]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Merge branch 'terencehill/camera_spectator_2' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index debe7a5c1864bc312920bb8b2d8fb7619e955939..200bcfde715373d44105d516894ad72745de8778 100644 (file)
@@ -1,33 +1,38 @@
+#include "view.qh"
 
 #include "announcer.qh"
 #include "hud/all.qh"
 #include "mapvoting.qh"
 #include "scoreboard.qh"
 #include "shownames.qh"
-#include "quickmenu.qh"
+#include "hud/panel/quickmenu.qh"
 
 #include "mutators/events.qh"
 
-#include "../common/anim.qh"
-#include "../common/constants.qh"
-#include "../common/debug.qh"
-#include "../common/mapinfo.qh"
+#include <common/animdecide.qh>
+#include <common/ent_cs.qh>
+#include <common/anim.qh>
+#include <common/constants.qh>
+#include <common/debug.qh>
+#include <common/mapinfo.qh>
 #include <common/gamemodes/all.qh>
-#include "../common/physics/player.qh"
-#include "../common/stats.qh"
-#include "../common/triggers/target/music.qh"
-#include "../common/teams.qh"
+#include <common/physics/player.qh>
+#include <common/stats.qh>
+#include <common/triggers/target/music.qh>
+#include <common/teams.qh>
 
 #include <common/vehicles/all.qh>
 #include <common/weapons/all.qh>
-#include "../common/viewloc.qh"
-#include "../common/minigames/cl_minigames.qh"
-#include "../common/minigames/cl_minigames_hud.qh"
+#include <common/viewloc.qh>
+#include <common/minigames/cl_minigames.qh>
+#include <common/minigames/cl_minigames_hud.qh>
 
-#include "../lib/csqcmodel/cl_player.qh"
+#include <lib/csqcmodel/cl_player.qh>
+#include <lib/csqcmodel/cl_model.qh>
+#include "csqcmodel_hooks.qh"
 
-#include "../lib/warpzone/client.qh"
-#include "../lib/warpzone/common.qh"
+#include <lib/warpzone/client.qh>
+#include <lib/warpzone/common.qh>
 
 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
 
@@ -40,14 +45,15 @@ float autocvar_cl_bobmodel_up;
 
 float autocvar_cl_followmodel;
 float autocvar_cl_followmodel_speed = 0.3;
-float autocvar_cl_followmodel_limit = 1000;
+float autocvar_cl_followmodel_limit = 135;
 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
 float autocvar_cl_followmodel_highpass = 0.05;
 float autocvar_cl_followmodel_lowpass = 0.03;
+bool autocvar_cl_followmodel_velocity_absolute;
 
 float autocvar_cl_leanmodel;
 float autocvar_cl_leanmodel_speed = 0.3;
-float autocvar_cl_leanmodel_limit = 1000;
+float autocvar_cl_leanmodel_limit = 30;
 float autocvar_cl_leanmodel_highpass1 = 0.2;
 float autocvar_cl_leanmodel_highpass = 0.2;
 float autocvar_cl_leanmodel_lowpass = 0.05;
@@ -82,12 +88,6 @@ float autocvar_cl_leanmodel_lowpass = 0.05;
        lowpass(value.y, frac, ref_store.y, ref_out.y); \
 } MACRO_END
 
-#define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
-{ \
-       lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
-       lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
-} MACRO_END
-
 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
 { \
        highpass(value.x, frac, ref_store.x, ref_out.x); \
@@ -114,130 +114,152 @@ float autocvar_cl_leanmodel_lowpass = 0.05;
        highpass(value.z, frac, ref_store.z, ref_out.z); \
 } MACRO_END
 
-#define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
-{ \
-       highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
-       highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
-       highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
-} MACRO_END
+void calc_followmodel_ofs(entity view)
+{
+       if(cl_followmodel_time == time)
+               return; // cl_followmodel_ofs already calculated for this frame
 
-#define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
-{ \
-       lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
-       lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
-       lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
-} MACRO_END
+       float frac;
+       vector gunorg = '0 0 0';
+       static vector vel_average;
+       static vector gunorg_prev = '0 0 0';
+       static vector gunorg_adjustment_highpass;
+       static vector gunorg_adjustment_lowpass;
+
+       vector vel;
+       if (autocvar_cl_followmodel_velocity_absolute)
+               vel = view.velocity;
+       else
+       {
+               vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
+               MAKEVECTORS(makevectors, view_angles, forward, right, up);
+               vel.x = view.velocity * forward;
+               vel.y = view.velocity * right * -1;
+               vel.z = view.velocity * up;
+       }
 
