                                         wcross_resolution *= e.w_crosshair_size;
628                                         wcross_name = e.w_crosshair;
629                                 }
630                         }
631                 }
632
633                 if(wcross_name == "")
634                         wcross_name = strcat("gfx/crosshair", wcross_style);
635
636                 // MAIN CROSSHAIR COLOR DECISION
637                 switch(autocvar_crosshair_color_special)
638                 {
639                         case 1: // crosshair_color_per_weapon
640                         {
641                                 if(e)
642                                 {
643                                         wcross_color = e.wpcolor;
644                                         break;
645                                 }
646                                 else { goto normalcolor; }
647                         }
648
649                         case 2: // crosshair_color_by_health
650                         {
651                                 float x = getstati(STAT_HEALTH);
652
653                                 //x = red
654                                 //y = green
655                                 //z = blue
656
657                                 wcross_color.z = 0;
658
659                                 if(x > 200)
660                                 {
661                                         wcross_color.x = 0;
662                                         wcross_color.y = 1;
663                                 }
664                                 else if(x > 150)
665                                 {
666                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
667                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
668                                 }
669                                 else if(x > 100)
670                                 {
671                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
672                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
673                                         wcross_color.z = 1 - (x-100)*0.02;
674                                 }
675                                 else if(x > 50)
676                                 {
677                                         wcross_color.x = 1;
678                                         wcross_color.y = 1;
679                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
680                                 }
681                                 else if(x > 20)
682                                 {
683                                         wcross_color.x = 1;
684                                         wcross_color.y = (x-20)*90/27/100;
685                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
686                                 }
687                                 else
688                                 {
689                                         wcross_color.x = 1;
690                                         wcross_color.y = 0;
691                                 }
692                                 break;
693                         }
694
695                         case 3: // crosshair_color_rainbow
696                         {
697                                 if(time >= rainbow_last_flicker)
698                                 {
699                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
700                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
701                                 }
702                                 wcross_color = rainbow_prev_color;
703                                 break;
704                         }
705                         :normalcolor
706                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
707                 }
708
709                 if(autocvar_crosshair_effect_scalefade)
710                 {
711                         wcross_scale = wcross_resolution;
712                         wcross_resolution = 1;
713                 }
714                 else
715                 {
716                         wcross_scale = 1;
717                 }
718
719                 if(autocvar_crosshair_pickup)
720                 {
721                         float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
722
723                         if(pickup_crosshair_time < stat_pickup_time)
724                         {
725                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
726                                         pickup_crosshair_size = 1;
727
728                                 pickup_crosshair_time = stat_pickup_time;
729                         }
730
731                         if(pickup_crosshair_size > 0)
732                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
733                         else
734                                 pickup_crosshair_size = 0;
735
736                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
737                 }
738
739                 // todo: make crosshair hit indication dependent on damage dealt
740                 if(autocvar_crosshair_hitindication)
741                 {
742                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
743
744                         if(unaccounted_damage)
745                         {
746                                 hitindication_crosshair_size = 1;
747                         }
748
749                         if(hitindication_crosshair_size > 0)
750                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
751                         else
752                                 hitindication_crosshair_size = 0;
753
754                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
755                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
756                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
757                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
758                 }
759
760                 if(shottype == SHOTTYPE_HITENEMY)
761                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
762                 if(shottype == SHOTTYPE_HITTEAM)
763                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
764
765                 f = fabs(autocvar_crosshair_effect_time);
766                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
767                 {
768                         wcross_changedonetime = time + f;
769                 }
770                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
771                 {
772                         wcross_name_changestarttime = time;
773                         wcross_name_changedonetime = time + f;
774                         if(wcross_name_goal_prev_prev)
775                                 strunzone(wcross_name_goal_prev_prev);
776                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
777                         wcross_name_goal_prev = strzone(wcross_name);
778                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
779                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
780                         wcross_resolution_goal_prev = wcross_resolution;
781                 }
782
783                 wcross_scale_goal_prev = wcross_scale;
784                 wcross_alpha_goal_prev = wcross_alpha;
785                 wcross_color_goal_prev = wcross_color;
786
787                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
788                 {
789                         wcross_blur = 1;
790                         wcross_alpha *= 0.75;
791                 }
792                 else
793                         wcross_blur = 0;
794                 // *_prev is at time-frametime
795                 // * is at wcross_changedonetime+f
796                 // what do we have at time?
