]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Merge branch 'master' into Mario/vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index fb1dc9025f18dfef7b27276fa9d7f458fe32ee11..bef2442e0e0abf7f91081e341e23cfe3fc8a667e 100644 (file)
@@ -104,7 +104,7 @@ vector GetCurrentFov(float fov)
 
        zoomdir = button_zoom;
        if(hud == HUD_NORMAL)
-       if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+       if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
                zoomdir += button_attack2;
        if(spectatee_status > 0 || isdemo())
        {
@@ -162,13 +162,13 @@ vector GetCurrentFov(float fov)
        else
                setsensitivityscale(1);
 
-       makevectors(view_angles);
-
-       if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
+       if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
        {
                if(intermission) { curspeed = 0; }
                else
                {
+
+                       makevectors(view_angles);
                        v = pmove_vel;
                        if(csqcplayer)
                                v = csqcplayer.velocity;
@@ -183,7 +183,7 @@ vector GetCurrentFov(float fov)
 
                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);
+               velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
 
                //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
        }
@@ -269,7 +269,7 @@ float EnemyHitCheck()
 
 float TrueAimCheck()
 {
-       float nudge = 1; // added to traceline target and subtracted from result
+       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?
        vector vecs, trueaimpoint, w_shotorg;
        vector mi, ma, dv;
        float shottype;
@@ -280,15 +280,15 @@ float TrueAimCheck()
        ta = trueaim;
        mv = MOVE_NOMONSTERS;
 
-       switch(activeweapon)
+       switch(activeweapon) // WEAPONTODO
        {
                case WEP_TUBA: // no aim
                case WEP_PORTO: // shoots from eye
                case WEP_HOOK: // no trueaim
-               case WEP_GRENADE_LAUNCHER: // toss curve
+               case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
-               case WEP_NEX:
-               case WEP_MINSTANEX:
+               case WEP_VORTEX:
+               case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
                case WEP_RIFLE:
@@ -300,7 +300,7 @@ float TrueAimCheck()
                                return EnemyHitCheck();
                        }
                        break;
-               case WEP_ROCKET_LAUNCHER: // projectile has a size!
+               case WEP_DEVASTATOR: // projectile has a size!
                        mi = '-3 -3 -3';
                        ma = '3 3 3';
                        break;
@@ -365,6 +365,7 @@ float camera_mode;
 const float CAMERA_FREE = 1;
 const float CAMERA_CHASE = 2;
 float reticle_type;
+string reticle_image;
 string NextFrameCommand;
 
 vector freeze_org, freeze_ang;
@@ -372,12 +373,8 @@ entity nightvision_noise, nightvision_noise2;
 
 #define MAX_TIME_DIFF 5
 float pickup_crosshair_time, pickup_crosshair_size;
-float hitsound_time_prev;
-float spectatee_status_prev; // for preventing hitsound when switching spectatee
-float damage_dealt_total, damage_dealt_total_prev;
-float typehit_time, typehit_time_prev;
 float hitindication_crosshair_size;
-float use_nex_chargepool;
+float use_vortex_chargepool;
 
 float myhealth, myhealth_prev;
 float myhealth_flash;
@@ -391,13 +388,578 @@ float contentavgalpha, liquidalpha_prev;
 vector liquidcolor_prev;
 
 float eventchase_current_distance;
+float eventchase_running;
+float WantEventchase()
+{
+       if(autocvar_cl_orthoview)
+               return FALSE;
+       if(intermission)
+               return TRUE;
+       if(spectatee_status >= 0)
+       {
+               if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
+                       return TRUE;
+               if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
+               {
+                       if(autocvar_cl_eventchase_death == 2)
+                       {
+                               // don't stop eventchase once it's started (even if velocity changes afterwards)
+                               if(self.velocity == '0 0 0' || eventchase_running)
+                                       return TRUE;
+                       }
+                       else return TRUE;
+               }
+       }
+       return FALSE;
+}
 
 vector damage_blurpostprocess, content_blurpostprocess;
 
 float checkfail[16];
 
