]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Merge branch 'master' into TimePath/debug_draw
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1
2 #include "announcer.qh"
3 #include "hook.qh"
4 #include "hud.qh"
5 #include "hud_config.qh"
6 #include "mapvoting.qh"
7 #include "scoreboard.qh"
8 #include "shownames.qh"
9 #include "quickmenu.qh"
10
11 #include "mutators/events.qh"
12
13 #include "../common/constants.qh"
14 #include "../common/debug.qh"
15 #include "../common/mapinfo.qh"
16 #include "../common/gamemodes/all.qh"
17 #include "../common/nades/all.qh"
18 #include "../common/stats.qh"
19 #include "../common/triggers/target/music.qh"
20 #include "../common/teams.qh"
21
22 #include "../common/vehicles/all.qh"
23 #include "../common/weapons/all.qh"
24 #include "../common/viewloc.qh"
25 #include "../common/minigames/cl_minigames.qh"
26 #include "../common/minigames/cl_minigames_hud.qh"
27
28 #include "../lib/csqcmodel/cl_player.qh"
29
30 #include "../lib/warpzone/client.qh"
31 #include "../lib/warpzone/common.qh"
32
33 entity porto;
34 vector polyline[16];
35 void Porto_Draw(entity this)
36 {
37         vector p, dir, ang, q, nextdir;
38         float portal_number, portal1_idx;
39
40         if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
41                 return;
42         if(g_balance_porto_secondary)
43                 return;
44         if(intermission == 1)
45                 return;
46         if(intermission == 2)
47                 return;
48         if (getstati(STAT_HEALTH) <= 0)
49                 return;
50
51         dir = view_forward;
52
53         if(angles_held_status)
54         {
55                 makevectors(angles_held);
56                 dir = v_forward;
57         }
58
59         p = view_origin;
60
61         polyline[0] = p;
62         int idx = 1;
63         portal_number = 0;
64         nextdir = dir;
65
66         for (;;)
67         {
68                 dir = nextdir;
69                 traceline(p, p + 65536 * dir, true, porto);
70                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
71                         return;
72                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
73                 p = trace_endpos;
74                 polyline[idx] = p;
75                 ++idx;
76                 if(idx >= 16)
77                         return;
78                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
79                         continue;
80                 ++portal_number;
81                 ang = vectoangles2(trace_plane_normal, dir);
82                 ang.x = -ang.x;
83                 makevectors(ang);
84                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
85                         return;
86                 if(portal_number == 1)
87                 {
88                         portal1_idx = idx;
89                         if(portal_number >= 2)
90                                 break;
91                 }
92         }
93
94         while(idx >= 2)
95         {
96                 p = polyline[idx-2];
97                 q = polyline[idx-1];
98                 if(idx == 2)
99                         p = p - view_up * 16;
100                 if(idx-1 >= portal1_idx)
101                 {
102                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
103                 }
104                 else
105                 {
106                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
107                 }
108                 --idx;
109         }
110 }
111
112 void Porto_Init()
113 {
114         porto = new(porto);
115         make_pure(porto);
116         porto.draw = Porto_Draw;
117         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
118 }
119
120 float drawtime;
121 float avgspeed;
122 vector GetCurrentFov(float fov)
123 {
124         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
125         float velocityzoom, curspeed;
126         vector v;
127
128         zoomsensitivity = autocvar_cl_zoomsensitivity;
129         zoomfactor = autocvar_cl_zoomfactor;
130         if(zoomfactor < 1 || zoomfactor > 30)
131                 zoomfactor = 2.5;
132         zoomspeed = autocvar_cl_zoomspeed;
133         if(zoomspeed >= 0)
134         if(zoomspeed < 0.5 || zoomspeed > 16)
135                         zoomspeed = 3.5;
136
137         zoomdir = button_zoom;
138         if(hud == HUD_NORMAL)
139         if(switchweapon == activeweapon)
140         if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                 {
146                         if(zoomdir)
147                                 zoomdir = 0;
148                         else
149                                 zoomdir = 1;
150                 }
151                 // fteqcc failed twice here already, don't optimize this
152         }
153
154         if(zoomdir) { zoomin_effect = 0; }
155
156         if(camera_active)
157         {
158                 current_viewzoom = min(1, current_viewzoom + drawframetime);
159         }
160         else if(autocvar_cl_spawnzoom && zoomin_effect)
161         {
162                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
163
164                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
165                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
166                 if(current_viewzoom == 1) { zoomin_effect = 0; }
167         }
168         else
169         {
170                 if(zoomspeed < 0) // instant zoom
171                 {
172                         if(zoomdir)
173                                 current_viewzoom = 1 / zoomfactor;
174                         else
175                                 current_viewzoom = 1;
176                 }
177                 else
178                 {
179                         if(zoomdir)
180                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
181                         else
182                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
183                 }
184         }
185
186         if(almost_equals(current_viewzoom, 1))
187                 current_zoomfraction = 0;
188         else if(almost_equals(current_viewzoom, 1/zoomfactor))
189                 current_zoomfraction = 1;
190         else
191                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
192
193         if(zoomsensitivity < 1)
194                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
195         else
196                 setsensitivityscale(1);
197
198         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
199         {
200                 if(intermission) { curspeed = 0; }
201                 else
202                 {
203
204                         makevectors(view_angles);
205                         v = pmove_vel;
206                         if(csqcplayer)
207                                 v = csqcplayer.velocity;
208
209                         switch(autocvar_cl_velocityzoom_type)
210                         {
211                                 case 3: curspeed = max(0, v_forward * v); break;
212                                 case 2: curspeed = (v_forward * v); break;
213                                 case 1: default: curspeed = vlen(v); break;
214                         }
215                 }
216
217                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
218                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
219                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
220
221                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
222         }
223         else
224                 velocityzoom = 1;
225
226         float frustumx, frustumy, fovx, fovy;
227         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
228         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
229         fovx = atan2(frustumx, 1) / M_PI * 360.0;
230         fovy = atan2(frustumy, 1) / M_PI * 360.0;
231
232         return '1 0 0' * fovx + '0 1 0' * fovy;
233 }
234
235 vector GetViewLocationFOV(float fov)
236 {
237         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
238         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
239         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
240         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
241         return '1 0 0' * fovx + '0 1 0' * fovy;
242 }
243
244 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
245 {
246         float fovx, fovy;
247         float width = (ov_worldmax.x - ov_worldmin.x);
248         float height = (ov_worldmax.y - ov_worldmin.y);
249         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
250         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
251         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
252         return '1 0 0' * fovx + '0 1 0' * fovy;
253 }
254
255 // this function must match W_SetupShot!
