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