]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Merged master into Lyberta/StandaloneOverkillWeapons.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "announcer.qh"
4 #include "hud/_mod.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
9
10 #include "mutators/events.qh"
11
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/debug.qh>
18 #include <common/mapinfo.qh>
19 #include <common/gamemodes/_mod.qh>
20 #include <common/physics/player.qh>
21 #include <common/stats.qh>
22 #include <common/triggers/target/music.qh>
23 #include <common/teams.qh>
24
25 #include <common/weapons/weapon/tuba.qh>
26
27 #include <common/vehicles/all.qh>
28 #include <common/weapons/_all.qh>
29 #include <common/mutators/mutator/overkill/okvortex.qh>
30 #include <common/viewloc.qh>
31 #include <common/minigames/cl_minigames.qh>
32 #include <common/minigames/cl_minigames_hud.qh>
33
34 #include <lib/csqcmodel/cl_player.qh>
35 #include <lib/csqcmodel/cl_model.qh>
36 #include "csqcmodel_hooks.qh"
37
38 #include <lib/warpzone/client.qh>
39 #include <lib/warpzone/common.qh>
40
41 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
42
43 float autocvar_cl_viewmodel_scale;
44
45 bool autocvar_cl_bobmodel;
46 float autocvar_cl_bobmodel_speed;
47 float autocvar_cl_bobmodel_side;
48 float autocvar_cl_bobmodel_up;
49
50 float autocvar_cl_followmodel;
51 float autocvar_cl_followmodel_speed = 0.3;
52 float autocvar_cl_followmodel_limit = 135;
53 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
54 float autocvar_cl_followmodel_highpass = 0.05;
55 float autocvar_cl_followmodel_lowpass = 0.03;
56 bool autocvar_cl_followmodel_velocity_absolute;
57
58 float autocvar_cl_leanmodel;
59 float autocvar_cl_leanmodel_speed = 0.3;
60 float autocvar_cl_leanmodel_limit = 30;
61 float autocvar_cl_leanmodel_highpass1 = 0.2;
62 float autocvar_cl_leanmodel_highpass = 0.2;
63 float autocvar_cl_leanmodel_lowpass = 0.05;
64
65 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
66 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
67 { \
68         ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
69 } MACRO_END
70
71 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
72 { \
73         float __ignore; lowpass(value, frac, ref_store, __ignore); \
74         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
75 } MACRO_END
76
77 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
78 { \
79         float __f = 0; lowpass(value, frac, ref_store, __f); \
80         ret = (value) - __f; \
81 } MACRO_END
82
83 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
84 { \
85         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
86         ret = (value) - __f; \
87 } MACRO_END
88
89 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
90 { \
91         lowpass(value.x, frac, ref_store.x, ref_out.x); \
92         lowpass(value.y, frac, ref_store.y, ref_out.y); \
93 } MACRO_END
94
95 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
96 { \
97         highpass(value.x, frac, ref_store.x, ref_out.x); \
98         highpass(value.y, frac, ref_store.y, ref_out.y); \
99 } MACRO_END
100
101 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
102 { \
103         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
104         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
105 } MACRO_END
106
107 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
108 { \
109         lowpass(value.x, frac, ref_store.x, ref_out.x); \
110         lowpass(value.y, frac, ref_store.y, ref_out.y); \
111         lowpass(value.z, frac, ref_store.z, ref_out.z); \
112 } MACRO_END
113
114 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115 { \
116         highpass(value.x, frac, ref_store.x, ref_out.x); \
117         highpass(value.y, frac, ref_store.y, ref_out.y); \
118         highpass(value.z, frac, ref_store.z, ref_out.z); \
119 } MACRO_END
120
121 void calc_followmodel_ofs(entity view)
122 {
123         if(cl_followmodel_time == time)
124                 return; // cl_followmodel_ofs already calculated for this frame
125
126         float frac;
127         vector gunorg = '0 0 0';
128         static vector vel_average;
129         static vector gunorg_adjustment_highpass;
130         static vector gunorg_adjustment_lowpass;
131
132         vector vel;
133         if (autocvar_cl_followmodel_velocity_absolute)
134                 vel = view.velocity;
135         else
136         {
137                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
138                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
139                 vel.x = view.velocity * forward;
140                 vel.y = view.velocity * right * -1;
141                 vel.z = view.velocity * up;
142         }
143
144         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
145         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
146         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
147
148         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
149         lowpass3(vel, frac, vel_average, gunorg);
150
151         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
152
153         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
154         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
155         frac = avg_factor(autocvar_cl_followmodel_highpass);
156         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
157         frac = avg_factor(autocvar_cl_followmodel_lowpass);
158         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
159
160         if (autocvar_cl_followmodel_velocity_absolute)
161         {
162                 vector fixed_gunorg;
163                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
164                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
165                 fixed_gunorg.x = gunorg * forward;
166                 fixed_gunorg.y = gunorg * right * -1;
167                 fixed_gunorg.z = gunorg * up;
168                 gunorg = fixed_gunorg;
169         }
170
171         cl_followmodel_ofs = gunorg;
172         cl_followmodel_time = time;
173 }
174
175 vector leanmodel_ofs(entity view)
176 {
177         float frac;
178         vector gunangles = '0 0 0';
179         static vector gunangles_prev = '0 0 0';
180         static vector gunangles_highpass = '0 0 0';
181         static vector gunangles_adjustment_highpass;
182         static vector gunangles_adjustment_lowpass;
183
184         if (view.csqcmodel_teleported)
185                 gunangles_prev = view_angles;
186
187         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
188         gunangles_highpass += gunangles_prev;
189         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
190         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
191         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
192         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
193         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
194         gunangles_prev = view_angles;
195         gunangles_highpass -= gunangles_prev;
196
197         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
198         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
199
200         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
201         frac = avg_factor(autocvar_cl_leanmodel_highpass);
202         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
203         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
204         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
205
206         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
207
208         return gunangles;
209 }
210
211 vector bobmodel_ofs(entity view)
212 {
213         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
214         static bool oldonground;
215         static float hitgroundtime;
216         if (clonground)
217         {
218                 float f = time; // cl.movecmd[0].time
219                 if (!oldonground)
220                         hitgroundtime = f;
221         }
222         oldonground = clonground;
223
224         // calculate for swinging gun model
225         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
226         vector gunorg = '0 0 0';
227         static float bobmodel_scale = 0;
228         static float time_ofs = 0; // makes the effect always restart in the same way
229         if (clonground)
230         {
231                 if (time - hitgroundtime > 0.05)
232                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
233         }
234         else
235                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
236
237         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
238         if (bobmodel_scale && xyspeed)
239         {
240                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
241                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
242                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
243                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
244         }
245         else
246                 time_ofs = time;
247
248         return gunorg;
249 }
250
251 void viewmodel_animate(entity this)
252 {
253         if (autocvar_chase_active) return;
254         if (STAT(HEALTH) <= 0) return;
255
256         entity view = CSQCModel_server2csqc(player_localentnum - 1);
257
258         if (autocvar_cl_followmodel)
259         {
260                 calc_followmodel_ofs(view);
261                 this.origin += cl_followmodel_ofs;
262         }
263
264         if (autocvar_cl_leanmodel)
265                 this.angles += leanmodel_ofs(view);
266
267         // vertical view bobbing code
268         // TODO: cl_bob
269
270         // horizontal view bobbing code
271         // TODO: cl_bob2
272
273         // fall bobbing code
274         // causes the view to swing down and back up when touching the ground
275         // TODO: cl_bobfall
276
277         // gun model bobbing code
278         if (autocvar_cl_bobmodel)
279                 this.origin += bobmodel_ofs(view);
280 }
281
282 .vector viewmodel_origin, viewmodel_angles;
283 .float weapon_nextthink;
284 .float weapon_eta_last;
285 .float weapon_switchdelay;
286
287 .string name_last;
288
289 void viewmodel_draw(entity this)
290 {
291         if(!this.activeweapon || !autocvar_r_drawviewmodel)
292                 return;
293         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
294         float a = this.alpha;
295         static bool wasinvehicle;
296         bool invehicle = player_localentnum > maxclients;
297         if (invehicle) a = -1;
298         else if (wasinvehicle) a = 1;
299         wasinvehicle = invehicle;
300         Weapon wep = this.activeweapon;
301         int c = entcs_GetClientColors(current_player);
302         vector g = weaponentity_glowmod(wep, NULL, c, this);
303         entity me = CSQCModel_server2csqc(player_localentnum - 1);
304         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
305                 | EF_NODEPTHTEST)
306                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
307         for (entity e = this; e; e = e.weaponchild)
308         {
309                 e.drawmask = mask;
310                 e.alpha = a;
