]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Renamed Overkill Vortex to Overkill Nex.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
6 #include "hud/_mod.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
11
12 #include "mutators/events.qh"
13
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/debug.qh>
21 #include <common/mapinfo.qh>
22 #include <common/gamemodes/_mod.qh>
23 #include <common/physics/player.qh>
24 #include <common/stats.qh>
25 #include <common/triggers/target/music.qh>
26 #include <common/teams.qh>
27 #include <common/wepent.qh>
28
29 #include <common/weapons/weapon/tuba.qh>
30
31 #include <common/vehicles/all.qh>
32 #include <common/weapons/_all.qh>
33 #include <common/mutators/mutator/overkill/oknex.qh>
34 #include <common/viewloc.qh>
35 #include <common/triggers/trigger/viewloc.qh>
36 #include <common/minigames/cl_minigames.qh>
37 #include <common/minigames/cl_minigames_hud.qh>
38
39 #include <lib/csqcmodel/cl_player.qh>
40 #include <lib/csqcmodel/cl_model.qh>
41 #include "csqcmodel_hooks.qh"
42
43 #include <lib/warpzone/client.qh>
44 #include <lib/warpzone/common.qh>
45
46 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
47
48 float autocvar_cl_viewmodel_scale;
49
50 bool autocvar_cl_bobmodel;
51 float autocvar_cl_bobmodel_speed;
52 float autocvar_cl_bobmodel_side;
53 float autocvar_cl_bobmodel_up;
54
55 float autocvar_cl_followmodel;
56 float autocvar_cl_followmodel_speed = 0.3;
57 float autocvar_cl_followmodel_limit = 135;
58 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
59 float autocvar_cl_followmodel_highpass = 0.05;
60 float autocvar_cl_followmodel_lowpass = 0.03;
61 bool autocvar_cl_followmodel_velocity_absolute;
62
63 float autocvar_cl_leanmodel;
64 float autocvar_cl_leanmodel_speed = 0.3;
65 float autocvar_cl_leanmodel_limit = 30;
66 float autocvar_cl_leanmodel_highpass1 = 0.2;
67 float autocvar_cl_leanmodel_highpass = 0.2;
68 float autocvar_cl_leanmodel_lowpass = 0.05;
69
70 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
71
72 #define lowpass(value, frac, ref_store, ret) \
73         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
74
75 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
76 { \
77         float __ignore; lowpass(value, frac, ref_store, __ignore); \
78         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
79 } MACRO_END
80
81 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
82 { \
83         float __f = 0; lowpass(value, frac, ref_store, __f); \
84         ret = (value) - __f; \
85 } MACRO_END
86
87 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
88 { \
89         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
90         ret = (value) - __f; \
91 } MACRO_END
92
93 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
94 { \
95         lowpass(value.x, frac, ref_store.x, ref_out.x); \
96         lowpass(value.y, frac, ref_store.y, ref_out.y); \
97 } MACRO_END
98
99 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
100 { \
101         highpass(value.x, frac, ref_store.x, ref_out.x); \
102         highpass(value.y, frac, ref_store.y, ref_out.y); \
103 } MACRO_END
104
105 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
106 { \
107         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
108         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
109 } MACRO_END
110
111 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
112 { \
113         lowpass(value.x, frac, ref_store.x, ref_out.x); \
114         lowpass(value.y, frac, ref_store.y, ref_out.y); \
115         lowpass(value.z, frac, ref_store.z, ref_out.z); \
116 } MACRO_END
117
118 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
119 { \
120         highpass(value.x, frac, ref_store.x, ref_out.x); \
121         highpass(value.y, frac, ref_store.y, ref_out.y); \
122         highpass(value.z, frac, ref_store.z, ref_out.z); \
123 } MACRO_END
124
125 void calc_followmodel_ofs(entity view)
126 {
127         if(cl_followmodel_time == time)
128                 return; // cl_followmodel_ofs already calculated for this frame
129
130         float frac;
131         vector gunorg = '0 0 0';
132         static vector vel_average;
133         static vector gunorg_adjustment_highpass;
134         static vector gunorg_adjustment_lowpass;
135
136         vector vel;
137         if (autocvar_cl_followmodel_velocity_absolute)
138                 vel = view.velocity;
139         else
140         {
141                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
142                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
143                 vel.x = view.velocity * forward;
144                 vel.y = view.velocity * right * -1;
145                 vel.z = view.velocity * up;
146         }
147
148         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
149         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
150         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
151
152         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
153         lowpass3(vel, frac, vel_average, gunorg);
154
155         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
156
157         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
158         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
159         frac = avg_factor(autocvar_cl_followmodel_highpass);
160         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
161         frac = avg_factor(autocvar_cl_followmodel_lowpass);
162         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
163
164         if (autocvar_cl_followmodel_velocity_absolute)
165         {
166                 vector fixed_gunorg;
167                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
168                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
169                 fixed_gunorg.x = gunorg * forward;
170                 fixed_gunorg.y = gunorg * right * -1;
171                 fixed_gunorg.z = gunorg * up;
172                 gunorg = fixed_gunorg;
173         }
174
175         cl_followmodel_ofs = gunorg;
176         cl_followmodel_time = time;
177 }
178
179 vector leanmodel_ofs(entity view)
180 {
181         float frac;
182         vector gunangles = '0 0 0';
183         static vector gunangles_prev = '0 0 0';
184         static vector gunangles_highpass = '0 0 0';
185         static vector gunangles_adjustment_highpass;
186         static vector gunangles_adjustment_lowpass;
187
188         if (view.csqcmodel_teleported)
189                 gunangles_prev = view_angles;
190
191         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
192         gunangles_highpass += gunangles_prev;
193         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
194         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
195         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
196         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
197         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
198         gunangles_prev = view_angles;
199         gunangles_highpass -= gunangles_prev;
200
201         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
202         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
203
204         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
205         frac = avg_factor(autocvar_cl_leanmodel_highpass);
206         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
207         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
208         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
209
210         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
211
212         return gunangles;
213 }
214
215 vector bobmodel_ofs(entity view)
216 {
217         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
218         static bool oldonground;
219         static float hitgroundtime;
220         if (clonground)
221         {
222                 float f = time; // cl.movecmd[0].time
223                 if (!oldonground)
224                         hitgroundtime = f;
225         }
226         oldonground = clonground;
227
228         // calculate for swinging gun model
229         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
230         vector gunorg = '0 0 0';
231         static float bobmodel_scale = 0;
232         static float time_ofs = 0; // makes the effect always restart in the same way
233         if (clonground)
234         {
235                 if (time - hitgroundtime > 0.05)
236                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
237         }
238         else
239                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
240
241         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
242         if (bobmodel_scale && xyspeed)
243         {
244                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
245                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
246                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
247                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
248         }
249         else
250                 time_ofs = time;
251
252         return gunorg;
253 }
254
255 void viewmodel_animate(entity this)
256 {
257         if (autocvar_chase_active) return;
258         if (STAT(HEALTH) <= 0) return;
259
260         entity view = CSQCModel_server2csqc(player_localentnum - 1);
261
262         if (autocvar_cl_followmodel)
263         {
264                 calc_followmodel_ofs(view);
265                 this.origin += cl_followmodel_ofs;
266         }
267
268         if (autocvar_cl_leanmodel)
269                 this.angles += leanmodel_ofs(view);
270
271         // vertical view bobbing code
272         // TODO: cl_bob
273
274         // horizontal view bobbing code
275         // TODO: cl_bob2
276
277         // fall bobbing code
278         // causes the view to swing down and back up when touching the ground
279         // TODO: cl_bobfall
280
281         // gun model bobbing code
282         if (autocvar_cl_bobmodel)
283                 this.origin += bobmodel_ofs(view);
284 }
285
286 .vector viewmodel_origin, viewmodel_angles;
287 .float weapon_nextthink;
288 .float weapon_eta_last;
289 .float weapon_switchdelay;
290
291 .string name_last;
292
293 void viewmodel_draw(entity this)
294 {
295         if(!this.activeweapon || !autocvar_r_drawviewmodel)
296                 return;
297         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
298         float a = this.alpha;
299         static bool wasinvehicle;
300         bool invehicle = player_localentnum > maxclients;
301         if (invehicle) a = -1;
302         else if (wasinvehicle) a = 1;
303         wasinvehicle = invehicle;
304         Weapon wep = this.activeweapon;
305         int c = entcs_GetClientColors(current_player);
306         vector g = weaponentity_glowmod(wep, NULL, c, this);
307         entity me = CSQCModel_server2csqc(player_localentnum - 1);
308         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
309                 | EF_NODEPTHTEST)
310                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
311         for (entity e = this; e; e = e.weaponchild)
312         {
313                 e.drawmask = mask;
314                 e.alpha = a;
315                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
316                 e.glowmod = g;
317                 e.csqcmodel_effects = fx;
318                 CSQCModel_Effects_Apply(e);
319         }
320         if(a >= 0)
321         {
322                 string name = wep.mdl;
323                 string newname = wep.wr_viewmodel(wep, this);
324                 if(newname)
325                         name = newname;
326                 bool swap = name != this.name_last;
327                 // if (swap)
328                 {
329                         this.name_last = name;
330                         CL_WeaponEntity_SetModel(this, name, swap);
331                         this.viewmodel_origin = this.origin;
332                         this.viewmodel_angles = this.angles;
333                 }
334                 anim_update(this);
