]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Merge branch 'master' into Mario/qc_camstuff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
6 #include "hud/_mod.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
11
12 #include <client/mutators/_mod.qh>
13
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/net_notice.qh>
21 #include <common/debug.qh>
22 #include <common/mapinfo.qh>
23 #include <common/gamemodes/_mod.qh>
24 #include <common/physics/player.qh>
25 #include <common/stats.qh>
26 #include <common/mapobjects/target/music.qh>
27 #include <common/teams.qh>
28 #include <common/wepent.qh>
29
30 #include <common/weapons/weapon/tuba.qh>
31
32 #include <common/vehicles/all.qh>
33 #include <common/weapons/_all.qh>
34 #include <common/mutators/mutator/overkill/oknex.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
40
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
44
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
47
48 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
49
50 float autocvar_cl_viewmodel_scale;
51 float autocvar_cl_viewmodel_alpha;
52
53 bool autocvar_cl_bobmodel;
54 float autocvar_cl_bobmodel_speed;
55 float autocvar_cl_bobmodel_side;
56 float autocvar_cl_bobmodel_up;
57
58 float autocvar_cl_followmodel;
59 float autocvar_cl_followmodel_speed = 0.3;
60 float autocvar_cl_followmodel_limit = 135;
61 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
62 float autocvar_cl_followmodel_highpass = 0.05;
63 float autocvar_cl_followmodel_lowpass = 0.03;
64 bool autocvar_cl_followmodel_velocity_absolute;
65
66 float autocvar_cl_leanmodel;
67 float autocvar_cl_leanmodel_speed = 0.3;
68 float autocvar_cl_leanmodel_limit = 30;
69 float autocvar_cl_leanmodel_highpass1 = 0.2;
70 float autocvar_cl_leanmodel_highpass = 0.2;
71 float autocvar_cl_leanmodel_lowpass = 0.05;
72
73 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
74
75 #define lowpass(value, frac, ref_store, ret) \
76         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
77
78 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
79         float __ignore; lowpass(value, frac, ref_store, __ignore); \
80         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
81 MACRO_END
82
83 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
84         float __f = 0; lowpass(value, frac, ref_store, __f); \
85         ret = (value) - __f; \
86 MACRO_END
87
88 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
89         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
90         ret = (value) - __f; \
91 MACRO_END
92
93 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
94         lowpass(value.x, frac, ref_store.x, ref_out.x); \
95         lowpass(value.y, frac, ref_store.y, ref_out.y); \
96 MACRO_END
97
98 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
99         highpass(value.x, frac, ref_store.x, ref_out.x); \
100         highpass(value.y, frac, ref_store.y, ref_out.y); \
101 MACRO_END
102
103 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
104         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
105         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
106 MACRO_END
107
108 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
109         lowpass(value.x, frac, ref_store.x, ref_out.x); \
110         lowpass(value.y, frac, ref_store.y, ref_out.y); \
111         lowpass(value.z, frac, ref_store.z, ref_out.z); \
112 MACRO_END
113
114 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115         highpass(value.x, frac, ref_store.x, ref_out.x); \
116         highpass(value.y, frac, ref_store.y, ref_out.y); \
117         highpass(value.z, frac, ref_store.z, ref_out.z); \
118 MACRO_END
119
120 void calc_followmodel_ofs(entity view)
121 {
122         if(cl_followmodel_time == time)
123                 return; // cl_followmodel_ofs already calculated for this frame
124
125         float frac;
126         vector gunorg = '0 0 0';
127         static vector vel_average;
128         static vector gunorg_adjustment_highpass;
129         static vector gunorg_adjustment_lowpass;
130
131         vector vel;
132         if (autocvar_cl_followmodel_velocity_absolute)
133                 vel = view.velocity;
134         else
135         {
136                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
137                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
138                 vel.x = view.velocity * forward;
139                 vel.y = view.velocity * right * -1;
140                 vel.z = view.velocity * up;
141         }
142
143         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
144         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
145         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
146
147         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
148         lowpass3(vel, frac, vel_average, gunorg);
149
150         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
151
152         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
153         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
154         frac = avg_factor(autocvar_cl_followmodel_highpass);
155         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
156         frac = avg_factor(autocvar_cl_followmodel_lowpass);
157         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
158
159         if (autocvar_cl_followmodel_velocity_absolute)
160         {
161                 vector fixed_gunorg;
162                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
163                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
164                 fixed_gunorg.x = gunorg * forward;
165                 fixed_gunorg.y = gunorg * right * -1;
166                 fixed_gunorg.z = gunorg * up;
167                 gunorg = fixed_gunorg;
168         }
169
170         cl_followmodel_ofs = gunorg;
171         cl_followmodel_time = time;
172 }
173
174 vector leanmodel_ofs(entity view)
175 {
176         float frac;
177         vector gunangles = '0 0 0';
178         static vector gunangles_prev = '0 0 0';
179         static vector gunangles_highpass = '0 0 0';
180         static vector gunangles_adjustment_highpass;
181         static vector gunangles_adjustment_lowpass;
182
183         if (view.csqcmodel_teleported)
184                 gunangles_prev = view_angles;
185
186         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
187         gunangles_highpass += gunangles_prev;
188         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
189         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
190         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
191         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
192         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
193         gunangles_prev = view_angles;
194         gunangles_highpass -= gunangles_prev;
195
196         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
197         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
198
199         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200         frac = avg_factor(autocvar_cl_leanmodel_highpass);
201         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
204
205         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
206
207         return gunangles;
208 }
209
210 vector bobmodel_ofs(entity view)
211 {
212         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
213         static bool oldonground;
214         static float hitgroundtime;
215         if (clonground)
216         {
217                 float f = time; // cl.movecmd[0].time
218                 if (!oldonground)
219                         hitgroundtime = f;
220         }
221         oldonground = clonground;
222
223         // calculate for swinging gun model
224         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
225         vector gunorg = '0 0 0';
226         static float bobmodel_scale = 0;
227         static float time_ofs = 0; // makes the effect always restart in the same way
228         if (clonground)
229         {
230                 if (time - hitgroundtime > 0.05)
231                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
232         }
233         else
234                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
235
236         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
237         if (bobmodel_scale && xyspeed)
238         {
239                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
240                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
241                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
242                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
243         }
244         else
245                 time_ofs = time;
246
247         return gunorg;
248 }
249
250 void viewmodel_animate(entity this)
251 {
252         if (autocvar_chase_active) return;
253         if (STAT(HEALTH) <= 0) return;
254
255         entity view = CSQCModel_server2csqc(player_localentnum - 1);
256
257         if (autocvar_cl_followmodel)
258         {
259                 calc_followmodel_ofs(view);
260                 this.origin += cl_followmodel_ofs;
261         }
262
263         if (autocvar_cl_leanmodel)
264                 this.angles += leanmodel_ofs(view);
265
266         // vertical view bobbing code
267         // TODO: cl_bob
268
269         // horizontal view bobbing code
270         // TODO: cl_bob2
271
272         // fall bobbing code
273         // causes the view to swing down and back up when touching the ground
274         // TODO: cl_bobfall
275
276         // gun model bobbing code
277         if (autocvar_cl_bobmodel)
278                 this.origin += bobmodel_ofs(view);
279 }
280
281 .vector viewmodel_origin, viewmodel_angles;
282 .float weapon_nextthink;
283 .float weapon_eta_last;
284 .float weapon_switchdelay;
285
286 .string name_last;
287
288 void viewmodel_draw(entity this)
289 {
290         if(!this.activeweapon || !autocvar_r_drawviewmodel)
291                 return;
292         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
293         float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
294         int wepskin = this.m_skin;
295         bool invehicle = player_localentnum > maxclients;
296         if (invehicle) a = -1;
297         Weapon wep = this.activeweapon;
298         int c = entcs_GetClientColors(current_player);
299         vector g = weaponentity_glowmod(wep, NULL, c, this);
300         entity me = CSQCModel_server2csqc(player_localentnum - 1);
301         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
302                 | EF_NODEPTHTEST)
303                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
304         for (entity e = this; e; e = e.weaponchild)
305         {
306                 e.drawmask = mask;
307                 e.alpha = a;
308                 e.skin = wepskin;
309                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
310                 e.glowmod = g;
311                 e.csqcmodel_effects = fx;
312                 CSQCModel_Effects_Apply(e);
313         }
314         if(a >= 0)
315         {
316                 string name = wep.mdl;
317                 string newname = wep.wr_viewmodel(wep, this);
318                 if(newname)
319                         name = newname;
320                 bool swap = name != this.name_last;
321                 // if (swap)
322                 {
323                         this.name_last = name;
324                         CL_WeaponEntity_SetModel(this, name, swap);
325                         this.viewmodel_origin = this.origin;
326                         this.viewmodel_angles = this.angles;
327                 }
328                 anim_update(this);