311                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
312                 e.glowmod = g;
313                 e.csqcmodel_effects = fx;
314                 CSQCModel_Effects_Apply(e);
315         }
316         {
317                 string name = wep.mdl;
318                 string newname = wep.wr_viewmodel(wep, this);
319                 if(newname)
320                         name = newname;
321                 bool swap = name != this.name_last;
322                 // if (swap)
323                 {
324                         this.name_last = name;
325                         CL_WeaponEntity_SetModel(this, name, swap);
326                         this.viewmodel_origin = this.origin;
327                         this.viewmodel_angles = this.angles;
328                 }
329                 anim_update(this);
330                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
331                         anim_set(this, this.anim_idle, true, false, false);
332         }
333         float f = 0; // 0..1; 0: fully active
334         float rate = STAT(WEAPONRATEFACTOR);
335         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
336         if (eta <= 0) f = this.weapon_eta_last;
337         else switch (this.state)
338         {
339                 case WS_RAISE:
340                 {
341                         f = eta / max(eta, this.weapon_switchdelay);
342                         break;
343                 }
344                 case WS_DROP:
345                 {
346                         f = 1 - eta / max(eta, this.weapon_switchdelay);
347                         break;
348                 }
349                 case WS_CLEAR:
350                 {
351                         f = 1;
352                         break;
353                 }
354         }
355         this.weapon_eta_last = f;
356         this.origin = this.viewmodel_origin;
357         this.angles = this.viewmodel_angles;
358         this.angles_x = (-90 * f * f);
359         viewmodel_animate(this);
360         MUTATOR_CALLHOOK(DrawViewModel, this);
361         setorigin(this, this.origin);
362 }
363
364 STATIC_INIT(viewmodel) {
365     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
366         viewmodels[slot] = new(viewmodel);
367 }
368
369 void Porto_Draw(entity this);
370 STATIC_INIT(Porto)
371 {
372         entity e = new_pure(porto);
373         e.draw = Porto_Draw;
374         IL_PUSH(g_drawables, e);
375         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
376 }
377
378 const int polyline_length = 16;
379 .vector polyline[polyline_length];
380 void Porto_Draw(entity this)
381 {
382         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
383         {
384                 entity wepent = viewmodels[slot];
385
386                 if (wepent.activeweapon != WEP_PORTO) continue;
387                 if (spectatee_status) continue;
388                 if (WEP_CVAR(porto, secondary)) continue;
389                 if (intermission == 1) continue;
390                 if (intermission == 2) continue;
391                 if (STAT(HEALTH) <= 0) continue;
392
393                 vector pos = view_origin;
394                 vector dir = view_forward;
395                 if (wepent.angles_held_status)
396                 {
397                         makevectors(wepent.angles_held);
398                         dir = v_forward;
399                 }
400
401                 wepent.polyline[0] = pos;
402
403                 int portal_number = 0, portal1_idx = 1, portal_max = 2;
404                 int n = 1 + 2;  // 2 lines == 3 points
405                 for (int idx = 0; idx < n && idx < polyline_length - 1; )
406                 {
407                         traceline(pos, pos + 65536 * dir, true, this);
408                         dir = reflect(dir, trace_plane_normal);
409                         pos = trace_endpos;
410                         wepent.polyline[++idx] = pos;
411                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
412                         {
413                                 n += 1;
414                                 continue;
415                         }
416                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
417                         {
418                                 n = max(2, idx);
419                                 break;
420                         }
421                         // check size
422                         {
423                                 vector ang = vectoangles2(trace_plane_normal, dir);
424                                 ang.x = -ang.x;
425                                 makevectors(ang);
426                                 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
427                                 {
428                                         n = max(2, idx);
429                                         break;
430                                 }
431                         }
432                         portal_number += 1;
433                         if (portal_number >= portal_max) break;
434                         if (portal_number == 1) portal1_idx = idx;
435                 }
436                 for (int idx = 0; idx < n - 1; ++idx)
437                 {
438                         vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
439                         if (idx == 0) p -= view_up * 16;  // line from player
440                         vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
441                         Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
442                 }
443         }
444 }
445
446 float drawtime;
447 float avgspeed;
448 vector GetCurrentFov(float fov)
449 {
450         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
451         float velocityzoom, curspeed;
452         vector v;
453
454         zoomsensitivity = autocvar_cl_zoomsensitivity;
455         zoomfactor = autocvar_cl_zoomfactor;
456         if(zoomfactor < 1 || zoomfactor > 30)
457                 zoomfactor = 2.5;
458         zoomspeed = autocvar_cl_zoomspeed;
459         if(zoomspeed >= 0)
460         if(zoomspeed < 0.5 || zoomspeed > 16)
461                         zoomspeed = 3.5;
462
463         zoomdir = button_zoom;
464
465         if(hud == HUD_NORMAL && !spectatee_status)
466         {
467                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
468                 {
469                         entity wepent = viewmodels[slot];
470                         if(wepent.switchweapon == wepent.activeweapon)
471                         if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_VORTEX && !WEP_CVAR(okvortex, secondary))) // do NOT use switchweapon here
472                                 zoomdir += button_attack2;
473                 }
474         }
475         if(spectatee_status > 0 || isdemo())
476         {
477                 if(spectatorbutton_zoom)
478                 {
479                         if(zoomdir)
480                                 zoomdir = 0;
481                         else
482                                 zoomdir = 1;
483                 }
484                 // fteqcc failed twice here already, don't optimize this
485         }
486
487         if(zoomdir) { zoomin_effect = 0; }
488
489         if(camera_active)
490         {
491                 current_viewzoom = min(1, current_viewzoom + drawframetime);
492         }
493         else if(autocvar_cl_spawnzoom && zoomin_effect)
494         {
495                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
496
497                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
498                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
499                 if(current_viewzoom == 1) { zoomin_effect = 0; }
500         }
501         else
502         {
503                 if(zoomspeed < 0) // instant zoom
504                 {
505                         if(zoomdir)
506                                 current_viewzoom = 1 / zoomfactor;
507                         else
508                                 current_viewzoom = 1;
509                 }
510                 else
511                 {
512                         if(zoomdir)
513                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
514                         else
515                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
516                 }
517         }
518
519         if(almost_equals(current_viewzoom, 1))
520                 current_zoomfraction = 0;
521         else if(almost_equals(current_viewzoom, 1/zoomfactor))
522                 current_zoomfraction = 1;
523         else
524                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
525
526         if(zoomsensitivity < 1)
527                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
528         else
529                 setsensitivityscale(1);
530
531         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
532         {
533                 if(intermission) { curspeed = 0; }
534                 else
535                 {
536
537                         makevectors(view_angles);
538                         v = pmove_vel;
539                         if(csqcplayer)
540                                 v = csqcplayer.velocity;
541
542                         switch(autocvar_cl_velocityzoom_type)
543                         {
544                                 case 3: curspeed = max(0, v_forward * v); break;
545                                 case 2: curspeed = (v_forward * v); break;
546                                 case 1: default: curspeed = vlen(v); break;
547                         }
548                 }
549
550                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
551                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
552                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
553
554                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
555         }
556         else
557                 velocityzoom = 1;
558
559         float frustumx, frustumy, fovx, fovy;
560         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
561         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
562         fovx = atan2(frustumx, 1) / M_PI * 360.0;
563         fovy = atan2(frustumy, 1) / M_PI * 360.0;
564
565         return '1 0 0' * fovx + '0 1 0' * fovy;
566 }
567
568 vector GetViewLocationFOV(float fov)
569 {
570         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
571         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
572         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
573         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
574         return '1 0 0' * fovx + '0 1 0' * fovy;
575 }
576
577 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
578 {
579         float fovx, fovy;
580         float width = (ov_worldmax.x - ov_worldmin.x);
581         float height = (ov_worldmax.y - ov_worldmin.y);
582         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
583         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
584         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
585         return '1 0 0' * fovx + '0 1 0' * fovy;
586 }
587
588 // this function must match W_SetupShot!