335                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
336                         anim_set(this, this.anim_idle, true, false, false);
337         }
338         float f = 0; // 0..1; 0: fully active
339         float rate = STAT(WEAPONRATEFACTOR);
340         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
341         if (eta <= 0) f = this.weapon_eta_last;
342         else switch (this.state)
343         {
344                 case WS_RAISE:
345                 {
346                         f = eta / max(eta, this.weapon_switchdelay);
347                         break;
348                 }
349                 case WS_DROP:
350                 {
351                         f = 1 - eta / max(eta, this.weapon_switchdelay);
352                         break;
353                 }
354                 case WS_CLEAR:
355                 {
356                         f = 1;
357                         break;
358                 }
359         }
360         this.weapon_eta_last = f;
361         this.origin = this.viewmodel_origin;
362         this.angles = this.viewmodel_angles;
363         this.angles_x = (-90 * f * f);
364         viewmodel_animate(this);
365         MUTATOR_CALLHOOK(DrawViewModel, this);
366         setorigin(this, this.origin);
367 }
368
369 STATIC_INIT(viewmodel) {
370     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
371         viewmodels[slot] = new(viewmodel);
372 }
373
374 void Porto_Draw(entity this);
375 STATIC_INIT(Porto)
376 {
377         entity e = new_pure(porto);
378         e.draw = Porto_Draw;
379         IL_PUSH(g_drawables, e);
380         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
381 }
382
383 const int polyline_length = 16;
384 .vector polyline[polyline_length];
385 void Porto_Draw(entity this)
386 {
387         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
388         {
389                 entity wepent = viewmodels[slot];
390
391                 if (wepent.activeweapon != WEP_PORTO) continue;
392                 if (spectatee_status) continue;
393                 if (WEP_CVAR(porto, secondary)) continue;
394                 if (intermission == 1) continue;
395                 if (intermission == 2) continue;
396                 if (STAT(HEALTH) <= 0) continue;
397
398                 vector pos = view_origin;
399                 vector dir = view_forward;
400                 if (wepent.angles_held_status)
401                 {
402                         makevectors(wepent.angles_held);
403                         dir = v_forward;
404                 }
405
406                 wepent.polyline[0] = pos;
407
408                 int portal_number = 0, portal1_idx = 1, portal_max = 2;
409                 int n = 1 + 2;  // 2 lines == 3 points
410                 for (int idx = 0; idx < n && idx < polyline_length - 1; )
411                 {
412                         traceline(pos, pos + 65536 * dir, true, this);
413                         dir = reflect(dir, trace_plane_normal);
414                         pos = trace_endpos;
415                         wepent.polyline[++idx] = pos;
416                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
417                         {
418                                 n += 1;
419                                 continue;
420                         }
421                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
422                         {
423                                 n = max(2, idx);
424                                 break;
425                         }
426                         // check size
427                         {
428                                 vector ang = vectoangles2(trace_plane_normal, dir);
429                                 ang.x = -ang.x;
430                                 makevectors(ang);
431                                 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
432                                 {
433                                         n = max(2, idx);
434                                         break;
435                                 }
436                         }
437                         portal_number += 1;
438                         if (portal_number >= portal_max) break;
439                         if (portal_number == 1) portal1_idx = idx;
440                 }
441                 for (int idx = 0; idx < n - 1; ++idx)
442                 {
443                         vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
444                         if (idx == 0) p -= view_up * 16;  // line from player
445                         vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
446                         Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
447                 }
448         }
449 }
450
451 float drawtime;
452 float avgspeed;
453 vector GetCurrentFov(float fov)
454 {
455         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
456         float velocityzoom, curspeed;
457         vector v;
458
459         zoomsensitivity = autocvar_cl_zoomsensitivity;
460         zoomfactor = autocvar_cl_zoomfactor;
461         if(zoomfactor < 1 || zoomfactor > 30)
462                 zoomfactor = 2.5;
463         zoomspeed = autocvar_cl_zoomspeed;
464         if(zoomspeed >= 0)
465         if(zoomspeed < 0.5 || zoomspeed > 16)
466                         zoomspeed = 3.5;
467
468         zoomdir = button_zoom;
469
470         if(hud == HUD_NORMAL && !spectatee_status)
471         {
472                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
473                 {
474                         entity wepent = viewmodels[slot];
475                         if(wepent.switchweapon == wepent.activeweapon)
476                         if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_NEX && !WEP_CVAR(oknex, secondary))) // do NOT use switchweapon here
477                                 zoomdir += button_attack2;
478                 }
479         }
480         if(spectatee_status > 0 || isdemo())
481         {
482                 if(spectatorbutton_zoom)
483                 {
484                         if(zoomdir)
485                                 zoomdir = 0;
486                         else
487                                 zoomdir = 1;
488                 }
489                 // fteqcc failed twice here already, don't optimize this
490         }
491
492         if(zoomdir) { zoomin_effect = 0; }
493
494         if(camera_active)
495         {
496                 current_viewzoom = min(1, current_viewzoom + drawframetime);
497         }
498         else if(autocvar_cl_spawnzoom && zoomin_effect)
499         {
500                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
501
502                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
503                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
504                 if(current_viewzoom == 1) { zoomin_effect = 0; }
505         }
506         else
507         {
508                 if(zoomspeed < 0) // instant zoom
509                 {
510                         if(zoomdir)
511                                 current_viewzoom = 1 / zoomfactor;
512                         else
513                                 current_viewzoom = 1;
514                 }
515                 else
516                 {
517                         if(zoomdir)
518                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
519                         else
520                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
521                 }
522         }
523
524         if(almost_equals(current_viewzoom, 1))
525                 current_zoomfraction = 0;
526         else if(almost_equals(current_viewzoom, 1/zoomfactor))
527                 current_zoomfraction = 1;
528         else
529                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
530
531         if(zoomsensitivity < 1)
532                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
533         else
534                 setsensitivityscale(1);
535
536         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
537         {
538                 if(intermission) { curspeed = 0; }
539                 else
540                 {
541
542                         makevectors(view_angles);
543                         v = pmove_vel;
544                         if(csqcplayer)
545                                 v = csqcplayer.velocity;
546
547                         switch(autocvar_cl_velocityzoom_type)
548                         {
549                                 case 3: curspeed = max(0, v_forward * v); break;
550                                 case 2: curspeed = (v_forward * v); break;
551                                 case 1: default: curspeed = vlen(v); break;
552                         }
553                 }
554
555                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
556                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
557                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
558
559                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
560         }
561         else
562                 velocityzoom = 1;
563
564         float frustumx, frustumy, fovx, fovy;
565         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
566         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
567         fovx = atan2(frustumx, 1) / M_PI * 360.0;
568         fovy = atan2(frustumy, 1) / M_PI * 360.0;
569
570         return '1 0 0' * fovx + '0 1 0' * fovy;
571 }
572
573 vector GetViewLocationFOV(float fov)
574 {
575         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
576         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
577         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
578         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
579         return '1 0 0' * fovx + '0 1 0' * fovy;
580 }
581
582 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
583 {
584         float fovx, fovy;
585         float width = (ov_worldmax.x - ov_worldmin.x);
586         float height = (ov_worldmax.y - ov_worldmin.y);
587         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
588         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
589         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
590         return '1 0 0' * fovx + '0 1 0' * fovy;
591 }
592
593 // this function must match W_SetupShot!
594 float zoomscript_caught;
595
596 vector wcross_origin;
597 float wcross_scale_prev, wcross_alpha_prev;
598 vector wcross_color_prev;
599 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
600 vector wcross_color_goal_prev;
601 float wcross_changedonetime;
602
603 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
604 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
605 float wcross_name_changestarttime, wcross_name_changedonetime;
606 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
607
608 float wcross_ring_prev;
609
610 entity trueaim;
611 entity trueaim_rifle;
612
613 const float SHOTTYPE_HITTEAM = 1;
614 const float SHOTTYPE_HITOBSTRUCTION = 2;
615 const float SHOTTYPE_HITWORLD = 3;
616 const float SHOTTYPE_HITENEMY = 4;
617
618 void TrueAim_Init()
619 {
620         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
621         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
622 }
623
624 float EnemyHitCheck()
625 {
626         float t, n;
627         wcross_origin = project_3d_to_2d(trace_endpos);
628         wcross_origin.z = 0;
629         if(trace_ent)
630                 n = trace_ent.entnum;
631         else
632                 n = trace_networkentity;
633         if(n < 1)
634                 return SHOTTYPE_HITWORLD;
635         if(n > maxclients)
636                 return SHOTTYPE_HITWORLD;
637         t = entcs_GetTeam(n - 1);
638         if(teamplay)
639                 if(t == myteam)
640                         return SHOTTYPE_HITTEAM;
641         if(t == NUM_SPECTATOR)
642                 return SHOTTYPE_HITWORLD;
643         return SHOTTYPE_HITENEMY;
644 }
645
646 float TrueAimCheck(entity wepent)
647 {
648         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?