256 float zoomscript_caught;
257
258 vector wcross_origin;
259 float wcross_scale_prev, wcross_alpha_prev;
260 vector wcross_color_prev;
261 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
262 vector wcross_color_goal_prev;
263 float wcross_changedonetime;
264
265 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
266 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
267 float wcross_name_changestarttime, wcross_name_changedonetime;
268 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
269
270 float wcross_ring_prev;
271
272 entity trueaim;
273 entity trueaim_rifle;
274
275 const float SHOTTYPE_HITTEAM = 1;
276 const float SHOTTYPE_HITOBSTRUCTION = 2;
277 const float SHOTTYPE_HITWORLD = 3;
278 const float SHOTTYPE_HITENEMY = 4;
279
280 void TrueAim_Init()
281 {
282         trueaim = new(trueaim);
283         make_pure(trueaim);
284         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
285         trueaim_rifle = new(trueaim_rifle);
286         make_pure(trueaim_rifle);
287         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
288 }
289
290 float EnemyHitCheck()
291 {
292         float t, n;
293         wcross_origin = project_3d_to_2d(trace_endpos);
294         wcross_origin.z = 0;
295         if(trace_ent)
296                 n = trace_ent.entnum;
297         else
298                 n = trace_networkentity;
299         if(n < 1)
300                 return SHOTTYPE_HITWORLD;
301         if(n > maxclients)
302                 return SHOTTYPE_HITWORLD;
303         t = GetPlayerColor(n - 1);
304         if(teamplay)
305                 if(t == myteam)
306                         return SHOTTYPE_HITTEAM;
307         if(t == NUM_SPECTATOR)
308                 return SHOTTYPE_HITWORLD;
309         return SHOTTYPE_HITENEMY;
310 }
311
312 float TrueAimCheck()
313 {
314         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?
315         vector vecs, trueaimpoint, w_shotorg;
316         vector mi, ma, dv;
317         float shottype;
318         entity ta;
319         float mv;
320
321         mi = ma = '0 0 0';
322         ta = trueaim;
323         mv = MOVE_NOMONSTERS;
324
325         switch(activeweapon) // WEAPONTODO
326         {
327                 case WEP_TUBA.m_id: // no aim
328                 case WEP_PORTO.m_id: // shoots from eye
329                 case WEP_NEXBALL.m_id: // shoots from eye
330                 case WEP_HOOK.m_id: // no trueaim
331                 case WEP_MORTAR.m_id: // toss curve
332                         return SHOTTYPE_HITWORLD;
333                 case WEP_VORTEX.m_id:
334                 case WEP_VAPORIZER.m_id:
335                         mv = MOVE_NORMAL;
336                         break;
337                 case WEP_RIFLE.m_id:
338                         ta = trueaim_rifle;
339                         mv = MOVE_NORMAL;
340                         if(zoomscript_caught)
341                         {
342                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
343                                 return EnemyHitCheck();
344                         }
345                         break;
346                 case WEP_DEVASTATOR.m_id: // projectile has a size!
347                         mi = '-3 -3 -3';
348                         ma = '3 3 3';
349                         break;
350                 case WEP_FIREBALL.m_id: // projectile has a size!
351                         mi = '-16 -16 -16';
352                         ma = '16 16 16';
353                         break;
354                 case WEP_SEEKER.m_id: // projectile has a size!
355                         mi = '-2 -2 -2';
356                         ma = '2 2 2';
357                         break;
358                 case WEP_ELECTRO.m_id: // projectile has a size!
359                         mi = '0 0 -3';
360                         ma = '0 0 -3';
361                         break;
362         }
363
364         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
365
366         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
367
368         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
369         trueaimpoint = trace_endpos;
370
371         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
372                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
373
374         if(vecs.x > 0)
375                 vecs.y = -vecs.y;
376         else
377                 vecs = '0 0 0';
378
379         dv = view_right * vecs.y + view_up * vecs.z;
380         w_shotorg = traceorigin + dv;
381
382         // now move the vecs forward as much as requested if possible
383         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
384         w_shotorg = trace_endpos - view_forward * nudge;
385
386         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
387         shottype = EnemyHitCheck();
388         if(shottype != SHOTTYPE_HITWORLD)
389                 return shottype;
390
391 #if 0
392         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
393         // or rather, I know why, but see no fix
394         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
395                 // 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
396                 return SHOTTYPE_HITOBSTRUCTION;
397 #endif
398
399         return SHOTTYPE_HITWORLD;
400 }
401
402 void PostInit(void);
403 void CSQC_Demo_Camera();
404 float HUD_WouldDrawScoreboard();
405 float camera_mode;
406 const float CAMERA_FREE = 1;
407 const float CAMERA_CHASE = 2;
408 float reticle_type;
409 string reticle_image;
410 string NextFrameCommand;
411
412 vector freeze_org, freeze_ang;
413 entity nightvision_noise, nightvision_noise2;
414
415 const float MAX_TIME_DIFF = 5;
416 float pickup_crosshair_time, pickup_crosshair_size;
417 float hitindication_crosshair_size;
418 float use_vortex_chargepool;
419
420 float myhealth, myhealth_prev;
421 float myhealth_flash;
422
423 float old_blurradius, old_bluralpha;
424 float old_sharpen_intensity;
425
426 vector myhealth_gentlergb;
427
428 float contentavgalpha, liquidalpha_prev;
429 vector liquidcolor_prev;
430
431 float eventchase_current_distance;
432 float eventchase_running;
433 bool WantEventchase()
434 {SELFPARAM();
435         if(autocvar_cl_orthoview)
436                 return false;
437         if(intermission)
438                 return true;
439         if(self.viewloc)
440                 return true;
441         if(spectatee_status >= 0)
442         {
443                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
444                         return true;
445                 if(MUTATOR_CALLHOOK(WantEventchase, self))
446                         return true;
447                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
448                         return true;
449                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
450                 {
451                         if(autocvar_cl_eventchase_death == 2)
452                         {
453                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
454                                 if(self.velocity == '0 0 0' || eventchase_running)
455                                         return true;
456                         }
457                         else return true;
458                 }
459         }
460         return false;
461 }
462
463 void HUD_Crosshair_Vehicle()
464 {
465         if(hud != HUD_BUMBLEBEE_GUN)
466         {
467                 Vehicle info = get_vehicleinfo(hud);
468                 info.vr_crosshair(info);
469         }
470 }
471
472 vector damage_blurpostprocess, content_blurpostprocess;
473
474 float unaccounted_damage = 0;
475 void UpdateDamage()
476 {
477         // accumulate damage with each stat update
478         static float damage_total_prev = 0;
479         float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
480         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
481         damage_total_prev = damage_total;
482
483         static float damage_dealt_time_prev = 0;
484         float damage_dealt_time = getstatf(STAT_HIT_TIME);
485         if (damage_dealt_time != damage_dealt_time_prev)
486         {
487                 unaccounted_damage += unaccounted_damage_new;
488                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
489         }
490         damage_dealt_time_prev = damage_dealt_time;
491
492         // prevent hitsound when switching spectatee
493         static float spectatee_status_prev = 0;
494         if (spectatee_status != spectatee_status_prev)
495                 unaccounted_damage = 0;
496         spectatee_status_prev = spectatee_status;
497 }
498
499 void HitSound()
500 {
501         // varying sound pitch
502
503         static float hitsound_time_prev = 0;
504         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
505         float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
506         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
507         {
508                 if (autocvar_cl_hitsound && unaccounted_damage)
509                 {
510                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
511                         float a = autocvar_cl_hitsound_max_pitch;
512                         float b = autocvar_cl_hitsound_min_pitch;
513                         float c = autocvar_cl_hitsound_nom_damage;
514                         float x = unaccounted_damage;
515                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
516
517                         // if sound variation is disabled, set pitch_shift to 1
518                         if (autocvar_cl_hitsound == 1)
519                                 pitch_shift = 1;
520
521                         // if pitch shift is reversed, mirror in (max-min)/2 + min
522                         if (autocvar_cl_hitsound == 3)
523                         {
524                                 float mirror_value = (a-b)/2 + b;
525                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
526                         }
527
528                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
529
530                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
531                         // todo: normalize sound pressure levels? seems unnecessary
532
533                         sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
534                 }
535                 unaccounted_damage = 0;
536                 hitsound_time_prev = time;
537         }
538
539         static float typehit_time_prev = 0;
540         float typehit_time = getstatf(STAT_TYPEHIT_TIME);
541         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
542         {
543                 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
544                 typehit_time_prev = typehit_time;
545         }
546 }
547
548 void HUD_Crosshair()
549 {SELFPARAM();
550         static float rainbow_last_flicker;
551         static vector rainbow_prev_color;
552         entity e = self;
553         float f, i, j;