-float rainbow_last_flicker;
-vector rainbow_prev_color;
+float unaccounted_damage = 0;
+void UpdateDamage()
+{
+       // accumulate damage with each stat update
+       static float damage_total_prev = 0;
+       float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
+       float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
+       damage_total_prev = damage_total;
+
+       static float damage_dealt_time_prev = 0;
+       float damage_dealt_time = getstatf(STAT_HIT_TIME);
+       if (damage_dealt_time != damage_dealt_time_prev)
+       {
+               unaccounted_damage += unaccounted_damage_new;
+               dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+       }
+       damage_dealt_time_prev = damage_dealt_time;
+
+       // prevent hitsound when switching spectatee
+       static float spectatee_status_prev = 0;
+       if (spectatee_status != spectatee_status_prev)
+               unaccounted_damage = 0;
+       spectatee_status_prev = spectatee_status;
+}
+
+void UpdateHitsound()
+{
+       // varying sound pitch
+
+       static float hitsound_time_prev = 0;
+       // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
+       float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+       if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
+       {
+               if (autocvar_cl_hitsound && unaccounted_damage)
+               {
+                       // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
+                       float a = autocvar_cl_hitsound_max_pitch;
+                       float b = autocvar_cl_hitsound_min_pitch;
+                       float c = autocvar_cl_hitsound_nom_damage;
+                       float x = unaccounted_damage;
+                       float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
+
+                       // if sound variation is disabled, set pitch_shift to 1
+                       if (autocvar_cl_hitsound == 1)
+                               pitch_shift = 1;
+
+                       // if pitch shift is reversed, mirror in (max-min)/2 + min
+                       if (autocvar_cl_hitsound == 3)
+                       {
+                               float mirror_value = (a-b)/2 + b;
+                               pitch_shift = mirror_value + (mirror_value - pitch_shift);
+                       }
+
+                       dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+
+                       // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
+                       // todo: normalize sound pressure levels? seems unnecessary
+
+                       sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+               }
+               unaccounted_damage = 0;
+               hitsound_time_prev = time;
+       }
+
+       static float typehit_time_prev = 0;
+       float typehit_time = getstatf(STAT_TYPEHIT_TIME);
+       if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
+       {
+               sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+               typehit_time_prev = typehit_time;
+       }
+}
+
+void UpdateCrosshair()
+{
+       static float rainbow_last_flicker;
+    static vector rainbow_prev_color;
+       entity e = self;
+       float f, i, j;
+       vector v;
+       if(getstati(STAT_FROZEN))
+               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);
+       else if (getstatf(STAT_HEALING_ORB)>time)
+               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
+       if(!intermission)
+       if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
+       {
+               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);
+               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);
+       }
+       else if(getstatf(STAT_REVIVE_PROGRESS))
+       {
+               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);
+               drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+       }
+
+       if(autocvar_r_letterbox == 0)
+               if(autocvar_viewsize < 120)
+                       CSQC_common_hud();
+
+       // crosshair goes VERY LAST
+       if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
+       {
+               if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
+                       return;
+
+               string wcross_style;
+               float wcross_alpha, wcross_resolution;
+               wcross_style = autocvar_crosshair;
+               if (wcross_style == "0")
+                       return;
+               wcross_resolution = autocvar_crosshair_size;
+               if (wcross_resolution == 0)
+                       return;
+               wcross_alpha = autocvar_crosshair_alpha;
+               if (wcross_alpha == 0)
+                       return;
+
+               // TrueAim check
+               float shottype;
+
+               // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
+               wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
+               wcross_origin_z = 0;
+               if(autocvar_crosshair_hittest)
+               {
+                       vector wcross_oldorigin;
+                       wcross_oldorigin = wcross_origin;
+                       shottype = TrueAimCheck();
+                       if(shottype == SHOTTYPE_HITWORLD)
+                       {
+                               v = wcross_origin - wcross_oldorigin;
+                               v_x /= vid_conwidth;
+                               v_y /= vid_conheight;
+                               if(vlen(v) > 0.01)
+                                       shottype = SHOTTYPE_HITOBSTRUCTION;
+                       }
+                       if(!autocvar_crosshair_hittest_showimpact)
+                               wcross_origin = wcross_oldorigin;
+               }
+               else
+                       shottype = SHOTTYPE_HITWORLD;
+
+               vector wcross_color = '0 0 0', wcross_size = '0 0 0';
+               string wcross_name = "";
+               float wcross_scale, wcross_blur;
+
+               if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+               {
+                       e = get_weaponinfo(switchingweapon);
+                       if(e)
+                       {
+                               if(autocvar_crosshair_per_weapon)
+                               {
+                                       // WEAPONTODO: access these through some general settings (with non-balance config settings)
+                                       //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+                                       //if (wcross_resolution == 0)
+                                               //return;
+
+                                       //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+                                       wcross_resolution *= e.w_crosshair_size;
+                                       wcross_name = e.w_crosshair;
+                               }
+                       }
+               }
+
+               if(wcross_name == "")
+                       wcross_name = strcat("gfx/crosshair", wcross_style);
+
+               // MAIN CROSSHAIR COLOR DECISION
+               switch(autocvar_crosshair_color_special)
+               {
+                       case 1: // crosshair_color_per_weapon
+                       {
+                               if(e)
+                               {
+                                       wcross_color = e.wpcolor;
+                                       break;
+                               }
+                               else { goto normalcolor; }
+                       }
+
+                       case 2: // crosshair_color_by_health
+                       {
+                               float x = getstati(STAT_HEALTH);
+
+                               //x = red
+                               //y = green
+                               //z = blue
+
+                               wcross_color_z = 0;
+
+                               if(x > 200)
+                               {
+                                       wcross_color_x = 0;
+                                       wcross_color_y = 1;
+                               }
+                               else if(x > 150)
+                               {
+                                       wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
+                                       wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
+                               }
+                               else if(x > 100)
+                               {
+                                       wcross_color_x = 1 - (x-100)*0.02 * 0.6;
+                                       wcross_color_y = 1 - (x-100)*0.02 * 0.1;
+                                       wcross_color_z = 1 - (x-100)*0.02;
+                               }
+                               else if(x > 50)
+                               {
+                                       wcross_color_x = 1;
+                                       wcross_color_y = 1;
+                                       wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
+                               }
+                               else if(x > 20)
+                               {
+                                       wcross_color_x = 1;
+                                       wcross_color_y = (x-20)*90/27/100;
+                                       wcross_color_z = (x-20)*90/27/100 * 0.2;
+                               }
+                               else
+                               {
+                                       wcross_color_x = 1;
+                                       wcross_color_y = 0;
+                               }
+                               break;
+                       }
+
+                       case 3: // crosshair_color_rainbow
+                       {
+                               if(time >= rainbow_last_flicker)
+                               {
+                                       rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
+                                       rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
+                               }
+                               wcross_color = rainbow_prev_color;
+                               break;
+                       }
+                       :normalcolor
+                       default: { wcross_color = stov(autocvar_crosshair_color); break; }
+               }
+
+               if(autocvar_crosshair_effect_scalefade)
+               {
+                       wcross_scale = wcross_resolution;
+                       wcross_resolution = 1;
+               }
+               else
+               {
+                       wcross_scale = 1;
+               }
+
+               if(autocvar_crosshair_pickup)
+               {
+                       float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
+
+                       if(pickup_crosshair_time < stat_pickup_time)
+                       {
+                               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)
+                               pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
+                       else
+                               pickup_crosshair_size = 0;
+
+                       wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
+               }
+
+               // todo: make crosshair hit indication dependent on damage dealt
+               if(autocvar_crosshair_hitindication)
+               {
+                       vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
+
+                       if(unaccounted_damage)
+                       {
+                               hitindication_crosshair_size = 1;
+                       }
+
+                       if(hitindication_crosshair_size > 0)
+                               hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
+                       else
+                               hitindication_crosshair_size = 0;
+
+                       wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
+                       wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
+                       wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
+                       wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
+               }
+
+               if(shottype == SHOTTYPE_HITENEMY)
+                       wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