-bool autocvar_cl_followmodel_velocity_absolute;
-void viewmodel_animate(entity this)
+       vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
+       vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
+       vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
+
+       frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
+       lowpass3(vel, frac, vel_average, gunorg);
+
+       gunorg *= -autocvar_cl_followmodel_speed * 0.042;
+
+       // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+       // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+       frac = avg_factor(autocvar_cl_followmodel_highpass);
+       highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
+       frac = avg_factor(autocvar_cl_followmodel_lowpass);
+       lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
+
+       if (autocvar_cl_followmodel_velocity_absolute)
+       {
+               vector fixed_gunorg;
+               vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
+               MAKEVECTORS(makevectors, view_angles, forward, right, up);
+               fixed_gunorg.x = gunorg * forward;
+               fixed_gunorg.y = gunorg * right * -1;
+               fixed_gunorg.z = gunorg * up;
+               gunorg = fixed_gunorg;
+       }
+
+       cl_followmodel_ofs = gunorg;
+       cl_followmodel_time = time;
+}
+
+vector leanmodel_ofs(entity view)
 {
-       static float prevtime;
-       float frametime = (time - prevtime);
-       prevtime = time;
+       float frac;
+       vector gunangles = '0 0 0';
+       static vector gunangles_prev = '0 0 0';
+       static vector gunangles_highpass = '0 0 0';
+       static vector gunangles_adjustment_highpass;
+       static vector gunangles_adjustment_lowpass;
 
-       if (autocvar_chase_active) return;
-       if (STAT(HEALTH) <= 0) return;
+       if (view.csqcmodel_teleported)
+               gunangles_prev = view_angles;
 
-       entity view = CSQCModel_server2csqc(player_localentnum - 1);
+       // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+       gunangles_highpass += gunangles_prev;
+       PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
+       YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
+       ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
+       frac = avg_factor(autocvar_cl_leanmodel_highpass1);
+       highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
+       gunangles_prev = view_angles;
+       gunangles_highpass -= gunangles_prev;
 
+       PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+       YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+
+       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+       frac = avg_factor(autocvar_cl_leanmodel_highpass);
+       highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
+       frac = avg_factor(autocvar_cl_leanmodel_lowpass);
+       lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
+
+       gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
+
+       return gunangles;
+}
+
+vector bobmodel_ofs(entity view)
+{
        bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
        static bool oldonground;
        static float hitgroundtime;
-       static float lastongroundtime;
        if (clonground)
        {
                float f = time; // cl.movecmd[0].time
                if (!oldonground)
                        hitgroundtime = f;
-               lastongroundtime = f;
        }
        oldonground = clonground;
 
-
-       bool teleported = view.csqcmodel_teleported;
-
-       float frac;
-       if(autocvar_cl_followmodel)
+       // calculate for swinging gun model
+       // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+       vector gunorg = '0 0 0';
+       static float bobmodel_scale = 0;
+       static float time_ofs = 0; // makes the effect always restart in the same way
+       if (clonground)
        {
-               vector gunorg = '0 0 0';
-               static vector vel_average;
-               static vector gunorg_prev = '0 0 0';
-               static vector gunorg_adjustment_highpass;
-               static vector gunorg_adjustment_lowpass;
-
-               vector vel;
-               if(autocvar_cl_followmodel_velocity_absolute)
-                       vel = view.velocity;
-               else
-               {
-                       vector forward, right = '0 0 0', up = '0 0 0';
-                       MAKEVECTORS(makevectors, view_angles, forward, right, up);
-                       vel.x = view.velocity * forward;
-                       vel.y = view.velocity * right * -1;
-                       vel.z = view.velocity * up;
-               }
-
-               frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
-               lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg);
-
-               gunorg *= -autocvar_cl_followmodel_speed * 0.042;
-
-               // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
-               // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
-               frac = avg_factor(autocvar_cl_followmodel_highpass);
-               highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
-               frac = avg_factor(autocvar_cl_followmodel_lowpass);
-               lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
-
-               if(autocvar_cl_followmodel_velocity_absolute)
-               {
-                       vector fixed_gunorg;
-                       vector forward, right = '0 0 0', up = '0 0 0';
-                       MAKEVECTORS(makevectors, view_angles, forward, right, up);
-                       fixed_gunorg.x = gunorg * forward;
-                       fixed_gunorg.y = gunorg * right * -1;
-                       fixed_gunorg.z = gunorg * up;
-                       gunorg = fixed_gunorg;
-               }
-
-               this.origin += gunorg;
+               if (time - hitgroundtime > 0.05)
+                       bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
        }
+       else
+               bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
 