589 float zoomscript_caught;
590
591 vector wcross_origin;
592 float wcross_scale_prev, wcross_alpha_prev;
593 vector wcross_color_prev;
594 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
595 vector wcross_color_goal_prev;
596 float wcross_changedonetime;
597
598 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
599 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
600 float wcross_name_changestarttime, wcross_name_changedonetime;
601 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
602
603 float wcross_ring_prev;
604
605 entity trueaim;
606 entity trueaim_rifle;
607
608 const float SHOTTYPE_HITTEAM = 1;
609 const float SHOTTYPE_HITOBSTRUCTION = 2;
610 const float SHOTTYPE_HITWORLD = 3;
611 const float SHOTTYPE_HITENEMY = 4;
612
613 void TrueAim_Init()
614 {
615         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
616         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
617 }
618
619 float EnemyHitCheck()
620 {
621         float t, n;
622         wcross_origin = project_3d_to_2d(trace_endpos);
623         wcross_origin.z = 0;
624         if(trace_ent)
625                 n = trace_ent.entnum;
626         else
627                 n = trace_networkentity;
628         if(n < 1)
629                 return SHOTTYPE_HITWORLD;
630         if(n > maxclients)
631                 return SHOTTYPE_HITWORLD;
632         t = entcs_GetTeam(n - 1);
633         if(teamplay)
634                 if(t == myteam)
635                         return SHOTTYPE_HITTEAM;
636         if(t == NUM_SPECTATOR)
637                 return SHOTTYPE_HITWORLD;
638         return SHOTTYPE_HITENEMY;
639 }
640
641 float TrueAimCheck(entity wepent)
642 {
643         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?
644         vector vecs, trueaimpoint, w_shotorg;
645         vector mi, ma, dv;
646         float shottype;
647         entity ta;
648         float mv;
649
650         mi = ma = '0 0 0';
651         ta = trueaim;
652         mv = MOVE_NOMONSTERS;
653
654         switch(wepent.activeweapon) // WEAPONTODO
655         {
656                 case WEP_TUBA: // no aim
657                 case WEP_PORTO: // shoots from eye
658                 case WEP_NEXBALL: // shoots from eye
659                 case WEP_HOOK: // no trueaim
660                 case WEP_MORTAR: // toss curve
661                         return SHOTTYPE_HITWORLD;
662                 case WEP_VORTEX:
663                 case WEP_OVERKILL_VORTEX:
664                 case WEP_VAPORIZER:
665                         mv = MOVE_NORMAL;
666                         break;
667                 case WEP_RIFLE:
668                         ta = trueaim_rifle;
669                         mv = MOVE_NORMAL;
670                         if(zoomscript_caught)
671                         {
672                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
673                                 return EnemyHitCheck();
674                         }
675                         break;
676                 case WEP_DEVASTATOR: // projectile has a size!
677                         mi = '-3 -3 -3';
678                         ma = '3 3 3';
679                         break;
680                 case WEP_FIREBALL: // projectile has a size!
681                         mi = '-16 -16 -16';
682                         ma = '16 16 16';
683                         break;
684                 case WEP_SEEKER: // projectile has a size!
685                         mi = '-2 -2 -2';
686                         ma = '2 2 2';
687                         break;
688                 case WEP_ELECTRO: // projectile has a size!
689                         mi = '0 0 -3';
690                         ma = '0 0 -3';
691                         break;
692         }
693
694         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
695
696         vecs = decompressShotOrigin(STAT(SHOTORG));
697
698         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
699         trueaimpoint = trace_endpos;
700
701         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
702                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
703
704         if(vecs.x > 0)
705                 vecs.y = -vecs.y;
706         else
707                 vecs = '0 0 0';
708
709         dv = view_right * vecs.y + view_up * vecs.z;
710         w_shotorg = traceorigin + dv;
711
712         // now move the vecs forward as much as requested if possible
713         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
714         w_shotorg = trace_endpos - view_forward * nudge;
715
716         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
717         shottype = EnemyHitCheck();
718         if(shottype != SHOTTYPE_HITWORLD)
719                 return shottype;
720
721 #if 0
722         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
723         // or rather, I know why, but see no fix
724         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
725                 // 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
726                 return SHOTTYPE_HITOBSTRUCTION;
727 #endif
728
729         return SHOTTYPE_HITWORLD;
730 }
731
732 void PostInit();
733 void CSQC_Demo_Camera();
734 float camera_mode;
735 const float CAMERA_FREE = 1;
736 const float CAMERA_CHASE = 2;
737 float reticle_type;
738 string NextFrameCommand;
739
740 vector freeze_org, freeze_ang;
741 entity nightvision_noise, nightvision_noise2;
742
743 const float MAX_TIME_DIFF = 5;
744 float pickup_crosshair_time, pickup_crosshair_size;
745 float hitindication_crosshair_size;
746 float use_vortex_chargepool;
747
748 float myhealth, myhealth_prev;
749 float myhealth_flash;
750
751 float old_blurradius, old_bluralpha;
752 float old_sharpen_intensity;
753
754 vector myhealth_gentlergb;
755
756 float contentavgalpha, liquidalpha_prev;
757 vector liquidcolor_prev;
758
759 float eventchase_current_distance;
760 float eventchase_running;
761 bool WantEventchase(entity this)
762 {
763         if(autocvar_cl_orthoview)
764                 return false;
765         if(STAT(GAME_STOPPED) || intermission)
766                 return true;
767         if(this.viewloc)
768                 return true;
769         if(spectatee_status >= 0)
770         {
771                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
772                         return true;
773                 if(MUTATOR_CALLHOOK(WantEventchase, this))
774                         return true;
775                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
776                 {
777                         if(autocvar_cl_eventchase_death == 2)
778                         {
779                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
780                                 if(this.velocity == '0 0 0' || eventchase_running)
781                                         return true;
782                         }
783                         else return true;
784                 }
785         }
786         return false;
787 }
788
789 void HUD_Crosshair_Vehicle(entity this)
790 {
791         if(hud != HUD_BUMBLEBEE_GUN)
792         {
793                 Vehicle info = Vehicles_from(hud);
794                 info.vr_crosshair(info, this);
795         }
796 }
797
798 vector damage_blurpostprocess, content_blurpostprocess;
799
800 float unaccounted_damage = 0;
801 void UpdateDamage()
802 {
803         // accumulate damage with each stat update
804         static float damage_total_prev = 0;
805         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
806         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
807         damage_total_prev = damage_total;
808
809         static float damage_dealt_time_prev = 0;
810         float damage_dealt_time = STAT(HIT_TIME);
811         if (damage_dealt_time != damage_dealt_time_prev)
812         {
813                 unaccounted_damage += unaccounted_damage_new;
814                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
815         }
816         damage_dealt_time_prev = damage_dealt_time;
817
818         // prevent hitsound when switching spectatee
819         static float spectatee_status_prev = 0;
820         if (spectatee_status != spectatee_status_prev)
821                 unaccounted_damage = 0;
822         spectatee_status_prev = spectatee_status;
823 }
824
825 void HitSound()
826 {
827         // varying sound pitch
828
829         bool have_arc = false;
830         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
831         {
832                 entity wepent = viewmodels[slot];
833
834                 if(wepent.activeweapon == WEP_ARC)
835                         have_arc = true;
836         }
837
838         static float hitsound_time_prev = 0;
839         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
840         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
841         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
842         {
843                 if (autocvar_cl_hitsound && unaccounted_damage)
844                 {
845                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
846                         float a = autocvar_cl_hitsound_max_pitch;
847                         float b = autocvar_cl_hitsound_min_pitch;
848                         float c = autocvar_cl_hitsound_nom_damage;
849                         float d = unaccounted_damage;
850                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
851
852                         // if sound variation is disabled, set pitch_shift to 1
853                         if (autocvar_cl_hitsound == 1)
854                                 pitch_shift = 1;
855
856                         // if pitch shift is reversed, mirror in (max-min)/2 + min
857                         if (autocvar_cl_hitsound == 3)
858                         {
859                                 float mirror_value = (a-b)/2 + b;
860                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
861                         }
862
863                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
864
865                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
866                         // todo: normalize sound pressure levels? seems unnecessary
867
868                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
869                 }
870                 unaccounted_damage = 0;
871                 hitsound_time_prev = time;
872         }
873
874         static float typehit_time_prev = 0;
875         float typehit_time = STAT(TYPEHIT_TIME);
876         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
877         {
878                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
879                 typehit_time_prev = typehit_time;
880         }
881
882         static float kill_time_prev = 0;
883         float kill_time = STAT(KILL_TIME);
884         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
885         {
886                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
887                 kill_time_prev = kill_time;
888         }
889 }
890
891 vector crosshair_getcolor(entity this, float health_stat)
892 {
893         static float rainbow_last_flicker;
894         static vector rainbow_prev_color;