329                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
330                         anim_set(this, this.anim_idle, true, false, false);
331         }
332         float f = 0; // 0..1; 0: fully active
333         float rate = STAT(WEAPONRATEFACTOR);
334         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
335         if (eta <= 0) f = this.weapon_eta_last;
336         else switch (this.state)
337         {
338                 case WS_RAISE:
339                 {
340                         f = eta / max(eta, this.weapon_switchdelay);
341                         break;
342                 }
343                 case WS_DROP:
344                 {
345                         f = 1 - eta / max(eta, this.weapon_switchdelay);
346                         break;
347                 }
348                 case WS_CLEAR:
349                 {
350                         f = 1;
351                         break;
352                 }
353         }
354         this.weapon_eta_last = f;
355         this.origin = this.viewmodel_origin;
356         this.angles = this.viewmodel_angles;
357         this.angles_x = (-90 * f * f);
358         viewmodel_animate(this);
359         MUTATOR_CALLHOOK(DrawViewModel, this);
360         setorigin(this, this.origin);
361 }
362
363 STATIC_INIT(viewmodel) {
364     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365         viewmodels[slot] = new(viewmodel);
366 }
367
368 float showfps_prevfps;
369 float showfps_prevfps_time;
370 int showfps_framecounter;
371
372 void fpscounter_update()
373 {
374         if(!STAT(SHOWFPS))
375                 return;
376
377         float currentTime = gettime(GETTIME_REALTIME);
378         showfps_framecounter += 1;
379         if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
380         {
381                 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
382                 showfps_framecounter = 0;
383                 showfps_prevfps_time = currentTime;
384
385                 int channel = MSG_C2S;
386                 WriteHeader(channel, fpsreport);
387                 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
388         }
389 }
390
391 STATIC_INIT(fpscounter_init)
392 {
393         float currentTime = gettime(GETTIME_REALTIME);
394         showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
395 }
396
397 float avgspeed;
398 vector GetCurrentFov(float fov)
399 {
400         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
401         float velocityzoom, curspeed;
402         vector v;
403
404         zoomsensitivity = autocvar_cl_zoomsensitivity;
405         zoomfactor = autocvar_cl_zoomfactor;
406         if(zoomfactor < 1 || zoomfactor > 30)
407                 zoomfactor = 2.5;
408         zoomspeed = autocvar_cl_zoomspeed;
409         if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
410                 zoomspeed = 3.5;
411
412         zoomdir = button_zoom;
413
414         if(hud == HUD_NORMAL && !spectatee_status)
415         {
416                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
417                 {
418                         entity wepent = viewmodels[slot];
419                         if(wepent.switchweapon != wepent.activeweapon)
420                                 continue;
421                         Weapon wep = wepent.activeweapon;
422                         if(wep != WEP_Null && wep.wr_zoomdir)
423                         {
424                                 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
425                                 zoomdir += do_zoom;
426                         }
427                 }
428         }
429         if(spectatee_status > 0 || isdemo())
430         {
431                 if(spectatorbutton_zoom)
432                 {
433                         if(zoomdir)
434                                 zoomdir = 0;
435                         else
436                                 zoomdir = 1;
437                 }
438                 // fteqcc failed twice here already, don't optimize this
439         }
440
441         if(zoomdir) { zoomin_effect = 0; }
442
443         if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
444         {
445                 current_viewzoom = 1;
446         }
447         else if (camera_active)
448         {
449                 current_viewzoom = min(1, current_viewzoom + drawframetime);
450         }
451         else if(autocvar_cl_spawnzoom && zoomin_effect)
452         {
453                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
454
455                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
456                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
457                 if(current_viewzoom == 1) { zoomin_effect = 0; }
458         }
459         else
460         {
461                 if(zoomspeed < 0) // instant zoom
462                 {
463                         if(zoomdir)
464                                 current_viewzoom = 1 / zoomfactor;
465                         else
466                                 current_viewzoom = 1;
467                 }
468                 else
469                 {
470                         if(zoomdir)
471                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
472                         else
473                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
474                 }
475         }
476
477         if(almost_equals(current_viewzoom, 1))
478                 current_zoomfraction = 0;
479         else if(almost_equals(current_viewzoom, 1/zoomfactor))
480                 current_zoomfraction = 1;
481         else
482                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
483
484         if(zoomsensitivity < 1)
485                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
486         else
487                 setsensitivityscale(1);
488
489         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
490         {
491                 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
492                         curspeed = 0;
493                 else
494                 {
495                         makevectors(view_angles);
496                         v = pmove_vel;
497                         if(csqcplayer)
498                                 v = csqcplayer.velocity;
499
500                         switch(autocvar_cl_velocityzoom_type)
501                         {
502                                 case 3: curspeed = max(0, v_forward * v); break;
503                                 case 2: curspeed = (v_forward * v); break;
504                                 case 1: default: curspeed = vlen(v); break;
505                         }
506                 }
507
508                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
509                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
510                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
511
512                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
513         }
514         else
515                 velocityzoom = 1;
516
517         float frustumx, frustumy, fovx, fovy;
518         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
519         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
520         fovx = atan2(frustumx, 1) / M_PI * 360.0;
521         fovy = atan2(frustumy, 1) / M_PI * 360.0;
522
523         return '1 0 0' * fovx + '0 1 0' * fovy;
524 }
525
526 vector GetViewLocationFOV(float fov)
527 {
528         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
529         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
530         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
531         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
532         return '1 0 0' * fovx + '0 1 0' * fovy;
533 }
534
535 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
536 {
537         float fovx, fovy;
538         float width = (ov_worldmax.x - ov_worldmin.x);
539         float height = (ov_worldmax.y - ov_worldmin.y);
540         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
541         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
542         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
543         return '1 0 0' * fovx + '0 1 0' * fovy;
544 }
545
546 // this function must match W_SetupShot!
547 float zoomscript_caught;
548
549 bool minigame_wasactive;
550
551 vector wcross_origin;
552 float wcross_scale_prev, wcross_alpha_prev;
553 vector wcross_color_prev;
554 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
555 vector wcross_color_goal_prev;
556 float wcross_changedonetime;
557
558 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
559 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
560 float wcross_name_changestarttime, wcross_name_changedonetime;
561 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
562
563 float wcross_ring_prev;
564
565 entity trueaim;
566 entity trueaim_rifle;
567
568 const float SHOTTYPE_HITTEAM = 1;
569 const float SHOTTYPE_HITOBSTRUCTION = 2;
570 const float SHOTTYPE_HITWORLD = 3;
571 const float SHOTTYPE_HITENEMY = 4;
572
573 void TrueAim_Init()
574 {
575         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
576         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
577 }
578
579 float EnemyHitCheck()
580 {
581         float t, n;
582         wcross_origin = project_3d_to_2d(trace_endpos);
583         wcross_origin.z = 0;
584         if(trace_ent)
585                 n = trace_ent.entnum;
586         else
587                 n = trace_networkentity;
588         if(n < 1)
589                 return SHOTTYPE_HITWORLD;
590         if(n > maxclients)
591                 return SHOTTYPE_HITWORLD;
592         t = entcs_GetTeam(n - 1);
593         if(teamplay)
594                 if(t == myteam)
595                         return SHOTTYPE_HITTEAM;
596         if(t == NUM_SPECTATOR)
597                 return SHOTTYPE_HITWORLD;
598         return SHOTTYPE_HITENEMY;
599 }
600
601 float TrueAimCheck(entity wepent)
602 {
603         if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
604                 return SHOTTYPE_HITWORLD;
605
606         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?
607         vector vecs, trueaimpoint, w_shotorg;
608         vector mi, ma, dv;
609         float shottype;
610         entity ta;
611         float mv;
612
613         mi = ma = '0 0 0';
614         ta = trueaim;
615         mv = MOVE_NOMONSTERS;
616
617         switch(wepent.activeweapon) // WEAPONTODO
618         {
619                 case WEP_VORTEX:
620                 case WEP_OVERKILL_NEX:
621                 case WEP_VAPORIZER:
622                         mv = MOVE_NORMAL;
623                         break;
624                 case WEP_RIFLE:
625                         ta = trueaim_rifle;
626                         mv = MOVE_NORMAL;
627                         if(zoomscript_caught)
628                         {
629                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
630                                 return EnemyHitCheck();
631                         }
632                         break;
633                 case WEP_DEVASTATOR: // projectile has a size!
634                         mi = '-3 -3 -3';
635                         ma = '3 3 3';
636                         break;
637                 case WEP_FIREBALL: // projectile has a size!
638                         mi = '-16 -16 -16';
639                         ma = '16 16 16';
640                         break;
641                 case WEP_SEEKER: // projectile has a size!
642                         mi = '-2 -2 -2';
643                         ma = '2 2 2';
644                         break;
645                 case WEP_ELECTRO: // projectile has a size!