-       if(autocvar_cl_leanmodel)
+       float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
+       if (bobmodel_scale && xyspeed)
        {
-               vector gunangles = '0 0 0';
-               static vector gunangles_prev = '0 0 0';
-               static vector gunangles_highpass = '0 0 0';
-               static vector gunangles_adjustment_highpass;
-               static vector gunangles_adjustment_lowpass;
-
-               if (teleported)
-                       gunangles_prev = view_angles;
+               float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
+               float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
+               gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
+               gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
+       }
+       else
+               time_ofs = time;
 
-               // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
-               gunangles_highpass += gunangles_prev;
-               PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
-               YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
-               ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
-               frac = avg_factor(autocvar_cl_leanmodel_highpass1);
-               highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
-               gunangles_prev = view_angles;
-               gunangles_highpass -= gunangles_prev;
+       return gunorg;
+}
 
-               PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
-               YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+void viewmodel_animate(entity this)
+{
+       if (autocvar_chase_active) return;
+       if (STAT(HEALTH) <= 0) return;
 
-               // we assume here: PITCH = 0, YAW = 1, ROLL = 2
-               frac = avg_factor(autocvar_cl_leanmodel_highpass);
-               highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
-               frac = avg_factor(autocvar_cl_leanmodel_lowpass);
-               lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
+       entity view = CSQCModel_server2csqc(player_localentnum - 1);
 
-               gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
-               this.angles += gunangles;
+       if (autocvar_cl_followmodel)
+       {
+               calc_followmodel_ofs(view);
+               this.origin += cl_followmodel_ofs;
        }
 
-       float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
+       if (autocvar_cl_leanmodel)
+               this.angles += leanmodel_ofs(view);
 
        // vertical view bobbing code
        // TODO: cl_bob
@@ -251,39 +273,7 @@ void viewmodel_animate(entity this)
 
        // gun model bobbing code
        if (autocvar_cl_bobmodel)
-       {
-               // calculate for swinging gun model
-               // the gun bobs when running on the ground, but doesn't bob when you're in the air.
-               // Sajt: I tried to smooth out the transitions between bob and no bob, which works
-               // for the most part, but for some reason when you go through a message trigger or
-               // pick up an item or anything like that it will momentarily jolt the gun.
-               float bspeed;
-               float t = 1;
-               float s = time * autocvar_cl_bobmodel_speed;
-               if (clonground)
-               {
-                       if (time - hitgroundtime < 0.2)
-                       {
-                               // just hit the ground, speed the bob back up over the next 0.2 seconds
-                               t = time - hitgroundtime;
-                               t = bound(0, t, 0.2);
-                               t *= 5;
-                       }
-               }
-               else
-               {
-                       // recently left the ground, slow the bob down over the next 0.2 seconds
-                       t = time - lastongroundtime;
-                       t = 0.2 - bound(0, t, 0.2);
-                       t *= 5;
-               }
-               bspeed = xyspeed * 0.01;
-               vector gunorg = '0 0 0';
-               gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
-               gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
-
-               this.origin += gunorg;
-       }
+               this.origin += bobmodel_ofs(view);
 }
 
 .vector viewmodel_origin, viewmodel_angles;
@@ -293,7 +283,7 @@ void viewmodel_animate(entity this)
 
 void viewmodel_draw(entity this)
 {
-       if(!activeweapon)
+       if(!activeweapon || !autocvar_r_drawviewmodel)
                return;
        int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
        float a = this.alpha;
@@ -321,19 +311,21 @@ void viewmodel_draw(entity this)
        {
                static string name_last;
                string name = wep.mdl;
-               if (name != name_last)
+               bool swap = name != name_last;
+               // if (swap)
                {
                        name_last = name;
-                       CL_WeaponEntity_SetModel(this, name);
+                       CL_WeaponEntity_SetModel(this, name, swap);
                        this.viewmodel_origin = this.origin;
                        this.viewmodel_angles = this.angles;
                }
                anim_update(this);
-               if (!this.animstate_override)
+               if (!this.animstate_override && !this.animstate_looping)
                        anim_set(this, this.anim_idle, true, false, false);
        }
        float f = 0; // 0..1; 0: fully active
-       float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
+       float rate = STAT(WEAPONRATEFACTOR);
+       float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
        if (eta <= 0) f = this.weapon_eta_last;
        else switch (this.state)
        {
@@ -364,94 +356,77 @@ void viewmodel_draw(entity this)
 entity viewmodel;
 STATIC_INIT(viewmodel) {
     viewmodel = new(viewmodel);
-    make_pure(viewmodel);
 }
 