895         vector wcross_color = '0 0 0';
896         switch(autocvar_crosshair_color_special)
897         {
898                 case 1: // crosshair_color_per_weapon
899                 {
900                         if(this != WEP_Null && hud == HUD_NORMAL)
901                         {
902                                 wcross_color = this.wpcolor;
903                                 break;
904                         }
905                         else { goto normalcolor; }
906                 }
907
908                 case 2: // crosshair_color_by_health
909                 {
910                         float hp = health_stat;
911
912                         //x = red
913                         //y = green
914                         //z = blue
915
916                         wcross_color.z = 0;
917
918                         if(hp > 200)
919                         {
920                                 wcross_color.x = 0;
921                                 wcross_color.y = 1;
922                         }
923                         else if(hp > 150)
924                         {
925                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
926                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
927                         }
928                         else if(hp > 100)
929                         {
930                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
931                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
932                                 wcross_color.z = 1 - (hp-100)*0.02;
933                         }
934                         else if(hp > 50)
935                         {
936                                 wcross_color.x = 1;
937                                 wcross_color.y = 1;
938                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
939                         }
940                         else if(hp > 20)
941                         {
942                                 wcross_color.x = 1;
943                                 wcross_color.y = (hp-20)*90/27/100;
944                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
945                         }
946                         else
947                         {
948                                 wcross_color.x = 1;
949                                 wcross_color.y = 0;
950                         }
951                         break;
952                 }
953
954                 case 3: // crosshair_color_rainbow
955                 {
956                         if(time >= rainbow_last_flicker)
957                         {
958                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
959                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
960                         }
961                         wcross_color = rainbow_prev_color;
962                         break;
963                 }
964 LABEL(normalcolor)
965                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
966         }
967
968         return wcross_color;
969 }
970
971 void HUD_Crosshair(entity this)
972 {
973         float f, i, j;
974         vector v;
975         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
976                 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
977                 !HUD_MinigameMenu_IsOpened() )
978         {
979                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
980                         return;
981
982                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
983                         return;
984
985                 if (hud != HUD_NORMAL)
986                 {
987                         HUD_Crosshair_Vehicle(this);
988                         return;
989                 }
990
991                 string wcross_style;
992                 float wcross_alpha, wcross_resolution;
993                 wcross_style = autocvar_crosshair;
994                 if (wcross_style == "0")
995                         return;
996                 wcross_resolution = autocvar_crosshair_size;
997                 if (wcross_resolution == 0)
998                         return;
999                 wcross_alpha = autocvar_crosshair_alpha;
1000                 if (wcross_alpha == 0)
1001                         return;
1002
1003                 // TrueAim check
1004                 float shottype;
1005
1006                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1007                 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1008                 wcross_origin.z = 0;
1009                 if(autocvar_crosshair_hittest)
1010                 {
1011                         vector wcross_oldorigin;
1012                         entity thiswep = viewmodels[0]; // TODO: unhardcode
1013                         wcross_oldorigin = wcross_origin;
1014                         shottype = TrueAimCheck(thiswep);
1015                         if(shottype == SHOTTYPE_HITWORLD)
1016                         {
1017                                 v = wcross_origin - wcross_oldorigin;
1018                                 v.x /= vid_conwidth;
1019                                 v.y /= vid_conheight;
1020                                 if(vdist(v, >, 0.01))
1021                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1022                         }
1023                         if(!autocvar_crosshair_hittest_showimpact)
1024                                 wcross_origin = wcross_oldorigin;
1025                 }
1026                 else
1027                         shottype = SHOTTYPE_HITWORLD;
1028
1029                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1030                 string wcross_name = "";
1031                 float wcross_scale, wcross_blur;
1032
1033         entity e = WEP_Null;
1034                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1035                 {
1036                         entity wepent = viewmodels[0]; // TODO: unhardcode
1037                         e = wepent.switchingweapon;
1038                         if(e)
1039                         {
1040                                 if(autocvar_crosshair_per_weapon)
1041                                 {
1042                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1043                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1044                                         //if (wcross_resolution == 0)
1045                                                 //return;
1046
1047                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1048                                         wcross_resolution *= e.w_crosshair_size;
1049                                         wcross_name = e.w_crosshair;
1050                                 }
1051                         }
1052                 }
1053
1054                 if(wcross_name == "")
1055                         wcross_name = strcat("gfx/crosshair", wcross_style);
1056
1057                 // MAIN CROSSHAIR COLOR DECISION
1058                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1059
1060                 if(autocvar_crosshair_effect_scalefade)
1061                 {
1062                         wcross_scale = wcross_resolution;
1063                         wcross_resolution = 1;
1064                 }
1065                 else
1066                 {
1067                         wcross_scale = 1;
1068                 }
1069
1070                 if(autocvar_crosshair_pickup)
1071                 {
1072                         float stat_pickup_time = STAT(LAST_PICKUP);
1073
1074                         if(pickup_crosshair_time < stat_pickup_time)
1075                         {
1076                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1077                                         pickup_crosshair_size = 1;
1078
1079                                 pickup_crosshair_time = stat_pickup_time;
1080                         }
1081
1082                         if(pickup_crosshair_size > 0)
1083                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1084                         else
1085                                 pickup_crosshair_size = 0;
1086
1087                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1088                 }
1089
1090                 // todo: make crosshair hit indication dependent on damage dealt
1091                 if(autocvar_crosshair_hitindication)
1092                 {
1093                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1094
1095                         if(unaccounted_damage)
1096                         {
1097                                 hitindication_crosshair_size = 1;
1098                         }
1099
1100                         if(hitindication_crosshair_size > 0)
1101                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1102                         else
1103                                 hitindication_crosshair_size = 0;
1104
1105                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1106                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1107                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1108                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1109                 }
1110
1111                 if(shottype == SHOTTYPE_HITENEMY)
1112                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1113                 if(shottype == SHOTTYPE_HITTEAM)
1114                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1115
1116                 f = fabs(autocvar_crosshair_effect_time);
1117                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1118                 {
1119                         wcross_changedonetime = time + f;
1120                 }
1121                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1122                 {
1123                         wcross_name_changestarttime = time;
1124                         wcross_name_changedonetime = time + f;
1125                         if(wcross_name_goal_prev_prev)
1126                                 strunzone(wcross_name_goal_prev_prev);
1127                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1128                         wcross_name_goal_prev = strzone(wcross_name);
1129                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1130                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1131                         wcross_resolution_goal_prev = wcross_resolution;
1132                 }
1133
1134                 wcross_scale_goal_prev = wcross_scale;
1135                 wcross_alpha_goal_prev = wcross_alpha;
1136                 wcross_color_goal_prev = wcross_color;
1137
1138                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1139                 {
1140                         wcross_blur = 1;
1141                         wcross_alpha *= 0.75;
1142                 }
1143                 else
1144                         wcross_blur = 0;
1145                 // *_prev is at time-frametime
1146                 // * is at wcross_changedonetime+f
1147                 // what do we have at time?
