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