]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Merge branch 'TimePath/botammo_div0' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "announcer.qh"
4 #include "hud/_mod.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
9
10 #include "mutators/events.qh"
11
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/debug.qh>
18 #include <common/mapinfo.qh>
19 #include <common/gamemodes/_mod.qh>
20 #include <common/physics/player.qh>
21 #include <common/stats.qh>
22 #include <common/triggers/target/music.qh>
23 #include <common/teams.qh>
24
25 #include <common/weapons/weapon/tuba.qh>
26
27 #include <common/vehicles/all.qh>
28 #include <common/weapons/_all.qh>
29 #include <common/viewloc.qh>
30 #include <common/minigames/cl_minigames.qh>
31 #include <common/minigames/cl_minigames_hud.qh>
32
33 #include <lib/csqcmodel/cl_player.qh>
34 #include <lib/csqcmodel/cl_model.qh>
35 #include "csqcmodel_hooks.qh"
36
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
39
40 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
41
42 float autocvar_cl_viewmodel_scale;
43
44 bool autocvar_cl_bobmodel;
45 float autocvar_cl_bobmodel_speed;
46 float autocvar_cl_bobmodel_side;
47 float autocvar_cl_bobmodel_up;
48
49 float autocvar_cl_followmodel;
50 float autocvar_cl_followmodel_speed = 0.3;
51 float autocvar_cl_followmodel_limit = 135;
52 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
53 float autocvar_cl_followmodel_highpass = 0.05;
54 float autocvar_cl_followmodel_lowpass = 0.03;
55 bool autocvar_cl_followmodel_velocity_absolute;
56
57 float autocvar_cl_leanmodel;
58 float autocvar_cl_leanmodel_speed = 0.3;
59 float autocvar_cl_leanmodel_limit = 30;
60 float autocvar_cl_leanmodel_highpass1 = 0.2;
61 float autocvar_cl_leanmodel_highpass = 0.2;
62 float autocvar_cl_leanmodel_lowpass = 0.05;
63
64 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
65
66 #define lowpass(value, frac, ref_store, ret) \
67         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
68
69 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
70 { \
71         float __ignore; lowpass(value, frac, ref_store, __ignore); \
72         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
73 } MACRO_END
74
75 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
76 { \
77         float __f = 0; lowpass(value, frac, ref_store, __f); \
78         ret = (value) - __f; \
79 } MACRO_END
80
81 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
82 { \
83         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
84         ret = (value) - __f; \
85 } MACRO_END
86
87 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
88 { \
89         lowpass(value.x, frac, ref_store.x, ref_out.x); \
90         lowpass(value.y, frac, ref_store.y, ref_out.y); \
91 } MACRO_END
92
93 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
94 { \
95         highpass(value.x, frac, ref_store.x, ref_out.x); \
96         highpass(value.y, frac, ref_store.y, ref_out.y); \
97 } MACRO_END
98
99 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
100 { \
101         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
102         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
103 } MACRO_END
104
105 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
106 { \
107         lowpass(value.x, frac, ref_store.x, ref_out.x); \
108         lowpass(value.y, frac, ref_store.y, ref_out.y); \
109         lowpass(value.z, frac, ref_store.z, ref_out.z); \
110 } MACRO_END
111
112 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
113 { \
114         highpass(value.x, frac, ref_store.x, ref_out.x); \
115         highpass(value.y, frac, ref_store.y, ref_out.y); \
116         highpass(value.z, frac, ref_store.z, ref_out.z); \
117 } MACRO_END
118
119 void calc_followmodel_ofs(entity view)
120 {
121         if(cl_followmodel_time == time)
122                 return; // cl_followmodel_ofs already calculated for this frame
123
124         float frac;
125         vector gunorg = '0 0 0';
126         static vector vel_average;
127         static vector gunorg_adjustment_highpass;
128         static vector gunorg_adjustment_lowpass;
129
130         vector vel;
131         if (autocvar_cl_followmodel_velocity_absolute)
132                 vel = view.velocity;
133         else
134         {
135                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
136                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
137                 vel.x = view.velocity * forward;
138                 vel.y = view.velocity * right * -1;
139                 vel.z = view.velocity * up;
140         }
141
142         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
143         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
144         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
145
146         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
147         lowpass3(vel, frac, vel_average, gunorg);
148
149         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
150
151         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
152         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
153         frac = avg_factor(autocvar_cl_followmodel_highpass);
154         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
155         frac = avg_factor(autocvar_cl_followmodel_lowpass);
156         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
157
158         if (autocvar_cl_followmodel_velocity_absolute)
159         {
160                 vector fixed_gunorg;
161                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
162                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
163                 fixed_gunorg.x = gunorg * forward;
164                 fixed_gunorg.y = gunorg * right * -1;
165                 fixed_gunorg.z = gunorg * up;
166                 gunorg = fixed_gunorg;
167         }
168
169         cl_followmodel_ofs = gunorg;
170         cl_followmodel_time = time;
171 }
172
173 vector leanmodel_ofs(entity view)
174 {
175         float frac;
176         vector gunangles = '0 0 0';
177         static vector gunangles_prev = '0 0 0';
178         static vector gunangles_highpass = '0 0 0';
179         static vector gunangles_adjustment_highpass;
180         static vector gunangles_adjustment_lowpass;
181
182         if (view.csqcmodel_teleported)
183                 gunangles_prev = view_angles;
184
185         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
186         gunangles_highpass += gunangles_prev;
187         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
188         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
189         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
190         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
191         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
192         gunangles_prev = view_angles;
193         gunangles_highpass -= gunangles_prev;
194
195         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
196         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
197
198         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
199         frac = avg_factor(autocvar_cl_leanmodel_highpass);
200         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
201         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
202         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
203
204         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
205
206         return gunangles;
207 }
208
209 vector bobmodel_ofs(entity view)
210 {
211         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
212         static bool oldonground;
213         static float hitgroundtime;
214         if (clonground)
215         {
216                 float f = time; // cl.movecmd[0].time
217                 if (!oldonground)
218                         hitgroundtime = f;
219         }
220         oldonground = clonground;
221
222         // calculate for swinging gun model
223         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
224         vector gunorg = '0 0 0';
225         static float bobmodel_scale = 0;
226         static float time_ofs = 0; // makes the effect always restart in the same way
227         if (clonground)
228         {
229                 if (time - hitgroundtime > 0.05)
230                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
231         }
232         else
233                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
234
235         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
236         if (bobmodel_scale && xyspeed)
237         {
238                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
239                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
240                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
241                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
242         }
243         else
244                 time_ofs = time;
245
246         return gunorg;
247 }
248
249 void viewmodel_animate(entity this)
250 {
251         if (autocvar_chase_active) return;
252         if (STAT(HEALTH) <= 0) return;
253
254         entity view = CSQCModel_server2csqc(player_localentnum - 1);
255
256         if (autocvar_cl_followmodel)
257         {
258                 calc_followmodel_ofs(view);
259                 this.origin += cl_followmodel_ofs;
260         }
261
262         if (autocvar_cl_leanmodel)
263                 this.angles += leanmodel_ofs(view);
264
265         // vertical view bobbing code
266         // TODO: cl_bob
267
268         // horizontal view bobbing code
269         // TODO: cl_bob2
270
271         // fall bobbing code
272         // causes the view to swing down and back up when touching the ground
273         // TODO: cl_bobfall
274
275         // gun model bobbing code
276         if (autocvar_cl_bobmodel)
277                 this.origin += bobmodel_ofs(view);
278 }
279
280 .vector viewmodel_origin, viewmodel_angles;
281 .float weapon_nextthink;
282 .float weapon_eta_last;
283 .float weapon_switchdelay;
284
285 .string name_last;
286
287 void viewmodel_draw(entity this)
288 {
289         if(!this.activeweapon || !autocvar_r_drawviewmodel)
290                 return;
291         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
292         float a = this.alpha;
293         static bool wasinvehicle;
294         bool invehicle = player_localentnum > maxclients;
295         if (invehicle) a = -1;
296         else if (wasinvehicle) a = 1;
297         wasinvehicle = invehicle;
298         Weapon wep = this.activeweapon;
299         int c = entcs_GetClientColors(current_player);
300         vector g = weaponentity_glowmod(wep, NULL, c, this);
301         entity me = CSQCModel_server2csqc(player_localentnum - 1);
302         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
303                 | EF_NODEPTHTEST)
304                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
305         for (entity e = this; e; e = e.weaponchild)
306         {
307                 e.drawmask = mask;
308                 e.alpha = a;
309                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