554         vector v;
555         if(!scoreboard_active && !camera_active && intermission != 2 &&
556                 spectatee_status != -1 && !csqcplayer.viewloc &&
557                 !HUD_MinigameMenu_IsOpened() )
558         {
559                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
560                         return;
561
562                 if (hud != HUD_NORMAL)
563                 {
564                         HUD_Crosshair_Vehicle();
565                         return;
566                 }
567
568                 string wcross_style;
569                 float wcross_alpha, wcross_resolution;
570                 wcross_style = autocvar_crosshair;
571                 if (wcross_style == "0")
572                         return;
573                 wcross_resolution = autocvar_crosshair_size;
574                 if (wcross_resolution == 0)
575                         return;
576                 wcross_alpha = autocvar_crosshair_alpha;
577                 if (wcross_alpha == 0)
578                         return;
579
580                 // TrueAim check
581                 float shottype;
582
583                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
584                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
585                 wcross_origin.z = 0;
586                 if(autocvar_crosshair_hittest)
587                 {
588                         vector wcross_oldorigin;
589                         wcross_oldorigin = wcross_origin;
590                         shottype = TrueAimCheck();
591                         if(shottype == SHOTTYPE_HITWORLD)
592                         {
593                                 v = wcross_origin - wcross_oldorigin;
594                                 v.x /= vid_conwidth;
595                                 v.y /= vid_conheight;
596                                 if(vlen(v) > 0.01)
597                                         shottype = SHOTTYPE_HITOBSTRUCTION;
598                         }
599                         if(!autocvar_crosshair_hittest_showimpact)
600                                 wcross_origin = wcross_oldorigin;
601                 }
602                 else
603                         shottype = SHOTTYPE_HITWORLD;
604
605                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
606                 string wcross_name = "";
607                 float wcross_scale, wcross_blur;
608
609                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
610                 {
611                         e = get_weaponinfo(switchingweapon);
612                         if(e)
613                         {
614                                 if(autocvar_crosshair_per_weapon)
615                                 {
616                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
617                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
618                                         //if (wcross_resolution == 0)
619                                                 //return;
620
621                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
622                                         wcross_resolution *= e.w_crosshair_size;
623                                         wcross_name = e.w_crosshair;
624                                 }
625                         }
626                 }
627
628                 if(wcross_name == "")
629                         wcross_name = strcat("gfx/crosshair", wcross_style);
630
631                 // MAIN CROSSHAIR COLOR DECISION
632                 switch(autocvar_crosshair_color_special)
633                 {
634                         case 1: // crosshair_color_per_weapon
635                         {
636                                 if(e)
637                                 {
638                                         wcross_color = e.wpcolor;
639                                         break;
640                                 }
641                                 else { goto normalcolor; }
642                         }
643
644                         case 2: // crosshair_color_by_health
645                         {
646                                 float x = getstati(STAT_HEALTH);
647
648                                 //x = red
649                                 //y = green
650                                 //z = blue
651
652                                 wcross_color.z = 0;
653
654                                 if(x > 200)
655                                 {
656                                         wcross_color.x = 0;
657                                         wcross_color.y = 1;
658                                 }
659                                 else if(x > 150)
660                                 {
661                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
662                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
663                                 }
664                                 else if(x > 100)
665                                 {
666                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
667                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
668                                         wcross_color.z = 1 - (x-100)*0.02;
669                                 }
670                                 else if(x > 50)
671                                 {
672                                         wcross_color.x = 1;
673                                         wcross_color.y = 1;
674                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
675                                 }
676                                 else if(x > 20)
677                                 {
678                                         wcross_color.x = 1;
679                                         wcross_color.y = (x-20)*90/27/100;
680                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
681                                 }
682                                 else
683                                 {
684                                         wcross_color.x = 1;
685                                         wcross_color.y = 0;
686                                 }
687                                 break;
688                         }
689
690                         case 3: // crosshair_color_rainbow
691                         {
692                                 if(time >= rainbow_last_flicker)
693                                 {
694                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
695                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
696                                 }
697                                 wcross_color = rainbow_prev_color;
698                                 break;
699                         }
700                         :normalcolor
701                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
702                 }
703
704                 if(autocvar_crosshair_effect_scalefade)
705                 {
706                         wcross_scale = wcross_resolution;
707                         wcross_resolution = 1;
708                 }
709                 else
710                 {
711                         wcross_scale = 1;
712                 }
713
714                 if(autocvar_crosshair_pickup)
715                 {
716                         float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
717
718                         if(pickup_crosshair_time < stat_pickup_time)
719                         {
720                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
721                                         pickup_crosshair_size = 1;
722
723                                 pickup_crosshair_time = stat_pickup_time;
724                         }
725
726                         if(pickup_crosshair_size > 0)
727                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
728                         else
729                                 pickup_crosshair_size = 0;
730
731                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
732                 }
733
734                 // todo: make crosshair hit indication dependent on damage dealt
735                 if(autocvar_crosshair_hitindication)
736                 {
737                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
738
739                         if(unaccounted_damage)
740                         {
741                                 hitindication_crosshair_size = 1;
742                         }
743
744                         if(hitindication_crosshair_size > 0)
745                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
746                         else
747                                 hitindication_crosshair_size = 0;
748
749                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
750                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
751                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
752                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
753                 }
754
755                 if(shottype == SHOTTYPE_HITENEMY)
756                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
757                 if(shottype == SHOTTYPE_HITTEAM)
758                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
759
760                 f = fabs(autocvar_crosshair_effect_time);
761                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
762                 {
763                         wcross_changedonetime = time + f;
764                 }
765                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
766                 {
767                         wcross_name_changestarttime = time;
768                         wcross_name_changedonetime = time + f;
769                         if(wcross_name_goal_prev_prev)
770                                 strunzone(wcross_name_goal_prev_prev);
771                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
772                         wcross_name_goal_prev = strzone(wcross_name);
773                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
774                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
775                         wcross_resolution_goal_prev = wcross_resolution;
776                 }
777
778                 wcross_scale_goal_prev = wcross_scale;
779                 wcross_alpha_goal_prev = wcross_alpha;
780                 wcross_color_goal_prev = wcross_color;
781
782                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
783                 {
784                         wcross_blur = 1;
785                         wcross_alpha *= 0.75;
786                 }
787                 else
788                         wcross_blur = 0;
789                 // *_prev is at time-frametime
790                 // * is at wcross_changedonetime+f
791                 // what do we have at time?