649         vector vecs, trueaimpoint, w_shotorg;
650         vector mi, ma, dv;
651         float shottype;
652         entity ta;
653         float mv;
654
655         mi = ma = '0 0 0';
656         ta = trueaim;
657         mv = MOVE_NOMONSTERS;
658
659         switch(wepent.activeweapon) // WEAPONTODO
660         {
661                 case WEP_TUBA: // no aim
662                 case WEP_PORTO: // shoots from eye
663                 case WEP_NEXBALL: // shoots from eye
664                 case WEP_HOOK: // no trueaim
665                 case WEP_MORTAR: // toss curve
666                         return SHOTTYPE_HITWORLD;
667                 case WEP_VORTEX:
668                 case WEP_OVERKILL_NEX:
669                 case WEP_VAPORIZER:
670                         mv = MOVE_NORMAL;
671                         break;
672                 case WEP_RIFLE:
673                         ta = trueaim_rifle;
674                         mv = MOVE_NORMAL;
675                         if(zoomscript_caught)
676                         {
677                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
678                                 return EnemyHitCheck();
679                         }
680                         break;
681                 case WEP_DEVASTATOR: // projectile has a size!
682                         mi = '-3 -3 -3';
683                         ma = '3 3 3';
684                         break;
685                 case WEP_FIREBALL: // projectile has a size!
686                         mi = '-16 -16 -16';
687                         ma = '16 16 16';
688                         break;
689                 case WEP_SEEKER: // projectile has a size!
690                         mi = '-2 -2 -2';
691                         ma = '2 2 2';
692                         break;
693                 case WEP_ELECTRO: // projectile has a size!
694                         mi = '0 0 -3';
695                         ma = '0 0 -3';
696                         break;
697         }
698
699         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
700
701         vecs = decompressShotOrigin(STAT(SHOTORG));
702
703         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
704         trueaimpoint = trace_endpos;
705
706         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
707                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
708
709         if(vecs.x > 0)
710                 vecs.y = -vecs.y;
711         else
712                 vecs = '0 0 0';
713
714         dv = view_right * vecs.y + view_up * vecs.z;
715         w_shotorg = traceorigin + dv;
716
717         // now move the vecs forward as much as requested if possible
718         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
719         w_shotorg = trace_endpos - view_forward * nudge;
720
721         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
722         shottype = EnemyHitCheck();
723         if(shottype != SHOTTYPE_HITWORLD)
724                 return shottype;
725
726 #if 0
727         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
728         // or rather, I know why, but see no fix
729         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
730                 // 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
731                 return SHOTTYPE_HITOBSTRUCTION;
732 #endif
733
734         return SHOTTYPE_HITWORLD;
735 }
736
737 void PostInit();
738 void CSQC_Demo_Camera();
739 float camera_mode;
740 const float CAMERA_FREE = 1;
741 const float CAMERA_CHASE = 2;
742 float reticle_type;
743 string NextFrameCommand;
744
745 vector freeze_org, freeze_ang;
746 entity nightvision_noise, nightvision_noise2;
747
748 const float MAX_TIME_DIFF = 5;
749 float pickup_crosshair_time, pickup_crosshair_size;
750 float hitindication_crosshair_size;
751 float use_vortex_chargepool;
752
753 float myhealth, myhealth_prev;
754 float myhealth_flash;
755
756 float old_blurradius, old_bluralpha;
757 float old_sharpen_intensity;
758
759 vector myhealth_gentlergb;
760
761 float contentavgalpha, liquidalpha_prev;
762 vector liquidcolor_prev;
763
764 float eventchase_current_distance;
765 float eventchase_running;
766 bool WantEventchase(entity this)
767 {
768         if(autocvar_cl_orthoview)
769                 return false;
770         if(STAT(GAME_STOPPED) || intermission)
771                 return true;
772         if(this.viewloc)
773                 return true;
774         if(spectatee_status >= 0)
775         {
776                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
777                         return true;
778                 if(MUTATOR_CALLHOOK(WantEventchase, this))
779                         return true;
780                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
781                         return true;
782                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
783                 {
784                         if(autocvar_cl_eventchase_death == 2)
785                         {
786                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
787                                 if(this.velocity == '0 0 0' || eventchase_running)
788                                         return true;
789                         }
790                         else return true;
791                 }
792         }
793         return false;
794 }
795
796 void HUD_Crosshair_Vehicle(entity this)
797 {
798         if(hud != HUD_BUMBLEBEE_GUN)
799         {
800                 Vehicle info = Vehicles_from(hud);
801                 info.vr_crosshair(info, this);
802         }
803 }
804
805 vector damage_blurpostprocess, content_blurpostprocess;
806
807 float unaccounted_damage = 0;
808 void UpdateDamage()
809 {
810         // accumulate damage with each stat update
811         static float damage_total_prev = 0;
812         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
813         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
814         damage_total_prev = damage_total;
815
816         static float damage_dealt_time_prev = 0;
817         float damage_dealt_time = STAT(HIT_TIME);
818         if (damage_dealt_time != damage_dealt_time_prev)
819         {
820                 unaccounted_damage += unaccounted_damage_new;
821                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
822         }
823         damage_dealt_time_prev = damage_dealt_time;
824
825         // prevent hitsound when switching spectatee
826         static float spectatee_status_prev = 0;
827         if (spectatee_status != spectatee_status_prev)
828                 unaccounted_damage = 0;
829         spectatee_status_prev = spectatee_status;
830 }
831
832 void HitSound()
833 {
834         // varying sound pitch
835
836         bool have_arc = false;
837         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
838         {
839                 entity wepent = viewmodels[slot];
840
841                 if(wepent.activeweapon == WEP_ARC)
842                         have_arc = true;
843         }
844
845         static float hitsound_time_prev = 0;
846         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
847         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
848         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
849         {
850                 if (autocvar_cl_hitsound && unaccounted_damage)
851                 {
852                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
853                         float a = autocvar_cl_hitsound_max_pitch;
854                         float b = autocvar_cl_hitsound_min_pitch;
855                         float c = autocvar_cl_hitsound_nom_damage;
856                         float d = unaccounted_damage;
857                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
858
859                         // if sound variation is disabled, set pitch_shift to 1
860                         if (autocvar_cl_hitsound == 1)
861                                 pitch_shift = 1;
862
863                         // if pitch shift is reversed, mirror in (max-min)/2 + min
864                         if (autocvar_cl_hitsound == 3)
865                         {
866                                 float mirror_value = (a-b)/2 + b;
867                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
868                         }
869
870                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
871
872                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
873                         // todo: normalize sound pressure levels? seems unnecessary
874
875                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
876                 }
877                 unaccounted_damage = 0;
878                 hitsound_time_prev = time;
879         }
880
881         static float typehit_time_prev = 0;
882         float typehit_time = STAT(TYPEHIT_TIME);
883         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
884         {
885                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
886                 typehit_time_prev = typehit_time;
887         }
888
889         static float kill_time_prev = 0;
890         float kill_time = STAT(KILL_TIME);
891         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
892         {
893                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
894                 kill_time_prev = kill_time;
895         }
896 }
897
898 vector crosshair_getcolor(entity this, float health_stat)
899 {
900         static float rainbow_last_flicker;
901         static vector rainbow_prev_color;
902         vector wcross_color = '0 0 0';
903         switch(autocvar_crosshair_color_special)
904         {
905                 case 1: // crosshair_color_per_weapon
906                 {
907                         if(this != WEP_Null && hud == HUD_NORMAL)
908                         {
909                                 wcross_color = this.wpcolor;
910                                 break;
911                         }
912                         else { goto normalcolor; }
913                 }
914
915                 case 2: // crosshair_color_by_health
916                 {
917                         vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
918                         float hp = floor(v.x + 1);
919
920                         //x = red
921                         //y = green
922                         //z = blue
923
924                         wcross_color.z = 0;
925
926                         if(hp > 200)
927                         {
928                                 wcross_color.x = 0;
929                                 wcross_color.y = 1;
930                         }
931                         else if(hp > 150)
932                         {
933                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
934                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
935                         }
936                         else if(hp > 100)
937                         {
938                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
939                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
940                                 wcross_color.z = 1 - (hp-100)*0.02;
941                         }
942                         else if(hp > 50)
943                         {
944                                 wcross_color.x = 1;
945                                 wcross_color.y = 1;
946                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
947                         }
948                         else if(hp > 20)
949                         {
950                                 wcross_color.x = 1;
951                                 wcross_color.y = (hp-20)*90/27/100;
952                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
953                         }
954                         else
955                         {
956                                 wcross_color.x = 1;
957                                 wcross_color.y = 0;
958                         }
959                         break;
960                 }
961
962                 case 3: // crosshair_color_rainbow
963                 {
964                         if(time >= rainbow_last_flicker)
965                         {
966                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
967                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
968                         }
969                         wcross_color = rainbow_prev_color;
970                         break;
971                 }
972 LABEL(normalcolor)
973                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
974         }
975
976         return wcross_color;
977 }
978
979 void HUD_Crosshair(entity this)
980 {
981         float f, i, j;
982         vector v;
983         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
984                 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
985                 !HUD_MinigameMenu_IsOpened() )
986         {
987                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
988                         return;
989
990                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
991                         return;
992