310                 e.glowmod = g;
311                 e.csqcmodel_effects = fx;
312                 CSQCModel_Effects_Apply(e);
313         }
314         {
315                 string name = wep.mdl;
316                 string newname = wep.wr_viewmodel(wep, this);
317                 if(newname)
318                         name = newname;
319                 bool swap = name != this.name_last;
320                 // if (swap)
321                 {
322                         this.name_last = name;
323                         CL_WeaponEntity_SetModel(this, name, swap);
324                         this.viewmodel_origin = this.origin;
325                         this.viewmodel_angles = this.angles;
326                 }
327                 anim_update(this);
328                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
329                         anim_set(this, this.anim_idle, true, false, false);
330         }
331         float f = 0; // 0..1; 0: fully active
332         float rate = STAT(WEAPONRATEFACTOR);
333         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
334         if (eta <= 0) f = this.weapon_eta_last;
335         else switch (this.state)
336         {
337                 case WS_RAISE:
338                 {
339                         f = eta / max(eta, this.weapon_switchdelay);
340                         break;
341                 }
342                 case WS_DROP:
343                 {
344                         f = 1 - eta / max(eta, this.weapon_switchdelay);
345                         break;
346                 }
347                 case WS_CLEAR:
348                 {
349                         f = 1;
350                         break;
351                 }
352         }
353         this.weapon_eta_last = f;
354         this.origin = this.viewmodel_origin;
355         this.angles = this.viewmodel_angles;
356         this.angles_x = (-90 * f * f);
357         viewmodel_animate(this);
358         MUTATOR_CALLHOOK(DrawViewModel, this);
359         setorigin(this, this.origin);
360 }
361
362 STATIC_INIT(viewmodel) {
363     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364         viewmodels[slot] = new(viewmodel);
365 }
366
367 void Porto_Draw(entity this);
368 STATIC_INIT(Porto)
369 {
370         entity e = new_pure(porto);
371         e.draw = Porto_Draw;
372         IL_PUSH(g_drawables, e);
373         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
374 }
375
376 const int polyline_length = 16;
377 .vector polyline[polyline_length];
378 void Porto_Draw(entity this)
379 {
380         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
381         {
382                 entity wepent = viewmodels[slot];
383
384                 if (wepent.activeweapon != WEP_PORTO) continue;
385                 if (spectatee_status) continue;
386                 if (WEP_CVAR(porto, secondary)) continue;
387                 if (intermission == 1) continue;
388                 if (intermission == 2) continue;
389                 if (STAT(HEALTH) <= 0) continue;
390
391                 vector pos = view_origin;
392                 vector dir = view_forward;
393                 if (wepent.angles_held_status)
394                 {
395                         makevectors(wepent.angles_held);
396                         dir = v_forward;
397                 }
398
399                 wepent.polyline[0] = pos;
400
401                 int portal_number = 0, portal1_idx = 1, portal_max = 2;
402                 int n = 1 + 2;  // 2 lines == 3 points
403                 for (int idx = 0; idx < n && idx < polyline_length - 1; )
404                 {
405                         traceline(pos, pos + 65536 * dir, true, this);
406                         dir = reflect(dir, trace_plane_normal);
407                         pos = trace_endpos;
408                         wepent.polyline[++idx] = pos;
409                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
410                         {
411                                 n += 1;
412                                 continue;
413                         }
414                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
415                         {
416                                 n = max(2, idx);
417                                 break;
418                         }
419                         // check size
420                         {
421                                 vector ang = vectoangles2(trace_plane_normal, dir);
422                                 ang.x = -ang.x;
423                                 makevectors(ang);
424                                 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
425                                 {
426                                         n = max(2, idx);
427                                         break;
428                                 }
429                         }
430                         portal_number += 1;
431                         if (portal_number >= portal_max) break;
432                         if (portal_number == 1) portal1_idx = idx;
433                 }
434                 for (int idx = 0; idx < n - 1; ++idx)
435                 {
436                         vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
437                         if (idx == 0) p -= view_up * 16;  // line from player
438                         vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
439                         Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
440                 }
441         }
442 }
443
444 float drawtime;
445 float avgspeed;
446 vector GetCurrentFov(float fov)
447 {
448         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
449         float velocityzoom, curspeed;
450         vector v;
451
452         zoomsensitivity = autocvar_cl_zoomsensitivity;
453         zoomfactor = autocvar_cl_zoomfactor;
454         if(zoomfactor < 1 || zoomfactor > 30)
455                 zoomfactor = 2.5;
456         zoomspeed = autocvar_cl_zoomspeed;
457         if(zoomspeed >= 0)
458         if(zoomspeed < 0.5 || zoomspeed > 16)
459                         zoomspeed = 3.5;
460
461         zoomdir = button_zoom;
462
463         if(hud == HUD_NORMAL && !spectatee_status)
464         {
465                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
466                 {
467                         entity wepent = viewmodels[slot];
468                         if(wepent.switchweapon == wepent.activeweapon)
469                         if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
470                                 zoomdir += button_attack2;
471                 }
472         }
473         if(spectatee_status > 0 || isdemo())
474         {
475                 if(spectatorbutton_zoom)
476                 {
477                         if(zoomdir)
478                                 zoomdir = 0;
479                         else
480                                 zoomdir = 1;
481                 }
482                 // fteqcc failed twice here already, don't optimize this
483         }
484
485         if(zoomdir) { zoomin_effect = 0; }
486
487         if(camera_active)
488         {
489                 current_viewzoom = min(1, current_viewzoom + drawframetime);
490         }
491         else if(autocvar_cl_spawnzoom && zoomin_effect)
492         {
493                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
494
495                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
496                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
497                 if(current_viewzoom == 1) { zoomin_effect = 0; }
498         }
499         else
500         {
501                 if(zoomspeed < 0) // instant zoom
502                 {
503                         if(zoomdir)
504                                 current_viewzoom = 1 / zoomfactor;
505                         else
506                                 current_viewzoom = 1;
507                 }
508                 else
509                 {
510                         if(zoomdir)
511                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
512                         else
513                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
514                 }
515         }
516
517         if(almost_equals(current_viewzoom, 1))
518                 current_zoomfraction = 0;
519         else if(almost_equals(current_viewzoom, 1/zoomfactor))
520                 current_zoomfraction = 1;
521         else
522                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
523
524         if(zoomsensitivity < 1)
525                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
526         else
527                 setsensitivityscale(1);
528
529         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
530         {
531                 if(intermission) { curspeed = 0; }
532                 else
533                 {
534
535                         makevectors(view_angles);
536                         v = pmove_vel;
537                         if(csqcplayer)
538                                 v = csqcplayer.velocity;
539
540                         switch(autocvar_cl_velocityzoom_type)
541                         {
542                                 case 3: curspeed = max(0, v_forward * v); break;
543                                 case 2: curspeed = (v_forward * v); break;
544                                 case 1: default: curspeed = vlen(v); break;
545                         }
546                 }
547
548                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
549                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
550                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
551
552                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
553         }
554         else
555                 velocityzoom = 1;
556
557         float frustumx, frustumy, fovx, fovy;
558         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
559         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
560         fovx = atan2(frustumx, 1) / M_PI * 360.0;
561         fovy = atan2(frustumy, 1) / M_PI * 360.0;
562
563         return '1 0 0' * fovx + '0 1 0' * fovy;
564 }
565
566 vector GetViewLocationFOV(float fov)
567 {
568         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
569         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
570         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
571         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
572         return '1 0 0' * fovx + '0 1 0' * fovy;
573 }
574
575 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
576 {
577         float fovx, fovy;
578         float width = (ov_worldmax.x - ov_worldmin.x);
579         float height = (ov_worldmax.y - ov_worldmin.y);
580         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
581         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
582         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
583         return '1 0 0' * fovx + '0 1 0' * fovy;
584 }
585
586 // this function must match W_SetupShot!