+               if(shottype == SHOTTYPE_HITTEAM)
+                       wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
+
+               f = fabs(autocvar_crosshair_effect_time);
+               if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
+               {
+                       wcross_changedonetime = time + f;
+               }
+               if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
+               {
+                       wcross_name_changestarttime = time;
+                       wcross_name_changedonetime = time + f;
+                       if(wcross_name_goal_prev_prev)
+                               strunzone(wcross_name_goal_prev_prev);
+                       wcross_name_goal_prev_prev = wcross_name_goal_prev;
+                       wcross_name_goal_prev = strzone(wcross_name);
+                       wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
+                       wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
+                       wcross_resolution_goal_prev = wcross_resolution;
+               }
+
+               wcross_scale_goal_prev = wcross_scale;
+               wcross_alpha_goal_prev = wcross_alpha;
+               wcross_color_goal_prev = wcross_color;
+
+               if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
+               {
+                       wcross_blur = 1;
+                       wcross_alpha *= 0.75;
+               }
+               else
+                       wcross_blur = 0;
+               // *_prev is at time-frametime
+               // * is at wcross_changedonetime+f
+               // what do we have at time?
+               if(time < wcross_changedonetime)
+               {
+                       f = frametime / (wcross_changedonetime - time + frametime);
+                       wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
+                       wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
+                       wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
+               }
+
+               wcross_scale_prev = wcross_scale;
+               wcross_alpha_prev = wcross_alpha;
+               wcross_color_prev = wcross_color;
+
+               wcross_scale *= 1 - autocvar__menu_alpha;
+               wcross_alpha *= 1 - autocvar__menu_alpha;
+               wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
+
+               if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
+               {
+                       // crosshair rings for weapon stats
+                       if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+                       {
+                               // declarations and stats
+                               float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
+                               string ring_image = string_null, ring_inner_image = string_null;
+                               vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
+
+                               ring_scale = autocvar_crosshair_ring_size;
+
+                               float weapon_clipload, weapon_clipsize;
+                               weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+                               weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+
+                               float ok_ammo_charge, ok_ammo_chargepool;
+                               ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
+                               ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOl);
+
+                               float vortex_charge, vortex_chargepool;
+                               vortex_charge = getstatf(STAT_VORTEX_CHARGE);
+                               vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
+
+                               float arc_heat = getstatf(STAT_ARC_HEAT);
+
+                               if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                       vortex_charge_movingavg = vortex_charge;
+
+
+                               // handle the values
+                               if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+                               {
+                                       if (vortex_chargepool || use_vortex_chargepool) {
+                                               use_vortex_chargepool = 1;
+                                               ring_inner_value = vortex_chargepool;
+                                       } else {
+                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
+                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
+                                       }
+
+                                       ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+                                       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;
+                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+                                       // draw the outer ring to show the current charge of the weapon
+                                       ring_value = vortex_charge;
+                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
+                               }
+                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+                               {
+                                       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.
+                                       ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring.tga";
+                               }
+                               else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                               {
+                                       ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+                                       ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring.tga";
+                               }
+                               else if (ok_ammo_charge)
+                               {
+                                       ring_value = ok_ammo_chargepool;
+                                       ring_alpha = autocvar_crosshair_ring_reload_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring.tga";
+                               }
+                               else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+                               {
+                                       ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
+                                       ring_scale = autocvar_crosshair_ring_reload_size;
+                                       ring_alpha = autocvar_crosshair_ring_reload_alpha;
+                                       ring_rgb = wcross_color;
+
+                                       // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
+                                       // if a new image for another weapon is added, add the code (and its respective file/value) here
+                                       if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+                                               ring_image = "gfx/crosshair_ring_rifle.tga";
+                                       else
+                                               ring_image = "gfx/crosshair_ring.tga";
+                               }
+                               else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+                               {
+                                       ring_value = arc_heat;
+                                       ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
+                                               arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
+                                       ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
+                                       ring_image = "gfx/crosshair_ring.tga";
+                               }
+
+                               // if in weapon switch animation, fade ring out/in
+                               if(autocvar_crosshair_effect_time > 0)
+                               {
+                                       f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
+                                       if (!(f < 1))
+                                       {
+                                               wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
+                                       }
+
+                                       if(wcross_ring_prev)
+                                       {
+                                               if(f < 1)
+                                                       ring_alpha *= fabs(1 - bound(0, f, 1));
+                                       }
+                                       else
+                                       {
+                                               if(f < 1)
+                                                       ring_alpha *= bound(0, f, 1);
+                                       }
+                               }
+
+                               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);
+
+                               if (ring_value)
+                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
+                       }
+
+#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
+                       do \
+                       { \
+                               if(wcross_blur > 0) \
+                               { \
+                                       for(i = -2; i <= 2; ++i) \
+                                       for(j = -2; j <= 2; ++j) \
+                                       M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+                               } \
+                               else \
+                               { \
+                                       M(0,0,sz,wcross_name,wcross_alpha); \
+                               } \
+                       } \
+                       while(0)
+
+#define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
+                       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)
+
+#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
+                       CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
+
+                       if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
+                       {
+                               f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
+                               wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
+                               CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
+                               f = 1 - f;
+                       }
+                       else
+                       {
+                               f = 1;
+                       }
+                       wcross_name_alpha_goal_prev = f;
+
+                       wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
+                       CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+                       if(autocvar_crosshair_dot)
+                       {
+                               vector wcross_color_old;
+                               wcross_color_old = wcross_color;
+
+                               if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
+                                       wcross_color = stov(autocvar_crosshair_dot_color);
+
+                               CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
+                               // FIXME why don't we use wcross_alpha here?cl_notice_run();
+                               wcross_color = wcross_color_old;
+                       }
+               }
+       }
+       else
+       {
+               wcross_scale_prev = 0;
+               wcross_alpha_prev = 0;
+               wcross_scale_goal_prev = 0;
+               wcross_alpha_goal_prev = 0;
+               wcross_changedonetime = 0;
+               if(wcross_name_goal_prev)
+                       strunzone(wcross_name_goal_prev);
+               wcross_name_goal_prev = string_null;
+               if(wcross_name_goal_prev_prev)
+                       strunzone(wcross_name_goal_prev_prev);
+               wcross_name_goal_prev_prev = string_null;
+               wcross_name_changestarttime = 0;
+               wcross_name_changedonetime = 0;
+               wcross_name_alpha_goal_prev = 0;
+               wcross_name_alpha_goal_prev_prev = 0;
+               wcross_resolution_goal_prev = 0;
+               wcross_resolution_goal_prev_prev = 0;
+       }
+}
 