792                 if(time < wcross_changedonetime)
793                 {
794                         f = frametime / (wcross_changedonetime - time + frametime);
795                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
796                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
797                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
798                 }
799
800                 wcross_scale_prev = wcross_scale;
801                 wcross_alpha_prev = wcross_alpha;
802                 wcross_color_prev = wcross_color;
803
804                 MUTATOR_CALLHOOK(UpdateCrosshair);
805
806                 wcross_scale *= 1 - autocvar__menu_alpha;
807                 wcross_alpha *= 1 - autocvar__menu_alpha;
808                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
809
810                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
811                 {
812                         // crosshair rings for weapon stats
813                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
814                         {
815                                 // declarations and stats
816                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
817                                 string ring_image = string_null, ring_inner_image = string_null;
818                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
819
820                                 ring_scale = autocvar_crosshair_ring_size;
821
822                                 float weapon_clipload, weapon_clipsize;
823                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
824                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
825
826                                 float ok_ammo_charge, ok_ammo_chargepool;
827                                 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
828                                 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
829
830                                 float vortex_charge, vortex_chargepool;
831                                 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
832                                 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
833
834                                 float arc_heat = getstatf(STAT_ARC_HEAT);
835
836                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
837                                         vortex_charge_movingavg = vortex_charge;
838
839
840                                 // handle the values
841                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
842                                 {
843                                         if (vortex_chargepool || use_vortex_chargepool) {
844                                                 use_vortex_chargepool = 1;
845                                                 ring_inner_value = vortex_chargepool;
846                                         } else {
847                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
848                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
849                                         }
850
851                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
852                                         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;
853                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
854
855                                         // draw the outer ring to show the current charge of the weapon
856                                         ring_value = vortex_charge;
857                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
858                                         ring_rgb = wcross_color;
859                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
860                                 }
861                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
862                                 {
863                                         ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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.
864                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
865                                         ring_rgb = wcross_color;
866                                         ring_image = "gfx/crosshair_ring.tga";
867                                 }
868                                 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
869                                 {
870                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
871                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
872                                         ring_rgb = wcross_color;
873                                         ring_image = "gfx/crosshair_ring.tga";
874                                 }
875                                 else if (ok_ammo_charge)
876                                 {
877                                         ring_value = ok_ammo_chargepool;
878                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
879                                         ring_rgb = wcross_color;
880                                         ring_image = "gfx/crosshair_ring.tga";
881                                 }
882                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
883                                 {
884                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
885                                         ring_scale = autocvar_crosshair_ring_reload_size;
886                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
887                                         ring_rgb = wcross_color;
888
889                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
890                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
891                                         if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
892                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
893                                         else
894                                                 ring_image = "gfx/crosshair_ring.tga";
895                                 }
896                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
897                                 {
898                                         ring_value = arc_heat;
899                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
900                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
901                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
902                                         ring_image = "gfx/crosshair_ring.tga";
903                                 }
904
905                                 // if in weapon switch animation, fade ring out/in
906                                 if(autocvar_crosshair_effect_time > 0)
907                                 {
908                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
909                                         if (f >= 1)
910                                         {
911                                                 wcross_ring_prev = ((ring_image) ? true : false);
912                                         }
913
914                                         if(wcross_ring_prev)
915                                         {
916                                                 if(f < 1)
917                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
918                                         }
919                                         else
920                                         {
921                                                 if(f < 1)
922                                                         ring_alpha *= bound(0, f, 1);
923                                         }
924                                 }
925
926                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
927                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
928
929                                 if (ring_value)
930                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
931                         }
932
933 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
934                         do \
935                         { \
936                                 if(wcross_blur > 0) \
937                                 { \
938                                         for(i = -2; i <= 2; ++i) \
939                                         for(j = -2; j <= 2; ++j) \
940                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
941                                 } \
942                                 else \
943                                 { \
944                                         M(0,0,sz,wcross_name,wcross_alpha); \
945                                 } \
946                         } \
947                         while(0)
948
949 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
950                         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)
951
952 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
953                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
954
955                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
956                         {
957                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
958                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
959                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
960                                 f = 1 - f;
961                         }
962                         else
963                         {
964                                 f = 1;
965                         }
966                         wcross_name_alpha_goal_prev = f;
967
968                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
969                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
970
971                         if(autocvar_crosshair_dot)
972                         {
973                                 vector wcross_color_old;
974                                 wcross_color_old = wcross_color;
975
976                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
977                                         wcross_color = stov(autocvar_crosshair_dot_color);