587 float zoomscript_caught;
588
589 vector wcross_origin;
590 float wcross_scale_prev, wcross_alpha_prev;
591 vector wcross_color_prev;
592 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
593 vector wcross_color_goal_prev;
594 float wcross_changedonetime;
595
596 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
597 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
598 float wcross_name_changestarttime, wcross_name_changedonetime;
599 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
600
601 float wcross_ring_prev;
602
603 entity trueaim;
604 entity trueaim_rifle;
605
606 const float SHOTTYPE_HITTEAM = 1;
607 const float SHOTTYPE_HITOBSTRUCTION = 2;
608 const float SHOTTYPE_HITWORLD = 3;
609 const float SHOTTYPE_HITENEMY = 4;
610
611 void TrueAim_Init()
612 {
613         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
614         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
615 }
616
617 float EnemyHitCheck()
618 {
619         float t, n;
620         wcross_origin = project_3d_to_2d(trace_endpos);
621         wcross_origin.z = 0;
622         if(trace_ent)
623                 n = trace_ent.entnum;
624         else
625                 n = trace_networkentity;
626         if(n < 1)
627                 return SHOTTYPE_HITWORLD;
628         if(n > maxclients)
629                 return SHOTTYPE_HITWORLD;
630         t = entcs_GetTeam(n - 1);
631         if(teamplay)
632                 if(t == myteam)
633                         return SHOTTYPE_HITTEAM;
634         if(t == NUM_SPECTATOR)
635                 return SHOTTYPE_HITWORLD;
636         return SHOTTYPE_HITENEMY;
637 }
638
639 float TrueAimCheck(entity wepent)
640 {
641         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?
642         vector vecs, trueaimpoint, w_shotorg;
643         vector mi, ma, dv;
644         float shottype;
645         entity ta;
646         float mv;
647
648         mi = ma = '0 0 0';
649         ta = trueaim;
650         mv = MOVE_NOMONSTERS;
651
652         switch(wepent.activeweapon) // WEAPONTODO
653         {
654                 case WEP_TUBA: // no aim
655                 case WEP_PORTO: // shoots from eye
656                 case WEP_NEXBALL: // shoots from eye
657                 case WEP_HOOK: // no trueaim
658                 case WEP_MORTAR: // toss curve
659                         return SHOTTYPE_HITWORLD;
660                 case WEP_VORTEX:
661                 case WEP_VAPORIZER:
662                         mv = MOVE_NORMAL;
663                         break;
664                 case WEP_RIFLE:
665                         ta = trueaim_rifle;
666                         mv = MOVE_NORMAL;
667                         if(zoomscript_caught)
668                         {
669                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
670                                 return EnemyHitCheck();
671                         }
672                         break;
673                 case WEP_DEVASTATOR: // projectile has a size!
674                         mi = '-3 -3 -3';
675                         ma = '3 3 3';
676                         break;
677                 case WEP_FIREBALL: // projectile has a size!
678                         mi = '-16 -16 -16';
679                         ma = '16 16 16';
680                         break;
681                 case WEP_SEEKER: // projectile has a size!
682                         mi = '-2 -2 -2';
683                         ma = '2 2 2';
684                         break;
685                 case WEP_ELECTRO: // projectile has a size!
686                         mi = '0 0 -3';
687                         ma = '0 0 -3';
688                         break;
689         }
690
691         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
692
693         vecs = decompressShotOrigin(STAT(SHOTORG));
694
695         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
696         trueaimpoint = trace_endpos;
697
698         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
699                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
700
701         if(vecs.x > 0)
702                 vecs.y = -vecs.y;
703         else
704                 vecs = '0 0 0';
705
706         dv = view_right * vecs.y + view_up * vecs.z;
707         w_shotorg = traceorigin + dv;
708
709         // now move the vecs forward as much as requested if possible
710         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
711         w_shotorg = trace_endpos - view_forward * nudge;
712
713         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
714         shottype = EnemyHitCheck();
715         if(shottype != SHOTTYPE_HITWORLD)
716                 return shottype;
717
718 #if 0
719         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
720         // or rather, I know why, but see no fix
721         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
722                 // 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
723                 return SHOTTYPE_HITOBSTRUCTION;
724 #endif
725
726         return SHOTTYPE_HITWORLD;
727 }
728
729 void PostInit();
730 void CSQC_Demo_Camera();
731 float camera_mode;
732 const float CAMERA_FREE = 1;
733 const float CAMERA_CHASE = 2;
734 float reticle_type;
735 string NextFrameCommand;
736
737 vector freeze_org, freeze_ang;
738 entity nightvision_noise, nightvision_noise2;
739
740 const float MAX_TIME_DIFF = 5;
741 float pickup_crosshair_time, pickup_crosshair_size;
742 float hitindication_crosshair_size;
743 float use_vortex_chargepool;
744
745 float myhealth, myhealth_prev;
746 float myhealth_flash;
747
748 float old_blurradius, old_bluralpha;
749 float old_sharpen_intensity;
750
751 vector myhealth_gentlergb;
752
753 float contentavgalpha, liquidalpha_prev;
754 vector liquidcolor_prev;
755
756 float eventchase_current_distance;
757 float eventchase_running;
758 bool WantEventchase(entity this)
759 {
760         if(autocvar_cl_orthoview)
761                 return false;
762         if(STAT(GAME_STOPPED) || intermission)
763                 return true;
764         if(this.viewloc)
765                 return true;
766         if(spectatee_status >= 0)
767         {
768                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
769                         return true;
770                 if(MUTATOR_CALLHOOK(WantEventchase, this))
771                         return true;
772                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
773                         return true;
774                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
775                 {
776                         if(autocvar_cl_eventchase_death == 2)
777                         {
778                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
779                                 if(this.velocity == '0 0 0' || eventchase_running)
780                                         return true;
781                         }
782                         else return true;
783                 }
784         }
785         return false;
786 }
787
788 void HUD_Crosshair_Vehicle(entity this)
789 {
790         if(hud != HUD_BUMBLEBEE_GUN)
791         {
792                 Vehicle info = Vehicles_from(hud);
793                 info.vr_crosshair(info, this);
794         }
795 }
796
797 vector damage_blurpostprocess, content_blurpostprocess;
798
799 float unaccounted_damage = 0;
800 void UpdateDamage()
801 {
802         // accumulate damage with each stat update
803         static float damage_total_prev = 0;
804         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
805         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
806         damage_total_prev = damage_total;
807
808         static float damage_dealt_time_prev = 0;
809         float damage_dealt_time = STAT(HIT_TIME);
810         if (damage_dealt_time != damage_dealt_time_prev)
811         {
812                 unaccounted_damage += unaccounted_damage_new;
813                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
814         }
815         damage_dealt_time_prev = damage_dealt_time;
816
817         // prevent hitsound when switching spectatee
818         static float spectatee_status_prev = 0;
819         if (spectatee_status != spectatee_status_prev)
820                 unaccounted_damage = 0;
821         spectatee_status_prev = spectatee_status;
822 }
823
824 void HitSound()
825 {
826         // varying sound pitch
827
828         bool have_arc = false;
829         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
830         {
831                 entity wepent = viewmodels[slot];
832
833                 if(wepent.activeweapon == WEP_ARC)
834                         have_arc = true;
835         }
836
837         static float hitsound_time_prev = 0;
838         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
839         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
840         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
841         {
842                 if (autocvar_cl_hitsound && unaccounted_damage)
843                 {
844                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
845                         float a = autocvar_cl_hitsound_max_pitch;
846                         float b = autocvar_cl_hitsound_min_pitch;
847                         float c = autocvar_cl_hitsound_nom_damage;
848                         float d = unaccounted_damage;
849                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
850
851                         // if sound variation is disabled, set pitch_shift to 1
852                         if (autocvar_cl_hitsound == 1)
853                                 pitch_shift = 1;
854
855                         // if pitch shift is reversed, mirror in (max-min)/2 + min
856                         if (autocvar_cl_hitsound == 3)
857                         {
858                                 float mirror_value = (a-b)/2 + b;
859                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
860                         }
861
862                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
863
864                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
865                         // todo: normalize sound pressure levels? seems unnecessary
866
867                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
868                 }
869                 unaccounted_damage = 0;
870                 hitsound_time_prev = time;
871         }
872
873         static float typehit_time_prev = 0;
874         float typehit_time = STAT(TYPEHIT_TIME);
875         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
876         {
877                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
878                 typehit_time_prev = typehit_time;
879         }
880
881         static float kill_time_prev = 0;
882         float kill_time = STAT(KILL_TIME);
883         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
884         {
885                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
886                 kill_time_prev = kill_time;
887         }
888 }
889
890 vector crosshair_getcolor(entity this, float health_stat)
891 {
892         static float rainbow_last_flicker;
893         static vector rainbow_prev_color;
894         vector wcross_color = '0 0 0';
895         switch(autocvar_crosshair_color_special)
896         {
897                 case 1: // crosshair_color_per_weapon
898                 {
899                         if(this != WEP_Null && hud == HUD_NORMAL)
900                         {
901                                 wcross_color = this.wpcolor;
902                                 break;
903                         }
904                         else { goto normalcolor; }
905                 }
906
907                 case 2: // crosshair_color_by_health
908                 {
909                         float hp = health_stat;
910
911                         //x = red
912                         //y = green
913                         //z = blue
914
915                         wcross_color.z = 0;
916
917                         if(hp > 200)
918                         {
919                                 wcross_color.x = 0;
920                                 wcross_color.y = 1;
921                         }
922                         else if(hp > 150)
923                         {
924                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
925                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
926                         }
927                         else if(hp > 100)
928                         {
929                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
930                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
931                                 wcross_color.z = 1 - (hp-100)*0.02;
932                         }
933                         else if(hp > 50)
934                         {
935                                 wcross_color.x = 1;
936                                 wcross_color.y = 1;
937                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
938                         }