797                 if(time < wcross_changedonetime)
798                 {
799                         f = frametime / (wcross_changedonetime - time + frametime);
800                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
801                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
802                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
803                 }
804
805                 wcross_scale_prev = wcross_scale;
806                 wcross_alpha_prev = wcross_alpha;
807                 wcross_color_prev = wcross_color;
808
809                 MUTATOR_CALLHOOK(UpdateCrosshair);
810
811                 wcross_scale *= 1 - autocvar__menu_alpha;
812                 wcross_alpha *= 1 - autocvar__menu_alpha;
813                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
814
815                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
816                 {
817                         // crosshair rings for weapon stats
818                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
819                         {
820                                 // declarations and stats
821                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
822                                 string ring_image = string_null, ring_inner_image = string_null;
823                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
824
825                                 ring_scale = autocvar_crosshair_ring_size;
826
827                                 float weapon_clipload, weapon_clipsize;
828                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
829                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
830
831                                 float ok_ammo_charge, ok_ammo_chargepool;
832                                 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
833                                 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
834
835                                 float vortex_charge, vortex_chargepool;
836                                 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
837                                 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
838
839                                 float arc_heat = getstatf(STAT_ARC_HEAT);
840
841                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
842                                         vortex_charge_movingavg = vortex_charge;
843
844
845                                 // handle the values
846                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
847                                 {
848                                         if (vortex_chargepool || use_vortex_chargepool) {
849                                                 use_vortex_chargepool = 1;
850                                                 ring_inner_value = vortex_chargepool;
851                                         } else {
852                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
853                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
854                                         }
855
856                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
857                                         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;
858                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
859
860                                         // draw the outer ring to show the current charge of the weapon
861                                         ring_value = vortex_charge;
862                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
863                                         ring_rgb = wcross_color;
864                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
865                                 }
866                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
867                                 {
868                                         ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
869                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
870                                         ring_rgb = wcross_color;
871                                         ring_image = "gfx/crosshair_ring.tga";
872                                 }
873                                 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
874                                 {
875                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
876                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
877                                         ring_rgb = wcross_color;
878                                         ring_image = "gfx/crosshair_ring.tga";
879                                 }
880                                 else if (ok_ammo_charge)
881                                 {
882                                         ring_value = ok_ammo_chargepool;
883                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
884                                         ring_rgb = wcross_color;
885                                         ring_image = "gfx/crosshair_ring.tga";
886                                 }
887                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
888                                 {
889                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
890                                         ring_scale = autocvar_crosshair_ring_reload_size;
891                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
892                                         ring_rgb = wcross_color;
893
894                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
895                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
896                                         if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
897                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
898                                         else
899                                                 ring_image = "gfx/crosshair_ring.tga";
900                                 }
901                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
902                                 {
903                                         ring_value = arc_heat;
904                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
905                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
906                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
907                                         ring_image = "gfx/crosshair_ring.tga";
908                                 }
909
910                                 // if in weapon switch animation, fade ring out/in
911                                 if(autocvar_crosshair_effect_time > 0)
912                                 {
913                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
914                                         if (f >= 1)
915                                         {
916                                                 wcross_ring_prev = ((ring_image) ? true : false);
917                                         }
918
919                                         if(wcross_ring_prev)
920                                         {
921                                                 if(f < 1)
922                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
923                                         }
924                                         else
925                                         {
926                                                 if(f < 1)
927                                                         ring_alpha *= bound(0, f, 1);
928                                         }
929                                 }
930
931                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
932                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
933
934                                 if (ring_value)
935                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
936                         }
937
938 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
939                         do \
940                         { \
941                                 if(wcross_blur > 0) \
942                                 { \
943                                         for(i = -2; i <= 2; ++i) \
944                                         for(j = -2; j <= 2; ++j) \
945                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
946                                 } \
947                                 else \
948                                 { \