646                         mi = '0 0 -3';
647                         ma = '0 0 -3';
648                         break;
649         }
650
651         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
652
653         vecs = decompressShotOrigin(STAT(SHOTORG));
654
655         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
656         trueaimpoint = trace_endpos;
657
658         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
659                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
660
661         if(vecs.x > 0)
662                 vecs.y = -vecs.y;
663         else
664                 vecs = '0 0 0';
665
666         dv = view_right * vecs.y + view_up * vecs.z;
667         w_shotorg = traceorigin + dv;
668
669         // now move the vecs forward as much as requested if possible
670         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
671         w_shotorg = trace_endpos - view_forward * nudge;
672
673         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
674         shottype = EnemyHitCheck();
675         if(shottype != SHOTTYPE_HITWORLD)
676                 return shottype;
677
678 #if 0
679         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
680         // or rather, I know why, but see no fix
681         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
682                 // 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
683                 return SHOTTYPE_HITOBSTRUCTION;
684 #endif
685
686         return SHOTTYPE_HITWORLD;
687 }
688
689 float camera_mode;
690 const float CAMERA_FREE = 1;
691 const float CAMERA_CHASE = 2;
692 float reticle_type;
693 string NextFrameCommand;
694
695 vector freeze_org, freeze_ang;
696 entity nightvision_noise, nightvision_noise2;
697
698 const float MAX_TIME_DIFF = 5;
699 float pickup_crosshair_time, pickup_crosshair_size;
700 float hitindication_crosshair_size;
701 float use_vortex_chargepool;
702
703 float myhealth, myhealth_prev;
704 float myhealth_flash;
705
706 float old_blurradius, old_bluralpha;
707 float old_sharpen_intensity;
708
709 vector myhealth_gentlergb;
710
711 float contentavgalpha, liquidalpha_prev;
712 vector liquidcolor_prev;
713
714 float eventchase_current_distance;
715 float eventchase_running;
716 int WantEventchase(entity this, bool want_vehiclechase)
717 {
718         if(autocvar_cl_orthoview)
719                 return 0;
720         if(STAT(GAME_STOPPED) || intermission)
721                 return 1;
722         if(this.viewloc)
723                 return 1;
724         if(spectatee_status >= 0)
725         {
726                 if(want_vehiclechase)
727                         return 1;
728                 if(MUTATOR_CALLHOOK(WantEventchase, this))
729                         return 1;
730                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
731                         return 1;
732                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
733                 {
734                         if(autocvar_cl_eventchase_death == 2)
735                         {
736                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
737                                 if(this.velocity == '0 0 0' || eventchase_running)
738                                         return 1;
739                         }
740                         else return 1;
741                 }
742                 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
743                 {
744                         if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
745                                 return 1;
746                         else if (eventchase_running)
747                                 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
748                 }
749         }
750         return 0;
751 }
752
753 void HUD_Crosshair_Vehicle(entity this)
754 {
755         if(hud != HUD_BUMBLEBEE_GUN)
756         {
757                 Vehicle info = Vehicles_from(hud);
758                 info.vr_crosshair(info, this);
759         }
760 }
761
762 vector damage_blurpostprocess, content_blurpostprocess;
763
764 float unaccounted_damage = 0;
765 void UpdateDamage()
766 {
767         // accumulate damage with each stat update
768         static float damage_total_prev = 0;
769         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
770         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
771         damage_total_prev = damage_total;
772
773         static float damage_dealt_time_prev = 0;
774         float damage_dealt_time = STAT(HIT_TIME);
775         if (damage_dealt_time != damage_dealt_time_prev)
776         {
777                 unaccounted_damage += unaccounted_damage_new;
778                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
779         }
780         damage_dealt_time_prev = damage_dealt_time;
781
782         // prevent hitsound when switching spectatee
783         static float spectatee_status_prev = 0;
784         if (spectatee_status != spectatee_status_prev)
785                 unaccounted_damage = 0;
786         spectatee_status_prev = spectatee_status;
787 }
788
789 void HitSound()
790 {
791         // varying sound pitch
792
793         bool have_arc = false;
794         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
795         {
796                 entity wepent = viewmodels[slot];
797
798                 if(wepent.activeweapon == WEP_ARC)
799                         have_arc = true;
800         }
801
802         static float hitsound_time_prev = 0;
803         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
804         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
805         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
806         {
807                 if (autocvar_cl_hitsound && unaccounted_damage)
808                 {
809                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
810                         float a = autocvar_cl_hitsound_max_pitch;
811                         float b = autocvar_cl_hitsound_min_pitch;
812                         float c = autocvar_cl_hitsound_nom_damage;
813                         float d = unaccounted_damage;
814                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
815
816                         // if sound variation is disabled, set pitch_shift to 1
817                         if (autocvar_cl_hitsound == 1)
818                                 pitch_shift = 1;
819
820                         // if pitch shift is reversed, mirror in (max-min)/2 + min
821                         if (autocvar_cl_hitsound == 3)
822                         {
823                                 float mirror_value = (a-b)/2 + b;
824                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
825                         }
826
827                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
828
829                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
830                         // todo: normalize sound pressure levels? seems unnecessary
831
832                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
833                 }
834                 unaccounted_damage = 0;
835                 hitsound_time_prev = time;
836         }
837
838         static float typehit_time_prev = 0;
839         float typehit_time = STAT(TYPEHIT_TIME);
840         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
841         {
842                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
843                 typehit_time_prev = typehit_time;
844         }
845
846         static float kill_time_prev = 0;
847         float kill_time = STAT(KILL_TIME);
848         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
849         {
850                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
851                 kill_time_prev = kill_time;
852         }
853 }
854
855 vector crosshair_getcolor(entity this, float health_stat)
856 {
857         static float rainbow_last_flicker;
858         static vector rainbow_prev_color;
859         vector wcross_color = '0 0 0';
860         switch(autocvar_crosshair_color_special)
861         {
862                 case 1: // crosshair_color_per_weapon
863                 {
864                         if(this != WEP_Null && hud == HUD_NORMAL)
865                         {
866                                 wcross_color = this.wpcolor;
867                                 break;
868                         }
869                         else { goto normalcolor; }
870                 }
871
872                 case 2: // crosshair_color_by_health
873                 {
874                         vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
875                         float hp = floor(v.x + 1);
876
877                         //x = red
878                         //y = green
879                         //z = blue
880
881                         wcross_color.z = 0;
882
883                         if(hp > 200)
884                         {
885                                 wcross_color.x = 0;
886                                 wcross_color.y = 1;
887                         }
888                         else if(hp > 150)
889                         {
890                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
891                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
892                         }
893                         else if(hp > 100)
894                         {
895                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
896                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
897                                 wcross_color.z = 1 - (hp-100)*0.02;
898                         }
899                         else if(hp > 50)
900                         {
901                                 wcross_color.x = 1;
902                                 wcross_color.y = 1;
903                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
904                         }
905                         else if(hp > 20)
906                         {
907                                 wcross_color.x = 1;
908                                 wcross_color.y = (hp-20)*90/27/100;
909                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
910                         }
911                         else
912                         {
913                                 wcross_color.x = 1;
914                                 wcross_color.y = 0;
915                         }
916                         break;
917                 }
918
919                 case 3: // crosshair_color_rainbow
920                 {
921                         if(time >= rainbow_last_flicker)
922                         {
923                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
924                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
925                         }
926                         wcross_color = rainbow_prev_color;
927                         break;
928                 }
929 LABEL(normalcolor)
930                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
931         }
932
933         return wcross_color;
934 }
935
936 void HUD_Crosshair(entity this)
937 {
938         float f, i, j;
939         vector v;
940         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
941                 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
942                 !HUD_MinigameMenu_IsOpened() )
943         {
944                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
945                         return;
946
947                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
948                         return;
949
950                 if (hud != HUD_NORMAL)
951                 {
952                         HUD_Crosshair_Vehicle(this);
953                         return;
954                 }
955
956                 string wcross_style;
957                 float wcross_alpha, wcross_resolution;
958                 wcross_style = autocvar_crosshair;
959                 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
960                         wcross_style = autocvar_crosshair_2d;
961                 if (wcross_style == "0")
962                         return;
963                 wcross_resolution = autocvar_crosshair_size;
964                 if (wcross_resolution == 0)
965                         return;
966                 wcross_alpha = autocvar_crosshair_alpha;
967                 if (wcross_alpha == 0)
968                         return;
969
970                 // TrueAim check
971                 float shottype;
972
973                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
974                 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
975                         wcross_origin = viewloc_mousepos;
976                 else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
977                 {
978                         vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
979                         if(csqcplayer && crosshair_chase_playeralpha && crosshair_chase_playeralpha < 1)
980                         {
981                                 traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
982                                 float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
983                                 if(trace_ent == csqcplayer && STAT(HEALTH) > 0)
984                                         csqcplayer.alpha = min(crosshair_chase_playeralpha, myalpha);
985                                 else
986                                         csqcplayer.alpha = csqcplayer.m_alpha;
987                         }
988                         traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
989                         wcross_origin = project_3d_to_2d(trace_endpos);
990                 }
991                 else
992                         wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
993                 wcross_origin.z = 0;
994                 if(autocvar_crosshair_hittest)
995                 {
996                         vector wcross_oldorigin;
997                         entity thiswep = viewmodels[0]; // TODO: unhardcode
998                         wcross_oldorigin = wcross_origin;
999                         shottype = TrueAimCheck(thiswep);
1000                         if(shottype == SHOTTYPE_HITWORLD)
1001                         {
1002                                 v = wcross_origin - wcross_oldorigin;
1003                                 v.x /= vid_conwidth;
1004                                 v.y /= vid_conheight;
1005                                 if(vdist(v, >, 0.01))
1006                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1007                         }
1008                         if(!autocvar_crosshair_hittest_showimpact)
1009                                 wcross_origin = wcross_oldorigin;
1010                 }
1011                 else
1012                         shottype = SHOTTYPE_HITWORLD;
1013
1014                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1015                 string wcross_name = "";
1016                 float wcross_scale, wcross_blur;
1017
1018         entity e = WEP_Null;
1019                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1020                 {
1021                         entity wepent = viewmodels[0]; // TODO: unhardcode
1022                         e = wepent.switchingweapon;
1023                         if(e)
1024                         {
1025                                 if(autocvar_crosshair_per_weapon)
1026                                 {
1027                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1028                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1029                                         //if (wcross_resolution == 0)
1030                                                 //return;
1031