993                 if (hud != HUD_NORMAL)
994                 {
995                         HUD_Crosshair_Vehicle(this);
996                         return;
997                 }
998
999                 string wcross_style;
1000                 float wcross_alpha, wcross_resolution;
1001                 wcross_style = autocvar_crosshair;
1002                 if (wcross_style == "0")
1003                         return;
1004                 wcross_resolution = autocvar_crosshair_size;
1005                 if (wcross_resolution == 0)
1006                         return;
1007                 wcross_alpha = autocvar_crosshair_alpha;
1008                 if (wcross_alpha == 0)
1009                         return;
1010
1011                 // TrueAim check
1012                 float shottype;
1013
1014                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1015                 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1016                         wcross_origin = viewloc_mousepos;
1017                 else
1018                         wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1019                 wcross_origin.z = 0;
1020                 if(autocvar_crosshair_hittest)
1021                 {
1022                         vector wcross_oldorigin;
1023                         entity thiswep = viewmodels[0]; // TODO: unhardcode
1024                         wcross_oldorigin = wcross_origin;
1025                         shottype = TrueAimCheck(thiswep);
1026                         if(shottype == SHOTTYPE_HITWORLD)
1027                         {
1028                                 v = wcross_origin - wcross_oldorigin;
1029                                 v.x /= vid_conwidth;
1030                                 v.y /= vid_conheight;
1031                                 if(vdist(v, >, 0.01))
1032                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1033                         }
1034                         if(!autocvar_crosshair_hittest_showimpact)
1035                                 wcross_origin = wcross_oldorigin;
1036                 }
1037                 else
1038                         shottype = SHOTTYPE_HITWORLD;
1039
1040                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1041                 string wcross_name = "";
1042                 float wcross_scale, wcross_blur;
1043
1044         entity e = WEP_Null;
1045                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1046                 {
1047                         entity wepent = viewmodels[0]; // TODO: unhardcode
1048                         e = wepent.switchingweapon;
1049                         if(e)
1050                         {
1051                                 if(autocvar_crosshair_per_weapon)
1052                                 {
1053                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1054                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1055                                         //if (wcross_resolution == 0)
1056                                                 //return;
1057
1058                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1059                                         wcross_resolution *= e.w_crosshair_size;
1060                                         wcross_name = e.w_crosshair;
1061                                 }
1062                         }
1063                 }
1064
1065                 if(wcross_name == "")
1066                         wcross_name = strcat("gfx/crosshair", wcross_style);
1067
1068                 // MAIN CROSSHAIR COLOR DECISION
1069                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1070
1071                 if(autocvar_crosshair_effect_scalefade)
1072                 {
1073                         wcross_scale = wcross_resolution;
1074                         wcross_resolution = 1;
1075                 }
1076                 else
1077                 {
1078                         wcross_scale = 1;
1079                 }
1080
1081                 if(autocvar_crosshair_pickup)
1082                 {
1083                         float stat_pickup_time = STAT(LAST_PICKUP);
1084
1085                         if(pickup_crosshair_time < stat_pickup_time)
1086                         {
1087                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1088                                         pickup_crosshair_size = 1;
1089
1090                                 pickup_crosshair_time = stat_pickup_time;
1091                         }
1092
1093                         if(pickup_crosshair_size > 0)
1094                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1095                         else
1096                                 pickup_crosshair_size = 0;
1097
1098                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1099                 }
1100
1101                 // todo: make crosshair hit indication dependent on damage dealt
1102                 if(autocvar_crosshair_hitindication)
1103                 {
1104                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1105
1106                         if(unaccounted_damage)
1107                         {
1108                                 hitindication_crosshair_size = 1;
1109                         }
1110
1111                         if(hitindication_crosshair_size > 0)
1112                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1113                         else
1114                                 hitindication_crosshair_size = 0;
1115
1116                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1117                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1118                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1119                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1120                 }
1121
1122                 if(shottype == SHOTTYPE_HITENEMY)
1123                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1124                 if(shottype == SHOTTYPE_HITTEAM)
1125                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1126
1127                 f = fabs(autocvar_crosshair_effect_time);
1128                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1129                 {
1130                         wcross_changedonetime = time + f;
1131                 }
1132                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1133                 {
1134                         wcross_name_changestarttime = time;
1135                         wcross_name_changedonetime = time + f;
1136                         if(wcross_name_goal_prev_prev)
1137                                 strunzone(wcross_name_goal_prev_prev);
1138                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1139                         wcross_name_goal_prev = strzone(wcross_name);
1140                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1141                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1142                         wcross_resolution_goal_prev = wcross_resolution;
1143                 }
1144
1145                 wcross_scale_goal_prev = wcross_scale;
1146                 wcross_alpha_goal_prev = wcross_alpha;
1147                 wcross_color_goal_prev = wcross_color;
1148
1149                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1150                 {
1151                         wcross_blur = 1;
1152                         wcross_alpha *= 0.75;
1153                 }
1154                 else
1155                         wcross_blur = 0;
1156                 // *_prev is at time-frametime
1157                 // * is at wcross_changedonetime+f
1158                 // what do we have at time?
1159                 if(time < wcross_changedonetime)
1160                 {
1161                         f = frametime / (wcross_changedonetime - time + frametime);
1162                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1163                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1164                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1165                 }
1166
1167                 wcross_scale_prev = wcross_scale;
1168                 wcross_alpha_prev = wcross_alpha;
1169                 wcross_color_prev = wcross_color;
1170
1171                 MUTATOR_CALLHOOK(UpdateCrosshair);
1172
1173                 wcross_scale *= 1 - autocvar__menu_alpha;
1174                 wcross_alpha *= 1 - autocvar__menu_alpha;
1175                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1176
1177                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1178                 {
1179                         // crosshair rings for weapon stats
1180                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1181                         {
1182                                 // declarations and stats
1183                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1184                                 string ring_image = string_null, ring_inner_image = string_null;
1185                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1186
1187                                 ring_scale = autocvar_crosshair_ring_size;
1188
1189                                 float weapon_clipload, weapon_clipsize;
1190                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1191                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1192
1193                                 float vortex_charge, vortex_chargepool;
1194                                 vortex_charge = STAT(VORTEX_CHARGE);
1195                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1196
1197                                 float oknex_charge, oknex_chargepool;
1198                                 oknex_charge = STAT(OVERKILL_NEX_CHARGE);
1199                                 oknex_chargepool = STAT(OVERKILL_NEX_CHARGEPOOL);
1200
1201                                 float arc_heat = STAT(ARC_HEAT);
1202
1203                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1204                                         vortex_charge_movingavg = vortex_charge;
1205
1206                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1207
1208                                 // handle the values
1209                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1210                                 {
1211                                         if (vortex_chargepool || use_vortex_chargepool) {
1212                                                 use_vortex_chargepool = 1;
1213                                                 ring_inner_value = vortex_chargepool;
1214                                         } else {
1215                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1216                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1217                                         }
1218
1219                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1220                                         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);
1221                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1222
1223                                         // draw the outer ring to show the current charge of the weapon
1224                                         ring_value = vortex_charge;
1225                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1226                                         ring_rgb = wcross_color;
1227                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1228                                 }
1229                                 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge && autocvar_crosshair_ring_vortex)
1230                                 {
1231                                         if (oknex_chargepool || use_vortex_chargepool) {
1232                                                 use_vortex_chargepool = 1;
1233                                                 ring_inner_value = oknex_chargepool;
1234                                         } else {
1235                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge;
1236                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge - vortex_charge_movingavg), 1);
1237                                         }
1238
1239                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1240                                         ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1241                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1242
1243                                         // draw the outer ring to show the current charge of the weapon
1244                                         ring_value = oknex_charge;
1245                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1246                                         ring_rgb = wcross_color;
1247                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1248                                 }
1249                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1250                                 {
1251                                         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.