978
979                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
980                                 // FIXME why don't we use wcross_alpha here?cl_notice_run();
981                                 wcross_color = wcross_color_old;
982                         }
983                 }
984         }
985         else
986         {
987                 wcross_scale_prev = 0;
988                 wcross_alpha_prev = 0;
989                 wcross_scale_goal_prev = 0;
990                 wcross_alpha_goal_prev = 0;
991                 wcross_changedonetime = 0;
992                 if(wcross_name_goal_prev)
993                         strunzone(wcross_name_goal_prev);
994                 wcross_name_goal_prev = string_null;
995                 if(wcross_name_goal_prev_prev)
996                         strunzone(wcross_name_goal_prev_prev);
997                 wcross_name_goal_prev_prev = string_null;
998                 wcross_name_changestarttime = 0;
999                 wcross_name_changedonetime = 0;
1000                 wcross_name_alpha_goal_prev = 0;
1001                 wcross_name_alpha_goal_prev_prev = 0;
1002                 wcross_resolution_goal_prev = 0;
1003                 wcross_resolution_goal_prev_prev = 0;
1004         }
1005 }
1006
1007 void HUD_Draw()
1008 {
1009         if(getstati(STAT_FROZEN))
1010                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1011         else if (getstatf(STAT_HEALING_ORB)>time)
1012                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1013         if(!intermission)
1014         if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1015         {
1016                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1017                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1018         }
1019         else if(getstatf(STAT_REVIVE_PROGRESS))
1020         {
1021                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1022                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1023         }
1024
1025         if(autocvar_r_letterbox == 0)
1026                 if(autocvar_viewsize < 120)
1027                 {
1028                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1029                                 Accuracy_LoadLevels();
1030
1031                         HUD_Main();
1032                         HUD_DrawScoreboard();
1033                 }
1034
1035         // crosshair goes VERY LAST
1036         UpdateDamage();
1037         HUD_Crosshair();
1038         HitSound();
1039 }
1040
1041 bool ov_enabled;
1042 float oldr_nearclip;
1043 float oldr_farclip_base;
1044 float oldr_farclip_world;
1045 float oldr_novis;
1046 float oldr_useportalculling;
1047 float oldr_useinfinitefarclip;
1048
1049 const int BUTTON_3 = 4;
1050 const int BUTTON_4 = 8;
1051 float cl_notice_run();
1052 float prev_myteam;
1053 int lasthud;
1054 float vh_notice_time;
1055 void WaypointSprite_Load();
1056 void CSQC_UpdateView(float w, float h)
1057 {SELFPARAM();
1058         entity e;
1059         float fov;
1060         float f;
1061         vector vf_size, vf_min;
1062         float a;
1063
1064         execute_next_frame();
1065
1066         ++framecount;
1067
1068         hud = getstati(STAT_HUD);
1069
1070         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1071                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1072
1073         lasthud = hud;
1074
1075         if(autocvar__hud_showbinds_reload) // menu can set this one
1076         {
1077                 db_close(binddb);
1078                 binddb = db_create();
1079                 cvar_set("_hud_showbinds_reload", "0");
1080         }
1081
1082         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1083                 view_quality = getproperty(VF_MINFPS_QUALITY);
1084         else
1085                 view_quality = 1;
1086
1087         button_attack2 = (input_buttons & BUTTON_3);
1088         button_zoom = (input_buttons & BUTTON_4);
1089
1090         vf_size = getpropertyvec(VF_SIZE);
1091         vf_min = getpropertyvec(VF_MIN);
1092         vid_width = vf_size.x;
1093         vid_height = vf_size.y;
1094
1095         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1096         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1097
1098         WaypointSprite_Load();
1099
1100         CSQCPlayer_SetCamera();
1101
1102         if(player_localentnum <= maxclients) // is it a client?
1103                 current_player = player_localentnum - 1;
1104         else // then player_localentnum is the vehicle I'm driving
1105                 current_player = player_localnum;
1106         myteam = GetPlayerColor(current_player);
1107
1108         if(myteam != prev_myteam)
1109         {
1110                 myteamcolors = colormapPaletteColor(myteam, 1);
1111                 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1112                 prev_myteam = myteam;
1113         }
1114
1115         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1116
1117         float is_dead = (getstati(STAT_HEALTH) <= 0);
1118
1119         // FIXME do we need this hack?
1120         if(isdemo())
1121         {
1122                 // in demos, input_buttons do not work
1123                 button_zoom = (autocvar__togglezoom == "-");
1124         }
1125         else if(button_zoom
1126                 && autocvar_cl_unpress_zoom_on_death
1127                 && (spectatee_status >= 0)
1128                 && (is_dead || intermission))
1129         {
1130                 // no zoom while dead or in intermission please
1131                 localcmd("-zoom\n");
1132                 button_zoom = false;
1133         }
1134
1135         // event chase camera
1136         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1137         {
1138                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1139                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1140                 entity gen = world;
1141
1142                 if(ons_roundlost)
1143                 {
1144                         entity e;
1145                         for(e = world; (e = find(e, classname, "onslaught_generator")); )
1146                         {
1147                                 if(e.health <= 0)
1148                                 {
1149                                         gen = e;
1150                                         break;
1151                                 }
1152                         }
1153                         if(!gen)
1154                                 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1155                 }
1156                 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1157                 {
1158                         eventchase_running = true;
1159
1160                         // 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.)
1161                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1162                         if(ons_roundlost) { current_view_origin = gen.origin; }
1163
1164                         // detect maximum viewoffset and use it
1165                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1166                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1167                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1168
1169                         if(view_offset)
1170                         {
1171                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1172                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1173                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1174                         }
1175
1176                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1177                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1178                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1179                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1180
1181                         // make the camera smooth back
1182                         float chase_distance = autocvar_cl_eventchase_distance;
1183                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1184                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1185
1186                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1187                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1188                         else if(eventchase_current_distance != chase_distance)
1189                                 eventchase_current_distance = chase_distance;
1190
1191                         makevectors(view_angles);
1192
1193                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1194                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1195
1196                         // If the boxtrace fails, revert back to line tracing.
1197                         if(!self.viewloc)
1198                         if(trace_startsolid)
1199                         {
1200                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1201                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1202                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1203                         }
1204                         else { setproperty(VF_ORIGIN, trace_endpos); }
1205
1206                         if(!self.viewloc)
1207                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1208                 }
1209                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1210                 {
1211                         eventchase_running = false;
1212                         cvar_set("chase_active", "0");
1213                         eventchase_current_distance = 0; // start from 0 next time
1214                 }
1215         }
1216         // workaround for camera stuck between player's legs when using chase_active 1
1217         // because the engine stops updating the chase_active camera when the game ends
1218         else if(intermission)
1219         {
1220                 cvar_settemp("chase_active", "-1");
1221                 eventchase_current_distance = 0;
1222         }
1223
1224         // do lockview after event chase camera so that it still applies whenever necessary.