1032                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1033                                         wcross_resolution *= e.w_crosshair_size;
1034                                         wcross_name = e.w_crosshair;
1035                                 }
1036                         }
1037                 }
1038
1039                 if(wcross_name == "")
1040                         wcross_name = strcat("gfx/crosshair", wcross_style);
1041
1042                 // MAIN CROSSHAIR COLOR DECISION
1043                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1044
1045                 if(autocvar_crosshair_effect_scalefade)
1046                 {
1047                         wcross_scale = wcross_resolution;
1048                         wcross_resolution = 1;
1049                 }
1050                 else
1051                 {
1052                         wcross_scale = 1;
1053                 }
1054
1055                 if(autocvar_crosshair_pickup)
1056                 {
1057                         float stat_pickup_time = STAT(LAST_PICKUP);
1058
1059                         if(pickup_crosshair_time < stat_pickup_time)
1060                         {
1061                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1062                                         pickup_crosshair_size = 1;
1063
1064                                 pickup_crosshair_time = stat_pickup_time;
1065                         }
1066
1067                         if(pickup_crosshair_size > 0)
1068                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1069                         else
1070                                 pickup_crosshair_size = 0;
1071
1072                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1073                 }
1074
1075                 // todo: make crosshair hit indication dependent on damage dealt
1076                 if(autocvar_crosshair_hitindication)
1077                 {
1078                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1079
1080                         if(unaccounted_damage)
1081                         {
1082                                 hitindication_crosshair_size = 1;
1083                         }
1084
1085                         if(hitindication_crosshair_size > 0)
1086                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1087                         else
1088                                 hitindication_crosshair_size = 0;
1089
1090                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1091                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1092                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1093                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1094                 }
1095
1096                 if(shottype == SHOTTYPE_HITENEMY)
1097                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1098                 if(shottype == SHOTTYPE_HITTEAM)
1099                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1100
1101                 f = fabs(autocvar_crosshair_effect_time);
1102                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1103                 {
1104                         wcross_changedonetime = time + f;
1105                 }
1106                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1107                 {
1108                         wcross_name_changestarttime = time;
1109                         wcross_name_changedonetime = time + f;
1110                         if(wcross_name_goal_prev_prev)
1111                                 strunzone(wcross_name_goal_prev_prev);
1112                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1113                         wcross_name_goal_prev = strzone(wcross_name);
1114                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1115                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1116                         wcross_resolution_goal_prev = wcross_resolution;
1117                 }
1118
1119                 wcross_scale_goal_prev = wcross_scale;
1120                 wcross_alpha_goal_prev = wcross_alpha;
1121                 wcross_color_goal_prev = wcross_color;
1122
1123                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1124                 {
1125                         wcross_blur = 1;
1126                         wcross_alpha *= 0.75;
1127                 }
1128                 else
1129                         wcross_blur = 0;
1130                 // *_prev is at time-frametime
1131                 // * is at wcross_changedonetime+f
1132                 // what do we have at time?
1133                 if(time < wcross_changedonetime)
1134                 {
1135                         f = frametime / (wcross_changedonetime - time + frametime);
1136                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1137                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1138                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1139                 }
1140
1141                 wcross_scale_prev = wcross_scale;
1142                 wcross_alpha_prev = wcross_alpha;
1143                 wcross_color_prev = wcross_color;
1144
1145                 MUTATOR_CALLHOOK(UpdateCrosshair);
1146
1147                 wcross_scale *= 1 - autocvar__menu_alpha;
1148                 wcross_alpha *= 1 - autocvar__menu_alpha;
1149                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1150
1151                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1152                 {
1153                         // crosshair rings for weapon stats
1154                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1155                         {
1156                                 // declarations and stats
1157                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1158                                 string ring_image = string_null, ring_inner_image = string_null;
1159                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1160
1161                                 ring_scale = autocvar_crosshair_ring_size;
1162
1163                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1164
1165                                 int weapon_clipload = wepent.clip_load;
1166                                 int weapon_clipsize = wepent.clip_size;
1167
1168                                 float arc_heat = wepent.arc_heat_percent;
1169                                 float vcharge = wepent.vortex_charge;
1170                                 float vchargepool = wepent.vortex_chargepool_ammo;
1171                                 float oknex_charge_ = wepent.oknex_charge;
1172                                 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
1173
1174                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1175                                         vortex_charge_movingavg = vcharge;
1176
1177                                 // handle the values
1178                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1179                                 {
1180                                         if (vchargepool || use_vortex_chargepool) {
1181                                                 use_vortex_chargepool = 1;
1182                                                 ring_inner_value = vchargepool;
1183                                         } else {
1184                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1185                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1186                                         }
1187
1188                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1189                                         ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1190                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1191
1192                                         // draw the outer ring to show the current charge of the weapon
1193                                         ring_value = vcharge;
1194                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1195                                         ring_rgb = wcross_color;
1196                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1197                                 }
1198                                 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
1199                                 {
1200                                         if (oknex_chargepool_ || use_vortex_chargepool) {
1201                                                 use_vortex_chargepool = 1;
1202                                                 ring_inner_value = oknex_chargepool_;
1203                                         } else {
1204                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
1205                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
1206                                         }
1207
1208                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1209                                         ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1210                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1211
1212                                         // draw the outer ring to show the current charge of the weapon
1213                                         ring_value = oknex_charge_;
1214                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1215                                         ring_rgb = wcross_color;
1216                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1217                                 }
1218                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1219                                 {
1220                                         ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1221                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1222                                         ring_rgb = wcross_color;
1223                                         ring_image = "gfx/crosshair_ring.tga";
1224                                 }
1225                                 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1226                                 {
1227                                         ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1228                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1229                                         ring_rgb = wcross_color;
1230                                         ring_image = "gfx/crosshair_ring.tga";
1231                                 }
1232                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1233                                 {
1234                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1235                                         ring_scale = autocvar_crosshair_ring_reload_size;
1236                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1237                                         ring_rgb = wcross_color;
1238
1239                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1240                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1241                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1242                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1243                                         else
1244                                                 ring_image = "gfx/crosshair_ring.tga";
1245                                 }
1246                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1247                                 {
1248                                         ring_value = arc_heat;
1249                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1250                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1251                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1252                                         ring_image = "gfx/crosshair_ring.tga";
1253                                 }
1254
1255                                 // if in weapon switch animation, fade ring out/in
1256                                 if(autocvar_crosshair_effect_time > 0)
1257                                 {
1258                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1259                                         if (f >= 1)
1260                                         {
1261                                                 wcross_ring_prev = ((ring_image) ? true : false);
1262                                         }
1263
1264                                         if(wcross_ring_prev)
1265                                         {
1266                                                 if(f < 1)
1267                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1268                                         }
1269                                         else
1270                                         {
1271                                                 if(f < 1)
1272                                                         ring_alpha *= bound(0, f, 1);
1273                                         }
1274                                 }
1275
1276                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1277                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1278
1279                                 if (ring_value)
1280                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1281                         }
1282
1283 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1284                         MACRO_BEGIN \
1285                                 vector scaled_sz = sz * wcross_size; \
1286                                 if(wcross_blur > 0) \
1287                                 { \
1288                                         for(i = -2; i <= 2; ++i) \
1289                                         for(j = -2; j <= 2; ++j) \
1290                                         M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
1291                                 } \
1292                                 else \
1293                                 { \
1294                                         M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
1295                                 } \
1296                         MACRO_END
1297
1298 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
1299                         drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1300
1301 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1302                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1303
1304                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1305                         {
1306                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1307                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1308                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1309                                 f = 1 - f;
1310                         }
1311                         else
1312                         {
1313                                 f = 1;
1314                         }
1315                         wcross_name_alpha_goal_prev = f;
1316
1317                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1318                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1319
1320                         if(autocvar_crosshair_dot)
1321                         {
1322                                 vector wcross_color_old;
1323                                 wcross_color_old = wcross_color;
1324
1325                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1326                                         wcross_color = stov(autocvar_crosshair_dot_color);
1327
1328                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1329                                 // FIXME why don't we use wcross_alpha here?