1252                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1253                                         ring_rgb = wcross_color;
1254                                         ring_image = "gfx/crosshair_ring.tga";
1255                                 }
1256                                 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1257                                 {
1258                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1259                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1260                                         ring_rgb = wcross_color;
1261                                         ring_image = "gfx/crosshair_ring.tga";
1262                                 }
1263                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1264                                 {
1265                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1266                                         ring_scale = autocvar_crosshair_ring_reload_size;
1267                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1268                                         ring_rgb = wcross_color;
1269
1270                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1271                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1272                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1273                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1274                                         else
1275                                                 ring_image = "gfx/crosshair_ring.tga";
1276                                 }
1277                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1278                                 {
1279                                         ring_value = arc_heat;
1280                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1281                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1282                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1283                                         ring_image = "gfx/crosshair_ring.tga";
1284                                 }
1285
1286                                 // if in weapon switch animation, fade ring out/in
1287                                 if(autocvar_crosshair_effect_time > 0)
1288                                 {
1289                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1290                                         if (f >= 1)
1291                                         {
1292                                                 wcross_ring_prev = ((ring_image) ? true : false);
1293                                         }
1294
1295                                         if(wcross_ring_prev)
1296                                         {
1297                                                 if(f < 1)
1298                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1299                                         }
1300                                         else
1301                                         {
1302                                                 if(f < 1)
1303                                                         ring_alpha *= bound(0, f, 1);
1304                                         }
1305                                 }
1306
1307                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1308                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1309
1310                                 if (ring_value)
1311                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1312                         }
1313
1314 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1315                         MACRO_BEGIN { \
1316                                 if(wcross_blur > 0) \
1317                                 { \
1318                                         for(i = -2; i <= 2; ++i) \
1319                                         for(j = -2; j <= 2; ++j) \
1320                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1321                                 } \
1322                                 else \
1323                                 { \
1324                                         M(0,0,sz,wcross_name,wcross_alpha); \
1325                                 } \
1326                         } MACRO_END
1327
1328 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1329                         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)
1330
1331 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1332                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1333
1334                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1335                         {
1336                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1337                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1338                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1339                                 f = 1 - f;
1340                         }
1341                         else
1342                         {
1343                                 f = 1;
1344                         }
1345                         wcross_name_alpha_goal_prev = f;
1346
1347                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1348                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1349
1350                         if(autocvar_crosshair_dot)
1351                         {
1352                                 vector wcross_color_old;
1353                                 wcross_color_old = wcross_color;
1354
1355                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1356                                         wcross_color = stov(autocvar_crosshair_dot_color);
1357
1358                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1359                                 // FIXME why don't we use wcross_alpha here?
1360                                 wcross_color = wcross_color_old;
1361                         }
1362                 }
1363         }
1364         else
1365         {
1366                 wcross_scale_prev = 0;
1367                 wcross_alpha_prev = 0;
1368                 wcross_scale_goal_prev = 0;
1369                 wcross_alpha_goal_prev = 0;
1370                 wcross_changedonetime = 0;
1371                 if(wcross_name_goal_prev)
1372                         strunzone(wcross_name_goal_prev);
1373                 wcross_name_goal_prev = string_null;
1374                 if(wcross_name_goal_prev_prev)
1375                         strunzone(wcross_name_goal_prev_prev);
1376                 wcross_name_goal_prev_prev = string_null;
1377                 wcross_name_changestarttime = 0;
1378                 wcross_name_changedonetime = 0;
1379                 wcross_name_alpha_goal_prev = 0;
1380                 wcross_name_alpha_goal_prev_prev = 0;
1381                 wcross_resolution_goal_prev = 0;
1382                 wcross_resolution_goal_prev_prev = 0;
1383         }
1384 }
1385
1386 const int MAX_SPECIALCOMMAND = 15;
1387 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1388 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1389 const float SPECIALCOMMAND_SPEED = 150;
1390 const float SPECIALCOMMAND_TURNSPEED = 2;
1391 const float SPECIALCOMMAND_SIZE = 0.025;
1392 const float SPECIALCOMMAND_CHANCE = 0.35;
1393 float sc_spawntime, sc_changetime;
1394 vector sc_color = '1 1 1';
1395 void SpecialCommand()
1396 {
1397         if(!STAT(MOVEVARS_SPECIALCOMMAND))
1398                 return;
1399
1400         if(time >= sc_changetime)
1401         {
1402                 sc_changetime = time + 1;
1403                 sc_color = randomvec() * 1.5;
1404                 sc_color.x = bound(0.2, sc_color.x, 0.75);
1405                 sc_color.y = bound(0.2, sc_color.y, 0.75);
1406                 sc_color.z = bound(0.2, sc_color.z, 0.75);
1407         }
1408         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1409
1410         if(!precache_pic("gfx/smile"))
1411                 return; // damn party poopers
1412
1413         for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1414         {
1415                 vector slot = specialcommand_slots[j];
1416                 if(slot.y)
1417                         slot.y += SPECIALCOMMAND_SPEED * frametime;
1418                 if(slot.z)
1419                         slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1420                 if(slot.y >= vid_conheight)
1421                         slot = '0 0 0';
1422
1423                 if(slot == '0 0 0')
1424                 {
1425                         if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1426                         {
1427                                 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1428                                 slot.y = 1; // start it off 0 so we can use it
1429                                 slot.z = random();
1430                                 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1431                                 vector newcolor = randomvec() * 2;
1432                                 newcolor.x = bound(0.4, newcolor.x, 1);
1433                                 newcolor.y = bound(0.4, newcolor.y, 1);
1434                                 newcolor.z = bound(0.4, newcolor.z, 1);
1435                                 specialcommand_colors[j] = newcolor;
1436                         }
1437                 }
1438                 else
1439                 {
1440                         vector splash_size = '0 0 0';
1441                         splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1442                         splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1443                         drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1444                         //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1445                 }
1446
1447                 specialcommand_slots[j] = slot;
1448         }
1449 }
1450
1451 void HUD_Draw(entity this)
1452 {
1453         // if we don't know gametype and scores yet avoid drawing the scoreboard
1454         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1455         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1456         // cl_deathscoreboard would show the scoreboard and so on
1457         if(!gametype)
1458                 return;
1459
1460         Hud_Dynamic_Frame();
1461
1462         if(!intermission)
1463         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1464         {
1465                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1466         }
1467         else if(STAT(FROZEN))
1468         {
1469                 vector col = '0.25 0.90 1';
1470                 if(STAT(REVIVE_PROGRESS))
1471                         col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1472                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1473         }
1474
1475         HUD_Scale_Enable();
1476         if(!intermission)
1477         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1478         {
1479                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1480                 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);
1481                 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);
1482         }
1483         else if(STAT(CAPTURE_PROGRESS))
1484         {
1485                 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);
1486                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1487         }
1488         else if(STAT(REVIVE_PROGRESS))
1489         {
1490                 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);
1491                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1492         }
1493         HUD_Scale_Disable();
1494
1495         if(autocvar_r_letterbox == 0)
1496                 if(autocvar_viewsize < 120)
1497                 {
1498                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1499                                 Accuracy_LoadLevels();
1500
1501                         HUD_Main();
1502                         HUD_Scale_Disable();
1503                 }
1504
1505         // crosshair goes VERY LAST
1506         SpecialCommand();
1507         UpdateDamage();
1508         HUD_Crosshair(this);
1509         HitSound();
1510 }
1511
1512 void ViewLocation_Mouse()
1513 {
1514         if(spectatee_status)
1515                 return; // don't draw it as spectator!
1516
1517         viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1518         viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1519         viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1520
1521         //float cursor_alpha = 1 - autocvar__menu_alpha;
1522         //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1523 }
1524
1525 bool ov_enabled;
1526 float oldr_nearclip;
1527 float oldr_farclip_base;
1528 float oldr_farclip_world;
1529 float oldr_novis;
1530 float oldr_useportalculling;
1531 float oldr_useinfinitefarclip;
1532
1533 void cl_notice_run();
1534
1535 float prev_myteam;
1536 int lasthud;
1537 float vh_notice_time;
1538 void WaypointSprite_Load();
1539 void CSQC_UpdateView(entity this, float w, float h)
1540 {
1541     TC(int, w); TC(int, h);
1542         entity e;
1543         float fov;
1544         float f;
1545         vector vf_size, vf_min;
1546         float a;
1547
1548         execute_next_frame();
1549
1550         ++framecount;
1551
1552         stats_get();
1553         hud = STAT(HUD);
1554
1555         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1556                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1557
1558         lasthud = hud;
1559
1560         HUD_Scale_Disable();
1561
1562         if(autocvar__hud_showbinds_reload) // menu can set this one
1563         {
1564                 db_close(binddb);
1565                 binddb = db_create();
1566                 cvar_set("_hud_showbinds_reload", "0");
1567         }
1568
1569         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1570                 view_quality = getproperty(VF_MINFPS_QUALITY);
1571         else
1572                 view_quality = 1;
1573
1574         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1575         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1576
1577         vf_size = getpropertyvec(VF_SIZE);
1578         vf_min = getpropertyvec(VF_MIN);
1579         vid_width = vf_size.x;
1580         vid_height = vf_size.y;
1581
1582         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1583         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1584
1585         WaypointSprite_Load();
1586
1587         CSQCPlayer_SetCamera();
1588
1589         if(player_localentnum <= maxclients) // is it a client?