1225         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1226         {
1227                 setproperty(VF_ORIGIN, freeze_org);
1228                 setproperty(VF_ANGLES, freeze_ang);
1229         }
1230         else
1231         {
1232                 freeze_org = getpropertyvec(VF_ORIGIN);
1233                 freeze_ang = getpropertyvec(VF_ANGLES);
1234         }
1235
1236         WarpZone_FixView();
1237         //WarpZone_FixPMove();
1238
1239         vector ov_org = '0 0 0';
1240         vector ov_mid = '0 0 0';
1241         vector ov_worldmin = '0 0 0';
1242         vector ov_worldmax = '0 0 0';
1243         if(autocvar_cl_orthoview)
1244         {
1245                 ov_worldmin = mi_picmin;
1246                 ov_worldmax = mi_picmax;
1247
1248                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1249                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1250                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1251
1252                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1253                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1254
1255                 float ov_nearest = vlen(ov_org - vec3(
1256                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1257                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1258                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1259                 ));
1260
1261                 float ov_furthest = 0;
1262                 float dist = 0;
1263
1264                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1265                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1266                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1267                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1268                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1269                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1270                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1271                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1272
1273                 if(!ov_enabled)
1274                 {
1275                         oldr_nearclip = cvar("r_nearclip");
1276                         oldr_farclip_base = cvar("r_farclip_base");
1277                         oldr_farclip_world = cvar("r_farclip_world");
1278                         oldr_novis = cvar("r_novis");
1279                         oldr_useportalculling = cvar("r_useportalculling");
1280                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1281                 }
1282
1283                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1284                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1285                 cvar_settemp("r_farclip_world", "0");
1286                 cvar_settemp("r_novis", "1");
1287                 cvar_settemp("r_useportalculling", "0");
1288                 cvar_settemp("r_useinfinitefarclip", "0");
1289
1290                 setproperty(VF_ORIGIN, ov_org);
1291                 setproperty(VF_ANGLES, '90 0 0');
1292
1293                 ov_enabled = true;
1294
1295                 #if 0
1296                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1297                         vtos(ov_org),
1298                         vtos(getpropertyvec(VF_ANGLES)),
1299                         ov_distance,
1300                         ov_nearest,
1301                         ov_furthest);
1302                 #endif
1303         }
1304         else
1305         {
1306                 if(ov_enabled)
1307                 {
1308                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1309                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1310                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1311                         cvar_set("r_novis", ftos(oldr_novis));
1312                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1313                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1314                 }
1315                 ov_enabled = false;
1316         }
1317
1318         // Render the Scene
1319         view_origin = getpropertyvec(VF_ORIGIN);
1320         view_angles = getpropertyvec(VF_ANGLES);
1321         makevectors(view_angles);
1322         view_forward = v_forward;
1323         view_right = v_right;
1324         view_up = v_up;
1325
1326 #ifdef BLURTEST
1327         if(time > blurtest_time0 && time < blurtest_time1)
1328         {
1329                 float r, t;
1330
1331                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1332                 r = t * blurtest_radius;
1333                 f = 1 / pow(t, blurtest_power) - 1;
1334
1335                 cvar_set("r_glsl_postprocess", "1");
1336                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1337         }
1338         else
1339         {
1340                 cvar_set("r_glsl_postprocess", "0");
1341                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1342         }
1343 #endif
1344
1345         TargetMusic_Advance();
1346         Fog_Force();
1347
1348         if(drawtime == 0)
1349                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1350         else
1351                 drawframetime = bound(0.000001, time - drawtime, 1);
1352         drawtime = time;
1353
1354         // watch for gametype changes here...
1355         // in ParseStuffCMD the cmd isn't executed yet :/
1356         // might even be better to add the gametype to TE_CSQC_INIT...?
1357         if(!postinit)
1358                 PostInit();
1359
1360         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1361         {
1362                 if(calledhooks & HOOK_START)
1363                 {
1364                         localcmd("\ncl_hook_gameend\n");
1365                         calledhooks |= HOOK_END;
1366                 }
1367         }
1368
1369         Announcer();
1370
1371         fov = autocvar_fov;
1372         if(fov <= 59.5)
1373         {
1374                 if(!zoomscript_caught)
1375                 {
1376                         localcmd("+button9\n");
1377                         zoomscript_caught = 1;
1378                 }
1379         }
1380         else
1381         {
1382                 if(zoomscript_caught)
1383                 {
1384                         localcmd("-button9\n");
1385                         zoomscript_caught = 0;
1386                 }
1387         }
1388
1389         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1390
1391         // next WANTED weapon (for HUD)
1392         switchweapon = getstati(STAT_SWITCHWEAPON);
1393
1394         // currently switching-to weapon (for crosshair)
1395         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1396
1397         // actually active weapon (for zoom)
1398         activeweapon = getstati(STAT_ACTIVEWEAPON);
1399
1400         f = (serverflags & SERVERFLAG_TEAMPLAY);
1401         if(f != teamplay)
1402         {
1403                 teamplay = f;
1404                 HUD_InitScores();
1405         }
1406
1407         if(last_switchweapon != switchweapon)
1408         {
1409                 weapontime = time;
1410                 last_switchweapon = switchweapon;
1411                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1412                 {
1413                         localcmd("-zoom\n");
1414                         button_zoom = false;
1415                 }
1416                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1417                 {
1418                         localcmd("-fire\n");
1419                         localcmd("-fire2\n");
1420                         button_attack2 = false;
1421                 }
1422         }
1423         if(last_activeweapon != activeweapon)
1424         {
1425                 last_activeweapon = activeweapon;
1426
1427                 e = get_weaponinfo(activeweapon);
1428                 if(e.netname != "")
1429                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1430                 else
1431                         localcmd("\ncl_hook_activeweapon none\n");
1432         }
1433
1434         // ALWAYS Clear Current Scene First
1435         clearscene();
1436
1437         setproperty(VF_ORIGIN, view_origin);
1438         setproperty(VF_ANGLES, view_angles);
1439
1440         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1441         setproperty(VF_SIZE, vf_size);
1442         setproperty(VF_MIN, vf_min);
1443
1444         // Assign Standard Viewflags
1445         // Draw the World (and sky)
1446         setproperty(VF_DRAWWORLD, 1);
1447
1448         // Set the console size vars
1449         vid_conwidth = autocvar_vid_conwidth;
1450         vid_conheight = autocvar_vid_conheight;
1451         vid_pixelheight = autocvar_vid_pixelheight;
1452
1453         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1454         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1455         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1456
1457         // Camera for demo playback
1458         if(camera_active)
1459         {
1460                 if(autocvar_camera_enable)
1461                         CSQC_Demo_Camera();
1462                 else
1463                 {
1464                         cvar_set("chase_active", ftos(chase_active_backup));
1465                         cvar_set("cl_demo_mousegrab", "0");
1466                         camera_active = false;
1467                 }
1468         }
1469         else
1470         {
1471 #ifdef CAMERATEST
1472                 if(autocvar_camera_enable)
1473 #else
1474                 if(autocvar_camera_enable && isdemo())
1475 #endif
1476                 {
1477                         // Enable required Darkplaces cvars
1478                         chase_active_backup = autocvar_chase_active;
1479                         cvar_set("chase_active", "2");
1480                         cvar_set("cl_demo_mousegrab", "1");
1481                         camera_active = true;
1482                         camera_mode = false;
1483                 }
1484         }
1485
1486         // Draw the Crosshair
1487         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1488
1489         // Draw the Engine Status Bar (the default Quake HUD)
1490         setproperty(VF_DRAWENGINESBAR, 0);
1491
1492         // Update the mouse position
1493         /*
1494            mousepos_x = vid_conwidth;
1495            mousepos_y = vid_conheight;
1496            mousepos = mousepos*0.5 + getmousepos();
1497          */
1498
1499         for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1500                 WITH(entity, self, e, e.draw(e));
1501         }
1502
1503         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1504         renderscene();
1505
1506         // now switch to 2D drawing mode by calling a 2D drawing function
1507         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1508         // next R_RenderScene call
1509         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1510
1511         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1512         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1513         {
1514                 // apply night vision effect
1515                 vector tc_00, tc_01, tc_10, tc_11;
1516                 vector rgb = '0 0 0';
1517
1518                 if(!nightvision_noise)
1519                 {
1520                         nightvision_noise = new(nightvision_noise);
1521                 }
1522                 if(!nightvision_noise2)
1523                 {
1524                         nightvision_noise2 = new(nightvision_noise2);
1525                 }
1526
1527                 // color tint in yellow
1528                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1529
1530                 // draw BG
1531                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1532                 rgb = '1 1 1';
1533                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1534                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1535                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1536                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1537                 tc_11 = tc_01 + tc_10 - tc_00;