1148                 if(time < wcross_changedonetime)
1149                 {
1150                         f = frametime / (wcross_changedonetime - time + frametime);
1151                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1152                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1153                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1154                 }
1155
1156                 wcross_scale_prev = wcross_scale;
1157                 wcross_alpha_prev = wcross_alpha;
1158                 wcross_color_prev = wcross_color;
1159
1160                 MUTATOR_CALLHOOK(UpdateCrosshair);
1161
1162                 wcross_scale *= 1 - autocvar__menu_alpha;
1163                 wcross_alpha *= 1 - autocvar__menu_alpha;
1164                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1165
1166                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1167                 {
1168                         // crosshair rings for weapon stats
1169                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1170                         {
1171                                 // declarations and stats
1172                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1173                                 string ring_image = string_null, ring_inner_image = string_null;
1174                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1175
1176                                 ring_scale = autocvar_crosshair_ring_size;
1177
1178                                 float weapon_clipload, weapon_clipsize;
1179                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1180                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1181
1182                                 float vortex_charge, vortex_chargepool;
1183                                 vortex_charge = STAT(VORTEX_CHARGE);
1184                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1185
1186                                 float okvortex_charge, okvortex_chargepool;
1187                                 okvortex_charge = STAT(OVERKILL_VORTEX_CHARGE);
1188                                 okvortex_chargepool = STAT(OVERKILL_VORTEX_CHARGEPOOL);
1189
1190                                 float arc_heat = STAT(ARC_HEAT);
1191
1192                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1193                                         vortex_charge_movingavg = vortex_charge;
1194
1195                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1196
1197                                 // handle the values
1198                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1199                                 {
1200                                         if (vortex_chargepool || use_vortex_chargepool) {
1201                                                 use_vortex_chargepool = 1;
1202                                                 ring_inner_value = vortex_chargepool;
1203                                         } else {
1204                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1205                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1206                                         }
1207
1208                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1209                                         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;
1210                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1211
1212                                         // draw the outer ring to show the current charge of the weapon
1213                                         ring_value = vortex_charge;
1214                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1215                                         ring_rgb = wcross_color;
1216                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1217                                 }
1218                                 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_VORTEX) && okvortex_charge && autocvar_crosshair_ring_vortex)
1219                                 {
1220                                         if (okvortex_chargepool || use_vortex_chargepool) {
1221                                                 use_vortex_chargepool = 1;
1222                                                 ring_inner_value = okvortex_chargepool;
1223                                         } else {
1224                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * okvortex_charge;
1225                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (okvortex_charge - vortex_charge_movingavg), 1);
1226                                         }
1227
1228                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1229                                         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;
1230                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1231
1232                                         // draw the outer ring to show the current charge of the weapon
1233                                         ring_value = okvortex_charge;
1234                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1235                                         ring_rgb = wcross_color;
1236                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1237                                 }
1238                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1239                                 {
1240                                         ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1241                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1242                                         ring_rgb = wcross_color;
1243                                         ring_image = "gfx/crosshair_ring.tga";
1244                                 }
1245                                 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1246                                 {
1247                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1248                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1249                                         ring_rgb = wcross_color;
1250                                         ring_image = "gfx/crosshair_ring.tga";
1251                                 }
1252                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1253                                 {
1254                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1255                                         ring_scale = autocvar_crosshair_ring_reload_size;
1256                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1257                                         ring_rgb = wcross_color;
1258
1259                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1260                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1261                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1262                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1263                                         else
1264                                                 ring_image = "gfx/crosshair_ring.tga";
1265                                 }
1266                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1267                                 {
1268                                         ring_value = arc_heat;
1269                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1270                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1271                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1272                                         ring_image = "gfx/crosshair_ring.tga";
1273                                 }
1274
1275                                 // if in weapon switch animation, fade ring out/in
1276                                 if(autocvar_crosshair_effect_time > 0)
1277                                 {
1278                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1279                                         if (f >= 1)
1280                                         {
1281                                                 wcross_ring_prev = ((ring_image) ? true : false);
1282                                         }
1283
1284                                         if(wcross_ring_prev)
1285                                         {
1286                                                 if(f < 1)
1287                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1288                                         }
1289                                         else
1290                                         {
1291                                                 if(f < 1)
1292                                                         ring_alpha *= bound(0, f, 1);
1293                                         }
1294                                 }
1295
1296                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1297                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1298
1299                                 if (ring_value)
1300                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1301                         }
1302
1303 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1304                         MACRO_BEGIN { \
1305                                 if(wcross_blur > 0) \
1306                                 { \
1307                                         for(i = -2; i <= 2; ++i) \
1308                                         for(j = -2; j <= 2; ++j) \
1309                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1310                                 } \
1311                                 else \
1312                                 { \
1313                                         M(0,0,sz,wcross_name,wcross_alpha); \
1314                                 } \
1315                         } MACRO_END
1316
1317 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1318                         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)
1319
1320 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1321                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1322
1323                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1324                         {
1325                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1326                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1327                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1328                                 f = 1 - f;
1329                         }
1330                         else
1331                         {
1332                                 f = 1;
1333                         }
1334                         wcross_name_alpha_goal_prev = f;
1335
1336                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1337                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1338
1339                         if(autocvar_crosshair_dot)
1340                         {
1341                                 vector wcross_color_old;
1342                                 wcross_color_old = wcross_color;
1343
1344                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1345                                         wcross_color = stov(autocvar_crosshair_dot_color);
1346
1347                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1348                                 // FIXME why don't we use wcross_alpha here?
1349                                 wcross_color = wcross_color_old;
1350                         }
1351                 }
1352         }
1353         else
1354         {
1355                 wcross_scale_prev = 0;
1356                 wcross_alpha_prev = 0;
1357                 wcross_scale_goal_prev = 0;
1358                 wcross_alpha_goal_prev = 0;
1359                 wcross_changedonetime = 0;
1360                 if(wcross_name_goal_prev)
1361                         strunzone(wcross_name_goal_prev);
1362                 wcross_name_goal_prev = string_null;
1363                 if(wcross_name_goal_prev_prev)
1364                         strunzone(wcross_name_goal_prev_prev);
1365                 wcross_name_goal_prev_prev = string_null;
1366                 wcross_name_changestarttime = 0;
1367                 wcross_name_changedonetime = 0;
1368                 wcross_name_alpha_goal_prev = 0;
1369                 wcross_name_alpha_goal_prev_prev = 0;
1370                 wcross_resolution_goal_prev = 0;
1371                 wcross_resolution_goal_prev_prev = 0;
1372         }
1373 }
1374
1375 void HUD_Draw(entity this)
1376 {
1377         // if we don't know gametype and scores yet avoid drawing the scoreboard
1378         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1379         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1380         // cl_deathscoreboard would show the scoreboard and so on
1381         if(!gametype)
1382                 return;
1383
1384         Hud_Dynamic_Frame();
1385
1386         if(!intermission)
1387         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1388         {
1389                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1390         }
1391         else if(STAT(FROZEN))
1392         {
1393                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1394         }
1395
1396         HUD_Scale_Enable();
1397         if(!intermission)
1398         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1399         {
1400                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1401                 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);
1402         }
1403         else if(STAT(CAPTURE_PROGRESS))
1404         {
1405                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1406                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1407         }
1408         else if(STAT(REVIVE_PROGRESS))
1409         {
1410                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1411                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1412         }
1413         HUD_Scale_Disable();
1414
1415         if(autocvar_r_letterbox == 0)
1416                 if(autocvar_viewsize < 120)
1417                 {
1418                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1419                                 Accuracy_LoadLevels();
1420
1421                         HUD_Main();
1422                         HUD_Scale_Disable();
1423                 }
1424
1425         // crosshair goes VERY LAST
1426         UpdateDamage();
1427         HUD_Crosshair(this);
1428         HitSound();
1429 }
1430
1431 bool ov_enabled;
1432 float oldr_nearclip;
1433 float oldr_farclip_base;
1434 float oldr_farclip_world;
1435 float oldr_novis;
1436 float oldr_useportalculling;
1437 float oldr_useinfinitefarclip;
1438
1439 void cl_notice_run();
1440
1441 float prev_myteam;
1442 int lasthud;
1443 float vh_notice_time;
1444 void WaypointSprite_Load();
1445 void CSQC_UpdateView(entity this, float w, float h)
1446 {
1447     TC(int, w); TC(int, h);
1448         entity e;
1449         float fov;
1450         float f;
1451         vector vf_size, vf_min;
1452         float a;
1453
1454         execute_next_frame();
1455
1456         ++framecount;
1457
1458         stats_get();
1459         hud = STAT(HUD);
1460
1461         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1462                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1463
1464         lasthud = hud;
1465
1466         HUD_Scale_Disable();
1467
1468         if(autocvar__hud_showbinds_reload) // menu can set this one
1469         {
1470                 db_close(binddb);
1471                 binddb = db_create();
1472                 cvar_set("_hud_showbinds_reload", "0");
1473         }
1474
1475         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1476                 view_quality = getproperty(VF_MINFPS_QUALITY);
1477         else
1478                 view_quality = 1;
1479
1480         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1481         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1482
1483         vf_size = getpropertyvec(VF_SIZE);
1484         vf_min = getpropertyvec(VF_MIN);
1485         vid_width = vf_size.x;
1486         vid_height = vf_size.y;
1487
1488         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1489         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1490
1491         WaypointSprite_Load();
1492
1493         CSQCPlayer_SetCamera();
1494
1495         if(player_localentnum <= maxclients) // is it a client?
1496                 current_player = player_localentnum - 1;
1497         else // then player_localentnum is the vehicle I'm driving
1498                 current_player = player_localnum;
1499         myteam = entcs_GetTeam(current_player);
1500
1501         if(myteam != prev_myteam)
1502         {
1503                 myteamcolors = colormapPaletteColor(myteam, 1);
1504                 FOREACH(hud_panels, true, it.update_time = time);
1505                 prev_myteam = myteam;
1506         }
1507
1508         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1509
1510         float is_dead = (STAT(HEALTH) <= 0);
1511
1512         // FIXME do we need this hack?