1590                 current_player = player_localentnum - 1;
1591         else // then player_localentnum is the vehicle I'm driving
1592                 current_player = player_localnum;
1593         myteam = entcs_GetTeam(current_player);
1594
1595         if(myteam != prev_myteam)
1596         {
1597                 myteamcolors = colormapPaletteColor(myteam, 1);
1598                 FOREACH(hud_panels, true, it.update_time = time);
1599                 prev_myteam = myteam;
1600         }
1601
1602         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1603
1604         float is_dead = (STAT(HEALTH) <= 0);
1605
1606         // FIXME do we need this hack?
1607         if(isdemo())
1608         {
1609                 // in demos, input_buttons do not work
1610                 button_zoom = (autocvar__togglezoom == "-");
1611         }
1612         else if(button_zoom
1613                 && autocvar_cl_unpress_zoom_on_death
1614                 && (spectatee_status >= 0)
1615                 && (is_dead || intermission))
1616         {
1617                 // no zoom while dead or in intermission please
1618                 localcmd("-zoom\n");
1619                 button_zoom = false;
1620         }
1621
1622         // abused multiple places below
1623         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1624         if(!local_player)
1625                 local_player = this; // fall back!
1626
1627         // event chase camera
1628         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1629         {
1630                 if(STAT(CAMERA_SPECTATOR))
1631                 {
1632                         if(spectatee_status > 0)
1633                         {
1634                                 if(!autocvar_chase_active)
1635                                 {
1636                                         cvar_set("chase_active", "-2");
1637                                         goto skip_eventchase_death;
1638                                 }
1639                         }
1640                         else if(autocvar_chase_active == -2)
1641                                 cvar_set("chase_active", "0");
1642
1643                         if(autocvar_chase_active == -2)
1644                                 goto skip_eventchase_death;
1645                 }
1646                 else if(autocvar_chase_active == -2)
1647                         cvar_set("chase_active", "0");
1648
1649                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1650
1651                 float vehicle_viewdist = 0;
1652                 vector vehicle_viewofs = '0 0 0';
1653
1654                 if(vehicle_chase)
1655                 {
1656                         if(hud != HUD_BUMBLEBEE_GUN)
1657                         {
1658                                 Vehicle info = Vehicles_from(hud);
1659                                 vehicle_viewdist = info.height;
1660                                 vehicle_viewofs = info.view_ofs;
1661                         }
1662                 }
1663
1664                 if(WantEventchase(this))
1665                 {
1666                         vector current_view_origin_override = '0 0 0';
1667                         vector view_offset_override = '0 0 0';
1668                         float chase_distance_override = 0;
1669                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1670                         if(custom_eventchase)
1671                         {
1672                                 current_view_origin_override = M_ARGV(0, vector);
1673                                 view_offset_override = M_ARGV(1, vector);
1674                                 chase_distance_override = M_ARGV(0, float);
1675                         }
1676                         eventchase_running = true;
1677
1678                         // 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.)
1679                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1680                         if (custom_eventchase)
1681                                 current_view_origin = current_view_origin_override;
1682
1683                         // detect maximum viewoffset and use it
1684                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1685                         if(vehicle_chase)
1686                         {
1687                                 if(vehicle_viewofs)
1688                                         view_offset = vehicle_viewofs;
1689                                 else
1690                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1691                         }
1692                         if (custom_eventchase)
1693                                 view_offset = view_offset_override;
1694
1695                         if(view_offset)
1696                         {
1697                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1698                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1699                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1700                         }
1701
1702                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1703                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1704                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1705                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1706
1707                         // make the camera smooth back
1708                         float chase_distance = autocvar_cl_eventchase_distance;
1709                         if(vehicle_chase)
1710                         {
1711                                 if(vehicle_viewofs)
1712                                         chase_distance = vehicle_viewdist;
1713                                 else
1714                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1715                         }
1716                         if (custom_eventchase)
1717                                 chase_distance = chase_distance_override;
1718
1719                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1720                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1721                         else if(eventchase_current_distance != chase_distance)
1722                                 eventchase_current_distance = chase_distance;
1723
1724                         makevectors(view_angles);
1725
1726                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1727                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1728
1729                         // If the boxtrace fails, revert back to line tracing.
1730                         if(!local_player.viewloc)
1731                         if(trace_startsolid)
1732                         {
1733                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1734                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1735                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1736                         }
1737                         else { setproperty(VF_ORIGIN, trace_endpos); }
1738
1739                         if(!local_player.viewloc)
1740                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1741                 }
1742                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1743                 {
1744                         eventchase_running = false;
1745                         cvar_set("chase_active", "0");
1746                         eventchase_current_distance = 0; // start from 0 next time
1747                 }
1748         }
1749         // workaround for camera stuck between player's legs when using chase_active 1
1750         // because the engine stops updating the chase_active camera when the game ends
1751         else if(intermission)
1752         {
1753                 cvar_settemp("chase_active", "-1");
1754                 eventchase_current_distance = 0;
1755         }
1756
1757         LABEL(skip_eventchase_death);
1758
1759         // do lockview after event chase camera so that it still applies whenever necessary.
1760         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1761         {
1762                 setproperty(VF_ORIGIN, freeze_org);
1763                 setproperty(VF_ANGLES, freeze_ang);
1764         }
1765         else
1766         {
1767                 freeze_org = getpropertyvec(VF_ORIGIN);
1768                 freeze_ang = getpropertyvec(VF_ANGLES);
1769         }
1770
1771         WarpZone_FixView();
1772         //WarpZone_FixPMove();
1773
1774         vector ov_org = '0 0 0';
1775         vector ov_mid = '0 0 0';
1776         vector ov_worldmin = '0 0 0';
1777         vector ov_worldmax = '0 0 0';
1778         if(autocvar_cl_orthoview)
1779         {
1780                 ov_worldmin = mi_picmin;
1781                 ov_worldmax = mi_picmax;
1782
1783                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1784                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1785                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1786
1787                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1788                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1789
1790                 float ov_nearest = vlen(ov_org - vec3(
1791                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1792                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1793                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1794                 ));
1795
1796                 float ov_furthest = 0;
1797                 float dist = 0;
1798
1799                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1800                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1801                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1802                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1803                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1804                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1805                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1806                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1807
1808                 if(!ov_enabled)
1809                 {
1810                         oldr_nearclip = cvar("r_nearclip");
1811                         oldr_farclip_base = cvar("r_farclip_base");
1812                         oldr_farclip_world = cvar("r_farclip_world");
1813                         oldr_novis = cvar("r_novis");
1814                         oldr_useportalculling = cvar("r_useportalculling");
1815                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1816                 }
1817
1818                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1819                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1820                 cvar_settemp("r_farclip_world", "0");
1821                 cvar_settemp("r_novis", "1");
1822                 cvar_settemp("r_useportalculling", "0");
1823                 cvar_settemp("r_useinfinitefarclip", "0");
1824
1825                 setproperty(VF_ORIGIN, ov_org);
1826                 setproperty(VF_ANGLES, '90 0 0');
1827
1828                 ov_enabled = true;
1829
1830                 #if 0
1831                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1832                         vtos(ov_org),
1833                         vtos(getpropertyvec(VF_ANGLES)),
1834                         ov_distance,
1835                         ov_nearest,
1836                         ov_furthest);
1837                 #endif
1838         }
1839         else
1840         {
1841                 if(ov_enabled)
1842                 {
1843                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1844                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1845                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1846                         cvar_set("r_novis", ftos(oldr_novis));
1847                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1848                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1849                 }
1850                 ov_enabled = false;
1851         }
1852
1853         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1854         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1855         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1856                 viewmodel_draw(viewmodels[slot]);
1857
1858         // Render the Scene
1859         view_origin = getpropertyvec(VF_ORIGIN);
1860         view_angles = getpropertyvec(VF_ANGLES);
1861         makevectors(view_angles);
1862         view_forward = v_forward;
1863         view_right = v_right;
1864         view_up = v_up;
1865
1866 #ifdef BLURTEST
1867         if(time > blurtest_time0 && time < blurtest_time1)
1868         {
1869                 float r, t;
1870
1871                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1872                 r = t * blurtest_radius;
1873                 f = 1 / (t ** blurtest_power) - 1;
1874
1875                 cvar_set("r_glsl_postprocess", "1");
1876                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1877         }
1878         else
1879         {
1880                 cvar_set("r_glsl_postprocess", "0");
1881                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1882         }
1883 #endif
1884
1885         TargetMusic_Advance();
1886         Fog_Force();
1887
1888         if(drawtime == 0)
1889                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1890         else
1891                 drawframetime = bound(0.000001, time - drawtime, 1);
1892         drawtime = time;
1893
1894         // watch for gametype changes here...
1895         // in ParseStuffCMD the cmd isn't executed yet :/
1896         // might even be better to add the gametype to TE_CSQC_INIT...?