 #define BUTTON_3 4
 #define BUTTON_4 8
@@ -407,8 +969,7 @@ void CSQC_UpdateView(float w, float h)
 {
        entity e;
        float fov;
-       float f, i, j;
-       vector v;
+       float f, i;
        vector vf_size, vf_min;
        float a;
 
@@ -454,12 +1015,7 @@ void CSQC_UpdateView(float w, float h)
 
        CSQCPlayer_SetCamera();
 
-#ifdef COMPAT_XON050_ENGINE
-       if(spectatee_status)
-               myteam = GetPlayerColor(spectatee_status - 1);
-       else
-#endif
-               myteam = GetPlayerColor(player_localentnum - 1);
+       myteam = GetPlayerColor(player_localentnum - 1);
 
        if(myteam != prev_myteam)
        {
@@ -492,9 +1048,10 @@ void CSQC_UpdateView(float w, float h)
        // event chase camera
        if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
        {
-               WepSet weapons_stat = WepSet_GetFromStat();
-               if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO))))
+               if(WantEventchase())
                {
+                       eventchase_running = TRUE;
+
                        // 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 = (csqcplayer ? csqcplayer.origin : pmove_org);
 
@@ -535,6 +1092,7 @@ void CSQC_UpdateView(float w, float h)
                }
                else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
                {
+                       eventchase_running = FALSE;
                        cvar_set("chase_active", "0");
                        eventchase_current_distance = 0; // start from 0 next time
                }
@@ -734,15 +1292,9 @@ void CSQC_UpdateView(float w, float h)
 