939                         else if(hp > 20)
940                         {
941                                 wcross_color.x = 1;
942                                 wcross_color.y = (hp-20)*90/27/100;
943                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
944                         }
945                         else
946                         {
947                                 wcross_color.x = 1;
948                                 wcross_color.y = 0;
949                         }
950                         break;
951                 }
952
953                 case 3: // crosshair_color_rainbow
954                 {
955                         if(time >= rainbow_last_flicker)
956                         {
957                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
958                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
959                         }
960                         wcross_color = rainbow_prev_color;
961                         break;
962                 }
963 LABEL(normalcolor)
964                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
965         }
966
967         return wcross_color;
968 }
969
970 void HUD_Crosshair(entity this)
971 {
972         float f, i, j;
973         vector v;
974         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
975                 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
976                 !HUD_MinigameMenu_IsOpened() )
977         {
978                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
979                         return;
980
981                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
982                         return;
983
984                 if (hud != HUD_NORMAL)
985                 {
986                         HUD_Crosshair_Vehicle(this);
987                         return;
988                 }
989
990                 string wcross_style;
991                 float wcross_alpha, wcross_resolution;
992                 wcross_style = autocvar_crosshair;
993                 if (wcross_style == "0")
994                         return;
995                 wcross_resolution = autocvar_crosshair_size;
996                 if (wcross_resolution == 0)
997                         return;
998                 wcross_alpha = autocvar_crosshair_alpha;
999                 if (wcross_alpha == 0)
1000                         return;
1001
1002                 // TrueAim check
1003                 float shottype;
1004
1005                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1006                 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1007                 wcross_origin.z = 0;
1008                 if(autocvar_crosshair_hittest)
1009                 {
1010                         vector wcross_oldorigin;
1011                         entity thiswep = viewmodels[0]; // TODO: unhardcode
1012                         wcross_oldorigin = wcross_origin;
1013                         shottype = TrueAimCheck(thiswep);
1014                         if(shottype == SHOTTYPE_HITWORLD)
1015                         {
1016                                 v = wcross_origin - wcross_oldorigin;
1017                                 v.x /= vid_conwidth;
1018                                 v.y /= vid_conheight;
1019                                 if(vdist(v, >, 0.01))
1020                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1021                         }
1022                         if(!autocvar_crosshair_hittest_showimpact)
1023                                 wcross_origin = wcross_oldorigin;
1024                 }
1025                 else
1026                         shottype = SHOTTYPE_HITWORLD;
1027
1028                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1029                 string wcross_name = "";
1030                 float wcross_scale, wcross_blur;
1031
1032         entity e = WEP_Null;
1033                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1034                 {
1035                         entity wepent = viewmodels[0]; // TODO: unhardcode
1036                         e = wepent.switchingweapon;
1037                         if(e)
1038                         {
1039                                 if(autocvar_crosshair_per_weapon)
1040                                 {
1041                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1042                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1043                                         //if (wcross_resolution == 0)
1044                                                 //return;
1045
1046                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1047                                         wcross_resolution *= e.w_crosshair_size;
1048                                         wcross_name = e.w_crosshair;
1049                                 }
1050                         }
1051                 }
1052
1053                 if(wcross_name == "")
1054                         wcross_name = strcat("gfx/crosshair", wcross_style);
1055
1056                 // MAIN CROSSHAIR COLOR DECISION
1057                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1058
1059                 if(autocvar_crosshair_effect_scalefade)
1060                 {
1061                         wcross_scale = wcross_resolution;
1062                         wcross_resolution = 1;
1063                 }
1064                 else
1065                 {
1066                         wcross_scale = 1;
1067                 }
1068
1069                 if(autocvar_crosshair_pickup)
1070                 {
1071                         float stat_pickup_time = STAT(LAST_PICKUP);
1072
1073                         if(pickup_crosshair_time < stat_pickup_time)
1074                         {
1075                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1076                                         pickup_crosshair_size = 1;
1077
1078                                 pickup_crosshair_time = stat_pickup_time;
1079                         }
1080
1081                         if(pickup_crosshair_size > 0)
1082                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1083                         else
1084                                 pickup_crosshair_size = 0;
1085
1086                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1087                 }
1088
1089                 // todo: make crosshair hit indication dependent on damage dealt
1090                 if(autocvar_crosshair_hitindication)
1091                 {
1092                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1093
1094                         if(unaccounted_damage)
1095                         {
1096                                 hitindication_crosshair_size = 1;
1097                         }
1098
1099                         if(hitindication_crosshair_size > 0)
1100                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1101                         else
1102                                 hitindication_crosshair_size = 0;
1103
1104                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1105                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1106                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1107                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1108                 }
1109
1110                 if(shottype == SHOTTYPE_HITENEMY)
1111                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1112                 if(shottype == SHOTTYPE_HITTEAM)
1113                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1114
1115                 f = fabs(autocvar_crosshair_effect_time);
1116                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1117                 {
1118                         wcross_changedonetime = time + f;
1119                 }
1120                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1121                 {
1122                         wcross_name_changestarttime = time;
1123                         wcross_name_changedonetime = time + f;
1124                         if(wcross_name_goal_prev_prev)
1125                                 strunzone(wcross_name_goal_prev_prev);
1126                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1127                         wcross_name_goal_prev = strzone(wcross_name);
1128                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1129                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1130                         wcross_resolution_goal_prev = wcross_resolution;
1131                 }
1132
1133                 wcross_scale_goal_prev = wcross_scale;
1134                 wcross_alpha_goal_prev = wcross_alpha;
1135                 wcross_color_goal_prev = wcross_color;
1136
1137                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1138                 {
1139                         wcross_blur = 1;
1140                         wcross_alpha *= 0.75;
1141                 }
1142                 else
1143                         wcross_blur = 0;
1144                 // *_prev is at time-frametime
1145                 // * is at wcross_changedonetime+f
1146                 // what do we have at time?
1147                 if(time < wcross_changedonetime)
1148                 {
1149                         f = frametime / (wcross_changedonetime - time + frametime);
1150                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1151                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1152                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1153                 }
1154
1155                 wcross_scale_prev = wcross_scale;
1156                 wcross_alpha_prev = wcross_alpha;
1157                 wcross_color_prev = wcross_color;
1158
1159                 MUTATOR_CALLHOOK(UpdateCrosshair);
1160
1161                 wcross_scale *= 1 - autocvar__menu_alpha;
1162                 wcross_alpha *= 1 - autocvar__menu_alpha;
1163                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1164
1165                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1166                 {
1167                         // crosshair rings for weapon stats
1168                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1169                         {
1170                                 // declarations and stats
1171                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1172                                 string ring_image = string_null, ring_inner_image = string_null;
1173                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1174
1175                                 ring_scale = autocvar_crosshair_ring_size;
1176
1177                                 float weapon_clipload, weapon_clipsize;
1178                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1179                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1180
1181                                 float vortex_charge, vortex_chargepool;
1182                                 vortex_charge = STAT(VORTEX_CHARGE);
1183                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1184
1185                                 float arc_heat = STAT(ARC_HEAT);
1186
1187                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1188                                         vortex_charge_movingavg = vortex_charge;
1189
1190                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1191
1192                                 // handle the values
1193                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1194                                 {
1195                                         if (vortex_chargepool || use_vortex_chargepool) {
1196                                                 use_vortex_chargepool = 1;
1197                                                 ring_inner_value = vortex_chargepool;
1198                                         } else {
1199                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1200                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1201                                         }
1202
1203                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1204                                         ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1205                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1206
1207                                         // draw the outer ring to show the current charge of the weapon
1208                                         ring_value = vortex_charge;
1209                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1210                                         ring_rgb = wcross_color;
1211                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1212                                 }
1213                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1214                                 {
1215                                         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.