-entity porto;
-vector polyline[16];
-void Porto_Draw(entity this)
+void Porto_Draw(entity this);
+STATIC_INIT(Porto)
 {
-       vector p, dir, ang, q, nextdir;
-       float portal_number, portal1_idx;
-
-       if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
-               return;
-       if(WEP_CVAR(porto, secondary))
-               return;
-       if(intermission == 1)
-               return;
-       if(intermission == 2)
-               return;
-       if (STAT(HEALTH) <= 0)
-               return;
+       entity e = new_pure(porto);
+       e.draw = Porto_Draw;
+       e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+}
 
-       dir = view_forward;
+const int polyline_length = 16;
+vector polyline[polyline_length];
+void Porto_Draw(entity this)
+{
+       if (activeweapon != WEP_PORTO) return;
+       if (spectatee_status) return;
+       if (WEP_CVAR(porto, secondary)) return;
+       if (intermission == 1) return;
+       if (intermission == 2) return;
+       if (STAT(HEALTH) <= 0) return;
 
-       if(angles_held_status)
+       vector pos = view_origin;
+       vector dir = view_forward;
+       if (angles_held_status)
        {
                makevectors(angles_held);
                dir = v_forward;
        }
 
-       p = view_origin;
-
-       polyline[0] = p;
-       int idx = 1;
-       portal_number = 0;
-       nextdir = dir;
+       polyline[0] = pos;
 
-       for (;;)
+       int portal_number = 0, portal1_idx = 1, portal_max = 2;
+       int n = 1 + 2;  // 2 lines == 3 points
+       for (int idx = 0; idx < n && idx < polyline_length - 1; )
        {
-               dir = nextdir;
-               traceline(p, p + 65536 * dir, true, porto);
-               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-                       return;
-               nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
-               p = trace_endpos;
-               polyline[idx] = p;
-               ++idx;
-               if(idx >= 16)
-                       return;
-               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
-                       continue;
-               ++portal_number;
-               ang = vectoangles2(trace_plane_normal, dir);
-               ang.x = -ang.x;
-               makevectors(ang);
-               if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
-                       return;
-               if(portal_number == 1)
+               traceline(pos, pos + 65536 * dir, true, this);
+               dir = reflect(dir, trace_plane_normal);
+               pos = trace_endpos;
+               polyline[++idx] = pos;
+               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
                {
-                       portal1_idx = idx;
-                       if(portal_number >= 2)
-                               break;
+                       n += 1;
+                       continue;
                }
-       }
-
-       while(idx >= 2)
-       {
-               p = polyline[idx-2];
-               q = polyline[idx-1];
-               if(idx == 2)
-                       p = p - view_up * 16;
-               if(idx-1 >= portal1_idx)
+               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
                {
-                       Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
+                       n = max(2, idx);
+                       break;
                }
-               else
+               // check size
                {
-                       Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
+                       vector ang = vectoangles2(trace_plane_normal, dir);
+                       ang.x = -ang.x;
+                       makevectors(ang);
+                       if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+                       {
+                               n = max(2, idx);
+                               break;
+                       }
                }
-               --idx;
+               portal_number += 1;
+               if (portal_number >= portal_max) break;
+               if (portal_number == 1) portal1_idx = idx;
+       }
+       for (int idx = 0; idx < n - 1; ++idx)
+       {
+               vector p = polyline[idx], q = polyline[idx + 1];
+               if (idx == 0) p -= view_up * 16;  // line from player
+               vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
+               Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
        }
-}
-
-void Porto_Init()
-{
-       porto = new(porto);
-       make_pure(porto);
-       porto.draw = Porto_Draw;
-       porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
 }
 
 float drawtime;
@@ -472,7 +447,7 @@ vector GetCurrentFov(float fov)
                        zoomspeed = 3.5;
 