        // ALWAYS Clear Current Scene First
        clearscene();
-#ifdef WORKAROUND_XON010
-       if(checkextension("DP_CSQC_ROTATEMOVES"))
-       {
-#endif
+
        setproperty(VF_ORIGIN, view_origin);
        setproperty(VF_ANGLES, view_angles);
-#ifdef WORKAROUND_XON010
-       }
-#endif
 
        // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
        setproperty(VF_SIZE, vf_size);
@@ -818,10 +1370,7 @@ void CSQC_UpdateView(float w, float h)
        {
                // apply night vision effect
                vector tc_00, tc_01, tc_10, tc_11;
-               vector rgb;
-               rgb_x = 0; // fteqcc sucks
-               rgb_y = 0; // fteqcc sucks
-               rgb_z = 0; // fteqcc sucks
+               vector rgb = '0 0 0';
 
                if(!nightvision_noise)
                {
@@ -867,50 +1416,64 @@ void CSQC_UpdateView(float w, float h)
                R_EndPolygon();
        }
 
-       // Draw the aiming reticle for weapons that use it
-       // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
-       // It must be a persisted float for fading out to work properly (you let go of the zoom button for
-       // the view to go back to normal, so reticle_type would become 0 as we fade out)
-       if(spectatee_status || is_dead || hud != HUD_NORMAL)
-               reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
-       else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || activeweapon == WEP_MINSTANEX) && (button_zoom || zoomscript_caught))
-               reticle_type = 2; // nex zoom
-       else if(button_zoom || zoomscript_caught)
-               reticle_type = 1; // normal zoom
-       else if((activeweapon == WEP_NEX) && button_attack2)
-               reticle_type = 2; // nex zoom
-
-       if(reticle_type && autocvar_cl_reticle)
+       if(autocvar_cl_reticle)
        {
-               if(autocvar_cl_reticle_stretch)
+               // Draw the aiming reticle for weapons that use it
+               // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
+               // It must be a persisted float for fading out to work properly (you let go of the zoom button for
+               // the view to go back to normal, so reticle_type would become 0 as we fade out)
+               if(spectatee_status || is_dead || hud != HUD_NORMAL)
                {
-                       reticle_size_x = vid_conwidth;
-                       reticle_size_y = vid_conheight;
-                       reticle_pos_x = 0;
-                       reticle_pos_y = 0;
+                       // no zoom reticle while dead
+                       reticle_type = 0;
                }
-               else
+               else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
                {
-                       reticle_size_x = max(vid_conwidth, vid_conheight);
-                       reticle_size_y = max(vid_conwidth, vid_conheight);
-                       reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
-                       reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+                       if(reticle_image != "") { reticle_type = 2; }
+                       else { reticle_type = 0; }
                }
-
-               f = current_zoomfraction;
-               if(zoomscript_caught)
-                       f = 1;
-               if(autocvar_cl_reticle_item_normal)
+               else if(button_zoom || zoomscript_caught)
                {
-                       if(reticle_type == 1 && f)
-                               drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
+                       // normal zoom
+                       reticle_type = 1;
                }
-               if(autocvar_cl_reticle_item_nex)
+
+               if(reticle_type)
                {
-                       if(reticle_type == 2 && f)
-                               drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
+                       if(autocvar_cl_reticle_stretch)
+                       {
+                               reticle_size_x = vid_conwidth;
+                               reticle_size_y = vid_conheight;
+                               reticle_pos_x = 0;
+                               reticle_pos_y = 0;
+                       }
+                       else
+                       {
+                               reticle_size_x = max(vid_conwidth, vid_conheight);
+                               reticle_size_y = max(vid_conwidth, vid_conheight);
+                               reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
+                               reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+                       }
+
+                       if(zoomscript_caught)
+                               f = 1;
+                       else 
+                               f = current_zoomfraction;
+
+                       if(f)
+                       {
+                               switch(reticle_type)
+                               {
+                                       case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
+                                       case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+                               }
+                       }
                }
        }
+       else
+       {
+               if(reticle_type != 0) { reticle_type = 0; }
+       }
 
 
        // improved polyblend
@@ -1136,536 +1699,9 @@ void CSQC_UpdateView(float w, float h)
 
        scoreboard_active = HUD_WouldDrawScoreboard();
 