949                                         M(0,0,sz,wcross_name,wcross_alpha); \
950                                 } \
951                         } \
952                         while(0)
953
954 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
955                         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)
956
957 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
958                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
959
960                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
961                         {
962                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
963                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
964                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
965                                 f = 1 - f;
966                         }
967                         else
968                         {
969                                 f = 1;
970                         }
971                         wcross_name_alpha_goal_prev = f;
972
973                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
974                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
975
976                         if(autocvar_crosshair_dot)
977                         {
978                                 vector wcross_color_old;
979                                 wcross_color_old = wcross_color;
980
981                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
982                                         wcross_color = stov(autocvar_crosshair_dot_color);
983
984                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
985                                 // FIXME why don't we use wcross_alpha here?cl_notice_run();
986                                 wcross_color = wcross_color_old;
987                         }
988                 }
989         }
990         else
991         {
992                 wcross_scale_prev = 0;
993                 wcross_alpha_prev = 0;
994                 wcross_scale_goal_prev = 0;
995                 wcross_alpha_goal_prev = 0;
996                 wcross_changedonetime = 0;
997                 if(wcross_name_goal_prev)
998                         strunzone(wcross_name_goal_prev);
999                 wcross_name_goal_prev = string_null;
1000                 if(wcross_name_goal_prev_prev)
1001                         strunzone(wcross_name_goal_prev_prev);
1002                 wcross_name_goal_prev_prev = string_null;
1003                 wcross_name_changestarttime = 0;
1004                 wcross_name_changedonetime = 0;
1005                 wcross_name_alpha_goal_prev = 0;
1006                 wcross_name_alpha_goal_prev_prev = 0;
1007                 wcross_resolution_goal_prev = 0;
1008                 wcross_resolution_goal_prev_prev = 0;
1009         }
1010 }
1011
1012 void HUD_Draw()
1013 {
1014         if(getstati(STAT_FROZEN))
1015                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1016         else if (getstatf(STAT_HEALING_ORB)>time)
1017                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1018         if(!intermission)
1019         if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1020         {
1021                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1022                 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);
1023         }
1024         else if(getstatf(STAT_REVIVE_PROGRESS))
1025         {
1026                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1027                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1028         }
1029
1030         if(autocvar_r_letterbox == 0)
1031                 if(autocvar_viewsize < 120)
1032                 {
1033                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1034                                 Accuracy_LoadLevels();
1035
1036                         HUD_Main();
1037                         HUD_Vehicle();
1038                         HUD_DrawScoreboard();
1039
1040                         if (scoreboard_active || intermission == 2)
1041                                 HUD_Reset();
1042                 }
1043
1044         // crosshair goes VERY LAST
1045         UpdateDamage();
1046         HUD_Crosshair();
1047         HUD_Crosshair_Vehicle();
1048         HitSound();
1049 }
1050
1051 bool ov_enabled;
1052 float oldr_nearclip;
1053 float oldr_farclip_base;
1054 float oldr_farclip_world;
1055 float oldr_novis;
1056 float oldr_useportalculling;
1057 float oldr_useinfinitefarclip;
1058
1059 const int BUTTON_3 = 4;
1060 const int BUTTON_4 = 8;
1061 float cl_notice_run();
1062 float prev_myteam;
1063 int lasthud;
1064 float vh_notice_time;
1065 void WaypointSprite_Load();
1066 void CSQC_UpdateView(float w, float h)
1067 {SELFPARAM();
1068         entity e;
1069         float fov;
1070         float f;
1071         vector vf_size, vf_min;
1072         float a;
1073
1074         execute_next_frame();
1075
1076         ++framecount;
1077
1078         hud = getstati(STAT_HUD);
1079
1080         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1081                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1082
1083         lasthud = hud;
1084
1085         if(autocvar__hud_showbinds_reload) // menu can set this one
1086         {
1087                 db_close(binddb);
1088                 binddb = db_create();
1089                 cvar_set("_hud_showbinds_reload", "0");
1090         }
1091
1092         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1093                 view_quality = getproperty(VF_MINFPS_QUALITY);
1094         else
1095                 view_quality = 1;
1096
1097         button_attack2 = (input_buttons & BUTTON_3);
1098         button_zoom = (input_buttons & BUTTON_4);
1099
1100         vf_size = getpropertyvec(VF_SIZE);
1101         vf_min = getpropertyvec(VF_MIN);
1102         vid_width = vf_size.x;
1103         vid_height = vf_size.y;
1104
1105         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1106         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1107
1108         WaypointSprite_Load();
1109
1110         CSQCPlayer_SetCamera();
1111
1112         if(player_localentnum <= maxclients) // is it a client?
1113                 current_player = player_localentnum - 1;
1114         else // then player_localentnum is the vehicle I'm driving
1115                 current_player = player_localnum;
1116         myteam = GetPlayerColor(current_player);
1117
1118         if(myteam != prev_myteam)
1119         {
1120                 myteamcolors = colormapPaletteColor(myteam, 1);
1121                 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1122                 prev_myteam = myteam;
1123         }
1124
1125         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1126
1127         float is_dead = (getstati(STAT_HEALTH) <= 0);
1128
1129         // FIXME do we need this hack?
1130         if(isdemo())
1131         {
1132                 // in demos, input_buttons do not work
1133                 button_zoom = (autocvar__togglezoom == "-");
1134         }
1135         else if(button_zoom
1136                 && autocvar_cl_unpress_zoom_on_death
1137                 && (spectatee_status >= 0)
1138                 && (is_dead || intermission))
1139         {
1140                 // no zoom while dead or in intermission please
1141                 localcmd("-zoom\n");
1142                 button_zoom = false;
1143         }
1144
1145         // event chase camera
1146         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1147         {
1148                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1149                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1150                 entity gen = world;
1151
1152                 if(ons_roundlost)
1153                 {
1154                         entity e;
1155                         for(e = world; (e = find(e, classname, "onslaught_generator")); )
1156                         {
1157                                 if(e.health <= 0)
1158                                 {
1159                                         gen = e;
1160                                         break;
1161                                 }
1162                         }
1163                         if(!gen)
1164                                 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1165                 }
1166                 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1167                 {
1168                         eventchase_running = true;
1169
1170                         // 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.)