1513         if(isdemo())
1514         {
1515                 // in demos, input_buttons do not work
1516                 button_zoom = (autocvar__togglezoom == "-");
1517         }
1518         else if(button_zoom
1519                 && autocvar_cl_unpress_zoom_on_death
1520                 && (spectatee_status >= 0)
1521                 && (is_dead || intermission))
1522         {
1523                 // no zoom while dead or in intermission please
1524                 localcmd("-zoom\n");
1525                 button_zoom = false;
1526         }
1527
1528         // event chase camera
1529         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1530         {
1531                 if(STAT(CAMERA_SPECTATOR))
1532                 {
1533                         if(spectatee_status > 0)
1534                         {
1535                                 if(!autocvar_chase_active)
1536                                 {
1537                                         cvar_set("chase_active", "-2");
1538                                         goto skip_eventchase_death;
1539                                 }
1540                         }
1541                         else if(autocvar_chase_active == -2)
1542                                 cvar_set("chase_active", "0");
1543
1544                         if(autocvar_chase_active == -2)
1545                                 goto skip_eventchase_death;
1546                 }
1547                 else if(autocvar_chase_active == -2)
1548                         cvar_set("chase_active", "0");
1549
1550                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1551
1552                 float vehicle_viewdist = 0;
1553                 vector vehicle_viewofs = '0 0 0';
1554
1555                 if(vehicle_chase)
1556                 {
1557                         if(hud != HUD_BUMBLEBEE_GUN)
1558                         {
1559                                 Vehicle info = Vehicles_from(hud);
1560                                 vehicle_viewdist = info.height;
1561                                 vehicle_viewofs = info.view_ofs;
1562                         }
1563                 }
1564
1565                 if(WantEventchase(this))
1566                 {
1567                         vector current_view_origin_override = '0 0 0';
1568                         vector view_offset_override = '0 0 0';
1569                         float chase_distance_override = 0;
1570                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1571                         if(custom_eventchase)
1572                         {
1573                                 current_view_origin_override = M_ARGV(0, vector);
1574                                 view_offset_override = M_ARGV(1, vector);
1575                                 chase_distance_override = M_ARGV(0, float);
1576                         }
1577                         eventchase_running = true;
1578
1579                         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1580                         if(!local_player)
1581                                 local_player = this; // fall back!
1582
1583                         // 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.)
1584                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1585                         if (custom_eventchase)
1586                                 current_view_origin = current_view_origin_override;
1587
1588                         // detect maximum viewoffset and use it
1589                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1590                         if(vehicle_chase)
1591                         {
1592                                 if(vehicle_viewofs)
1593                                         view_offset = vehicle_viewofs;
1594                                 else
1595                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1596                         }
1597                         if (custom_eventchase)
1598                                 view_offset = view_offset_override;
1599
1600                         if(view_offset)
1601                         {
1602                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1603                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1604                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1605                         }
1606
1607                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1608                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1609                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1610                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1611
1612                         // make the camera smooth back
1613                         float chase_distance = autocvar_cl_eventchase_distance;
1614                         if(vehicle_chase)
1615                         {
1616                                 if(vehicle_viewofs)
1617                                         chase_distance = vehicle_viewdist;
1618                                 else
1619                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1620                         }
1621                         if (custom_eventchase)
1622                                 chase_distance = chase_distance_override;
1623
1624                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1625                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1626                         else if(eventchase_current_distance != chase_distance)
1627                                 eventchase_current_distance = chase_distance;
1628
1629                         makevectors(view_angles);
1630
1631                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1632                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1633
1634                         // If the boxtrace fails, revert back to line tracing.
1635                         if(!local_player.viewloc)
1636                         if(trace_startsolid)
1637                         {
1638                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1639                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1640                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1641                         }
1642                         else { setproperty(VF_ORIGIN, trace_endpos); }
1643
1644                         if(!local_player.viewloc)
1645                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1646                 }
1647                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1648                 {
1649                         eventchase_running = false;
1650                         cvar_set("chase_active", "0");
1651                         eventchase_current_distance = 0; // start from 0 next time
1652                 }
1653         }
1654         // workaround for camera stuck between player's legs when using chase_active 1
1655         // because the engine stops updating the chase_active camera when the game ends
1656         else if(intermission)
1657         {
1658                 cvar_settemp("chase_active", "-1");
1659                 eventchase_current_distance = 0;
1660         }
1661
1662         LABEL(skip_eventchase_death);
1663
1664         // do lockview after event chase camera so that it still applies whenever necessary.
1665         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1666         {
1667                 setproperty(VF_ORIGIN, freeze_org);
1668                 setproperty(VF_ANGLES, freeze_ang);
1669         }
1670         else
1671         {
1672                 freeze_org = getpropertyvec(VF_ORIGIN);
1673                 freeze_ang = getpropertyvec(VF_ANGLES);
1674         }
1675
1676         WarpZone_FixView();
1677         //WarpZone_FixPMove();
1678
1679         vector ov_org = '0 0 0';
1680         vector ov_mid = '0 0 0';
1681         vector ov_worldmin = '0 0 0';
1682         vector ov_worldmax = '0 0 0';
1683         if(autocvar_cl_orthoview)
1684         {
1685                 ov_worldmin = mi_picmin;
1686                 ov_worldmax = mi_picmax;
1687
1688                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1689                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1690                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1691
1692                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1693                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1694
1695                 float ov_nearest = vlen(ov_org - vec3(
1696                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1697                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1698                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1699                 ));
1700
1701                 float ov_furthest = 0;
1702                 float dist = 0;
1703
1704                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1705                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1706                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1707                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1708                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1709                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1710                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1711                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1712
1713                 if(!ov_enabled)
1714                 {
1715                         oldr_nearclip = cvar("r_nearclip");
1716                         oldr_farclip_base = cvar("r_farclip_base");
1717                         oldr_farclip_world = cvar("r_farclip_world");
1718                         oldr_novis = cvar("r_novis");
1719                         oldr_useportalculling = cvar("r_useportalculling");
1720                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1721                 }
1722
1723                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1724                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1725                 cvar_settemp("r_farclip_world", "0");
1726                 cvar_settemp("r_novis", "1");
1727                 cvar_settemp("r_useportalculling", "0");
1728                 cvar_settemp("r_useinfinitefarclip", "0");
1729
1730                 setproperty(VF_ORIGIN, ov_org);
1731                 setproperty(VF_ANGLES, '90 0 0');
1732
1733                 ov_enabled = true;
1734
1735                 #if 0
1736                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1737                         vtos(ov_org),
1738                         vtos(getpropertyvec(VF_ANGLES)),
1739                         ov_distance,
1740                         ov_nearest,
1741                         ov_furthest);
1742                 #endif
1743         }
1744         else
1745         {
1746                 if(ov_enabled)
1747                 {
1748                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1749                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1750                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1751                         cvar_set("r_novis", ftos(oldr_novis));
1752                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1753                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1754                 }
1755                 ov_enabled = false;
1756         }
1757
1758         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1759         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1760         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1761                 viewmodel_draw(viewmodels[slot]);
1762
1763         // Render the Scene
1764         view_origin = getpropertyvec(VF_ORIGIN);
1765         view_angles = getpropertyvec(VF_ANGLES);
1766         makevectors(view_angles);
1767         view_forward = v_forward;
1768         view_right = v_right;
1769         view_up = v_up;
1770
1771 #ifdef BLURTEST
1772         if(time > blurtest_time0 && time < blurtest_time1)
1773         {
1774                 float r, t;
1775
1776                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1777                 r = t * blurtest_radius;
1778                 f = 1 / (t ** blurtest_power) - 1;
1779
1780                 cvar_set("r_glsl_postprocess", "1");
1781                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1782         }
1783         else
1784         {
1785                 cvar_set("r_glsl_postprocess", "0");
1786                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1787         }
1788 #endif
1789
1790         TargetMusic_Advance();
1791         Fog_Force();
1792
1793         if(drawtime == 0)
1794                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1795         else
1796                 drawframetime = bound(0.000001, time - drawtime, 1);
1797         drawtime = time;
1798
1799         // watch for gametype changes here...
1800         // in ParseStuffCMD the cmd isn't executed yet :/
1801         // might even be better to add the gametype to TE_CSQC_INIT...?