1330                                 wcross_color = wcross_color_old;
1331                         }
1332                 }
1333         }
1334         else
1335         {
1336                 wcross_scale_prev = 0;
1337                 wcross_alpha_prev = 0;
1338                 wcross_scale_goal_prev = 0;
1339                 wcross_alpha_goal_prev = 0;
1340                 wcross_changedonetime = 0;
1341                 strfree(wcross_name_goal_prev);
1342                 strfree(wcross_name_goal_prev_prev);
1343                 wcross_name_changestarttime = 0;
1344                 wcross_name_changedonetime = 0;
1345                 wcross_name_alpha_goal_prev = 0;
1346                 wcross_name_alpha_goal_prev_prev = 0;
1347                 wcross_resolution_goal_prev = 0;
1348                 wcross_resolution_goal_prev_prev = 0;
1349         }
1350 }
1351
1352 const int MAX_SPECIALCOMMAND = 15;
1353 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1354 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1355 const float SPECIALCOMMAND_SPEED = 150;
1356 const float SPECIALCOMMAND_TURNSPEED = 2;
1357 const float SPECIALCOMMAND_SIZE = 0.025;
1358 const float SPECIALCOMMAND_CHANCE = 0.35;
1359 float sc_spawntime, sc_changetime;
1360 vector sc_color = '1 1 1';
1361 void SpecialCommand()
1362 {
1363         if(!STAT(MOVEVARS_SPECIALCOMMAND))
1364                 return;
1365
1366         if(time >= sc_changetime)
1367         {
1368                 sc_changetime = time + 1;
1369                 sc_color = randomvec() * 1.5;
1370                 sc_color.x = bound(0.2, sc_color.x, 0.75);
1371                 sc_color.y = bound(0.2, sc_color.y, 0.75);
1372                 sc_color.z = bound(0.2, sc_color.z, 0.75);
1373         }
1374         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1375
1376         if(!precache_pic("gfx/smile"))
1377                 return; // damn party poopers
1378
1379         for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1380         {
1381                 vector slot = specialcommand_slots[j];
1382                 if(slot.y)
1383                         slot.y += SPECIALCOMMAND_SPEED * frametime;
1384                 //if(slot.z)
1385                         //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1386                 if(slot.y >= vid_conheight)
1387                         slot = '0 0 0';
1388
1389                 if(slot == '0 0 0')
1390                 {
1391                         if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1392                         {
1393                                 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1394                                 slot.y = 1; // start it off 0 so we can use it
1395                                 slot.z = floor(random() * Weapons_MAX);
1396                                 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1397                                 vector newcolor = randomvec() * 2;
1398                                 newcolor.x = bound(0.4, newcolor.x, 1);
1399                                 newcolor.y = bound(0.4, newcolor.y, 1);
1400                                 newcolor.z = bound(0.4, newcolor.z, 1);
1401                                 specialcommand_colors[j] = newcolor;
1402                         }
1403                 }
1404                 else
1405                 {
1406                         vector splash_size = '0 0 0';
1407                         splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1408                         splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1409                         entity wep = Weapons_from(slot.z);
1410                         if(wep == WEP_Null)
1411                                 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1412                         else
1413                                 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1414                         //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1415                 }
1416
1417                 specialcommand_slots[j] = slot;
1418         }
1419 }
1420
1421 void HUD_Draw(entity this)
1422 {
1423         // if we don't know gametype and scores yet avoid drawing the scoreboard
1424         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1425         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1426         // cl_deathscoreboard would show the scoreboard and so on
1427         if(!gametype)
1428                 return;
1429
1430         Hud_Dynamic_Frame();
1431
1432         if(!intermission)
1433         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1434         {
1435                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1436         }
1437         else if(STAT(FROZEN))
1438         {
1439                 vector col = '0.25 0.90 1';
1440                 if(STAT(REVIVE_PROGRESS))
1441                         col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1442                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1443         }
1444
1445         HUD_Scale_Enable();
1446         if(!intermission)
1447         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1448         {
1449                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1450                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1451                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1452         }
1453         else if(STAT(CAPTURE_PROGRESS))
1454         {
1455                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1456                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1457         }
1458         else if(STAT(REVIVE_PROGRESS))
1459         {
1460                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1461                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1462         }
1463         HUD_Scale_Disable();
1464
1465         if(autocvar_r_letterbox == 0)
1466                 if(autocvar_viewsize < 120)
1467                 {
1468                         if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))
1469                                 Accuracy_LoadLevels();
1470
1471                         HUD_Main();
1472                         HUD_Scale_Disable();
1473                 }
1474
1475         // crosshair goes VERY LAST
1476         SpecialCommand();
1477         UpdateDamage();
1478         HUD_Crosshair(this);
1479         HitSound();
1480 }
1481
1482 void ViewLocation_Mouse()
1483 {
1484         if(spectatee_status)
1485                 return; // don't draw it as spectator!
1486
1487         viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1488         viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1489         viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1490
1491         //float cursor_alpha = 1 - autocvar__menu_alpha;
1492         //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1493 }
1494
1495 void HUD_Cursor_Show()
1496 {
1497         float cursor_alpha = 1 - autocvar__menu_alpha;
1498         if(cursor_type == CURSOR_NORMAL)
1499                 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
1500         else if(cursor_type == CURSOR_MOVE)
1501                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1502         else if(cursor_type == CURSOR_RESIZE)
1503                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
1504         else if(cursor_type == CURSOR_RESIZE2)
1505                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
1506 }
1507
1508 void HUD_Mouse(entity player)
1509 {
1510         if(autocvar__menu_alpha == 1)
1511                 return;
1512
1513         if(!cursor_active)
1514         {
1515                 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1516                         ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1517                 return;
1518         }
1519
1520         if (cursor_active == -1) // starting to display the cursor
1521         {
1522                 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1523                 // in the first frame mousepos is the mouse position of the last time
1524                 // the cursor was displayed, thus we ignore it to avoid a glictch
1525                 cursor_active = 1;
1526                 return;
1527         }
1528
1529         if(!autocvar_hud_cursormode)
1530                 update_mousepos();
1531
1532         if(autocvar__hud_configure)
1533                 HUD_Panel_Mouse();
1534         else
1535         {
1536                 if (HUD_MinigameMenu_IsOpened())
1537                         HUD_Minigame_Mouse();
1538                 if (QuickMenu_IsOpened())
1539                         QuickMenu_Mouse();
1540                 if (HUD_Radar_Clickable())
1541                         HUD_Radar_Mouse();
1542         }
1543
1544         prevMouseClicked = mouseClicked;
1545
1546         HUD_Cursor_Show();
1547 }
1548
1549 bool ov_enabled;
1550 float oldr_nearclip;
1551 float oldr_farclip_base;
1552 float oldr_farclip_world;
1553 float oldr_novis;
1554 float oldr_useportalculling;
1555 float oldr_useinfinitefarclip;
1556
1557 float prev_myteam;
1558 int lasthud;
1559 float vh_notice_time;
1560 void CSQC_UpdateView(entity this, float w, float h)
1561 {
1562         TC(int, w); TC(int, h);
1563         entity e;
1564         float fov;
1565         float f;
1566         vector vf_size, vf_min;
1567         float a;
1568
1569         execute_next_frame();
1570
1571         ++framecount;
1572
1573         stats_get();
1574         hud = STAT(HUD);
1575
1576         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1577                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1578
1579         lasthud = hud;
1580
1581         ReplicateVars(false);
1582         if (ReplicateVars_NOT_SENDING())
1583                 ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
1584
1585         HUD_Scale_Disable();
1586
1587         if(autocvar__hud_showbinds_reload) // menu can set this one
1588         {
1589                 db_close(binddb);
1590                 binddb = db_create();
1591                 cvar_set("_hud_showbinds_reload", "0");
1592         }
1593
1594         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1595                 view_quality = getproperty(VF_MINFPS_QUALITY);
1596         else
1597                 view_quality = 1;
1598
1599         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1600         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1601
1602         vf_size = getpropertyvec(VF_SIZE);
1603         vf_min = getpropertyvec(VF_MIN);
1604         vid_width = vf_size.x;
1605         vid_height = vf_size.y;
1606
1607         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1608         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1609
1610         WaypointSprite_Load();
1611
1612         CSQCPlayer_SetCamera();
1613
1614         if(player_localentnum <= maxclients) // is it a client?
1615                 current_player = player_localentnum - 1;
1616         else // then player_localentnum is the vehicle I'm driving
1617                 current_player = player_localnum;
1618         myteam = entcs_GetTeam(current_player);
1619
1620         if(myteam != prev_myteam)
1621         {
1622                 myteamcolors = colormapPaletteColor(myteam, 1);
1623                 FOREACH(hud_panels, true, it.update_time = time);
1624                 prev_myteam = myteam;
1625         }
1626
1627         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1628
1629         float is_dead = (STAT(HEALTH) <= 0);
1630
1631         // FIXME do we need this hack?