1171                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1172                         if(ons_roundlost) { current_view_origin = gen.origin; }
1173
1174                         // detect maximum viewoffset and use it
1175                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1176                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1177                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1178
1179                         if(view_offset)
1180                         {
1181                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1182                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1183                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1184                         }
1185
1186                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1187                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1188                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1189                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1190
1191                         // make the camera smooth back
1192                         float chase_distance = autocvar_cl_eventchase_distance;
1193                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1194                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1195
1196                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1197                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1198                         else if(eventchase_current_distance != chase_distance)
1199                                 eventchase_current_distance = chase_distance;
1200
1201                         makevectors(view_angles);
1202
1203                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1204                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1205
1206                         // If the boxtrace fails, revert back to line tracing.
1207                         if(!self.viewloc)
1208                         if(trace_startsolid)
1209                         {
1210                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1211                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1212                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1213                         }
1214                         else { setproperty(VF_ORIGIN, trace_endpos); }
1215
1216                         if(!self.viewloc)
1217                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1218                 }
1219                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1220                 {
1221                         eventchase_running = false;
1222                         cvar_set("chase_active", "0");
1223                         eventchase_current_distance = 0; // start from 0 next time
1224                 }
1225         }
1226         // workaround for camera stuck between player's legs when using chase_active 1
1227         // because the engine stops updating the chase_active camera when the game ends
1228         else if(intermission)
1229         {
1230                 cvar_settemp("chase_active", "-1");
1231                 eventchase_current_distance = 0;
1232         }
1233
1234         // do lockview after event chase camera so that it still applies whenever necessary.
1235         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1236         {
1237                 setproperty(VF_ORIGIN, freeze_org);
1238                 setproperty(VF_ANGLES, freeze_ang);
1239         }
1240         else
1241         {
1242                 freeze_org = getpropertyvec(VF_ORIGIN);
1243                 freeze_ang = getpropertyvec(VF_ANGLES);
1244         }
1245
1246         WarpZone_FixView();
1247         //WarpZone_FixPMove();
1248
1249         vector ov_org = '0 0 0';
1250         vector ov_mid = '0 0 0';
1251         vector ov_worldmin = '0 0 0';
1252         vector ov_worldmax = '0 0 0';
1253         if(autocvar_cl_orthoview)
1254         {
1255                 ov_worldmin = mi_picmin;
1256                 ov_worldmax = mi_picmax;
1257
1258                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1259                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1260                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1261
1262                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1263                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1264
1265                 float ov_nearest = vlen(ov_org - vec3(
1266                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1267                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1268                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1269                 ));
1270
1271                 float ov_furthest = 0;
1272                 float dist = 0;
1273
1274                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1275                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1276                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1277                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1278                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1279                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1280                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1281                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1282
1283                 if(!ov_enabled)
1284                 {
1285                         oldr_nearclip = cvar("r_nearclip");
1286                         oldr_farclip_base = cvar("r_farclip_base");
1287                         oldr_farclip_world = cvar("r_farclip_world");
1288                         oldr_novis = cvar("r_novis");
1289                         oldr_useportalculling = cvar("r_useportalculling");
1290                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1291                 }
1292
1293                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1294                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1295                 cvar_settemp("r_farclip_world", "0");
1296                 cvar_settemp("r_novis", "1");
1297                 cvar_settemp("r_useportalculling", "0");
1298                 cvar_settemp("r_useinfinitefarclip", "0");
1299
1300                 setproperty(VF_ORIGIN, ov_org);
1301                 setproperty(VF_ANGLES, '90 0 0');
1302
1303                 ov_enabled = true;
1304
1305                 #if 0
1306                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1307                         vtos(ov_org),
1308                         vtos(getpropertyvec(VF_ANGLES)),
1309                         ov_distance,
1310                         ov_nearest,
1311                         ov_furthest);
1312                 #endif
1313         }
1314         else
1315         {
1316                 if(ov_enabled)
1317                 {
1318                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1319                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1320                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1321                         cvar_set("r_novis", ftos(oldr_novis));
1322                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1323                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1324                 }
1325                 ov_enabled = false;
1326         }
1327
1328         // Render the Scene
1329         view_origin = getpropertyvec(VF_ORIGIN);
1330         view_angles = getpropertyvec(VF_ANGLES);
1331         makevectors(view_angles);
1332         view_forward = v_forward;
1333         view_right = v_right;
1334         view_up = v_up;
1335
1336 #ifdef BLURTEST
1337         if(time > blurtest_time0 && time < blurtest_time1)
1338         {
1339                 float r, t;
1340
1341                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1342                 r = t * blurtest_radius;
1343                 f = 1 / pow(t, blurtest_power) - 1;
1344
1345                 cvar_set("r_glsl_postprocess", "1");
1346                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1347         }
1348         else
1349         {
1350                 cvar_set("r_glsl_postprocess", "0");
1351                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1352         }
1353 #endif
1354
1355         TargetMusic_Advance();
1356         Fog_Force();
1357
1358         if(drawtime == 0)
1359                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1360         else
1361                 drawframetime = bound(0.000001, time - drawtime, 1);
1362         drawtime = time;
1363
1364         // watch for gametype changes here...