1216                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1217                                         ring_rgb = wcross_color;
1218                                         ring_image = "gfx/crosshair_ring.tga";
1219                                 }
1220                                 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1221                                 {
1222                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1223                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1224                                         ring_rgb = wcross_color;
1225                                         ring_image = "gfx/crosshair_ring.tga";
1226                                 }
1227                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1228                                 {
1229                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1230                                         ring_scale = autocvar_crosshair_ring_reload_size;
1231                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1232                                         ring_rgb = wcross_color;
1233
1234                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1235                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1236                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1237                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1238                                         else
1239                                                 ring_image = "gfx/crosshair_ring.tga";
1240                                 }
1241                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1242                                 {
1243                                         ring_value = arc_heat;
1244                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1245                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1246                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1247                                         ring_image = "gfx/crosshair_ring.tga";
1248                                 }
1249
1250                                 // if in weapon switch animation, fade ring out/in
1251                                 if(autocvar_crosshair_effect_time > 0)
1252                                 {
1253                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1254                                         if (f >= 1)
1255                                         {
1256                                                 wcross_ring_prev = ((ring_image) ? true : false);
1257                                         }
1258
1259                                         if(wcross_ring_prev)
1260                                         {
1261                                                 if(f < 1)
1262                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1263                                         }
1264                                         else
1265                                         {
1266                                                 if(f < 1)
1267                                                         ring_alpha *= bound(0, f, 1);
1268                                         }
1269                                 }
1270
1271                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1272                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1273
1274                                 if (ring_value)
1275                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1276                         }
1277
1278 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1279                         MACRO_BEGIN { \
1280                                 if(wcross_blur > 0) \
1281                                 { \
1282                                         for(i = -2; i <= 2; ++i) \
1283                                         for(j = -2; j <= 2; ++j) \
1284                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1285                                 } \
1286                                 else \
1287                                 { \
1288                                         M(0,0,sz,wcross_name,wcross_alpha); \
1289                                 } \
1290                         } MACRO_END
1291
1292 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1293                         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)
1294
1295 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1296                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1297
1298                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1299                         {
1300                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1301                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1302                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1303                                 f = 1 - f;
1304                         }
1305                         else
1306                         {
1307                                 f = 1;
1308                         }
1309                         wcross_name_alpha_goal_prev = f;
1310
1311                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1312                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1313
1314                         if(autocvar_crosshair_dot)
1315                         {
1316                                 vector wcross_color_old;
1317                                 wcross_color_old = wcross_color;
1318
1319                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1320                                         wcross_color = stov(autocvar_crosshair_dot_color);
1321
1322                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1323                                 // FIXME why don't we use wcross_alpha here?
1324                                 wcross_color = wcross_color_old;
1325                         }
1326                 }
1327         }
1328         else
1329         {
1330                 wcross_scale_prev = 0;
1331                 wcross_alpha_prev = 0;
1332                 wcross_scale_goal_prev = 0;
1333                 wcross_alpha_goal_prev = 0;
1334                 wcross_changedonetime = 0;
1335                 if(wcross_name_goal_prev)
1336                         strunzone(wcross_name_goal_prev);
1337                 wcross_name_goal_prev = string_null;
1338                 if(wcross_name_goal_prev_prev)
1339                         strunzone(wcross_name_goal_prev_prev);
1340                 wcross_name_goal_prev_prev = string_null;
1341                 wcross_name_changestarttime = 0;
1342                 wcross_name_changedonetime = 0;
1343                 wcross_name_alpha_goal_prev = 0;
1344                 wcross_name_alpha_goal_prev_prev = 0;
1345                 wcross_resolution_goal_prev = 0;
1346                 wcross_resolution_goal_prev_prev = 0;
1347         }
1348 }
1349
1350 void HUD_Draw(entity this)
1351 {
1352         // if we don't know gametype and scores yet avoid drawing the scoreboard
1353         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1354         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1355         // cl_deathscoreboard would show the scoreboard and so on
1356         if(!gametype)
1357                 return;
1358
1359         Hud_Dynamic_Frame();
1360
1361         if(!intermission)
1362         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1363         {
1364                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1365         }
1366         else if(STAT(FROZEN))
1367         {
1368                 vector col = '0.25 0.90 1';
1369                 if(STAT(REVIVE_PROGRESS))
1370                         col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1371                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1372         }
1373
1374         HUD_Scale_Enable();
1375         if(!intermission)
1376         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1377         {
1378                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1379                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1380                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1381         }
1382         else if(STAT(CAPTURE_PROGRESS))
1383         {
1384                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1385                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1386         }
1387         else if(STAT(REVIVE_PROGRESS))
1388         {
1389                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1390                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1391         }
1392         HUD_Scale_Disable();
1393
1394         if(autocvar_r_letterbox == 0)
1395                 if(autocvar_viewsize < 120)
1396                 {
1397                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1398                                 Accuracy_LoadLevels();
1399
1400                         HUD_Main();
1401                         HUD_Scale_Disable();
1402                 }
1403
1404         // crosshair goes VERY LAST
1405         UpdateDamage();
1406         HUD_Crosshair(this);
1407         HitSound();
1408 }
1409
1410 bool ov_enabled;
1411 float oldr_nearclip;
1412 float oldr_farclip_base;
1413 float oldr_farclip_world;
1414 float oldr_novis;
1415 float oldr_useportalculling;
1416 float oldr_useinfinitefarclip;
1417
1418 void cl_notice_run();
1419
1420 float prev_myteam;
1421 int lasthud;
1422 float vh_notice_time;
1423 void WaypointSprite_Load();
1424 void CSQC_UpdateView(entity this, float w, float h)
1425 {
1426     TC(int, w); TC(int, h);
1427         entity e;
1428         float fov;
1429         float f;
1430         vector vf_size, vf_min;
1431         float a;
1432
1433         execute_next_frame();
1434
1435         ++framecount;
1436
1437         stats_get();
1438         hud = STAT(HUD);
1439
1440         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1441                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1442
1443         lasthud = hud;
1444
1445         HUD_Scale_Disable();
1446
1447         if(autocvar__hud_showbinds_reload) // menu can set this one
1448         {
1449                 db_close(binddb);
1450                 binddb = db_create();
1451                 cvar_set("_hud_showbinds_reload", "0");
1452         }
1453
1454         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1455                 view_quality = getproperty(VF_MINFPS_QUALITY);
1456         else
1457                 view_quality = 1;
1458
1459         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1460         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1461
1462         vf_size = getpropertyvec(VF_SIZE);
1463         vf_min = getpropertyvec(VF_MIN);
1464         vid_width = vf_size.x;
1465         vid_height = vf_size.y;
1466
1467         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1468         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1469
1470         WaypointSprite_Load();
1471
1472         CSQCPlayer_SetCamera();
1473
1474         if(player_localentnum <= maxclients) // is it a client?
1475                 current_player = player_localentnum - 1;
1476         else // then player_localentnum is the vehicle I'm driving
1477                 current_player = player_localnum;
1478         myteam = entcs_GetTeam(current_player);
1479
1480         if(myteam != prev_myteam)
1481         {
1482                 myteamcolors = colormapPaletteColor(myteam, 1);
1483                 FOREACH(hud_panels, true, it.update_time = time);
1484                 prev_myteam = myteam;
1485         }
1486
1487         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1488
1489         float is_dead = (STAT(HEALTH) <= 0);
1490
1491         // FIXME do we need this hack?
