]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Merge branch 'master' into terencehill/cursormode
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index e6dc7309832da9e182e0661d6dc0c9d4d898adb3..b64fe3660946dbdead13ac4d1f0a7289feba20d6 100644 (file)
@@ -78,30 +78,6 @@ void Porto_Draw()
        }
 }
 
-/**
- * Checks whether the server initiated a map restart (stat_game_starttime changed)
- *
- * TODO: Use a better solution where a common shared entitiy is used that contains
- * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
- * and STAT_FRAGLIMIT to be auto-sent)
- */
-void CheckForGamestartChange() {
-       float startTime;
-       startTime = getstatf(STAT_GAMESTARTTIME);
-       if (previous_game_starttime != startTime) {
-               if ((time + 5.0) < startTime) {
-                       //if connecting to server while restart was active don't always play prepareforbattle
-                       sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
-               }
-               if (time < startTime) {
-                       restartAnnouncer = spawn();
-                       restartAnnouncer.think = restartAnnouncer_Think;
-                       restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
-               }
-       }
-       previous_game_starttime = startTime;
-}
-
 void Porto_Init()
 {
        porto = spawn();
@@ -114,7 +90,8 @@ float drawtime;
 float avgspeed;
 vector GetCurrentFov(float fov)
 {
-       float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
+       float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
+       float velocityzoom, curspeed;
 
        zoomsensitivity = autocvar_cl_zoomsensitivity;
        zoomfactor = autocvar_cl_zoomfactor;
@@ -127,15 +104,18 @@ vector GetCurrentFov(float fov)
 
        zoomdir = button_zoom;
        if(hud == HUD_NORMAL)
-       if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+       if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
                zoomdir += button_attack2;
        if(spectatee_status > 0 || isdemo())
        {
                if(spectatorbutton_zoom)
-                       zoomdir = 0 + !zoomdir;
-               // do not even THINK about removing this 0
-               // _I_ know what I am doing
-               // fteqcc does not
+               {
+                       if(zoomdir)
+                               zoomdir = 0;
+                       else
+                               zoomdir = 1;
+               }
+               // fteqcc failed twice here already, don't optimize this
        }
 
        if(zoomdir)
@@ -174,13 +154,23 @@ vector GetCurrentFov(float fov)
                setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
        else
                setsensitivityscale(1);
+               
+       makevectors(view_angles);
 
-       if (autocvar_cl_velocityzoom)
+       if(autocvar_cl_velocityzoom)
        {
-               velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
-               avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
+               switch(autocvar_cl_velocityzoom_type)
+               {
+                       case 3: curspeed = max(0, v_forward * pmove_vel); break;
+                       case 2: curspeed = (v_forward * pmove_vel); break;
+                       case 1: default: curspeed = vlen(pmove_vel); break;
+               }
+               
+               velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
+               avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
                velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
-               //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
+               
+               //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
        }
        else
                velocityzoom = 1;
@@ -345,6 +335,7 @@ void CSQC_RAPTOR_HUD();
 vector freeze_org, freeze_ang;
 entity nightvision_noise, nightvision_noise2;
 
+#define MAX_TIME_DIFF 5
 float pickup_crosshair_time, pickup_crosshair_size;
 float hit_time, typehit_time;
 float nextsound_hit_time, nextsound_typehit_time;
@@ -381,6 +372,13 @@ void CSQC_UpdateView(float w, float h)
        button_attack2 = (input_buttons & BUTTON_3);
        button_zoom = (input_buttons & BUTTON_4);
 
+       // FIXME do we need this hack?
+       if(isdemo())
+       {
+               // in demos, input_buttons do not work
+               button_zoom = (autocvar__togglezoom == "-");
+       }
+
 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
        CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
        CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
@@ -388,6 +386,7 @@ void CSQC_UpdateView(float w, float h)
        CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
        CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
        CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
+       CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
 
        vf_size = R_SetView3fv(VF_SIZE);
        vf_min = R_SetView3fv(VF_MIN);
@@ -406,22 +405,14 @@ void CSQC_UpdateView(float w, float h)
 
        ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
 
-       if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
-       {
-               R_SetView(VF_ORIGIN, freeze_org);
-               R_SetView(VF_ANGLES, freeze_ang);
-       }
-       else
-       {
-               freeze_org = R_SetView3fv(VF_ORIGIN);
-               freeze_ang = R_SetView3fv(VF_ANGLES);
-       }
-
        // event chase camera
        if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
        {
                if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
                {
+                       // 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.)
+                       vector current_view_origin = R_SetView3fv(VF_ORIGIN);
+                       
                        // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
                        // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
                        if(!autocvar_chase_active)
@@ -436,13 +427,12 @@ void CSQC_UpdateView(float w, float h)
                        vector eventchase_target_origin;
                        makevectors(view_angles);
                        // pass 1, used to check where the camera would go and obtain the trace_fraction
-                       eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
-
-                       WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
+                       eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
+                       WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
                        // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
                        // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
-                       eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
-                       WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
+                       eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
+                       WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
 