1538                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1539                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1540                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1541                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1542                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1543                 R_EndPolygon();
1544
1545                 // draw FG
1546                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1547                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1548                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1549                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1550                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1551                 tc_11 = tc_01 + tc_10 - tc_00;
1552                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1553                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1554                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1555                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1556                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1557                 R_EndPolygon();
1558         }
1559
1560         if(autocvar_cl_reticle)
1561         {
1562                 Weapon wep = get_weaponinfo(activeweapon);
1563                 // Draw the aiming reticle for weapons that use it
1564                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1565                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1566                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1567                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1568                 {
1569                         // no zoom reticle while dead
1570                         reticle_type = 0;
1571                 }
1572                 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1573                 {
1574                         if(reticle_image != "") { reticle_type = 2; }
1575                         else { reticle_type = 0; }
1576                 }
1577                 else if(button_zoom || zoomscript_caught)
1578                 {
1579                         // normal zoom
1580                         reticle_type = 1;
1581                 }
1582
1583                 if(reticle_type)
1584                 {
1585                         if(autocvar_cl_reticle_stretch)
1586                         {
1587                                 reticle_size.x = vid_conwidth;
1588                                 reticle_size.y = vid_conheight;
1589                                 reticle_pos.x = 0;
1590                                 reticle_pos.y = 0;
1591                         }
1592                         else
1593                         {
1594                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1595                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1596                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1597                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1598                         }
1599
1600                         if(zoomscript_caught)
1601                                 f = 1;
1602                         else
1603                                 f = current_zoomfraction;
1604
1605                         if(f)
1606                         {
1607                                 switch(reticle_type)
1608                                 {
1609                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1610                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1611                                 }
1612                         }
1613                 }
1614         }
1615         else
1616         {
1617                 if(reticle_type != 0) { reticle_type = 0; }
1618         }
1619
1620
1621         // improved polyblend
1622         if(autocvar_hud_contents)
1623         {
1624                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1625                 vector liquidcolor;
1626
1627                 switch(pointcontents(view_origin))
1628                 {
1629                         case CONTENT_WATER:
1630                                 liquidalpha = autocvar_hud_contents_water_alpha;
1631                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1632                                 incontent = 1;
1633                                 break;
1634
1635                         case CONTENT_LAVA:
1636                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1637                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1638                                 incontent = 1;
1639                                 break;
1640
1641                         case CONTENT_SLIME:
1642                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1643                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1644                                 incontent = 1;
1645                                 break;
1646
1647                         default:
1648                                 liquidalpha = 0;
1649                                 liquidcolor = '0 0 0';
1650                                 incontent = 0;
1651                                 break;
1652                 }
1653
1654                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1655                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1656                         contentfadetime = autocvar_hud_contents_fadeintime;
1657                         liquidalpha_prev = liquidalpha;
1658                         liquidcolor_prev = liquidcolor;
1659                 }
1660                 else
1661                         contentfadetime = autocvar_hud_contents_fadeouttime;
1662
1663                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1664                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1665
1666                 if(contentavgalpha)
1667                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1668
1669                 if(autocvar_hud_postprocessing)
1670                 {
1671                         if(autocvar_hud_contents_blur && contentavgalpha)
1672                         {
1673                                 content_blurpostprocess.x = 1;
1674                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1675                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1676                         }
1677                         else
1678                         {
1679                                 content_blurpostprocess.x = 0;
1680                                 content_blurpostprocess.y = 0;
1681                                 content_blurpostprocess.z = 0;
1682                         }
1683                 }
1684         }
1685
1686         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1687         {
1688                 splash_size.x = max(vid_conwidth, vid_conheight);
1689                 splash_size.y = max(vid_conwidth, vid_conheight);
1690                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1691                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1692
1693                 float myhealth_flash_temp;
1694                 myhealth = getstati(STAT_HEALTH);
1695
1696                 // fade out
1697                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1698                 // add new damage
1699                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1700
1701                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1702                 pain_threshold = autocvar_hud_damage_pain_threshold;
1703                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1704                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1705
1706                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1707                 {
1708                         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);
1709                 }
1710
1711                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1712
1713                 if(myhealth_prev < 1)
1714                 {
1715                         if(myhealth >= 1)
1716                         {
1717                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1718                                 myhealth_flash_temp = 0;
1719                         }
1720                         else
1721                         {
1722                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1723                         }
1724                 }
1725
1726                 if(spectatee_status == -1 || intermission)
1727                 {
1728                         myhealth_flash = 0; // observing, or match ended
1729                         myhealth_flash_temp = 0;
1730                 }
1731
1732                 myhealth_prev = myhealth;
1733
1734                 // IDEA: change damage color/picture based on player model for robot/alien species?
1735                 // pro: matches model better
1736                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1737                 // maybe different reddish pics?
1738                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1739                 {
1740                         if(autocvar_cl_gentle_damage == 2)
1741                         {
1742                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1743                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1744                         }
1745                         else
1746                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1747
1748                         if(myhealth_flash_temp > 0)
1749                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1750                 }
1751                 else if(myhealth_flash_temp > 0)
1752                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1753
1754                 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.
1755                 {
1756                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1757                         {
1758                                 damage_blurpostprocess.x = 1;
1759                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1760                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1761                         }
1762                         else
1763                         {
1764                                 damage_blurpostprocess.x = 0;
1765                                 damage_blurpostprocess.y = 0;
1766                                 damage_blurpostprocess.z = 0;
1767                         }
1768                 }
1769         }
1770
1771         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1772         float e2 = (autocvar_hud_powerup != 0);
1773         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1774         {
1775                 // enable or disable rendering types if they are used or not
1776                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1777                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1778
1779                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1780                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1781                 {
1782                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1783                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1784                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1785                         {
1786                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1787                                 old_blurradius = blurradius;
1788                                 old_bluralpha = bluralpha;
1789                         }
1790                 }
1791                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1792                 {
1793                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1794                         old_blurradius = 0;
1795                         old_bluralpha = 0;
1796                 }
1797
1798                 // edge detection postprocess handling done second (used by hud_powerup)
1799                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1800                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1801                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1802
1803                 sharpen_intensity = bound(0, ((getstati(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.