1802         if(!postinit)
1803                 PostInit();
1804
1805         if(intermission && !intermission_time)
1806                 intermission_time = time;
1807
1808         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1809         {
1810                 if(calledhooks & HOOK_START)
1811                 {
1812                         localcmd("\ncl_hook_gameend\n");
1813                         calledhooks |= HOOK_END;
1814                 }
1815         }
1816
1817         Announcer();
1818
1819         fov = autocvar_fov;
1820         if(fov <= 59.5)
1821         {
1822                 if(!zoomscript_caught)
1823                 {
1824                         localcmd("+button9\n");
1825                         zoomscript_caught = 1;
1826                 }
1827         }
1828         else
1829         {
1830                 if(zoomscript_caught)
1831                 {
1832                         localcmd("-button9\n");
1833                         zoomscript_caught = 0;
1834                 }
1835         }
1836
1837         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1838
1839         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1840         {
1841                 entity wepent = viewmodels[slot];
1842
1843                 if(wepent.last_switchweapon != wepent.switchweapon)
1844                 {
1845                         weapontime = time;
1846                         wepent.last_switchweapon = wepent.switchweapon;
1847                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1848                         {
1849                                 localcmd("-zoom\n");
1850                                 button_zoom = false;
1851                         }
1852                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1853                         {
1854                                 localcmd("-fire\n");
1855                                 localcmd("-fire2\n");
1856                                 button_attack2 = false;
1857                         }
1858                 }
1859                 if(wepent.last_activeweapon != wepent.activeweapon)
1860                 {
1861                         wepent.last_activeweapon = wepent.activeweapon;
1862
1863                         e = wepent.activeweapon;
1864                         if(e.netname != "")
1865                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1866                         else if(slot == 0)
1867                                 localcmd("\ncl_hook_activeweapon none\n");
1868                 }
1869         }
1870
1871         // ALWAYS Clear Current Scene First
1872         clearscene();
1873
1874         setproperty(VF_ORIGIN, view_origin);
1875         setproperty(VF_ANGLES, view_angles);
1876
1877         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1878         setproperty(VF_SIZE, vf_size);
1879         setproperty(VF_MIN, vf_min);
1880
1881         // Assign Standard Viewflags
1882         // Draw the World (and sky)
1883         setproperty(VF_DRAWWORLD, 1);
1884
1885         // Set the console size vars
1886         vid_conwidth = autocvar_vid_conwidth;
1887         vid_conheight = autocvar_vid_conheight;
1888         vid_pixelheight = autocvar_vid_pixelheight;
1889
1890         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1891         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1892         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1893
1894         if(camera_active) // Camera for demo playback
1895         {
1896                 if(autocvar_camera_enable)
1897                         CSQC_Demo_Camera();
1898                 else
1899                 {
1900                         cvar_set("chase_active", ftos(chase_active_backup));
1901                         cvar_set("cl_demo_mousegrab", "0");
1902                         camera_active = false;
1903                 }
1904         }
1905         else
1906         {
1907 #ifdef CAMERATEST
1908                 if(autocvar_camera_enable)
1909 #else
1910                 if(autocvar_camera_enable && isdemo())
1911 #endif
1912                 {
1913                         // Enable required Darkplaces cvars
1914                         chase_active_backup = autocvar_chase_active;
1915                         cvar_set("chase_active", "2");
1916                         cvar_set("cl_demo_mousegrab", "1");
1917                         camera_active = true;
1918                         camera_mode = false;
1919                 }
1920         }
1921
1922         // Draw the Crosshair
1923         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1924
1925         // Draw the Engine Status Bar (the default Quake HUD)
1926         setproperty(VF_DRAWENGINESBAR, 0);
1927
1928         // Update the mouse position
1929         /*
1930            mousepos_x = vid_conwidth;
1931            mousepos_y = vid_conheight;
1932            mousepos = mousepos*0.5 + getmousepos();
1933          */
1934
1935         IL_EACH(g_drawables, it.draw, it.draw(it));
1936
1937         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1938         renderscene();
1939
1940         // now switch to 2D drawing mode by calling a 2D drawing function
1941         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1942         // next R_RenderScene call
1943         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1944
1945         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1946         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1947         {
1948                 // apply night vision effect
1949                 vector tc_00, tc_01, tc_10, tc_11;
1950                 vector rgb = '0 0 0';
1951
1952                 if(!nightvision_noise)
1953                 {
1954                         nightvision_noise = new(nightvision_noise);
1955                 }
1956                 if(!nightvision_noise2)
1957                 {
1958                         nightvision_noise2 = new(nightvision_noise2);
1959                 }
1960
1961                 // color tint in yellow
1962                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1963
1964                 // draw BG
1965                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1966                 rgb = '1 1 1';
1967                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1968                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1969                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1970                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1971                 tc_11 = tc_01 + tc_10 - tc_00;
1972                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1973                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1974                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1975                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1976                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1977                 R_EndPolygon();
1978
1979                 // draw FG
1980                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1981                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1982                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1983                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1984                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1985                 tc_11 = tc_01 + tc_10 - tc_00;
1986                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1987                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1988                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1989                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1990                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1991                 R_EndPolygon();
1992         }
1993
1994         if(autocvar_cl_reticle)
1995         {
1996                 string reticle_image = string_null;
1997                 bool wep_zoomed = false;
1998                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1999                 {
2000                         entity wepe = viewmodels[slot];
2001                         Weapon wep = wepe.activeweapon;
2002                         if(wep != WEP_Null && wep.wr_zoom)
2003                         {
2004                                 bool do_zoom = wep.wr_zoom(wep, NULL);
2005                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2006                                         reticle_image = wep.w_reticle;
2007                                 wep_zoomed += do_zoom;
2008                         }
2009                 }
2010                 // Draw the aiming reticle for weapons that use it
2011                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2012                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2013                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2014                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
2015                 {
2016                         // no zoom reticle while dead
2017                         reticle_type = 0;
2018                 }
2019                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2020                 {
2021                         if(reticle_image) { reticle_type = 2; }
2022                         else { reticle_type = 0; }
2023                 }
2024                 else if(button_zoom || zoomscript_caught)
2025                 {
2026                         // normal zoom
2027                         reticle_type = 1;
2028                 }
2029
2030                 if(reticle_type)
2031                 {
2032                         if(autocvar_cl_reticle_stretch)
2033                         {
2034                                 reticle_size.x = vid_conwidth;
2035                                 reticle_size.y = vid_conheight;
2036                                 reticle_pos.x = 0;
2037                                 reticle_pos.y = 0;
2038                         }
2039                         else
2040                         {
2041                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2042                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2043                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2044                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2045                         }
2046
2047                         if(zoomscript_caught)
2048                                 f = 1;
2049                         else
2050                                 f = current_zoomfraction;
2051
2052                         if(f)
2053                         {
2054                                 switch(reticle_type)
2055                                 {
2056                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2057                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2058                                 }
2059                         }
2060                 }
2061         }
2062         else
2063         {
2064                 if(reticle_type != 0) { reticle_type = 0; }
2065         }
2066
2067
2068         // improved polyblend
2069         if(autocvar_hud_contents)
2070         {
2071                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2072                 vector liquidcolor;
2073
2074                 switch(pointcontents(view_origin))
2075                 {
2076                         case CONTENT_WATER:
2077                                 liquidalpha = autocvar_hud_contents_water_alpha;
2078                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2079                                 incontent = 1;
2080                                 break;
2081
2082                         case CONTENT_LAVA:
2083                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2084                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2085                                 incontent = 1;
2086                                 break;
2087
2088                         case CONTENT_SLIME:
2089                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2090                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2091                                 incontent = 1;
2092                                 break;
2093
2094                         default:
2095                                 liquidalpha = 0;
2096                                 liquidcolor = '0 0 0';
2097                                 incontent = 0;
2098                                 break;
2099                 }
2100
2101                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2102                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2103                         contentfadetime = autocvar_hud_contents_fadeintime;
2104                         liquidalpha_prev = liquidalpha;
2105                         liquidcolor_prev = liquidcolor;
2106                 }
2107                 else
2108                         contentfadetime = autocvar_hud_contents_fadeouttime;
2109
2110                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2111                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2112
2113                 if(contentavgalpha)
2114                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2115
2116                 if(autocvar_hud_postprocessing)
2117                 {
2118                         if(autocvar_hud_contents_blur && contentavgalpha)
2119                         {
2120                                 content_blurpostprocess.x = 1;
2121                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2122                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2123                         }
2124                         else
2125                         {
2126                                 content_blurpostprocess.x = 0;
2127                                 content_blurpostprocess.y = 0;
2128                                 content_blurpostprocess.z = 0;
2129                         }
2130                 }
2131         }
2132
2133         if(autocvar_hud_damage && !STAT(FROZEN))
2134         {
2135                 splash_size.x = max(vid_conwidth, vid_conheight);
2136                 splash_size.y = max(vid_conwidth, vid_conheight);
2137                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2138                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2139
2140                 float myhealth_flash_temp;
2141                 myhealth = STAT(HEALTH);
2142
2143                 // fade out
2144                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2145                 // add new damage
2146                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2147
2148                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2149                 pain_threshold = autocvar_hud_damage_pain_threshold;
2150                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2151                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2152
2153                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2154                 {
2155                         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);
2156                 }
2157
2158                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2159
2160                 if(myhealth_prev < 1)
2161                 {
2162                         if(myhealth >= 1)
2163                         {
2164                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2165                                 myhealth_flash_temp = 0;
2166                         }
2167                         else
2168                         {
2169                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2170                         }
2171                 }
2172
2173                 if(spectatee_status == -1 || intermission)
2174                 {
2175                         myhealth_flash = 0; // observing, or match ended
2176                         myhealth_flash_temp = 0;
2177                 }
2178
2179                 myhealth_prev = myhealth;
2180
2181                 // IDEA: change damage color/picture based on player model for robot/alien species?