                        R_SetView(VF_ORIGIN, trace_endpos);
                        R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
@@ -453,6 +443,18 @@ void CSQC_UpdateView(float w, float h)
                        eventchase_current_distance = 0; // start from 0 next time
                }
        }
+       
+       // do lockview after event chase camera so that it still applies whenever necessary.
+       if(autocvar_cl_lockview || intermission > 1)
+       {
+               R_SetView(VF_ORIGIN, freeze_org);
+               R_SetView(VF_ANGLES, freeze_ang);
+       }
+       else
+       {
+               freeze_org = R_SetView3fv(VF_ORIGIN);
+               freeze_ang = R_SetView3fv(VF_ANGLES);
+       }
 
        WarpZone_FixView();
        //WarpZone_FixPMove();
@@ -500,16 +502,15 @@ void CSQC_UpdateView(float w, float h)
                PostInit();
 
        if(intermission && !isdemo() && !(calledhooks & HOOK_END))
+       {
                if(calledhooks & HOOK_START)
                {
                        localcmd("\ncl_hook_gameend\n");
                        calledhooks |= HOOK_END;
                }
-
-       CheckForGamestartChange();
-       serverAnnouncer();
-       maptimeAnnouncer();
-       carrierAnnouncer();
+       }
+       
+  Announcer();
 
        fov = autocvar_fov;
        if(fov <= 59.5)
@@ -530,7 +531,16 @@ void CSQC_UpdateView(float w, float h)
        }
 
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
-       activeweapon = getstati(STAT_SWITCHWEAPON);
+
+       // next WANTED weapon (for HUD)
+       switchweapon = getstati(STAT_SWITCHWEAPON);
+
+       // currently switching-to weapon (for crosshair)
+       switchingweapon = getstati(STAT_SWITCHINGWEAPON);
+
+       // actually active weapon (for zoom)
+       activeweapon = getstati(STAT_ACTIVEWEAPON);
+
        f = (serverflags & SERVERFLAG_TEAMPLAY);
        if(f != teamplay)
        {
@@ -538,9 +548,12 @@ void CSQC_UpdateView(float w, float h)
                HUD_InitScores();
        }
 
-       if(last_weapon != activeweapon) {
+       if(last_switchweapon != switchweapon) {
                weapontime = time;
-               last_weapon = activeweapon;
+               last_switchweapon = switchweapon;
+       }
+       if(last_activeweapon != activeweapon) {
+               last_activeweapon = activeweapon;
 
                e = get_weaponinfo(activeweapon);
                if(e.netname != "")
@@ -692,7 +705,7 @@ void CSQC_UpdateView(float w, float h)
        else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
                reticle_type = 2; // nex zoom
     
-       if (reticle_type)
+       if(reticle_type && autocvar_cl_reticle)
        {
                if(autocvar_cl_reticle_stretch)
                {
@@ -791,8 +804,7 @@ void CSQC_UpdateView(float w, float h)
                }
        }
        
-       if(autocvar_hud_damage && !autocvar_chase_active)
-
+       if(autocvar_hud_damage)
        {
                splash_size_x = max(vid_conwidth, vid_conheight);
                splash_size_y = max(vid_conwidth, vid_conheight);
@@ -840,24 +852,31 @@ void CSQC_UpdateView(float w, float h)
 
                myhealth_prev = myhealth;
 
-               if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
+               // IDEA: change damage color/picture based on player model for robot/alien species?
+               // pro: matches model better
+               // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
+               // maybe different reddish pics?
+               if(autocvar_chase_active >= 0) // not while the event chase camera is active
                {
-                       if(autocvar_cl_gentle_damage == 2)
+                       if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
                        {
-                               if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+                               if(autocvar_cl_gentle_damage == 2)
                                {
-                                       myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+                                       if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+                                       {
+                                               myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+                                       }
                                }
+                               else
+                                       myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
+
+                               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);
                        }
                        else
-                               myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
-
-                       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);
+                               drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
                }
-               else
-                       drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
 
-               if(autocvar_hud_postprocessing)
+               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.
                {
                        if(autocvar_hud_damage_blur && myhealth_flash_temp)
                        {
@@ -874,17 +893,13 @@ void CSQC_UpdateView(float w, float h)
                }
        }
 
-       if(autocvar_hud_postprocessing)
+       if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
        {
-               // all of this should be done in the engine eventually
-
                // enable or disable rendering types if they are used or not
-               if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
-                       cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
-               if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
-                       cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
-
-               // lets apply the postprocess effects from the previous two functions if needed
+               if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
+               if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
+               
+               // blur postprocess handling done first (used by hud_damage and hud_contents)
                if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
                {
                        float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
@@ -903,19 +918,18 @@ void CSQC_UpdateView(float w, float h)
                        old_bluralpha = 0;
                }
 