-       // varying sound pitch
-       damage_dealt_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
-       
-       // detect overflow on server side
-       if (damage_dealt_total < damage_dealt_total_prev)
-       {
-               dprint("resetting dmg total: ", ftos(damage_dealt_total), " prev: ", ftos(damage_dealt_total_prev), "\n");
-               damage_dealt_total_prev = 0;
-       }
-
-       // prevent hitsound when switching spectatee
-       if (spectatee_status != spectatee_status_prev)
-       {
-               damage_dealt_total_prev = damage_dealt_total;
-       }
-       spectatee_status_prev = spectatee_status;
-
-       // amount of damage since last hit sound
-       float unaccounted_damage = damage_dealt_total - damage_dealt_total_prev;
-       
-
-       if (autocvar_cl_hitsound == 1)
-       {
-               if ( time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time )
-               if ( damage_dealt_total > 0 )
-               {
-                       sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
-                       hitsound_time_prev = time;
-               }
-       }
-       else if (unaccounted_damage > 0 && autocvar_cl_hitsound > 0 && time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time)
-       {
-               // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
-               float a, b, c, x;
-               a = autocvar_cl_hitsound_max_pitch;
-               b = autocvar_cl_hitsound_min_pitch;
-               c = autocvar_cl_hitsound_nom_damage;
-               x = unaccounted_damage;
-               float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
-               
-               // if sound variation is disabled, set pitch_shift to 1
-               if (autocvar_cl_hitsound == 1)
-               {
-                       pitch_shift = 1;
-               }
-               
-               // if pitch shift is reversed, mirror in (max-min)/2 + min
-               if (autocvar_cl_hitsound == 3)
-               {
-                       float mirror_value = (a-b)/2 + b;
-                       pitch_shift = mirror_value + (mirror_value - pitch_shift);
-               }
-               
-               dprint("dmg total (dmg): ", ftos(damage_dealt_total), " (+", ftos(unaccounted_damage), "), pitch shift: ", ftos(pitch_shift), "\n");
-               
-               // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
-               // todo: normalize sound pressure levels? seems unnecessary
-               
-               // scale to fit function interface
-               float param_pitch_shift = pitch_shift * 100;
-               
-               // play sound
-               sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, param_pitch_shift, 0);
-               
-               // track damage accounted for
-               damage_dealt_total_prev = damage_dealt_total;
-
-               // remember when this sound was played to prevent sound spam
-               hitsound_time_prev = time;
-       }
-       else if (autocvar_cl_hitsound == 0)
-       {
-               // forget the damage to prevent hitsound when enabling it
-               damage_dealt_total_prev = damage_dealt_total;
-       }
-       
-       typehit_time = getstatf(STAT_TYPEHIT_TIME);
-       if(typehit_time - typehit_time_prev > autocvar_cl_hitsound_antispam_time)
-       {
-               sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
-               typehit_time_prev = typehit_time;
-       }
-
-       //else
-       {
-               if(getstati(STAT_FROZEN))
-                       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);
-               else if (getstatf(STAT_HEALING_ORB)>time)
-                       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
-               if(!intermission)
-               if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
-               {
-                       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);
-                       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);
-               }
-               else if(getstatf(STAT_REVIVE_PROGRESS))
-               {
-                       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);
-                       drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
-               }
-
-               if(autocvar_r_letterbox == 0)
-                       if(autocvar_viewsize < 120)
-                               CSQC_common_hud();
-
-               // crosshair goes VERY LAST
-               if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
-               {
-                       if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
-                               return;
-
-                       string wcross_style;
-                       float wcross_alpha, wcross_resolution;
-                       wcross_style = autocvar_crosshair;
-                       if (wcross_style == "0")
-                               return;
-                       wcross_resolution = autocvar_crosshair_size;
-                       if (wcross_resolution == 0)
-                               return;
-                       wcross_alpha = autocvar_crosshair_alpha;
-                       if (wcross_alpha == 0)
-                               return;
-
-                       // TrueAim check
-                       float shottype;
-
-                       // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
-                       wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
-                       wcross_origin_z = 0;
-                       if(autocvar_crosshair_hittest)
-                       {
-                               vector wcross_oldorigin;
-                               wcross_oldorigin = wcross_origin;
-                               shottype = TrueAimCheck();
-                               if(shottype == SHOTTYPE_HITWORLD)
-                               {
-                                       v = wcross_origin - wcross_oldorigin;
-                                       v_x /= vid_conwidth;
-                                       v_y /= vid_conheight;
-                                       if(vlen(v) > 0.01)
-                                               shottype = SHOTTYPE_HITOBSTRUCTION;
-                               }
-                               if(!autocvar_crosshair_hittest_showimpact)
-                                       wcross_origin = wcross_oldorigin;
-                       }
-                       else
-                               shottype = SHOTTYPE_HITWORLD;
-
-                       vector wcross_color = '0 0 0', wcross_size = '0 0 0';
-                       string wcross_wep = "", wcross_name;
-                       float wcross_scale, wcross_blur;
-
-                       if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
-                       {
-                               e = get_weaponinfo(switchingweapon);
-                               if (e && e.netname != "")
-                               {
-                                       wcross_wep = e.netname;
-                                       if(autocvar_crosshair_per_weapon)
-                                       {
-                                               wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
-                                               if (wcross_resolution == 0)
-                                                       return;
-                                               wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
-                                               if (wcross_alpha == 0)
-                                                       return;
-
-                                               wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
-                                               if(wcross_style == "" || wcross_style == "0")
-                                                       wcross_style = wcross_wep;
-                                       }
-                               }
-                       }
-
-                       //printf("crosshair style: %s\n", wcross_style);
-                       wcross_name = strcat("gfx/crosshair", wcross_style);
-
-                       // MAIN CROSSHAIR COLOR DECISION
-                       switch(autocvar_crosshair_color_special)
-                       {
-                               case 1: // crosshair_color_per_weapon
-                               {
-                                       if(wcross_wep != "")
-                                       {
-                                               wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
-                                               break;
-                                       }
-                                       else { goto normalcolor; }
-                               }
-
-                               case 2: // crosshair_color_by_health
-                               {
-                                       float x = getstati(STAT_HEALTH);
-
-                                       //x = red
-                                       //y = green
-                                       //z = blue
-
-                                       wcross_color_z = 0;
-