2182                 // pro: matches model better
2183                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2184                 // maybe different reddish pics?
2185                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2186                 {
2187                         if(autocvar_cl_gentle_damage == 2)
2188                         {
2189                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2190                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2191                         }
2192                         else
2193                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2194
2195                         if(myhealth_flash_temp > 0)
2196                                 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);
2197                 }
2198                 else if(myhealth_flash_temp > 0)
2199                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2200
2201                 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.
2202                 {
2203                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2204                         {
2205                                 damage_blurpostprocess.x = 1;
2206                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2207                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2208                         }
2209                         else
2210                         {
2211                                 damage_blurpostprocess.x = 0;
2212                                 damage_blurpostprocess.y = 0;
2213                                 damage_blurpostprocess.z = 0;
2214                         }
2215                 }
2216         }
2217
2218         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2219         float e2 = (autocvar_hud_powerup != 0);
2220         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2221         {
2222                 // enable or disable rendering types if they are used or not
2223                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2224                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2225
2226                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2227                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2228                 {
2229                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2230                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2231                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2232                         {
2233                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2234                                 old_blurradius = blurradius;
2235                                 old_bluralpha = bluralpha;
2236                         }
2237                 }
2238                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2239                 {
2240                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2241                         old_blurradius = 0;
2242                         old_bluralpha = 0;
2243                 }
2244
2245                 // edge detection postprocess handling done second (used by hud_powerup)
2246                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2247                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2248                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2249
2250                 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
2251
2252                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2253                 {
2254                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2255                         {
2256                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2257                                 old_sharpen_intensity = sharpen_intensity;
2258                         }
2259                 }
2260                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2261                 {
2262                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2263                         old_sharpen_intensity = 0;
2264                 }
2265
2266                 if(cvar("r_glsl_postprocess") == 0)
2267                         cvar_set("r_glsl_postprocess", "2");
2268         }
2269         else if(cvar("r_glsl_postprocess") == 2)
2270                 cvar_set("r_glsl_postprocess", "0");
2271
2272         /*if(gametype == MAPINFO_TYPE_CTF)
2273           {
2274           ctf_view();
2275           } else */
2276
2277         // draw 2D entities
2278         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2279         Draw_ShowNames_All();
2280 #ifdef DEBUGDRAW
2281         Debug_Draw();
2282 #endif
2283
2284         scoreboard_active = Scoreboard_WouldDraw();
2285
2286         HUD_Draw(this); // this parameter for deep vehicle function
2287
2288         if(NextFrameCommand)
2289         {
2290                 localcmd("\n", NextFrameCommand, "\n");
2291                 NextFrameCommand = string_null;
2292         }
2293
2294         // we must do this check AFTER a frame was rendered, or it won't work
2295         if(cs_project_is_b0rked == 0)
2296         {
2297                 string w0, h0;
2298                 w0 = ftos(autocvar_vid_conwidth);
2299                 h0 = ftos(autocvar_vid_conheight);
2300                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2301                 //setproperty(VF_FOV, '90 90 0');
2302                 setproperty(VF_ORIGIN, '0 0 0');
2303                 setproperty(VF_ANGLES, '0 0 0');
2304                 setproperty(VF_PERSPECTIVE, 1);
2305                 makevectors('0 0 0');
2306                 vector v1, v2;
2307                 cvar_set("vid_conwidth", "800");
2308                 cvar_set("vid_conheight", "600");
2309                 v1 = cs_project(v_forward);
2310                 cvar_set("vid_conwidth", "640");
2311                 cvar_set("vid_conheight", "480");
2312                 v2 = cs_project(v_forward);
2313                 if(v1 == v2)
2314                         cs_project_is_b0rked = 1;
2315                 else
2316                         cs_project_is_b0rked = -1;
2317                 cvar_set("vid_conwidth", w0);
2318                 cvar_set("vid_conheight", h0);
2319         }
2320
2321         if(autocvar__hud_configure)
2322                 HUD_Panel_Mouse();
2323         else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2324                 HUD_Minigame_Mouse();
2325         else if(QuickMenu_IsOpened())
2326                 QuickMenu_Mouse();
2327         else
2328                 HUD_Radar_Mouse();
2329
2330         cl_notice_run();
2331         unpause_update();
2332         Net_Flush();
2333
2334         // let's reset the view back to normal for the end
2335         setproperty(VF_MIN, '0 0 0');
2336         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2337
2338         IL_ENDFRAME();
2339 }
2340
2341
2342 // following vectors must be global to allow seamless switching between camera modes
2343 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2344 void CSQC_Demo_Camera()
2345 {
2346         float speed, attenuation, dimensions;
2347         vector tmp, delta;
2348
2349         if( autocvar_camera_reset || !camera_mode )
2350         {
2351                 camera_offset = '0 0 0';
2352                 current_angles = '0 0 0';
2353                 camera_direction = '0 0 0';
2354                 camera_offset.z += 30;
2355                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2356                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2357                 current_origin = view_origin;
2358                 current_camera_offset  = camera_offset;
2359                 cvar_set("camera_reset", "0");
2360                 camera_mode = CAMERA_CHASE;
2361         }
2362
2363         // Camera angles
2364         if( camera_roll )
2365                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2366
2367         if(autocvar_camera_look_player)
2368         {
2369                 vector dir;
2370                 float n;
2371
2372                 dir = normalize(view_origin - current_position);
2373                 n = mouse_angles.z;
2374                 mouse_angles = vectoangles(dir);
2375                 mouse_angles.x = mouse_angles.x * -1;
2376                 mouse_angles.z = n;
2377         }
2378         else
2379         {
2380                 tmp = getmousepos() * 0.1;
2381                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2382                 {
2383                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2384                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2385                 }
2386         }
2387
2388         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2389         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2390         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2391         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2392
2393         // Fix difference when angles don't have the same sign
2394         delta = '0 0 0';
2395         if(mouse_angles.y < -60 && current_angles.y > 60)
2396                 delta = '0 360 0';
2397         if(mouse_angles.y > 60 && current_angles.y < -60)
2398                 delta = '0 -360 0';
2399
2400         if(autocvar_camera_look_player)
2401                 attenuation = autocvar_camera_look_attenuation;
2402         else
2403                 attenuation = autocvar_camera_speed_attenuation;
2404
2405         attenuation = 1 / max(1, attenuation);
2406         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2407
2408         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2409         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2410         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2411         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2412
2413         // Camera position
2414         tmp = '0 0 0';
2415         dimensions = 0;
2416
2417         if( camera_direction.x )
2418         {
2419                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2420                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2421                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2422                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2423                 ++dimensions;
2424         }
2425
2426         if( camera_direction.y )
2427         {
2428                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2429                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2430                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2431                 ++dimensions;
2432         }
2433
2434         if( camera_direction.z )
2435         {
2436                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2437                 ++dimensions;
2438         }
2439
2440         if(autocvar_camera_free)
2441                 speed = autocvar_camera_speed_free;
2442         else
2443                 speed = autocvar_camera_speed_chase;
2444
2445         if(dimensions)
2446         {
2447                 speed = speed * sqrt(1 / dimensions);
2448                 camera_offset += tmp * speed;
2449         }
2450
2451         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2452
2453         // Camera modes
2454         if( autocvar_camera_free )
2455         {
2456                 if ( camera_mode == CAMERA_CHASE )
2457                 {
2458                         current_camera_offset = current_origin + current_camera_offset;
2459                         camera_offset = current_origin + camera_offset;
2460                 }
2461
2462                 camera_mode = CAMERA_FREE;
2463                 current_position = current_camera_offset;
2464         }
2465         else
2466         {
2467                 if ( camera_mode == CAMERA_FREE )
2468                 {
2469                         current_origin = view_origin;
2470                         camera_offset = camera_offset - current_origin;
2471                         current_camera_offset = current_camera_offset - current_origin;
2472                 }
2473
2474                 camera_mode = CAMERA_CHASE;
2475
2476                 if(autocvar_camera_chase_smoothly)
2477                         current_origin += (view_origin - current_origin) * attenuation;
2478                 else
2479                         current_origin = view_origin;
2480
2481                 current_position = current_origin + current_camera_offset;
2482         }
2483
2484         setproperty(VF_ANGLES, current_angles);
2485         setproperty(VF_ORIGIN, current_position);
2486 }