        zoomdir = button_zoom;
-       if(hud == HUD_NORMAL)
+       if(hud == HUD_NORMAL && !spectatee_status)
        if(switchweapon == activeweapon)
        if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
                zoomdir += button_attack2;
@@ -616,12 +591,8 @@ const float SHOTTYPE_HITENEMY = 4;
 
 void TrueAim_Init()
 {
-       trueaim = new(trueaim);
-       make_pure(trueaim);
-       trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-       trueaim_rifle = new(trueaim_rifle);
-       make_pure(trueaim_rifle);
-       trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+       (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+       (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 }
 
 float EnemyHitCheck()
@@ -781,8 +752,6 @@ bool WantEventchase(entity this)
                        return true;
                if(MUTATOR_CALLHOOK(WantEventchase, this))
                        return true;
-               if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
-                       return true;
                if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
                {
                        if(autocvar_cl_eventchase_death == 2)
@@ -797,12 +766,12 @@ bool WantEventchase(entity this)
        return false;
 }
 
-void HUD_Crosshair_Vehicle()
+void HUD_Crosshair_Vehicle(entity this)
 {
        if(hud != HUD_BUMBLEBEE_GUN)
        {
                Vehicle info = Vehicles_from(hud);
-               info.vr_crosshair(info);
+               info.vr_crosshair(info, this);
        }
 }
 
@@ -867,7 +836,7 @@ void HitSound()
                        // 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, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+                       sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
                }
                unaccounted_damage = 0;
                hitsound_time_prev = time;
@@ -877,16 +846,93 @@ void HitSound()
        float typehit_time = STAT(TYPEHIT_TIME);
        if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
        {
-               sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
+               sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
                typehit_time_prev = typehit_time;
        }
 }
 
-void HUD_Crosshair()
-{SELFPARAM();
+vector crosshair_getcolor(entity this, float health_stat)
+{
        static float rainbow_last_flicker;
        static vector rainbow_prev_color;
-       entity e = this;
+       vector wcross_color = '0 0 0';
+       switch(autocvar_crosshair_color_special)
+       {
+               case 1: // crosshair_color_per_weapon
+               {
+                       if(this != WEP_Null)
+                       {
+                               wcross_color = this.wpcolor;
+                               break;
+                       }
+                       else { goto normalcolor; }
+               }
+
+               case 2: // crosshair_color_by_health
+               {
+                       float x = health_stat;
+
+                       //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;
+               }
+LABEL(normalcolor)
+               default: { wcross_color = stov(autocvar_crosshair_color); break; }
+       }
+
+       return wcross_color;
+}
+
+void HUD_Crosshair(entity this)
+{
        float f, i, j;
        vector v;
        if(!scoreboard_active && !camera_active && intermission != 2 &&
@@ -896,9 +942,12 @@ void HUD_Crosshair()
                if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
                        return;
 
+               if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+                       return;
+
                if (hud != HUD_NORMAL)
                {
-                       HUD_Crosshair_Vehicle();
+                       HUD_Crosshair_Vehicle(this);
                        return;
                }
 
@@ -943,6 +992,7 @@ void HUD_Crosshair()
                string wcross_name = "";
                float wcross_scale, wcross_blur;
 
+        entity e = WEP_Null;
                if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
                {
                        e = switchingweapon;
@@ -966,77 +1016,7 @@ void HUD_Crosshair()
                        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 = 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; }
-               }
+               wcross_color = crosshair_getcolor(e, STAT(HEALTH));
 
                if(autocvar_crosshair_effect_scalefade)
                {
@@ -1339,20 +1319,17 @@ void HUD_Crosshair()
        }
 }
 
-void HUD_Draw()
+void HUD_Draw(entity this)
 {
-       vector rgb = '0 0 0';
-       float a = 1;
+       if(!intermission)
        if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
        {
-               rgb = MUTATOR_ARGV(0, vector);
-               a = MUTATOR_ARGV(0, float);
+               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
        }
        else if(STAT(FROZEN))
        {
-               rgb = ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
+               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
        }
-       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
        if(!intermission)
        if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
        {
@@ -1373,11 +1350,12 @@ void HUD_Draw()
 
                        HUD_Main();
                        HUD_DrawScoreboard();
+                       HUD_Scale_Disable();
                }
 
        // crosshair goes VERY LAST
        UpdateDamage();
-       HUD_Crosshair();
+       HUD_Crosshair(this);
        HitSound();
 }
 
