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