1365         // in ParseStuffCMD the cmd isn't executed yet :/
1366         // might even be better to add the gametype to TE_CSQC_INIT...?
1367         if(!postinit)
1368                 PostInit();
1369
1370         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1371         {
1372                 if(calledhooks & HOOK_START)
1373                 {
1374                         localcmd("\ncl_hook_gameend\n");
1375                         calledhooks |= HOOK_END;
1376                 }
1377         }
1378
1379         Announcer();
1380
1381         fov = autocvar_fov;
1382         if(fov <= 59.5)
1383         {
1384                 if(!zoomscript_caught)
1385                 {
1386                         localcmd("+button9\n");
1387                         zoomscript_caught = 1;
1388                 }
1389         }
1390         else
1391         {
1392                 if(zoomscript_caught)
1393                 {
1394                         localcmd("-button9\n");
1395                         zoomscript_caught = 0;
1396                 }
1397         }
1398
1399         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1400
1401         // next WANTED weapon (for HUD)
1402         switchweapon = getstati(STAT_SWITCHWEAPON);
1403
1404         // currently switching-to weapon (for crosshair)
1405         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1406
1407         // actually active weapon (for zoom)
1408         activeweapon = getstati(STAT_ACTIVEWEAPON);
1409
1410         f = (serverflags & SERVERFLAG_TEAMPLAY);
1411         if(f != teamplay)
1412         {
1413                 teamplay = f;
1414                 HUD_InitScores();
1415         }
1416
1417         if(last_switchweapon != switchweapon)
1418         {
1419                 weapontime = time;
1420                 last_switchweapon = switchweapon;
1421                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1422                 {
1423                         localcmd("-zoom\n");
1424                         button_zoom = false;
1425                 }
1426                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1427                 {
1428                         localcmd("-fire\n");
1429                         localcmd("-fire2\n");
1430                         button_attack2 = false;
1431                 }
1432         }
1433         if(last_activeweapon != activeweapon)
1434         {
1435                 last_activeweapon = activeweapon;
1436
1437                 e = get_weaponinfo(activeweapon);
1438                 if(e.netname != "")
1439                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1440                 else
1441                         localcmd("\ncl_hook_activeweapon none\n");
1442         }
1443
1444         // ALWAYS Clear Current Scene First
1445         clearscene();
1446
1447         setproperty(VF_ORIGIN, view_origin);
1448         setproperty(VF_ANGLES, view_angles);
1449
1450         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1451         setproperty(VF_SIZE, vf_size);
1452         setproperty(VF_MIN, vf_min);
1453
1454         // Assign Standard Viewflags
1455         // Draw the World (and sky)
1456         setproperty(VF_DRAWWORLD, 1);
1457
1458         // Set the console size vars
1459         vid_conwidth = autocvar_vid_conwidth;
1460         vid_conheight = autocvar_vid_conheight;
1461         vid_pixelheight = autocvar_vid_pixelheight;
1462
1463         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1464         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1465         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1466
1467         // Camera for demo playback
1468         if(camera_active)
1469         {
1470                 if(autocvar_camera_enable)
1471                         CSQC_Demo_Camera();
1472                 else
1473                 {
1474                         cvar_set("chase_active", ftos(chase_active_backup));
1475                         cvar_set("cl_demo_mousegrab", "0");
1476                         camera_active = false;
1477                 }
1478         }
1479         else
1480         {
1481 #ifdef CAMERATEST
1482                 if(autocvar_camera_enable)
1483 #else
1484                 if(autocvar_camera_enable && isdemo())
1485 #endif
1486                 {
1487                         // Enable required Darkplaces cvars
1488                         chase_active_backup = autocvar_chase_active;
1489                         cvar_set("chase_active", "2");
1490                         cvar_set("cl_demo_mousegrab", "1");
1491                         camera_active = true;
1492                         camera_mode = false;
1493                 }
1494         }
1495
1496         // Draw the Crosshair
1497         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1498
1499         // Draw the Engine Status Bar (the default Quake HUD)
1500         setproperty(VF_DRAWENGINESBAR, 0);
1501
1502         // Update the mouse position
1503         /*
1504            mousepos_x = vid_conwidth;
1505            mousepos_y = vid_conheight;
1506            mousepos = mousepos*0.5 + getmousepos();
1507          */
1508
1509         for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1510                 WITH(entity, self, e, e.draw(e));
1511         }
1512
1513         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1514         renderscene();
1515
1516         // now switch to 2D drawing mode by calling a 2D drawing function
1517         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1518         // next R_RenderScene call
1519         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1520
1521         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1522         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1523         {
1524                 // apply night vision effect
1525                 vector tc_00, tc_01, tc_10, tc_11;
1526                 vector rgb = '0 0 0';
1527
1528                 if(!nightvision_noise)
1529                 {
1530                         nightvision_noise = spawn();
1531                         nightvision_noise.classname = "nightvision_noise";
1532                 }
1533                 if(!nightvision_noise2)
1534                 {
1535                         nightvision_noise2 = spawn();
1536                         nightvision_noise2.classname = "nightvision_noise2";
1537                 }
1538
1539                 // color tint in yellow
1540                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1541
1542                 // draw BG
1543                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1544                 rgb = '1 1 1';
1545                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1546                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1547                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1548                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1549                 tc_11 = tc_01 + tc_10 - tc_00;
1550                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1551                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1552                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1553                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1554                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1555                 R_EndPolygon();
1556
1557                 // draw FG
1558                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1559                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1560                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1561                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1562                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1563                 tc_11 = tc_01 + tc_10 - tc_00;