@@ -1394,8 +1372,9 @@ float prev_myteam;
 int lasthud;
 float vh_notice_time;
 void WaypointSprite_Load();
-void CSQC_UpdateView(float w, float h)
-{SELFPARAM();
+void CSQC_UpdateView(entity this, float w, float h)
+{
+    TC(int, w); TC(int, h);
        entity e;
        float fov;
        float f;
@@ -1414,6 +1393,8 @@ void CSQC_UpdateView(float w, float h)
 
        lasthud = hud;
 
+       HUD_Scale_Disable();
+
        if(autocvar__hud_showbinds_reload) // menu can set this one
        {
                db_close(binddb);
@@ -1426,6 +1407,10 @@ void CSQC_UpdateView(float w, float h)
        else
                view_quality = 1;
 
+       // this needs to be updated manually now due to the destruction of engine physics stats
+       if(!isdemo() && autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
+               cvar_set("slowmo", ftos(STAT(MOVEVARS_TIMESCALE)));
+
        button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
        button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
 
@@ -1450,7 +1435,7 @@ void CSQC_UpdateView(float w, float h)
        if(myteam != prev_myteam)
        {
                myteamcolors = colormapPaletteColor(myteam, 1);
-               FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
+               FOREACH(hud_panels, true, it.update_time = time);
                prev_myteam = myteam;
        }
 
@@ -1477,9 +1462,28 @@ 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
        {
+               if(STAT(CAMERA_SPECTATOR))
+               {
+                       if(spectatee_status > 0)
+                       {
+                               if(!autocvar_chase_active)
+                               {
+                                       cvar_set("chase_active", "-2");
+                                       goto skip_eventchase_death;
+                               }
+                       }
+                       else if(autocvar_chase_active == -2)
+                               cvar_set("chase_active", "0");
+
+                       if(autocvar_chase_active == -2)
+                               goto skip_eventchase_death;
+               }
+               else if(autocvar_chase_active == -2)
+                       cvar_set("chase_active", "0");
+
                float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
                float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
-               entity gen = world;
+               entity gen = NULL;
 
                float vehicle_viewdist = 0;
                vector vehicle_viewofs = '0 0 0';
@@ -1496,20 +1500,20 @@ void CSQC_UpdateView(float w, float h)
 
                if(ons_roundlost)
                {
-                       FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
+                       FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, {
                                gen = it;
                                break;
-                       ));
+                       });
                        if(!gen)
                                ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
                }
-               if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
+               if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost))
                {
                        eventchase_running = true;
 
                        entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
                        if(!local_player)
-                               local_player = self; // fall back!
+                               local_player = this; // fall back!
 
                        // 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);
@@ -1528,7 +1532,7 @@ void CSQC_UpdateView(float w, float h)
 
                        if(view_offset)
                        {
-                               WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+                               WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
                                if(trace_fraction == 1) { current_view_origin += view_offset; }
                                else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
                        }
@@ -1557,14 +1561,14 @@ void CSQC_UpdateView(float w, float h)
                        makevectors(view_angles);
 
                        vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
-                       WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
+                       WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
 
                        // If the boxtrace fails, revert back to line tracing.
                        if(!local_player.viewloc)
                        if(trace_startsolid)
                        {
                                eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
-                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
                                setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
                        }
                        else { setproperty(VF_ORIGIN, trace_endpos); }
@@ -1587,6 +1591,8 @@ void CSQC_UpdateView(float w, float h)
                eventchase_current_distance = 0;
        }
 
+       LABEL(skip_eventchase_death);
+
        // do lockview after event chase camera so that it still applies whenever necessary.
        if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
        {
@@ -1865,7 +1871,10 @@ void CSQC_UpdateView(float w, float h)
           mousepos = mousepos*0.5 + getmousepos();
         */
 
-       FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
+       FOREACH_ENTITY_FLOAT(pure_data, false,
+       {
+               if(it.draw) { it.draw(it); }
+       });
 
        addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
        renderscene();
@@ -2195,13 +2204,16 @@ void CSQC_UpdateView(float w, float h)
          } else */
 
        // draw 2D entities
-       FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
+       FOREACH_ENTITY_FLOAT(pure_data, false,
+       {
+               if(it.draw2d) { it.draw2d(it); }
+       });
        Draw_ShowNames_All();
        Debug_Draw();
 
        scoreboard_active = HUD_WouldDrawScoreboard();
 
-       HUD_Draw();
+       HUD_Draw(this); // this parameter for deep vehicle function
 
        if(NextFrameCommand)
        {