1897         if(!postinit)
1898                 PostInit();
1899
1900         if(intermission && !intermission_time)
1901                 intermission_time = time;
1902
1903         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1904         {
1905                 if(calledhooks & HOOK_START)
1906                 {
1907                         localcmd("\ncl_hook_gameend\n");
1908                         calledhooks |= HOOK_END;
1909                 }
1910         }
1911
1912         Announcer();
1913
1914         fov = autocvar_fov;
1915         if(fov <= 59.5)
1916         {
1917                 if(!zoomscript_caught)
1918                 {
1919                         localcmd("+button9\n");
1920                         zoomscript_caught = 1;
1921                 }
1922         }
1923         else
1924         {
1925                 if(zoomscript_caught)
1926                 {
1927                         localcmd("-button9\n");
1928                         zoomscript_caught = 0;
1929                 }
1930         }
1931
1932         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1933
1934         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1935         {
1936                 entity wepent = viewmodels[slot];
1937
1938                 if(wepent.last_switchweapon != wepent.switchweapon)
1939                 {
1940                         weapontime = time;
1941                         wepent.last_switchweapon = wepent.switchweapon;
1942                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1943                         {
1944                                 localcmd("-zoom\n");
1945                                 button_zoom = false;
1946                         }
1947                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1948                         {
1949                                 localcmd("-fire\n");
1950                                 localcmd("-fire2\n");
1951                                 button_attack2 = false;
1952                         }
1953                 }
1954                 if(wepent.last_activeweapon != wepent.activeweapon)
1955                 {
1956                         wepent.last_activeweapon = wepent.activeweapon;
1957
1958                         e = wepent.activeweapon;
1959                         if(e.netname != "")
1960                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1961                         else if(slot == 0)
1962                                 localcmd("\ncl_hook_activeweapon none\n");
1963                 }
1964         }
1965
1966         // ALWAYS Clear Current Scene First
1967         clearscene();
1968
1969         setproperty(VF_ORIGIN, view_origin);
1970         setproperty(VF_ANGLES, view_angles);
1971
1972         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1973         setproperty(VF_SIZE, vf_size);
1974         setproperty(VF_MIN, vf_min);
1975
1976         // Assign Standard Viewflags
1977         // Draw the World (and sky)
1978         setproperty(VF_DRAWWORLD, 1);
1979
1980         // Set the console size vars
1981         vid_conwidth = autocvar_vid_conwidth;
1982         vid_conheight = autocvar_vid_conheight;
1983         vid_pixelheight = autocvar_vid_pixelheight;
1984
1985         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1986         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1987         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1988
1989         if(camera_active) // Camera for demo playback
1990         {
1991                 if(autocvar_camera_enable)
1992                         CSQC_Demo_Camera();
1993                 else
1994                 {
1995                         cvar_set("chase_active", ftos(chase_active_backup));
1996                         cvar_set("cl_demo_mousegrab", "0");
1997                         camera_active = false;
1998                 }
1999         }
2000         else
2001         {
2002 #ifdef CAMERATEST
2003                 if(autocvar_camera_enable)
2004 #else
2005                 if(autocvar_camera_enable && isdemo())
2006 #endif
2007                 {
2008                         // Enable required Darkplaces cvars
2009                         chase_active_backup = autocvar_chase_active;
2010                         cvar_set("chase_active", "2");
2011                         cvar_set("cl_demo_mousegrab", "1");
2012                         camera_active = true;
2013                         camera_mode = false;
2014                 }
2015         }
2016
2017         // Draw the Crosshair
2018         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2019
2020         // Draw the Engine Status Bar (the default Quake HUD)
2021         setproperty(VF_DRAWENGINESBAR, 0);
2022
2023         // Update the mouse position
2024         /*
2025            mousepos_x = vid_conwidth;
2026            mousepos_y = vid_conheight;
2027            mousepos = mousepos*0.5 + getmousepos();
2028          */
2029
2030         IL_EACH(g_drawables, it.draw, it.draw(it));
2031
2032         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
2033         renderscene();
2034
2035         // now switch to 2D drawing mode by calling a 2D drawing function
2036         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2037         // next R_RenderScene call
2038         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2039
2040         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2041         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2042         {
2043                 // apply night vision effect
2044                 vector tc_00, tc_01, tc_10, tc_11;
2045                 vector rgb = '0 0 0';
2046
2047                 if(!nightvision_noise)
2048                 {
2049                         nightvision_noise = new(nightvision_noise);
2050                 }
2051                 if(!nightvision_noise2)
2052                 {
2053                         nightvision_noise2 = new(nightvision_noise2);
2054                 }
2055
2056                 // color tint in yellow
2057                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2058
2059                 // draw BG
2060                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2061                 rgb = '1 1 1';
2062                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2063                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2064                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2065                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2066                 tc_11 = tc_01 + tc_10 - tc_00;
2067                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2068                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2069                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2070                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2071                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2072                 R_EndPolygon();
2073
2074                 // draw FG
2075                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2076                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2077                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2078                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2079                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2080                 tc_11 = tc_01 + tc_10 - tc_00;
2081                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2082                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2083                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2084                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2085                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2086                 R_EndPolygon();
2087         }
2088
2089         if(autocvar_cl_reticle)
2090         {
2091                 string reticle_image = string_null;
2092                 bool wep_zoomed = false;
2093                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2094                 {
2095                         entity wepe = viewmodels[slot];
2096                         Weapon wep = wepe.activeweapon;
2097                         if(wep != WEP_Null && wep.wr_zoom)
2098                         {
2099                                 bool do_zoom = wep.wr_zoom(wep, NULL);
2100                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2101                                         reticle_image = wep.w_reticle;
2102                                 wep_zoomed += do_zoom;
2103                         }
2104                 }
2105                 // Draw the aiming reticle for weapons that use it
2106                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2107                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2108                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2109                 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2110                 {
2111                         // no zoom reticle while dead
2112                         reticle_type = 0;
2113                 }
2114                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2115                 {
2116                         if(reticle_image) { reticle_type = 2; }
2117                         else { reticle_type = 0; }
2118                 }
2119                 else if(button_zoom || zoomscript_caught)
2120                 {
2121                         // normal zoom
2122                         reticle_type = 1;
2123                 }
2124
2125                 if(reticle_type)
2126                 {
2127                         if(autocvar_cl_reticle_stretch)
2128                         {
2129                                 reticle_size.x = vid_conwidth;
2130                                 reticle_size.y = vid_conheight;
2131                                 reticle_pos.x = 0;
2132                                 reticle_pos.y = 0;
2133                         }
2134                         else
2135                         {
2136                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2137                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2138                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2139                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2140                         }
2141
2142                         if(zoomscript_caught)
2143                                 f = 1;
2144                         else
2145                                 f = current_zoomfraction;
2146
2147                         if(f)
2148                         {
2149                                 switch(reticle_type)
2150                                 {
2151                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2152                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2153                                 }
2154                         }
2155                 }
2156         }
2157         else
2158         {
2159                 if(reticle_type != 0) { reticle_type = 0; }
2160         }
2161
2162
2163         // improved polyblend
2164         if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2165         {
2166                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2167                 vector liquidcolor;
2168
2169                 switch(pointcontents(view_origin))
2170                 {
2171                         case CONTENT_WATER:
2172                                 liquidalpha = autocvar_hud_contents_water_alpha;
2173                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2174                                 incontent = 1;
2175                                 break;
2176
2177                         case CONTENT_LAVA:
2178                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2179                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2180                                 incontent = 1;
2181                                 break;
2182
2183                         case CONTENT_SLIME:
2184                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2185                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2186                                 incontent = 1;
2187                                 break;
2188
2189                         default:
2190                                 liquidalpha = 0;
2191                                 liquidcolor = '0 0 0';
2192                                 incontent = 0;
2193                                 break;
2194                 }
2195
2196                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2197                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2198                         contentfadetime = autocvar_hud_contents_fadeintime;
2199                         liquidalpha_prev = liquidalpha;
2200                         liquidcolor_prev = liquidcolor;
2201                 }
2202                 else
2203                         contentfadetime = autocvar_hud_contents_fadeouttime;
2204
2205                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2206                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2207
2208                 if(contentavgalpha)
2209                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2210
2211                 if(autocvar_hud_postprocessing)
2212                 {
2213                         if(autocvar_hud_contents_blur && contentavgalpha)
2214                         {
2215                                 content_blurpostprocess.x = 1;
2216                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2217                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2218                         }
2219                         else
2220                         {
2221                                 content_blurpostprocess.x = 0;
2222                                 content_blurpostprocess.y = 0;
2223                                 content_blurpostprocess.z = 0;
2224                         }
2225                 }
2226         }
2227
2228         if(autocvar_hud_damage && !STAT(FROZEN))
2229         {
2230                 splash_size.x = max(vid_conwidth, vid_conheight);
2231                 splash_size.y = max(vid_conwidth, vid_conheight);
2232                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2233                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2234
2235                 float myhealth_flash_temp;
2236                 myhealth = STAT(HEALTH);
2237
2238                 // fade out
2239                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2240                 // add new damage
2241                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2242
2243                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2244                 pain_threshold = autocvar_hud_damage_pain_threshold;
2245                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2246                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2247
2248                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2249                 {
2250                         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);
2251                 }
2252
2253                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2254
2255                 if(myhealth_prev < 1)
2256                 {
2257                         if(myhealth >= 1)
2258                         {
2259                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2260                                 myhealth_flash_temp = 0;
2261                         }
2262                         else
2263                         {
2264                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2265                         }
2266                 }
2267
2268                 if(spectatee_status == -1 || intermission)
2269                 {
2270                         myhealth_flash = 0; // observing, or match ended
2271                         myhealth_flash_temp = 0;
2272                 }
2273
2274                 myhealth_prev = myhealth;
2275
2276                 // IDEA: change damage color/picture based on player model for robot/alien species?