-               float sharpen_intensity;
-               if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
-                       sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
-               if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
-                       sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
-
+               // edge detection postprocess handling done second (used by hud_powerup) 
+               float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
+               if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
+               if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
+               
+               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.
+               
                if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
                {
-                       sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
-
                        if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
                        {
-                               cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
+                               cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
                                old_sharpen_intensity = sharpen_intensity;
                        }
                }
@@ -947,13 +961,17 @@ void CSQC_UpdateView(float w, float h)
        hit_time = getstatf(STAT_HIT_TIME);
        if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
        {
-               sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
+               if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
+                       sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
+                       
                nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
        }
        typehit_time = getstatf(STAT_TYPEHIT_TIME);
-       if(typehit_time > nextsound_typehit_time)
+       if(typehit_time > nextsound_typehit_time) 
        {
-               sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+               if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
+                       sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+                       
                nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
        }
 
@@ -1018,7 +1036,7 @@ void CSQC_UpdateView(float w, float h)
                        float wcross_scale, wcross_blur;
 
                        if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
-                               e = get_weaponinfo(activeweapon);
+                               e = get_weaponinfo(switchingweapon);
                                if (e && e.netname != "")
                                {
                                        wcross_wep = e.netname;
@@ -1041,7 +1059,7 @@ void CSQC_UpdateView(float w, float h)
                                wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
                        else if(autocvar_crosshair_color_by_health)
                        {
-                               local float x = getstati(STAT_HEALTH);
+                               float x = getstati(STAT_HEALTH);
 
                                //x = red
                                //y = green
@@ -1100,10 +1118,14 @@ void CSQC_UpdateView(float w, float h)
 
                        if(autocvar_crosshair_pickup)
                        {
-                               if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
+                               float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
+                               
+                               if(pickup_crosshair_time < stat_pickup_time)
                                {
-                                       pickup_crosshair_size = 1;
-                                       pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
+                                       if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
+                                               pickup_crosshair_size = 1;
+                                               
+                                       pickup_crosshair_time = stat_pickup_time;
                                }
 
                                if(pickup_crosshair_size > 0)
@@ -1114,13 +1136,14 @@ void CSQC_UpdateView(float w, float h)
                                wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
                        }
 
-                       vector hitindication_color;
                        if(autocvar_crosshair_hitindication)
                        {
-                               hitindication_color = stov(autocvar_crosshair_hitindication_color);
+                               vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
                                if(hitindication_crosshair_time < hit_time)
                                {
-                                       hitindication_crosshair_size = 1;
+                                       if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
+                                               hitindication_crosshair_size = 1;
+                                               
                                        hitindication_crosshair_time = hit_time;
                                }
 
@@ -1142,7 +1165,7 @@ void CSQC_UpdateView(float w, float h)
 
                        f = autocvar_crosshair_effect_speed;
                        if(f < 0)
-                               f *= -2 * g_weaponswitchdelay;
+                               f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
                        if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
                        {
                                wcross_changedonetime = time + f;
@@ -1265,6 +1288,14 @@ void CSQC_UpdateView(float w, float h)
                                                        ring_image = "gfx/crosshair_ring.tga";
                                        }
 
+                                       // if in weapon switch animation, fade ring out/in
+                                       if(g_weaponswitchdelay > 0)
+                                       {
+                                               f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
+                                               if(f > 0 && f < 2)
+                                                       ring_alpha *= fabs(1 - f);
+                                       }
+
                                        if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
                                                DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
 
@@ -1408,7 +1439,7 @@ void CSQC_common_hud(void)
             if(acc_color_levels)
                 strunzone(acc_color_levels);
             acc_color_levels = strzone(autocvar_accuracy_color_levels);
-            acc_levels = tokenize(acc_color_levels);
+            acc_levels = tokenize_console(acc_color_levels);
             if (acc_levels > MAX_ACCURACY_LEVELS)
                 acc_levels = MAX_ACCURACY_LEVELS;
 
@@ -1423,24 +1454,12 @@ void CSQC_common_hud(void)
     HUD_DrawScoreboard();
 
     if (scoreboard_active) // scoreboard/accuracy
-    {
         HUD_Reset();
-        // HUD_DrawScoreboard takes care of centerprint_start
-    }
     else if (intermission == 2) // map voting screen
     {
         HUD_FinaleOverlay();
         HUD_Reset();
-
-        centerprint_start_x = 0;
-        centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
-    }
-    else // hud
-    {
-        centerprint_start_x = 0;
-        centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
     }
-
        /*
        switch(hud)
        {
@@ -1457,9 +1476,6 @@ void CSQC_common_hud(void)
             break;
        }
        */
-       
-    HUD_DrawCenterPrint();
-    
 }
 
 
@@ -1490,8 +1506,8 @@ void CSQC_Demo_Camera()
 
        if(autocvar_camera_look_player)
        {
-               local vector dir;
-               local float n;
+               vector dir;
+               float n;
 
                dir = normalize(view_origin - current_position);
                n = mouse_angles_z;