1564                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1565                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1566                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1567                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1568                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1569                 R_EndPolygon();
1570         }
1571
1572         if(autocvar_cl_reticle)
1573         {
1574                 Weapon wep = get_weaponinfo(activeweapon);
1575                 // Draw the aiming reticle for weapons that use it
1576                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1577                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1578                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1579                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1580                 {
1581                         // no zoom reticle while dead
1582                         reticle_type = 0;
1583                 }
1584                 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1585                 {
1586                         if(reticle_image != "") { reticle_type = 2; }
1587                         else { reticle_type = 0; }
1588                 }
1589                 else if(button_zoom || zoomscript_caught)
1590                 {
1591                         // normal zoom
1592                         reticle_type = 1;
1593                 }
1594
1595                 if(reticle_type)
1596                 {
1597                         if(autocvar_cl_reticle_stretch)
1598                         {
1599                                 reticle_size.x = vid_conwidth;
1600                                 reticle_size.y = vid_conheight;
1601                                 reticle_pos.x = 0;
1602                                 reticle_pos.y = 0;
1603                         }
1604                         else
1605                         {
1606                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1607                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1608                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1609                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1610                         }
1611
1612                         if(zoomscript_caught)
1613                                 f = 1;
1614                         else
1615                                 f = current_zoomfraction;
1616
1617                         if(f)
1618                         {
1619                                 switch(reticle_type)
1620                                 {
1621                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1622                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1623                                 }
1624                         }
1625                 }
1626         }
1627         else
1628         {
1629                 if(reticle_type != 0) { reticle_type = 0; }
1630         }
1631
1632
1633         // improved polyblend
1634         if(autocvar_hud_contents)
1635         {
1636                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1637                 vector liquidcolor;
1638
1639                 switch(pointcontents(view_origin))
1640                 {
1641                         case CONTENT_WATER:
1642                                 liquidalpha = autocvar_hud_contents_water_alpha;
1643                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1644                                 incontent = 1;
1645                                 break;
1646
1647                         case CONTENT_LAVA:
1648                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1649                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1650                                 incontent = 1;
1651                                 break;
1652
1653                         case CONTENT_SLIME:
1654                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1655                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1656                                 incontent = 1;
1657                                 break;
1658
1659                         default:
1660                                 liquidalpha = 0;
1661                                 liquidcolor = '0 0 0';
1662                                 incontent = 0;
1663                                 break;
1664                 }
1665
1666                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1667                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1668                         contentfadetime = autocvar_hud_contents_fadeintime;
1669                         liquidalpha_prev = liquidalpha;
1670                         liquidcolor_prev = liquidcolor;
1671                 }
1672                 else
1673                         contentfadetime = autocvar_hud_contents_fadeouttime;
1674
1675                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1676                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1677
1678                 if(contentavgalpha)
1679                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1680
1681                 if(autocvar_hud_postprocessing)
1682                 {
1683                         if(autocvar_hud_contents_blur && contentavgalpha)
1684                         {
1685                                 content_blurpostprocess.x = 1;
1686                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1687                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1688                         }
1689                         else
1690                         {
1691                                 content_blurpostprocess.x = 0;
1692                                 content_blurpostprocess.y = 0;
1693                                 content_blurpostprocess.z = 0;
1694                         }
1695                 }
1696         }
1697
1698         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1699         {
1700                 splash_size.x = max(vid_conwidth, vid_conheight);
1701                 splash_size.y = max(vid_conwidth, vid_conheight);
1702                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1703                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1704
1705                 float myhealth_flash_temp;
1706                 myhealth = getstati(STAT_HEALTH);
1707
1708                 // fade out
1709                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1710                 // add new damage
1711                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1712
1713                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1714                 pain_threshold = autocvar_hud_damage_pain_threshold;
1715                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1716                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1717
1718                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1719                 {
1720                         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);
1721                 }
1722
1723                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1724
1725                 if(myhealth_prev < 1)
1726                 {
1727                         if(myhealth >= 1)
1728                         {
1729                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1730                                 myhealth_flash_temp = 0;
1731                         }
1732                         else
1733                         {
1734                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1735                         }
1736                 }
1737
1738                 if(spectatee_status == -1 || intermission)
1739                 {
1740                         myhealth_flash = 0; // observing, or match ended
1741                         myhealth_flash_temp = 0;
1742                 }
1743
1744                 myhealth_prev = myhealth;
1745
1746                 // IDEA: change damage color/picture based on player model for robot/alien species?