2277                 // pro: matches model better
2278                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2279                 // maybe different reddish pics?
2280                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2281                 {
2282                         if(autocvar_cl_gentle_damage == 2)
2283                         {
2284                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2285                                         myhealth_gentlergb = randomvec();
2286                         }
2287                         else
2288                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2289
2290                         if(myhealth_flash_temp > 0)
2291                                 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);
2292                 }
2293                 else if(myhealth_flash_temp > 0)
2294                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2295
2296                 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.
2297                 {
2298                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2299                         {
2300                                 damage_blurpostprocess.x = 1;
2301                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2302                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2303                         }
2304                         else
2305                         {
2306                                 damage_blurpostprocess.x = 0;
2307                                 damage_blurpostprocess.y = 0;
2308                                 damage_blurpostprocess.z = 0;
2309                         }
2310                 }
2311         }
2312
2313         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2314         float e2 = (autocvar_hud_powerup != 0);
2315         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2316         {
2317                 // enable or disable rendering types if they are used or not
2318                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2319                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2320
2321                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2322                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2323                 {
2324                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2325                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2326                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2327                         {
2328                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2329                                 old_blurradius = blurradius;
2330                                 old_bluralpha = bluralpha;
2331                         }
2332                 }
2333                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2334                 {
2335                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2336                         old_blurradius = 0;
2337                         old_bluralpha = 0;
2338                 }
2339
2340                 // edge detection postprocess handling done second (used by hud_powerup)
2341                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2342                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2343                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2344
2345                 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.
2346
2347                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2348                 {
2349                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2350                         {
2351                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2352                                 old_sharpen_intensity = sharpen_intensity;
2353                         }
2354                 }
2355                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2356                 {
2357                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2358                         old_sharpen_intensity = 0;
2359                 }
2360
2361                 if(cvar("r_glsl_postprocess") == 0)
2362                         cvar_set("r_glsl_postprocess", "2");
2363         }
2364         else if(cvar("r_glsl_postprocess") == 2)
2365                 cvar_set("r_glsl_postprocess", "0");
2366
2367         /*if(gametype == MAPINFO_TYPE_CTF)
2368           {
2369           ctf_view();
2370           } else */
2371
2372         // draw 2D entities
2373         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2374         Draw_ShowNames_All();
2375 #if ENABLE_DEBUGDRAW
2376         Debug_Draw();
2377 #endif
2378
2379         scoreboard_active = Scoreboard_WouldDraw();
2380
2381         HUD_Draw(this); // this parameter for deep vehicle function
2382
2383         if(NextFrameCommand)
2384         {
2385                 localcmd("\n", NextFrameCommand, "\n");
2386                 NextFrameCommand = string_null;
2387         }
2388
2389         // we must do this check AFTER a frame was rendered, or it won't work
2390         if(cs_project_is_b0rked == 0)
2391         {
2392                 string w0, h0;
2393                 w0 = ftos(autocvar_vid_conwidth);
2394                 h0 = ftos(autocvar_vid_conheight);
2395                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2396                 //setproperty(VF_FOV, '90 90 0');
2397                 setproperty(VF_ORIGIN, '0 0 0');
2398                 setproperty(VF_ANGLES, '0 0 0');
2399                 setproperty(VF_PERSPECTIVE, 1);
2400                 makevectors('0 0 0');
2401                 vector v1, v2;
2402                 cvar_set("vid_conwidth", "800");
2403                 cvar_set("vid_conheight", "600");
2404                 v1 = cs_project(v_forward);
2405                 cvar_set("vid_conwidth", "640");
2406                 cvar_set("vid_conheight", "480");
2407                 v2 = cs_project(v_forward);
2408                 if(v1 == v2)
2409                         cs_project_is_b0rked = 1;
2410                 else
2411                         cs_project_is_b0rked = -1;
2412                 cvar_set("vid_conwidth", w0);
2413                 cvar_set("vid_conheight", h0);
2414         }
2415
2416         if(autocvar__hud_configure)
2417                 HUD_Panel_Mouse();
2418         else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2419                 HUD_Minigame_Mouse();
2420         else if(QuickMenu_IsOpened())
2421                 QuickMenu_Mouse();
2422         else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
2423                 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
2424         else
2425                 HUD_Radar_Mouse();
2426
2427         cl_notice_run();
2428         unpause_update();
2429         Net_Flush();
2430
2431         // let's reset the view back to normal for the end
2432         setproperty(VF_MIN, '0 0 0');
2433         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2434
2435         IL_ENDFRAME();
2436 }
2437
2438
2439 // following vectors must be global to allow seamless switching between camera modes
2440 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2441 void CSQC_Demo_Camera()
2442 {
2443         float speed, attenuation, dimensions;
2444         vector tmp, delta;
2445
2446         if( autocvar_camera_reset || !camera_mode )
2447         {
2448                 camera_offset = '0 0 0';
2449                 current_angles = '0 0 0';
2450                 camera_direction = '0 0 0';
2451                 camera_offset.z += 30;
2452                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2453                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2454                 current_origin = view_origin;
2455                 current_camera_offset  = camera_offset;
2456                 cvar_set("camera_reset", "0");
2457                 camera_mode = CAMERA_CHASE;
2458         }
2459
2460         // Camera angles
2461         if( camera_roll )
2462                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2463
2464         if(autocvar_camera_look_player)
2465         {
2466                 vector dir;
2467                 float n;
2468
2469                 dir = normalize(view_origin - current_position);
2470                 n = mouse_angles.z;
2471                 mouse_angles = vectoangles(dir);
2472                 mouse_angles.x = mouse_angles.x * -1;
2473                 mouse_angles.z = n;
2474         }
2475         else
2476         {
2477                 tmp = getmousepos() * 0.1;
2478                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2479                 {
2480                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2481                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2482                 }
2483         }
2484
2485         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2486         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2487         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2488         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2489
2490         // Fix difference when angles don't have the same sign
2491         delta = '0 0 0';
2492         if(mouse_angles.y < -60 && current_angles.y > 60)
2493                 delta = '0 360 0';
2494         if(mouse_angles.y > 60 && current_angles.y < -60)
2495                 delta = '0 -360 0';
2496
2497         if(autocvar_camera_look_player)
2498                 attenuation = autocvar_camera_look_attenuation;
2499         else
2500                 attenuation = autocvar_camera_speed_attenuation;
2501
2502         attenuation = 1 / max(1, attenuation);
2503         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2504
2505         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2506         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2507         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2508         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2509
2510         // Camera position
2511         tmp = '0 0 0';
2512         dimensions = 0;
2513
2514         if( camera_direction.x )
2515         {
2516                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2517                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2518                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2519                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2520                 ++dimensions;
2521         }
2522
2523         if( camera_direction.y )
2524         {
2525                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2526                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2527                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2528                 ++dimensions;
2529         }
2530
2531         if( camera_direction.z )
2532         {
2533                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2534                 ++dimensions;
2535         }
2536
2537         if(autocvar_camera_free)
2538                 speed = autocvar_camera_speed_free;
2539         else
2540                 speed = autocvar_camera_speed_chase;
2541
2542         if(dimensions)
2543         {
2544                 speed = speed * sqrt(1 / dimensions);
2545                 camera_offset += tmp * speed;
2546         }
2547
2548         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2549
2550         // Camera modes
2551         if( autocvar_camera_free )
2552         {
2553                 if ( camera_mode == CAMERA_CHASE )
2554                 {
2555                         current_camera_offset = current_origin + current_camera_offset;
2556                         camera_offset = current_origin + camera_offset;
2557                 }
2558
2559                 camera_mode = CAMERA_FREE;
2560                 current_position = current_camera_offset;
2561         }
2562         else
2563         {
2564                 if ( camera_mode == CAMERA_FREE )
2565                 {
2566                         current_origin = view_origin;
2567                         camera_offset = camera_offset - current_origin;
2568                         current_camera_offset = current_camera_offset - current_origin;
2569                 }
2570
2571                 camera_mode = CAMERA_CHASE;
2572
2573                 if(autocvar_camera_chase_smoothly)
2574                         current_origin += (view_origin - current_origin) * attenuation;
2575                 else
2576                         current_origin = view_origin;
2577
2578                 current_position = current_origin + current_camera_offset;
2579         }
2580
2581         setproperty(VF_ANGLES, current_angles);
2582         setproperty(VF_ORIGIN, current_position);
2583 }