1492         if(isdemo())
1493         {
1494                 // in demos, input_buttons do not work
1495                 button_zoom = (autocvar__togglezoom == "-");
1496         }
1497         else if(button_zoom
1498                 && autocvar_cl_unpress_zoom_on_death
1499                 && (spectatee_status >= 0)
1500                 && (is_dead || intermission))
1501         {
1502                 // no zoom while dead or in intermission please
1503                 localcmd("-zoom\n");
1504                 button_zoom = false;
1505         }
1506
1507         // event chase camera
1508         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1509         {
1510                 if(STAT(CAMERA_SPECTATOR))
1511                 {
1512                         if(spectatee_status > 0)
1513                         {
1514                                 if(!autocvar_chase_active)
1515                                 {
1516                                         cvar_set("chase_active", "-2");
1517                                         goto skip_eventchase_death;
1518                                 }
1519                         }
1520                         else if(autocvar_chase_active == -2)
1521                                 cvar_set("chase_active", "0");
1522
1523                         if(autocvar_chase_active == -2)
1524                                 goto skip_eventchase_death;
1525                 }
1526                 else if(autocvar_chase_active == -2)
1527                         cvar_set("chase_active", "0");
1528
1529                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1530
1531                 float vehicle_viewdist = 0;
1532                 vector vehicle_viewofs = '0 0 0';
1533
1534                 if(vehicle_chase)
1535                 {
1536                         if(hud != HUD_BUMBLEBEE_GUN)
1537                         {
1538                                 Vehicle info = Vehicles_from(hud);
1539                                 vehicle_viewdist = info.height;
1540                                 vehicle_viewofs = info.view_ofs;
1541                         }
1542                 }
1543
1544                 if(WantEventchase(this))
1545                 {
1546                         vector current_view_origin_override = '0 0 0';
1547                         vector view_offset_override = '0 0 0';
1548                         float chase_distance_override = 0;
1549                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1550                         if(custom_eventchase)
1551                         {
1552                                 current_view_origin_override = M_ARGV(0, vector);
1553                                 view_offset_override = M_ARGV(1, vector);
1554                                 chase_distance_override = M_ARGV(0, float);
1555                         }
1556                         eventchase_running = true;
1557
1558                         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1559                         if(!local_player)
1560                                 local_player = this; // fall back!
1561
1562                         // 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.)
1563                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1564                         if (custom_eventchase)
1565                                 current_view_origin = current_view_origin_override;
1566
1567                         // detect maximum viewoffset and use it
1568                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1569                         if(vehicle_chase)
1570                         {
1571                                 if(vehicle_viewofs)
1572                                         view_offset = vehicle_viewofs;
1573                                 else
1574                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1575                         }
1576                         if (custom_eventchase)
1577                                 view_offset = view_offset_override;
1578
1579                         if(view_offset)
1580                         {
1581                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1582                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1583                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1584                         }
1585
1586                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1587                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1588                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1589                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1590
1591                         // make the camera smooth back
1592                         float chase_distance = autocvar_cl_eventchase_distance;
1593                         if(vehicle_chase)
1594                         {
1595                                 if(vehicle_viewofs)
1596                                         chase_distance = vehicle_viewdist;
1597                                 else
1598                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1599                         }
1600                         if (custom_eventchase)
1601                                 chase_distance = chase_distance_override;
1602
1603                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1604                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1605                         else if(eventchase_current_distance != chase_distance)
1606                                 eventchase_current_distance = chase_distance;
1607
1608                         makevectors(view_angles);
1609
1610                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1611                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1612
1613                         // If the boxtrace fails, revert back to line tracing.
1614                         if(!local_player.viewloc)
1615                         if(trace_startsolid)
1616                         {
1617                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1618                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1619                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1620                         }
1621                         else { setproperty(VF_ORIGIN, trace_endpos); }
1622
1623                         if(!local_player.viewloc)
1624                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1625                 }
1626                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1627                 {
1628                         eventchase_running = false;
1629                         cvar_set("chase_active", "0");
1630                         eventchase_current_distance = 0; // start from 0 next time
1631                 }
1632         }
1633         // workaround for camera stuck between player's legs when using chase_active 1
1634         // because the engine stops updating the chase_active camera when the game ends
1635         else if(intermission)
1636         {
1637                 cvar_settemp("chase_active", "-1");
1638                 eventchase_current_distance = 0;
1639         }
1640
1641         LABEL(skip_eventchase_death);
1642
1643         // do lockview after event chase camera so that it still applies whenever necessary.
1644         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1645         {
1646                 setproperty(VF_ORIGIN, freeze_org);
1647                 setproperty(VF_ANGLES, freeze_ang);
1648         }
1649         else
1650         {
1651                 freeze_org = getpropertyvec(VF_ORIGIN);
1652                 freeze_ang = getpropertyvec(VF_ANGLES);
1653         }
1654
1655         WarpZone_FixView();
1656         //WarpZone_FixPMove();
1657
1658         vector ov_org = '0 0 0';
1659         vector ov_mid = '0 0 0';
1660         vector ov_worldmin = '0 0 0';
1661         vector ov_worldmax = '0 0 0';
1662         if(autocvar_cl_orthoview)
1663         {
1664                 ov_worldmin = mi_picmin;
1665                 ov_worldmax = mi_picmax;
1666
1667                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1668                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1669                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1670
1671                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1672                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1673
1674                 float ov_nearest = vlen(ov_org - vec3(
1675                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1676                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1677                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1678                 ));
1679
1680                 float ov_furthest = 0;
1681                 float dist = 0;
1682
1683                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1684                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1685                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1686                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1687                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1688                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1689                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1690                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1691
1692                 if(!ov_enabled)
1693                 {
1694                         oldr_nearclip = cvar("r_nearclip");
1695                         oldr_farclip_base = cvar("r_farclip_base");
1696                         oldr_farclip_world = cvar("r_farclip_world");
1697                         oldr_novis = cvar("r_novis");
1698                         oldr_useportalculling = cvar("r_useportalculling");
1699                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1700                 }
1701
1702                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1703                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1704                 cvar_settemp("r_farclip_world", "0");
1705                 cvar_settemp("r_novis", "1");
1706                 cvar_settemp("r_useportalculling", "0");
1707                 cvar_settemp("r_useinfinitefarclip", "0");
1708
1709                 setproperty(VF_ORIGIN, ov_org);
1710                 setproperty(VF_ANGLES, '90 0 0');
1711
1712                 ov_enabled = true;
1713
1714                 #if 0
1715                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1716                         vtos(ov_org),
1717                         vtos(getpropertyvec(VF_ANGLES)),
1718                         ov_distance,
1719                         ov_nearest,
1720                         ov_furthest);
1721                 #endif
1722         }
1723         else
1724         {
1725                 if(ov_enabled)
1726                 {
1727                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1728                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1729                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1730                         cvar_set("r_novis", ftos(oldr_novis));
1731                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1732                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1733                 }
1734                 ov_enabled = false;
1735         }
1736
1737         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1738         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1739         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1740                 viewmodel_draw(viewmodels[slot]);
1741
1742         // Render the Scene
1743         view_origin = getpropertyvec(VF_ORIGIN);
1744         view_angles = getpropertyvec(VF_ANGLES);
1745         makevectors(view_angles);
1746         view_forward = v_forward;
1747         view_right = v_right;
1748         view_up = v_up;
1749
1750 #ifdef BLURTEST
1751         if(time > blurtest_time0 && time < blurtest_time1)
1752         {
1753                 float r, t;
1754
1755                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1756                 r = t * blurtest_radius;
1757                 f = 1 / (t ** blurtest_power) - 1;
1758
1759                 cvar_set("r_glsl_postprocess", "1");
1760                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1761         }
1762         else
1763         {
1764                 cvar_set("r_glsl_postprocess", "0");
1765                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1766         }
1767 #endif
1768
1769         TargetMusic_Advance();
1770         Fog_Force();
1771
1772         if(drawtime == 0)
1773                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1774         else
1775                 drawframetime = bound(0.000001, time - drawtime, 1);
1776         drawtime = time;
1777
1778         // watch for gametype changes here...
1779         // in ParseStuffCMD the cmd isn't executed yet :/
1780         // might even be better to add the gametype to TE_CSQC_INIT...?