1747                 // pro: matches model better
1748                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1749                 // maybe different reddish pics?
1750                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1751                 {
1752                         if(autocvar_cl_gentle_damage == 2)
1753                         {
1754                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1755                                 {
1756                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1757                                 }
1758                         }
1759                         else
1760                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1761
1762                         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);
1763                 }
1764                 else
1765                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1766
1767                 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.
1768                 {
1769                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1770                         {
1771                                 damage_blurpostprocess.x = 1;
1772                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1773                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1774                         }
1775                         else
1776                         {
1777                                 damage_blurpostprocess.x = 0;
1778                                 damage_blurpostprocess.y = 0;
1779                                 damage_blurpostprocess.z = 0;
1780                         }
1781                 }
1782         }
1783
1784         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1785         float e2 = (autocvar_hud_powerup != 0);
1786         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1787         {
1788                 // enable or disable rendering types if they are used or not
1789                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1790                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1791
1792                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1793                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1794                 {
1795                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1796                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1797                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1798                         {
1799                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1800                                 old_blurradius = blurradius;
1801                                 old_bluralpha = bluralpha;
1802                         }
1803                 }
1804                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1805                 {
1806                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1807                         old_blurradius = 0;
1808                         old_bluralpha = 0;
1809                 }
1810
1811                 // edge detection postprocess handling done second (used by hud_powerup)
1812                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1813                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1814                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1815
1816                 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1817
1818                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1819                 {
1820                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1821                         {
1822                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1823                                 old_sharpen_intensity = sharpen_intensity;
1824                         }
1825                 }
1826                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1827                 {
1828                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1829                         old_sharpen_intensity = 0;
1830                 }
1831
1832                 if(cvar("r_glsl_postprocess") == 0)
1833                         cvar_set("r_glsl_postprocess", "2");
1834         }
1835         else if(cvar("r_glsl_postprocess") == 2)
1836                 cvar_set("r_glsl_postprocess", "0");
1837
1838         if(menu_visible)
1839                 menu_show();
1840
1841         /*if(gametype == MAPINFO_TYPE_CTF)
1842           {
1843           ctf_view();
1844           } else */
1845
1846         // draw 2D entities
1847         for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1848                 WITH(entity, self, e, e.draw2d(e));
1849         }
1850         Draw_ShowNames_All();
1851
1852         scoreboard_active = HUD_WouldDrawScoreboard();
1853
1854         HUD_Draw();
1855
1856         if(NextFrameCommand)
1857         {
1858                 localcmd("\n", NextFrameCommand, "\n");
1859                 NextFrameCommand = string_null;
1860         }
1861
1862         // we must do this check AFTER a frame was rendered, or it won't work
1863         if(cs_project_is_b0rked == 0)
1864         {
1865                 string w0, h0;
1866                 w0 = ftos(autocvar_vid_conwidth);
1867                 h0 = ftos(autocvar_vid_conheight);
1868                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1869                 //setproperty(VF_FOV, '90 90 0');
1870                 setproperty(VF_ORIGIN, '0 0 0');
1871                 setproperty(VF_ANGLES, '0 0 0');
1872                 setproperty(VF_PERSPECTIVE, 1);
1873                 makevectors('0 0 0');
1874                 vector v1, v2;
1875                 cvar_set("vid_conwidth", "800");
1876                 cvar_set("vid_conheight", "600");
1877                 v1 = cs_project(v_forward);
1878                 cvar_set("vid_conwidth", "640");
1879                 cvar_set("vid_conheight", "480");
1880                 v2 = cs_project(v_forward);
1881                 if(v1 == v2)
1882                         cs_project_is_b0rked = 1;
1883                 else
1884                         cs_project_is_b0rked = -1;
1885                 cvar_set("vid_conwidth", w0);
1886                 cvar_set("vid_conheight", h0);