1632         if(isdemo())
1633         {
1634                 // in demos, input_buttons do not work
1635                 button_zoom = (autocvar__togglezoom == "-");
1636         }
1637         else if(button_zoom
1638                 && autocvar_cl_unpress_zoom_on_death
1639                 && (spectatee_status >= 0)
1640                 && (is_dead || intermission))
1641         {
1642                 // no zoom while dead or in intermission please
1643                 localcmd("-zoom\n");
1644                 button_zoom = false;
1645         }
1646
1647         // abused multiple places below
1648         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1649         if(!local_player)
1650                 local_player = this; // fall back!
1651
1652         // event chase camera
1653         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1654         {
1655                 if(STAT(CAMERA_SPECTATOR))
1656                 {
1657                         if(spectatee_status > 0)
1658                         {
1659                                 if(!autocvar_chase_active)
1660                                 {
1661                                         cvar_set("chase_active", "-2");
1662                                         goto skip_eventchase_death;
1663                                 }
1664                         }
1665                         else if(autocvar_chase_active == -2)
1666                                 cvar_set("chase_active", "0");
1667
1668                         if(autocvar_chase_active == -2)
1669                                 goto skip_eventchase_death;
1670                 }
1671                 else if(autocvar_chase_active == -2)
1672                         cvar_set("chase_active", "0");
1673
1674                 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1675
1676                 float vehicle_viewdist = 0;
1677                 vector vehicle_viewofs = '0 0 0';
1678
1679                 if(vehicle_chase)
1680                 {
1681                         if(hud != HUD_BUMBLEBEE_GUN)
1682                         {
1683                                 Vehicle info = Vehicles_from(hud);
1684                                 vehicle_viewdist = info.height;
1685                                 vehicle_viewofs = info.view_ofs;
1686                                 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
1687                                         vehicle_chase = false;
1688                         }
1689                         else
1690                                 vehicle_chase = false;
1691                 }
1692
1693                 int eventchase = WantEventchase(this, vehicle_chase);
1694                 if (eventchase)
1695                 {
1696                         vector current_view_origin_override = '0 0 0';
1697                         vector view_offset_override = '0 0 0';
1698                         float chase_distance_override = 0;
1699                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1700                         if(custom_eventchase)
1701                         {
1702                                 current_view_origin_override = M_ARGV(0, vector);
1703                                 view_offset_override = M_ARGV(1, vector);
1704                                 chase_distance_override = M_ARGV(0, float);
1705                         }
1706                         eventchase_running = true;
1707
1708                         // 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.)
1709                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1710                         if (custom_eventchase)
1711                                 current_view_origin = current_view_origin_override;
1712
1713                         // detect maximum viewoffset and use it
1714                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1715                         if(vehicle_chase)
1716                         {
1717                                 if(vehicle_viewofs)
1718                                         view_offset = vehicle_viewofs;
1719                                 else
1720                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1721                         }
1722                         if (custom_eventchase)
1723                                 view_offset = view_offset_override;
1724
1725                         if(view_offset)
1726                         {
1727                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1728                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1729                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1730                         }
1731
1732                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1733                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1734                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1735                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1736
1737                         // make the camera smooth back
1738                         float chase_distance = autocvar_cl_eventchase_distance;
1739                         if(vehicle_chase)
1740                         {
1741                                 if(vehicle_viewofs)
1742                                         chase_distance = vehicle_viewdist;
1743                                 else
1744                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1745                         }
1746                         if (custom_eventchase)
1747                                 chase_distance = chase_distance_override;
1748
1749                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1750                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1751                         else if(eventchase_current_distance != chase_distance)
1752                                 eventchase_current_distance = chase_distance;
1753
1754                         makevectors(view_angles);
1755
1756                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1757                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1758
1759                         // If the boxtrace fails, revert back to line tracing.
1760                         if(!local_player.viewloc)
1761                         if(trace_startsolid)
1762                         {
1763                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1764                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1765                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1766                         }
1767                         else { setproperty(VF_ORIGIN, trace_endpos); }
1768
1769                         if(!local_player.viewloc)
1770                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1771                 }
1772
1773                 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1774                 {
1775                         eventchase_running = false;
1776                         cvar_set("chase_active", "0");
1777                         eventchase_current_distance = 0; // start from 0 next time
1778                 }
1779         }
1780         // workaround for camera stuck between player's legs when using chase_active 1
1781         // because the engine stops updating the chase_active camera when the game ends
1782         else if(intermission)
1783         {
1784                 cvar_settemp("chase_active", "-1");
1785                 eventchase_current_distance = 0;
1786         }
1787
1788         LABEL(skip_eventchase_death);
1789
1790         // do lockview after event chase camera so that it still applies whenever necessary.
1791         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1792         {
1793                 setproperty(VF_ORIGIN, freeze_org);
1794                 setproperty(VF_ANGLES, freeze_ang);
1795         }
1796         else
1797         {
1798                 freeze_org = getpropertyvec(VF_ORIGIN);
1799                 freeze_ang = getpropertyvec(VF_ANGLES);
1800         }
1801
1802         WarpZone_FixView();
1803         //WarpZone_FixPMove();
1804
1805         vector ov_org = '0 0 0';
1806         vector ov_mid = '0 0 0';
1807         vector ov_worldmin = '0 0 0';
1808         vector ov_worldmax = '0 0 0';
1809         if(autocvar_cl_orthoview)
1810         {
1811                 ov_worldmin = mi_picmin;
1812                 ov_worldmax = mi_picmax;
1813
1814                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1815                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1816                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1817
1818                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1819                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1820
1821                 float ov_nearest = vlen(ov_org - vec3(
1822                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1823                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1824                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1825                 ));
1826
1827                 float ov_furthest = 0;
1828                 float dist = 0;
1829
1830                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1831                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1832                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1833                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1834                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1835                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1836                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1837                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1838
1839                 if(!ov_enabled)
1840                 {
1841                         oldr_nearclip = cvar("r_nearclip");
1842                         oldr_farclip_base = cvar("r_farclip_base");
1843                         oldr_farclip_world = cvar("r_farclip_world");
1844                         oldr_novis = cvar("r_novis");
1845                         oldr_useportalculling = cvar("r_useportalculling");
1846                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1847                 }
1848
1849                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1850                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1851                 cvar_settemp("r_farclip_world", "0");
1852                 cvar_settemp("r_novis", "1");
1853                 cvar_settemp("r_useportalculling", "0");
1854                 cvar_settemp("r_useinfinitefarclip", "0");
1855
1856                 setproperty(VF_ORIGIN, ov_org);
1857                 setproperty(VF_ANGLES, '90 0 0');
1858
1859                 ov_enabled = true;
1860
1861                 #if 0
1862                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1863                         vtos(ov_org),
1864                         vtos(getpropertyvec(VF_ANGLES)),
1865                         ov_distance,
1866                         ov_nearest,
1867                         ov_furthest);
1868                 #endif
1869         }
1870         else
1871         {
1872                 if(ov_enabled)
1873                 {
1874                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1875                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1876                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1877                         cvar_set("r_novis", ftos(oldr_novis));
1878                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1879                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1880                 }
1881                 ov_enabled = false;
1882         }
1883
1884         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1885         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1886         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1887                 viewmodel_draw(viewmodels[slot]);
1888
1889         // Render the Scene
1890         view_origin = getpropertyvec(VF_ORIGIN);
1891         view_angles = getpropertyvec(VF_ANGLES);
1892         MAKEVECTORS(makevectors, view_angles, view_forward, view_right, view_up);
1893
1894 #ifdef BLURTEST
1895         if(time > blurtest_time0 && time < blurtest_time1)
1896         {
1897                 float r, t;
1898
1899                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1900                 r = t * blurtest_radius;
1901                 f = 1 / (t ** blurtest_power) - 1;
1902
1903                 cvar_set("r_glsl_postprocess", "1");
1904                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1905         }
1906         else
1907         {
1908                 cvar_set("r_glsl_postprocess", "0");
1909                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1910         }
1911 #endif
1912
1913         TargetMusic_Advance();
1914         Fog_Force();
1915         fpscounter_update();
1916
1917         if(drawtime == 0)
1918                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1919         else
1920                 drawframetime = bound(0.000001, time - drawtime, 1);
1921         drawtime = time;
1922
1923         // watch for gametype changes here...
1924         // in ParseStuffCMD the cmd isn't executed yet :/
1925         // might even be better to add the gametype to TE_CSQC_INIT...?