1781         if(!postinit)
1782                 PostInit();
1783
1784         if(intermission && !intermission_time)
1785                 intermission_time = time;
1786
1787         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1788         {
1789                 if(calledhooks & HOOK_START)
1790                 {
1791                         localcmd("\ncl_hook_gameend\n");
1792                         calledhooks |= HOOK_END;
1793                 }
1794         }
1795
1796         Announcer();
1797
1798         fov = autocvar_fov;
1799         if(fov <= 59.5)
1800         {
1801                 if(!zoomscript_caught)
1802                 {
1803                         localcmd("+button9\n");
1804                         zoomscript_caught = 1;
1805                 }
1806         }
1807         else
1808         {
1809                 if(zoomscript_caught)
1810                 {
1811                         localcmd("-button9\n");
1812                         zoomscript_caught = 0;
1813                 }
1814         }
1815
1816         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1817
1818         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1819         {
1820                 entity wepent = viewmodels[slot];
1821
1822                 if(wepent.last_switchweapon != wepent.switchweapon)
1823                 {
1824                         weapontime = time;
1825                         wepent.last_switchweapon = wepent.switchweapon;
1826                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1827                         {
1828                                 localcmd("-zoom\n");
1829                                 button_zoom = false;
1830                         }
1831                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1832                         {
1833                                 localcmd("-fire\n");
1834                                 localcmd("-fire2\n");
1835                                 button_attack2 = false;
1836                         }
1837                 }
1838                 if(wepent.last_activeweapon != wepent.activeweapon)
1839                 {
1840                         wepent.last_activeweapon = wepent.activeweapon;
1841
1842                         e = wepent.activeweapon;
1843                         if(e.netname != "")
1844                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1845                         else if(slot == 0)
1846                                 localcmd("\ncl_hook_activeweapon none\n");
1847                 }
1848         }
1849
1850         // ALWAYS Clear Current Scene First
1851         clearscene();
1852
1853         setproperty(VF_ORIGIN, view_origin);
1854         setproperty(VF_ANGLES, view_angles);
1855
1856         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1857         setproperty(VF_SIZE, vf_size);
1858         setproperty(VF_MIN, vf_min);
1859
1860         // Assign Standard Viewflags
1861         // Draw the World (and sky)
1862         setproperty(VF_DRAWWORLD, 1);
1863
1864         // Set the console size vars
1865         vid_conwidth = autocvar_vid_conwidth;
1866         vid_conheight = autocvar_vid_conheight;
1867         vid_pixelheight = autocvar_vid_pixelheight;
1868
1869         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1870         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1871         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1872
1873         if(camera_active) // Camera for demo playback
1874         {
1875                 if(autocvar_camera_enable)
1876                         CSQC_Demo_Camera();
1877                 else
1878                 {
1879                         cvar_set("chase_active", ftos(chase_active_backup));
1880                         cvar_set("cl_demo_mousegrab", "0");
1881                         camera_active = false;
1882                 }
1883         }
1884         else
1885         {
1886 #ifdef CAMERATEST
1887                 if(autocvar_camera_enable)
1888 #else
1889                 if(autocvar_camera_enable && isdemo())
1890 #endif
1891                 {
1892                         // Enable required Darkplaces cvars
1893                         chase_active_backup = autocvar_chase_active;
1894                         cvar_set("chase_active", "2");
1895                         cvar_set("cl_demo_mousegrab", "1");
1896                         camera_active = true;
1897                         camera_mode = false;
1898                 }
1899         }
1900
1901         // Draw the Crosshair
1902         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1903
1904         // Draw the Engine Status Bar (the default Quake HUD)
1905         setproperty(VF_DRAWENGINESBAR, 0);
1906
1907         // Update the mouse position
1908         /*
1909            mousepos_x = vid_conwidth;
1910            mousepos_y = vid_conheight;
1911            mousepos = mousepos*0.5 + getmousepos();
1912          */
1913
1914         IL_EACH(g_drawables, it.draw, it.draw(it));
1915
1916         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1917         renderscene();
1918
1919         // now switch to 2D drawing mode by calling a 2D drawing function
1920         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1921         // next R_RenderScene call
1922         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1923
1924         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1925         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1926         {
1927                 // apply night vision effect
1928                 vector tc_00, tc_01, tc_10, tc_11;
1929                 vector rgb = '0 0 0';
1930
1931                 if(!nightvision_noise)
1932                 {
1933                         nightvision_noise = new(nightvision_noise);
1934                 }
1935                 if(!nightvision_noise2)
1936                 {
1937                         nightvision_noise2 = new(nightvision_noise2);
1938                 }
1939
1940                 // color tint in yellow
1941                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1942
1943                 // draw BG
1944                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1945                 rgb = '1 1 1';
1946                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1947                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1948                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1949                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1950                 tc_11 = tc_01 + tc_10 - tc_00;
1951                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1952                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1953                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1954                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1955                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1956                 R_EndPolygon();
1957
1958                 // draw FG
1959                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1960                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1961                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1962                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1963                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1964                 tc_11 = tc_01 + tc_10 - tc_00;
1965                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1966                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1967                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1968                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1969                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1970                 R_EndPolygon();
1971         }
1972
1973         if(autocvar_cl_reticle)
1974         {
1975                 string reticle_image = string_null;
1976                 bool wep_zoomed = false;
1977                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1978                 {
1979                         entity wepe = viewmodels[slot];
1980                         Weapon wep = wepe.activeweapon;
1981                         if(wep != WEP_Null && wep.wr_zoom)
1982                         {
1983                                 bool do_zoom = wep.wr_zoom(wep, NULL);
1984                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
1985                                         reticle_image = wep.w_reticle;
1986                                 wep_zoomed += do_zoom;
1987                         }
1988                 }
1989                 // Draw the aiming reticle for weapons that use it
1990                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1991                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1992                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1993                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1994                 {
1995                         // no zoom reticle while dead
1996                         reticle_type = 0;
1997                 }
1998                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
1999                 {
2000                         if(reticle_image) { reticle_type = 2; }
2001                         else { reticle_type = 0; }
2002                 }
2003                 else if(button_zoom || zoomscript_caught)
2004                 {
2005                         // normal zoom
2006                         reticle_type = 1;
2007                 }
2008
2009                 if(reticle_type)
2010                 {
2011                         if(autocvar_cl_reticle_stretch)
2012                         {
2013                                 reticle_size.x = vid_conwidth;
2014                                 reticle_size.y = vid_conheight;
2015                                 reticle_pos.x = 0;
2016                                 reticle_pos.y = 0;
2017                         }
2018                         else
2019                         {
2020                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2021                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2022                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2023                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2024                         }
2025
2026                         if(zoomscript_caught)
2027                                 f = 1;
2028                         else
2029                                 f = current_zoomfraction;
2030
2031                         if(f)
2032                         {
2033                                 switch(reticle_type)
2034                                 {
2035                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2036                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2037                                 }
2038                         }
2039                 }
2040         }
2041         else
2042         {
2043                 if(reticle_type != 0) { reticle_type = 0; }
2044         }
2045
2046
2047         // improved polyblend
2048         if(autocvar_hud_contents)
2049         {
2050                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2051                 vector liquidcolor;
2052
2053                 switch(pointcontents(view_origin))
2054                 {
2055                         case CONTENT_WATER:
2056                                 liquidalpha = autocvar_hud_contents_water_alpha;
2057                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2058                                 incontent = 1;
2059                                 break;
2060
2061                         case CONTENT_LAVA:
2062                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2063                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2064                                 incontent = 1;
2065                                 break;
2066
2067                         case CONTENT_SLIME:
2068                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2069                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2070                                 incontent = 1;
2071                                 break;
2072
2073                         default:
2074                                 liquidalpha = 0;
2075                                 liquidcolor = '0 0 0';
2076                                 incontent = 0;
2077                                 break;
2078                 }
2079
2080                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2081                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2082                         contentfadetime = autocvar_hud_contents_fadeintime;
2083                         liquidalpha_prev = liquidalpha;
2084                         liquidcolor_prev = liquidcolor;
2085                 }
2086                 else
2087                         contentfadetime = autocvar_hud_contents_fadeouttime;
2088
2089                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2090                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2091
2092                 if(contentavgalpha)
2093                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2094
2095                 if(autocvar_hud_postprocessing)
2096                 {
2097                         if(autocvar_hud_contents_blur && contentavgalpha)
2098                         {
2099                                 content_blurpostprocess.x = 1;
2100                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2101                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2102                         }
2103                         else
2104                         {
2105                                 content_blurpostprocess.x = 0;
2106                                 content_blurpostprocess.y = 0;
2107                                 content_blurpostprocess.z = 0;
2108                         }
2109                 }
2110         }
2111
2112         if(autocvar_hud_damage && !STAT(FROZEN))
2113         {
2114                 splash_size.x = max(vid_conwidth, vid_conheight);
2115                 splash_size.y = max(vid_conwidth, vid_conheight);
2116                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2117                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2118
2119                 float myhealth_flash_temp;
2120                 myhealth = STAT(HEALTH);
2121
2122                 // fade out
2123                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2124                 // add new damage
2125                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2126
2127                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2128                 pain_threshold = autocvar_hud_damage_pain_threshold;
2129                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2130                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2131
2132                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2133                 {
2134                         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);
2135                 }
2136
2137                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2138
2139                 if(myhealth_prev < 1)
2140                 {
2141                         if(myhealth >= 1)
2142                         {
2143                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2144                                 myhealth_flash_temp = 0;
2145                         }
2146                         else
2147                         {
2148                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2149                         }
2150                 }
2151
2152                 if(spectatee_status == -1 || intermission)
2153                 {
2154                         myhealth_flash = 0; // observing, or match ended
2155                         myhealth_flash_temp = 0;
2156                 }
2157
2158                 myhealth_prev = myhealth;
2159
2160                 // IDEA: change damage color/picture based on player model for robot/alien species?