1804
1805                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1806                 {
1807                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1808                         {
1809                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1810                                 old_sharpen_intensity = sharpen_intensity;
1811                         }
1812                 }
1813                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1814                 {
1815                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1816                         old_sharpen_intensity = 0;
1817                 }
1818
1819                 if(cvar("r_glsl_postprocess") == 0)
1820                         cvar_set("r_glsl_postprocess", "2");
1821         }
1822         else if(cvar("r_glsl_postprocess") == 2)
1823                 cvar_set("r_glsl_postprocess", "0");
1824
1825         if(menu_visible)
1826                 menu_show();
1827
1828         /*if(gametype == MAPINFO_TYPE_CTF)
1829           {
1830           ctf_view();
1831           } else */
1832
1833         // draw 2D entities
1834         for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1835                 WITH(entity, self, e, e.draw2d(e));
1836         }
1837         Draw_ShowNames_All();
1838         Debug_Draw();
1839
1840         scoreboard_active = HUD_WouldDrawScoreboard();
1841
1842         HUD_Draw();
1843
1844         if(NextFrameCommand)
1845         {
1846                 localcmd("\n", NextFrameCommand, "\n");
1847                 NextFrameCommand = string_null;
1848         }
1849
1850         // we must do this check AFTER a frame was rendered, or it won't work
1851         if(cs_project_is_b0rked == 0)
1852         {
1853                 string w0, h0;
1854                 w0 = ftos(autocvar_vid_conwidth);
1855                 h0 = ftos(autocvar_vid_conheight);
1856                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1857                 //setproperty(VF_FOV, '90 90 0');
1858                 setproperty(VF_ORIGIN, '0 0 0');
1859                 setproperty(VF_ANGLES, '0 0 0');
1860                 setproperty(VF_PERSPECTIVE, 1);
1861                 makevectors('0 0 0');
1862                 vector v1, v2;
1863                 cvar_set("vid_conwidth", "800");
1864                 cvar_set("vid_conheight", "600");
1865                 v1 = cs_project(v_forward);
1866                 cvar_set("vid_conwidth", "640");
1867                 cvar_set("vid_conheight", "480");
1868                 v2 = cs_project(v_forward);
1869                 if(v1 == v2)
1870                         cs_project_is_b0rked = 1;
1871                 else
1872                         cs_project_is_b0rked = -1;
1873                 cvar_set("vid_conwidth", w0);
1874                 cvar_set("vid_conheight", h0);
1875         }
1876
1877         if(autocvar__hud_configure)
1878                 HUD_Panel_Mouse();
1879         else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1880                 HUD_Minigame_Mouse();
1881         else if(QuickMenu_IsOpened())
1882                 QuickMenu_Mouse();
1883         else
1884                 HUD_Radar_Mouse();
1885
1886         cl_notice_run();
1887
1888         // let's reset the view back to normal for the end
1889         setproperty(VF_MIN, '0 0 0');
1890         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1891 }
1892
1893
1894 // following vectors must be global to allow seamless switching between camera modes
1895 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1896 void CSQC_Demo_Camera()
1897 {
1898         float speed, attenuation, dimensions;
1899         vector tmp, delta;
1900
1901         if( autocvar_camera_reset || !camera_mode )
1902         {
1903                 camera_offset = '0 0 0';
1904                 current_angles = '0 0 0';
1905                 camera_direction = '0 0 0';
1906                 camera_offset.z += 30;
1907                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1908                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1909                 current_origin = view_origin;
1910                 current_camera_offset  = camera_offset;
1911                 cvar_set("camera_reset", "0");
1912                 camera_mode = CAMERA_CHASE;
1913         }
1914
1915         // Camera angles
1916         if( camera_roll )
1917                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1918
1919         if(autocvar_camera_look_player)
1920         {
1921                 vector dir;
1922                 float n;
1923
1924                 dir = normalize(view_origin - current_position);
1925                 n = mouse_angles.z;
1926                 mouse_angles = vectoangles(dir);
1927                 mouse_angles.x = mouse_angles.x * -1;
1928                 mouse_angles.z = n;
1929         }
1930         else
1931         {
1932                 tmp = getmousepos() * 0.1;
1933                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1934                 {
1935                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1936                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1937                 }
1938         }
1939
1940         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1941         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1942         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1943         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1944
1945         // Fix difference when angles don't have the same sign
1946         delta = '0 0 0';
1947         if(mouse_angles.y < -60 && current_angles.y > 60)
1948                 delta = '0 360 0';
1949         if(mouse_angles.y > 60 && current_angles.y < -60)
1950                 delta = '0 -360 0';
1951
1952         if(autocvar_camera_look_player)
1953                 attenuation = autocvar_camera_look_attenuation;
1954         else
1955                 attenuation = autocvar_camera_speed_attenuation;
1956
1957         attenuation = 1 / max(1, attenuation);
1958         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1959
1960         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1961         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1962         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1963         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1964
1965         // Camera position
1966         tmp = '0 0 0';
1967         dimensions = 0;
1968
1969         if( camera_direction.x )
1970         {
1971                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1972                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1973                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1974                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1975                 ++dimensions;
1976         }
1977
1978         if( camera_direction.y )
1979         {
1980                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1981                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1982                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1983                 ++dimensions;
1984         }
1985
1986         if( camera_direction.z )
1987         {
1988                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1989                 ++dimensions;
1990         }
1991
1992         if(autocvar_camera_free)
1993                 speed = autocvar_camera_speed_free;
1994         else
1995                 speed = autocvar_camera_speed_chase;
1996
1997         if(dimensions)
1998         {
1999                 speed = speed * sqrt(1 / dimensions);
2000                 camera_offset += tmp * speed;
2001         }
2002
2003         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2004
2005         // Camera modes
2006         if( autocvar_camera_free )
2007         {
2008                 if ( camera_mode == CAMERA_CHASE )
2009                 {
2010                         current_camera_offset = current_origin + current_camera_offset;
2011                         camera_offset = current_origin + camera_offset;
2012                 }
2013
2014                 camera_mode = CAMERA_FREE;
2015                 current_position = current_camera_offset;
2016         }
2017         else
2018         {
2019                 if ( camera_mode == CAMERA_FREE )
2020                 {
2021                         current_origin = view_origin;
2022                         camera_offset = camera_offset - current_origin;
2023                         current_camera_offset = current_camera_offset - current_origin;
2024                 }
2025
2026                 camera_mode = CAMERA_CHASE;
2027
2028                 if(autocvar_camera_chase_smoothly)
2029                         current_origin += (view_origin - current_origin) * attenuation;
2030                 else
2031                         current_origin = view_origin;
2032
2033                 current_position = current_origin + current_camera_offset;
2034         }
2035
2036         setproperty(VF_ANGLES, current_angles);
2037         setproperty(VF_ORIGIN, current_position);
2038 }