1926         if(!postinit)
1927                 PostInit();
1928
1929         if(intermission && !intermission_time)
1930                 intermission_time = time;
1931
1932         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1933         {
1934                 if(calledhooks & HOOK_START)
1935                 {
1936                         localcmd("\ncl_hook_gameend\n");
1937                         calledhooks |= HOOK_END;
1938                 }
1939         }
1940
1941         Announcer();
1942
1943         fov = autocvar_fov;
1944         if(fov <= 59.5)
1945         {
1946                 if(!zoomscript_caught)
1947                 {
1948                         localcmd("+button9\n");
1949                         zoomscript_caught = 1;
1950                 }
1951         }
1952         else
1953         {
1954                 if(zoomscript_caught)
1955                 {
1956                         localcmd("-button9\n");
1957                         zoomscript_caught = 0;
1958                 }
1959         }
1960
1961         if(active_minigame && HUD_MinigameMenu_IsOpened())
1962         {
1963                 if(!minigame_wasactive)
1964                 {
1965                         localcmd("+button12\n");
1966                         minigame_wasactive = true;
1967                 }
1968         }
1969         else if(minigame_wasactive)
1970         {
1971                 localcmd("-button12\n");
1972                 minigame_wasactive = false;
1973         }
1974
1975         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1976
1977         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1978         {
1979                 entity wepent = viewmodels[slot];
1980
1981                 if(wepent.last_switchweapon != wepent.switchweapon)
1982                 {
1983                         weapontime = time;
1984                         wepent.last_switchweapon = wepent.switchweapon;
1985                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1986                         {
1987                                 localcmd("-zoom\n");
1988                                 button_zoom = false;
1989                         }
1990                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1991                         {
1992                                 localcmd("-fire\n");
1993                                 localcmd("-fire2\n");
1994                                 button_attack2 = false;
1995                         }
1996                 }
1997                 if(wepent.last_activeweapon != wepent.activeweapon)
1998                 {
1999                         wepent.last_activeweapon = wepent.activeweapon;
2000
2001                         e = wepent.activeweapon;
2002                         if(e.netname != "")
2003                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
2004                         else if(slot == 0)
2005                                 localcmd("\ncl_hook_activeweapon none\n");
2006                 }
2007         }
2008
2009         // ALWAYS Clear Current Scene First
2010         clearscene();
2011
2012         setproperty(VF_ORIGIN, view_origin);
2013         setproperty(VF_ANGLES, view_angles);
2014
2015         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
2016         setproperty(VF_SIZE, vf_size);
2017         setproperty(VF_MIN, vf_min);
2018
2019         // Assign Standard Viewflags
2020         // Draw the World (and sky)
2021         setproperty(VF_DRAWWORLD, 1);
2022
2023         // Set the console size vars
2024         vid_conwidth = autocvar_vid_conwidth;
2025         vid_conheight = autocvar_vid_conheight;
2026         vid_pixelheight = autocvar_vid_pixelheight;
2027
2028         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
2029         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
2030         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
2031
2032         if(camera_active) // Camera for demo playback
2033         {
2034                 if(autocvar_camera_enable)
2035                         CSQC_Demo_Camera();
2036                 else
2037                 {
2038                         cvar_set("chase_active", ftos(chase_active_backup));
2039                         cvar_set("cl_demo_mousegrab", "0");
2040                         camera_active = false;
2041                 }
2042         }
2043         else
2044         {
2045 #ifdef CAMERATEST
2046                 if(autocvar_camera_enable)
2047 #else
2048                 if(autocvar_camera_enable && isdemo())
2049 #endif
2050                 {
2051                         // Enable required Darkplaces cvars
2052                         chase_active_backup = autocvar_chase_active;
2053                         cvar_set("chase_active", "2");
2054                         cvar_set("cl_demo_mousegrab", "1");
2055                         camera_active = true;
2056                         camera_mode = false;
2057                 }
2058         }
2059
2060         // Draw the Crosshair
2061         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2062
2063         // Draw the Engine Status Bar (the default Quake HUD)
2064         setproperty(VF_DRAWENGINESBAR, 0);
2065
2066         // Update the mouse position
2067         /*
2068            mousepos_x = vid_conwidth;
2069            mousepos_y = vid_conheight;
2070            mousepos = mousepos*0.5 + getmousepos();
2071          */
2072
2073         IL_EACH(g_drawables, it.draw, it.draw(it));
2074
2075         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
2076         renderscene();
2077
2078         // now switch to 2D drawing mode by calling a 2D drawing function
2079         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2080         // next R_RenderScene call
2081         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2082
2083         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2084         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2085         {
2086                 // apply night vision effect
2087                 vector tc_00, tc_01, tc_10, tc_11;
2088                 vector rgb = '0 0 0';
2089
2090                 if(!nightvision_noise)
2091                 {
2092                         nightvision_noise = new(nightvision_noise);
2093                 }
2094                 if(!nightvision_noise2)
2095                 {
2096                         nightvision_noise2 = new(nightvision_noise2);
2097                 }
2098
2099                 // color tint in yellow
2100                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2101
2102                 // draw BG
2103                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2104                 rgb = '1 1 1';
2105                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2106                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2107                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2108                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2109                 tc_11 = tc_01 + tc_10 - tc_00;
2110                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2111                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2112                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2113                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2114                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2115                 R_EndPolygon();
2116
2117                 // draw FG
2118                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2119                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2120                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2121                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2122                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2123                 tc_11 = tc_01 + tc_10 - tc_00;
2124                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2125                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2126                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2127                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2128                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2129                 R_EndPolygon();
2130         }
2131
2132         if(autocvar_cl_reticle && !MUTATOR_CALLHOOK(DrawReticle))
2133         {
2134                 string reticle_image = string_null;
2135                 bool wep_zoomed = false;
2136                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2137                 {
2138                         entity wepe = viewmodels[slot];
2139                         Weapon wep = wepe.activeweapon;
2140                         if(wep != WEP_Null && wep.wr_zoom)
2141                         {
2142                                 bool do_zoom = wep.wr_zoom(wep, NULL);
2143                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2144                                         reticle_image = wep.w_reticle;
2145                                 wep_zoomed += do_zoom;
2146                         }
2147                 }
2148                 // Draw the aiming reticle for weapons that use it
2149                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2150                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2151                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2152                 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2153                 {
2154                         // no zoom reticle while dead
2155                         reticle_type = 0;
2156                 }
2157                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2158                 {
2159                         if(reticle_image) { reticle_type = 2; }
2160                         else { reticle_type = 0; }
2161                 }
2162                 else if(button_zoom || zoomscript_caught)
2163                 {
2164                         // normal zoom
2165                         reticle_type = 1;
2166                 }
2167
2168                 if(reticle_type)
2169                 {
2170                         if(autocvar_cl_reticle_stretch)
2171                         {
2172                                 reticle_size.x = vid_conwidth;
2173                                 reticle_size.y = vid_conheight;
2174                                 reticle_pos.x = 0;
2175                                 reticle_pos.y = 0;
2176                         }
2177                         else
2178                         {
2179                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2180                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2181                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2182                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2183                         }
2184
2185                         if(zoomscript_caught)
2186                                 f = 1;
2187                         else
2188                                 f = current_zoomfraction;
2189
2190                         if(f)
2191                         {
2192                                 switch(reticle_type)
2193                                 {
2194                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2195                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2196                                 }
2197                         }
2198                 }
2199         }
2200         else
2201         {
2202                 if(reticle_type != 0) { reticle_type = 0; }
2203         }
2204
2205
2206         // improved polyblend
2207         if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2208         {
2209                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2210                 vector liquidcolor;
2211
2212                 switch(pointcontents(view_origin))
2213                 {
2214                         case CONTENT_WATER:
2215                                 liquidalpha = autocvar_hud_contents_water_alpha;
2216                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2217                                 incontent = 1;
2218                                 break;
2219
2220                         case CONTENT_LAVA:
2221                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2222                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2223                                 incontent = 1;
2224                                 break;
2225
2226                         case CONTENT_SLIME:
2227                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2228                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2229                                 incontent = 1;
2230                                 break;
2231
2232                         default:
2233                                 liquidalpha = 0;
2234                                 liquidcolor = '0 0 0';
2235                                 incontent = 0;
2236                                 break;
2237                 }
2238
2239                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2240                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2241                         contentfadetime = autocvar_hud_contents_fadeintime;
2242                         liquidalpha_prev = liquidalpha;
2243                         liquidcolor_prev = liquidcolor;
2244                 }
2245                 else
2246                         contentfadetime = autocvar_hud_contents_fadeouttime;
2247
2248                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2249                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2250
2251                 if(contentavgalpha)
2252                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2253
2254                 if(autocvar_hud_postprocessing)
2255                 {
2256                         if(autocvar_hud_contents_blur && contentavgalpha)
2257                         {
2258                                 content_blurpostprocess.x = 1;
2259                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2260                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2261                         }
2262                         else
2263                         {
2264                                 content_blurpostprocess.x = 0;
2265                                 content_blurpostprocess.y = 0;
2266                                 content_blurpostprocess.z = 0;
2267                         }
2268                 }
2269         }
2270
2271         if(autocvar_hud_damage && !STAT(FROZEN))
2272         {
2273                 splash_size.x = max(vid_conwidth, vid_conheight);
2274                 splash_size.y = max(vid_conwidth, vid_conheight);
2275                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2276                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2277
2278                 float myhealth_flash_temp;
2279                 myhealth = STAT(HEALTH);
2280
2281                 // fade out
2282                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2283                 // add new damage
2284                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2285
2286                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2287                 pain_threshold = autocvar_hud_damage_pain_threshold;
2288                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2289                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2290
2291                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2292                 {
2293                         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);
2294                 }
2295
2296                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2297
2298                 if(myhealth_prev < 1)
2299                 {
2300                         if(myhealth >= 1)
2301                         {
2302                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2303                                 myhealth_flash_temp = 0;
2304                         }
2305                         else
2306                         {
2307                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2308                         }
2309                 }
2310
2311                 if(spectatee_status == -1 || intermission)
2312                 {
2313                         myhealth_flash = 0; // observing, or match ended
2314                         myhealth_flash_temp = 0;
2315                 }
2316
2317                 myhealth_prev = myhealth;
2318
2319                 // IDEA: change damage color/picture based on player model for robot/alien species?