2161                 // pro: matches model better
2162                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2163                 // maybe different reddish pics?
2164                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2165                 {
2166                         if(autocvar_cl_gentle_damage == 2)
2167                         {
2168                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2169                                         myhealth_gentlergb = randomvec();
2170                         }
2171                         else
2172                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2173
2174                         if(myhealth_flash_temp > 0)
2175                                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2176                 }
2177                 else if(myhealth_flash_temp > 0)
2178                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2179
2180                 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.
2181                 {
2182                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2183                         {
2184                                 damage_blurpostprocess.x = 1;
2185                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2186                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2187                         }
2188                         else
2189                         {
2190                                 damage_blurpostprocess.x = 0;
2191                                 damage_blurpostprocess.y = 0;
2192                                 damage_blurpostprocess.z = 0;
2193                         }
2194                 }
2195         }
2196
2197         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2198         float e2 = (autocvar_hud_powerup != 0);
2199         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2200         {
2201                 // enable or disable rendering types if they are used or not
2202                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2203                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2204
2205                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2206                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2207                 {
2208                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2209                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2210                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2211                         {
2212                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2213                                 old_blurradius = blurradius;
2214                                 old_bluralpha = bluralpha;
2215                         }
2216                 }
2217                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2218                 {
2219                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2220                         old_blurradius = 0;
2221                         old_bluralpha = 0;
2222                 }
2223
2224                 // edge detection postprocess handling done second (used by hud_powerup)
2225                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2226                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2227                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2228
2229                 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.
2230
2231                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2232                 {
2233                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2234                         {
2235                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2236                                 old_sharpen_intensity = sharpen_intensity;
2237                         }
2238                 }
2239                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2240                 {
2241                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2242                         old_sharpen_intensity = 0;
2243                 }
2244
2245                 if(cvar("r_glsl_postprocess") == 0)
2246                         cvar_set("r_glsl_postprocess", "2");
2247         }
2248         else if(cvar("r_glsl_postprocess") == 2)
2249                 cvar_set("r_glsl_postprocess", "0");
2250
2251         /*if(gametype == MAPINFO_TYPE_CTF)
2252           {
2253           ctf_view();
2254           } else */
2255
2256         // draw 2D entities
2257         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2258         Draw_ShowNames_All();
2259 #if ENABLE_DEBUGDRAW
2260         Debug_Draw();
2261 #endif
2262
2263         scoreboard_active = Scoreboard_WouldDraw();
2264
2265         HUD_Draw(this); // this parameter for deep vehicle function
2266
2267         if(NextFrameCommand)
2268         {
2269                 localcmd("\n", NextFrameCommand, "\n");
2270                 NextFrameCommand = string_null;
2271         }
2272
2273         // we must do this check AFTER a frame was rendered, or it won't work
2274         if(cs_project_is_b0rked == 0)
2275         {
2276                 string w0, h0;
2277                 w0 = ftos(autocvar_vid_conwidth);
2278                 h0 = ftos(autocvar_vid_conheight);
2279                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2280                 //setproperty(VF_FOV, '90 90 0');
2281                 setproperty(VF_ORIGIN, '0 0 0');
2282                 setproperty(VF_ANGLES, '0 0 0');
2283                 setproperty(VF_PERSPECTIVE, 1);
2284                 makevectors('0 0 0');
2285                 vector v1, v2;
2286                 cvar_set("vid_conwidth", "800");
2287                 cvar_set("vid_conheight", "600");
2288                 v1 = cs_project(v_forward);
2289                 cvar_set("vid_conwidth", "640");
2290                 cvar_set("vid_conheight", "480");
2291                 v2 = cs_project(v_forward);
2292                 if(v1 == v2)
2293                         cs_project_is_b0rked = 1;
2294                 else
2295                         cs_project_is_b0rked = -1;
2296                 cvar_set("vid_conwidth", w0);
2297                 cvar_set("vid_conheight", h0);
2298         }
2299
2300         if(autocvar__hud_configure)
2301                 HUD_Panel_Mouse();
2302         else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2303                 HUD_Minigame_Mouse();
2304         else if(QuickMenu_IsOpened())
2305                 QuickMenu_Mouse();
2306         else
2307                 HUD_Radar_Mouse();
2308
2309         cl_notice_run();
2310         unpause_update();
2311         Net_Flush();
2312
2313         // let's reset the view back to normal for the end
2314         setproperty(VF_MIN, '0 0 0');
2315         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2316
2317         IL_ENDFRAME();
2318 }
2319
2320
2321 // following vectors must be global to allow seamless switching between camera modes
2322 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2323 void CSQC_Demo_Camera()
2324 {
2325         float speed, attenuation, dimensions;
2326         vector tmp, delta;
2327
2328         if( autocvar_camera_reset || !camera_mode )
2329         {
2330                 camera_offset = '0 0 0';
2331                 current_angles = '0 0 0';
2332                 camera_direction = '0 0 0';
2333                 camera_offset.z += 30;
2334                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2335                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2336                 current_origin = view_origin;
2337                 current_camera_offset  = camera_offset;
2338                 cvar_set("camera_reset", "0");
2339                 camera_mode = CAMERA_CHASE;
2340         }
2341
2342         // Camera angles
2343         if( camera_roll )
2344                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2345
2346         if(autocvar_camera_look_player)
2347         {
2348                 vector dir;
2349                 float n;
2350
2351                 dir = normalize(view_origin - current_position);
2352                 n = mouse_angles.z;
2353                 mouse_angles = vectoangles(dir);
2354                 mouse_angles.x = mouse_angles.x * -1;
2355                 mouse_angles.z = n;
2356         }
2357         else
2358         {
2359                 tmp = getmousepos() * 0.1;
2360                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2361                 {
2362                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2363                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2364                 }
2365         }
2366
2367         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2368         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2369         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2370         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2371
2372         // Fix difference when angles don't have the same sign
2373         delta = '0 0 0';
2374         if(mouse_angles.y < -60 && current_angles.y > 60)
2375                 delta = '0 360 0';
2376         if(mouse_angles.y > 60 && current_angles.y < -60)
2377                 delta = '0 -360 0';
2378
2379         if(autocvar_camera_look_player)
2380                 attenuation = autocvar_camera_look_attenuation;
2381         else
2382                 attenuation = autocvar_camera_speed_attenuation;
2383
2384         attenuation = 1 / max(1, attenuation);
2385         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2386
2387         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2388         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2389         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2390         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2391
2392         // Camera position
2393         tmp = '0 0 0';
2394         dimensions = 0;
2395
2396         if( camera_direction.x )
2397         {
2398                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2399                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2400                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2401                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2402                 ++dimensions;
2403         }
2404
2405         if( camera_direction.y )
2406         {
2407                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2408                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2409                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2410                 ++dimensions;
2411         }
2412
2413         if( camera_direction.z )
2414         {
2415                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2416                 ++dimensions;
2417         }
2418
2419         if(autocvar_camera_free)
2420                 speed = autocvar_camera_speed_free;
2421         else
2422                 speed = autocvar_camera_speed_chase;
2423
2424         if(dimensions)
2425         {
2426                 speed = speed * sqrt(1 / dimensions);
2427                 camera_offset += tmp * speed;
2428         }
2429
2430         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2431
2432         // Camera modes
2433         if( autocvar_camera_free )
2434         {
2435                 if ( camera_mode == CAMERA_CHASE )
2436                 {
2437                         current_camera_offset = current_origin + current_camera_offset;
2438                         camera_offset = current_origin + camera_offset;
2439                 }
2440
2441                 camera_mode = CAMERA_FREE;
2442                 current_position = current_camera_offset;
2443         }
2444         else
2445         {
2446                 if ( camera_mode == CAMERA_FREE )
2447                 {
2448                         current_origin = view_origin;
2449                         camera_offset = camera_offset - current_origin;
2450                         current_camera_offset = current_camera_offset - current_origin;
2451                 }
2452
2453                 camera_mode = CAMERA_CHASE;
2454
2455                 if(autocvar_camera_chase_smoothly)
2456                         current_origin += (view_origin - current_origin) * attenuation;
2457                 else
2458                         current_origin = view_origin;
2459
2460                 current_position = current_origin + current_camera_offset;
2461         }
2462
2463         setproperty(VF_ANGLES, current_angles);
2464         setproperty(VF_ORIGIN, current_position);
2465 }