-                                       if(x > 200)
-                                       {
-                                               wcross_color_x = 0;
-                                               wcross_color_y = 1;
-                                       }
-                                       else if(x > 150)
-                                       {
-                                               wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
-                                               wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
-                                       }
-                                       else if(x > 100)
-                                       {
-                                               wcross_color_x = 1 - (x-100)*0.02 * 0.6;
-                                               wcross_color_y = 1 - (x-100)*0.02 * 0.1;
-                                               wcross_color_z = 1 - (x-100)*0.02;
-                                       }
-                                       else if(x > 50)
-                                       {
-                                               wcross_color_x = 1;
-                                               wcross_color_y = 1;
-                                               wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
-                                       }
-                                       else if(x > 20)
-                                       {
-                                               wcross_color_x = 1;
-                                               wcross_color_y = (x-20)*90/27/100;
-                                               wcross_color_z = (x-20)*90/27/100 * 0.2;
-                                       }
-                                       else
-                                       {
-                                               wcross_color_x = 1;
-                                               wcross_color_y = 0;
-                                       }
-                                       break;
-                               }
-
-                               case 3: // crosshair_color_rainbow
-                               {
-                                       if(time >= rainbow_last_flicker)
-                                       {
-                                               rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
-                                               rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
-                                       }
-                                       wcross_color = rainbow_prev_color;
-                                       break;
-                               }
-                               :normalcolor
-                               default: { wcross_color = stov(autocvar_crosshair_color); break; }
-                       }
-
-                       if(autocvar_crosshair_effect_scalefade)
-                       {
-                               wcross_scale = wcross_resolution;
-                               wcross_resolution = 1;
-                       }
-                       else
-                       {
-                               wcross_scale = 1;
-                       }
-
-                       if(autocvar_crosshair_pickup)
-                       {
-                               float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
-
-                               if(pickup_crosshair_time < stat_pickup_time)
-                               {
-                                       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)
-                                       pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
-                               else
-                                       pickup_crosshair_size = 0;
-
-                               wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
-                       }
-
-                       // todo: make crosshair hit indication dependent on damage dealt
-                       if(autocvar_crosshair_hitindication)
-                       {
-                               vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
-
-                               if(unaccounted_damage)
-                               {
-                                       hitindication_crosshair_size = 1;
-                               }
-
-                               if(hitindication_crosshair_size > 0)
-                                       hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
-                               else
-                                       hitindication_crosshair_size = 0;
-
-                               wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
-                               wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
-                               wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
-                               wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
-                       }
-
-                       if(shottype == SHOTTYPE_HITENEMY)
-                               wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
-                       if(shottype == SHOTTYPE_HITTEAM)
-                               wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
-
-                       f = fabs(autocvar_crosshair_effect_time);
-                       if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
-                       {
-                               wcross_changedonetime = time + f;
-                       }
-                       if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
-                       {
-                               wcross_name_changestarttime = time;
-                               wcross_name_changedonetime = time + f;
-                               if(wcross_name_goal_prev_prev)
-                                       strunzone(wcross_name_goal_prev_prev);
-                               wcross_name_goal_prev_prev = wcross_name_goal_prev;
-                               wcross_name_goal_prev = strzone(wcross_name);
-                               wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
-                               wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
-                               wcross_resolution_goal_prev = wcross_resolution;
-                       }
-
-                       wcross_scale_goal_prev = wcross_scale;
-                       wcross_alpha_goal_prev = wcross_alpha;
-                       wcross_color_goal_prev = wcross_color;
-
-                       if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
-                       {
-                               wcross_blur = 1;
-                               wcross_alpha *= 0.75;
-                       }
-                       else
-                               wcross_blur = 0;
-                       // *_prev is at time-frametime
-                       // * is at wcross_changedonetime+f
-                       // what do we have at time?
-                       if(time < wcross_changedonetime)
-                       {
-                               f = frametime / (wcross_changedonetime - time + frametime);
-                               wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
-                               wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
-                               wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
-                       }
-
-                       wcross_scale_prev = wcross_scale;
-                       wcross_alpha_prev = wcross_alpha;
-                       wcross_color_prev = wcross_color;
-
-                       wcross_scale *= 1 - autocvar__menu_alpha;
-                       wcross_alpha *= 1 - autocvar__menu_alpha;
-                       wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
-
-                       if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
-                       {
-                               // crosshair rings for weapon stats
-                               if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
-                               {
-                                       // declarations and stats
-                                       float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
-                                       string ring_image = string_null, ring_inner_image = string_null;
-                                       vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
-
-                                       ring_scale = autocvar_crosshair_ring_size;
-
-                                       float weapon_clipload, weapon_clipsize;
-                                       weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
-                                       weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
-
-                                       float nex_charge, nex_chargepool;
-                                       nex_charge = getstatf(STAT_NEX_CHARGE);
-                                       nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
-
-                                       if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                                               nex_charge_movingavg = nex_charge;