2320                 // pro: matches model better
2321                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2322                 // maybe different reddish pics?
2323                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2324                 {
2325                         if(autocvar_cl_gentle_damage == 2)
2326                         {
2327                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2328                                         myhealth_gentlergb = randomvec();
2329                         }
2330                         else
2331                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2332
2333                         if(myhealth_flash_temp > 0)
2334                                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2335                 }
2336                 else if(myhealth_flash_temp > 0)
2337                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2338
2339                 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.
2340                 {
2341                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2342                         {
2343                                 damage_blurpostprocess.x = 1;
2344                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2345                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2346                         }
2347                         else
2348                         {
2349                                 damage_blurpostprocess.x = 0;
2350                                 damage_blurpostprocess.y = 0;
2351                                 damage_blurpostprocess.z = 0;
2352                         }
2353                 }
2354         }
2355
2356         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2357         float e2 = (autocvar_hud_powerup != 0);
2358         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2359         {
2360                 // enable or disable rendering types if they are used or not
2361                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2362                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2363
2364                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2365                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2366                 {
2367                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2368                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2369                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2370                         {
2371                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2372                                 old_blurradius = blurradius;
2373                                 old_bluralpha = bluralpha;
2374                         }
2375                 }
2376                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2377                 {
2378                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2379                         old_blurradius = 0;
2380                         old_bluralpha = 0;
2381                 }
2382
2383                 // edge detection postprocess handling done second (used by hud_powerup)
2384                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2385                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2386                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2387
2388                 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
2389
2390                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2391                 {
2392                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2393                         {
2394                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2395                                 old_sharpen_intensity = sharpen_intensity;
2396                         }
2397                 }
2398                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2399                 {
2400                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2401                         old_sharpen_intensity = 0;
2402                 }
2403
2404                 if(cvar("r_glsl_postprocess") == 0)
2405                         cvar_set("r_glsl_postprocess", "2");
2406         }
2407         else if(cvar("r_glsl_postprocess") == 2)
2408                 cvar_set("r_glsl_postprocess", "0");
2409
2410         /*if(ISGAMETYPE(CTF))
2411           {
2412           ctf_view();
2413           } else */
2414
2415         // draw 2D entities
2416         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2417         Draw_ShowNames_All();
2418 #if ENABLE_DEBUGDRAW
2419         Debug_Draw();
2420 #endif
2421
2422         scoreboard_active = Scoreboard_WouldDraw();
2423
2424         HUD_Draw(this); // this parameter for deep vehicle function
2425
2426         if(NextFrameCommand)
2427         {
2428                 localcmd("\n", NextFrameCommand, "\n");
2429                 NextFrameCommand = string_null;
2430         }
2431
2432         // we must do this check AFTER a frame was rendered, or it won't work
2433         if(cs_project_is_b0rked == 0)
2434         {
2435                 string w0, h0;
2436                 w0 = ftos(autocvar_vid_conwidth);
2437                 h0 = ftos(autocvar_vid_conheight);
2438                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2439                 //setproperty(VF_FOV, '90 90 0');
2440                 setproperty(VF_ORIGIN, '0 0 0');
2441                 setproperty(VF_ANGLES, '0 0 0');
2442                 setproperty(VF_PERSPECTIVE, 1);
2443                 makevectors('0 0 0');
2444                 vector v1, v2;
2445                 cvar_set("vid_conwidth", "800");
2446                 cvar_set("vid_conheight", "600");
2447                 v1 = cs_project(v_forward);
2448                 cvar_set("vid_conwidth", "640");
2449                 cvar_set("vid_conheight", "480");
2450                 v2 = cs_project(v_forward);
2451                 if(v1 == v2)
2452                         cs_project_is_b0rked = 1;
2453                 else
2454                         cs_project_is_b0rked = -1;
2455                 cvar_set("vid_conwidth", w0);
2456                 cvar_set("vid_conheight", h0);
2457         }
2458
2459         HUD_Mouse(local_player);
2460
2461         cl_notice_run();
2462         unpause_update();
2463         Net_Flush();
2464
2465         // let's reset the view back to normal for the end
2466         setproperty(VF_MIN, '0 0 0');
2467         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2468
2469         IL_ENDFRAME();
2470 }
2471
2472
2473 // following vectors must be global to allow seamless switching between camera modes
2474 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2475 void CSQC_Demo_Camera()
2476 {
2477         float speed, attenuation, dimensions;
2478         vector tmp, delta;
2479
2480         if( autocvar_camera_reset || !camera_mode )
2481         {
2482                 camera_offset = '0 0 0';
2483                 current_angles = '0 0 0';
2484                 camera_direction = '0 0 0';
2485                 camera_offset.z += 30;
2486                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2487                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2488                 current_origin = view_origin;
2489                 current_camera_offset  = camera_offset;
2490                 cvar_set("camera_reset", "0");
2491                 camera_mode = CAMERA_CHASE;
2492         }
2493
2494         // Camera angles
2495         if( camera_roll )
2496                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2497
2498         if(autocvar_camera_look_player)
2499         {
2500                 vector dir;
2501                 float n;
2502
2503                 dir = normalize(view_origin - current_position);
2504                 n = mouse_angles.z;
2505                 mouse_angles = vectoangles(dir);
2506                 mouse_angles.x = mouse_angles.x * -1;
2507                 mouse_angles.z = n;
2508         }
2509         else
2510         {
2511                 tmp = getmousepos() * 0.1;
2512                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2513                 {
2514                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2515                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2516                 }
2517         }
2518
2519         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2520         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2521         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2522         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2523
2524         // Fix difference when angles don't have the same sign
2525         delta = '0 0 0';
2526         if(mouse_angles.y < -60 && current_angles.y > 60)
2527                 delta = '0 360 0';
2528         if(mouse_angles.y > 60 && current_angles.y < -60)
2529                 delta = '0 -360 0';
2530
2531         if(autocvar_camera_look_player)
2532                 attenuation = autocvar_camera_look_attenuation;
2533         else
2534                 attenuation = autocvar_camera_speed_attenuation;
2535
2536         attenuation = 1 / max(1, attenuation);
2537         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2538
2539         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2540         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2541         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2542         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2543
2544         // Camera position
2545         tmp = '0 0 0';
2546         dimensions = 0;
2547
2548         if( camera_direction.x )
2549         {
2550                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2551                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2552                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2553                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2554                 ++dimensions;
2555         }
2556
2557         if( camera_direction.y )
2558         {
2559                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2560                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2561                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2562                 ++dimensions;
2563         }
2564
2565         if( camera_direction.z )
2566         {
2567                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2568                 ++dimensions;
2569         }
2570
2571         if(autocvar_camera_free)
2572                 speed = autocvar_camera_speed_free;
2573         else
2574                 speed = autocvar_camera_speed_chase;
2575
2576         if(dimensions)
2577         {
2578                 speed = speed * sqrt(1 / dimensions);
2579                 camera_offset += tmp * speed;
2580         }
2581
2582         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2583
2584         // Camera modes
2585         if( autocvar_camera_free )
2586         {
2587                 if ( camera_mode == CAMERA_CHASE )
2588                 {
2589                         current_camera_offset = current_origin + current_camera_offset;
2590                         camera_offset = current_origin + camera_offset;
2591                 }
2592
2593                 camera_mode = CAMERA_FREE;
2594                 current_position = current_camera_offset;
2595         }
2596         else
2597         {
2598                 if ( camera_mode == CAMERA_FREE )
2599                 {
2600                         current_origin = view_origin;
2601                         camera_offset = camera_offset - current_origin;
2602                         current_camera_offset = current_camera_offset - current_origin;
2603                 }
2604
2605                 camera_mode = CAMERA_CHASE;
2606
2607                 if(autocvar_camera_chase_smoothly)
2608                         current_origin += (view_origin - current_origin) * attenuation;
2609                 else
2610                         current_origin = view_origin;
2611
2612                 current_position = current_origin + current_camera_offset;
2613         }
2614
2615         setproperty(VF_ANGLES, current_angles);
2616         setproperty(VF_ORIGIN, current_position);
2617 }