1887         }
1888
1889         if(autocvar__hud_configure)
1890                 HUD_Panel_Mouse();
1891         else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1892                 HUD_Minigame_Mouse();
1893         else if(QuickMenu_IsOpened())
1894                 QuickMenu_Mouse();
1895         else
1896                 HUD_Radar_Mouse();
1897
1898         cl_notice_run();
1899
1900         // let's reset the view back to normal for the end
1901         setproperty(VF_MIN, '0 0 0');
1902         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1903 }
1904
1905
1906 // following vectors must be global to allow seamless switching between camera modes
1907 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1908 void CSQC_Demo_Camera()
1909 {
1910         float speed, attenuation, dimensions;
1911         vector tmp, delta;
1912
1913         if( autocvar_camera_reset || !camera_mode )
1914         {
1915                 camera_offset = '0 0 0';
1916                 current_angles = '0 0 0';
1917                 camera_direction = '0 0 0';
1918                 camera_offset.z += 30;
1919                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1920                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1921                 current_origin = view_origin;
1922                 current_camera_offset  = camera_offset;
1923                 cvar_set("camera_reset", "0");
1924                 camera_mode = CAMERA_CHASE;
1925         }
1926
1927         // Camera angles
1928         if( camera_roll )
1929                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1930
1931         if(autocvar_camera_look_player)
1932         {
1933                 vector dir;
1934                 float n;
1935
1936                 dir = normalize(view_origin - current_position);
1937                 n = mouse_angles.z;
1938                 mouse_angles = vectoangles(dir);
1939                 mouse_angles.x = mouse_angles.x * -1;
1940                 mouse_angles.z = n;
1941         }
1942         else
1943         {
1944                 tmp = getmousepos() * 0.1;
1945                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1946                 {
1947                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1948                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1949                 }
1950         }
1951
1952         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1953         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1954         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1955         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1956
1957         // Fix difference when angles don't have the same sign
1958         delta = '0 0 0';
1959         if(mouse_angles.y < -60 && current_angles.y > 60)
1960                 delta = '0 360 0';
1961         if(mouse_angles.y > 60 && current_angles.y < -60)
1962                 delta = '0 -360 0';
1963
1964         if(autocvar_camera_look_player)
1965                 attenuation = autocvar_camera_look_attenuation;
1966         else
1967                 attenuation = autocvar_camera_speed_attenuation;
1968
1969         attenuation = 1 / max(1, attenuation);
1970         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1971
1972         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1973         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1974         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1975         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1976
1977         // Camera position
1978         tmp = '0 0 0';
1979         dimensions = 0;
1980
1981         if( camera_direction.x )
1982         {
1983                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1984                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1985                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1986                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1987                 ++dimensions;
1988         }
1989
1990         if( camera_direction.y )
1991         {
1992                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1993                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1994                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1995                 ++dimensions;
1996         }
1997
1998         if( camera_direction.z )
1999         {
2000                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2001                 ++dimensions;
2002         }
2003
2004         if(autocvar_camera_free)
2005                 speed = autocvar_camera_speed_free;
2006         else
2007                 speed = autocvar_camera_speed_chase;
2008
2009         if(dimensions)
2010         {
2011                 speed = speed * sqrt(1 / dimensions);
2012                 camera_offset += tmp * speed;
2013         }
2014
2015         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2016
2017         // Camera modes
2018         if( autocvar_camera_free )
2019         {
2020                 if ( camera_mode == CAMERA_CHASE )
2021                 {
2022                         current_camera_offset = current_origin + current_camera_offset;
2023                         camera_offset = current_origin + camera_offset;
2024                 }
2025
2026                 camera_mode = CAMERA_FREE;
2027                 current_position = current_camera_offset;
2028         }
2029         else
2030         {
2031                 if ( camera_mode == CAMERA_FREE )
2032                 {
2033                         current_origin = view_origin;
2034                         camera_offset = camera_offset - current_origin;
2035                         current_camera_offset = current_camera_offset - current_origin;
2036                 }
2037
2038                 camera_mode = CAMERA_CHASE;
2039
2040                 if(autocvar_camera_chase_smoothly)
2041                         current_origin += (view_origin - current_origin) * attenuation;
2042                 else
2043                         current_origin = view_origin;
2044
2045                 current_position = current_origin + current_camera_offset;
2046         }
2047
2048         setproperty(VF_ANGLES, current_angles);
2049         setproperty(VF_ORIGIN, current_position);
2050 }