-
-
-                                       // handle the values
-                                       if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
-                                       {
-                                               if (nex_chargepool || use_nex_chargepool) {
-                                                       use_nex_chargepool = 1;
-                                                       ring_inner_value = nex_chargepool;
-                                               } else {
-                                                       nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
-                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
-                                               }
-
-                                               ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
-                                               ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
-                                               ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
-                                               // draw the outer ring to show the current charge of the weapon
-                                               ring_value = nex_charge;
-                                               ring_alpha = autocvar_crosshair_ring_nex_alpha;
-                                               ring_rgb = wcross_color;
-                                               ring_image = "gfx/crosshair_ring_nexgun.tga";
-                                       }
-                                       else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
-                                       {
-                                               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.
-                                               ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
-                                               ring_rgb = wcross_color;
-                                               ring_image = "gfx/crosshair_ring.tga";
-                                       }
-                                       else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
-                                       {
-                                               ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
-                                               ring_alpha = autocvar_crosshair_ring_hagar_alpha;
-                                               ring_rgb = wcross_color;
-                                               ring_image = "gfx/crosshair_ring.tga";
-                                       }
-
-                                       if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
-                                       {
-                                               ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
-                                               ring_scale = autocvar_crosshair_ring_reload_size;
-                                               ring_alpha = autocvar_crosshair_ring_reload_alpha;
-                                               ring_rgb = wcross_color;
-
-                                               // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
-                                               // if a new image for another weapon is added, add the code (and its respective file/value) here
-                                               if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
-                                                       ring_image = "gfx/crosshair_ring_rifle.tga";
-                                               else
-                                                       ring_image = "gfx/crosshair_ring.tga";
-                                       }
-
-                                       // if in weapon switch animation, fade ring out/in
-                                       if(autocvar_crosshair_effect_time > 0)
-                                       {
-                                               f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
-                                               if (!(f < 1))
-                                               {
-                                                       wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
-                                               }
-
-                                               if(wcross_ring_prev)
-                                               {
-                                                       if(f < 1)
-                                                               ring_alpha *= fabs(1 - bound(0, f, 1));
-                                               }
-                                               else
-                                               {
-                                                       if(f < 1)
-                                                               ring_alpha *= bound(0, f, 1);
-                                               }
-                                       }
-
-                                       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);
-
-                                       if (ring_value)
-                                               DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
-                               }
-
-#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
-                               do \
-                               { \
-                                       if(wcross_blur > 0) \
-                                       { \
-                                               for(i = -2; i <= 2; ++i) \
-                                               for(j = -2; j <= 2; ++j) \
-                                               M(i,j,sz,wcross_name,wcross_alpha*0.04); \
-                                       } \
-                                       else \
-                                       { \
-                                               M(0,0,sz,wcross_name,wcross_alpha); \
-                                       } \
-                               } \
-                               while(0)
-
-#define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
-                               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)
-
-#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
-                               CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
-
-                               if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
-                               {
-                                       f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
-                                       wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
-                                       CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
-                                       f = 1 - f;
-                               }
-                               else
-                               {
-                                       f = 1;
-                               }
-                               wcross_name_alpha_goal_prev = f;
-
-                               wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
-                               CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
-
-                               if(autocvar_crosshair_dot)
-                               {
-                                       vector wcross_color_old;
-                                       wcross_color_old = wcross_color;
-
-                                       if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
-                                               wcross_color = stov(autocvar_crosshair_dot_color);
-
-                                       CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
-                                       // FIXME why don't we use wcross_alpha here?cl_notice_run();
-                                       wcross_color = wcross_color_old;
-                               }
-                       }
-               }
-               else
-               {
-                       wcross_scale_prev = 0;
-                       wcross_alpha_prev = 0;
-                       wcross_scale_goal_prev = 0;
-                       wcross_alpha_goal_prev = 0;
-                       wcross_changedonetime = 0;
-                       if(wcross_name_goal_prev)
-                               strunzone(wcross_name_goal_prev);
-                       wcross_name_goal_prev = string_null;
-                       if(wcross_name_goal_prev_prev)
-                               strunzone(wcross_name_goal_prev_prev);
-                       wcross_name_goal_prev_prev = string_null;
-                       wcross_name_changestarttime = 0;
-                       wcross_name_changedonetime = 0;
-                       wcross_name_alpha_goal_prev = 0;
-                       wcross_name_alpha_goal_prev_prev = 0;
-                       wcross_resolution_goal_prev = 0;
-                       wcross_resolution_goal_prev_prev = 0;
-               }
-       }
+       UpdateDamage();
+       UpdateHitsound();
+       UpdateCrosshair();
 
        if(NextFrameCommand)
        {