]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Merge branch 'master' into Mario/hagar_notfixed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 0f1a43e2faa21ec3a701a8266a407283f6148396..2e204974a00427cfd3d7512df27e8b7512c47a0e 100644 (file)
+#include "view.qh"
 
 #include "announcer.qh"
-#include "hook.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/constants.qh"
-#include "../common/debug.qh"
-#include "../common/mapinfo.qh"
-#include "../common/gamemodes/all.qh"
-#include "../common/physics.qh"
-#include "../common/stats.qh"
-#include "../common/triggers/target/music.qh"
-#include "../common/teams.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/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 <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>
+
+#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
+
+float autocvar_cl_viewmodel_scale;
+
+bool autocvar_cl_bobmodel;
+float autocvar_cl_bobmodel_speed;
+float autocvar_cl_bobmodel_side;
+float autocvar_cl_bobmodel_up;
+
+float autocvar_cl_followmodel;
+float autocvar_cl_followmodel_speed = 0.3;
+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 = 30;
+float autocvar_cl_leanmodel_highpass1 = 0.2;
+float autocvar_cl_leanmodel_highpass = 0.2;
+float autocvar_cl_leanmodel_lowpass = 0.05;
+
+#define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
+#define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
+{ \
+       ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
+} MACRO_END
+
+#define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
+{ \
+       float __ignore; lowpass(value, frac, ref_store, __ignore); \
+       ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
+} MACRO_END
+
+#define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
+{ \
+       float __f = 0; lowpass(value, frac, ref_store, __f); \
+       ret = (value) - __f; \
+} MACRO_END
+
+#define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
+{ \
+       float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
+       ret = (value) - __f; \
+} MACRO_END
+
+#define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       lowpass(value.x, frac, ref_store.x, ref_out.x); \
+       lowpass(value.y, frac, 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); \
+       highpass(value.y, frac, ref_store.y, ref_out.y); \
+} MACRO_END
+
+#define highpass2_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); \
+} MACRO_END
+
+#define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       lowpass(value.x, frac, ref_store.x, ref_out.x); \
+       lowpass(value.y, frac, ref_store.y, ref_out.y); \
+       lowpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       highpass(value.x, frac, ref_store.x, ref_out.x); \
+       highpass(value.y, frac, ref_store.y, ref_out.y); \
+       highpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
+
+void viewmodel_animate(entity this)
+{
+       static float prevtime;
+       float frametime = (time - prevtime);
+       prevtime = time;
 
-#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"
+       if (autocvar_chase_active) return;
+       if (STAT(HEALTH) <= 0) return;
 
-#include "../lib/csqcmodel/cl_player.qh"
+       entity view = CSQCModel_server2csqc(player_localentnum - 1);
 
-#include "../lib/warpzone/client.qh"
-#include "../lib/warpzone/common.qh"
+       bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
+       static bool oldonground;
+       static float hitgroundtime;
+       if (clonground)
+       {
+               float f = time; // cl.movecmd[0].time
+               if (!oldonground)
+                       hitgroundtime = f;
+       }
+       oldonground = clonground;
 
-entity porto;
-vector polyline[16];
-void Porto_Draw(entity this)
-{
-       vector p, dir, ang, q, nextdir;
-       float portal_number, portal1_idx;
 
-       if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
-               return;
-       if(g_balance_porto_secondary)
-               return;
-       if(intermission == 1)
-               return;
-       if(intermission == 2)
-               return;
-       if (getstati(STAT_HEALTH) <= 0)
-               return;
+       bool teleported = view.csqcmodel_teleported;
+
+       float frac;
+       if(autocvar_cl_followmodel)
+       {
+               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;
+               }
+
+               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;
+               }
 
-       dir = view_forward;
+               this.origin += gunorg;
+       }
 
-       if(angles_held_status)
+       if(autocvar_cl_leanmodel)
        {
-               makevectors(angles_held);
-               dir = v_forward;
+               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;
+
+               // 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
+               this.angles += gunangles;
        }
 
-       p = view_origin;
+       float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
 
-       polyline[0] = p;
-       int idx = 1;
-       portal_number = 0;
-       nextdir = dir;
+       // vertical view bobbing code
+       // TODO: cl_bob
 
-       for (;;)
+       // horizontal view bobbing code
+       // TODO: cl_bob2
+
+       // fall bobbing code
+       // causes the view to swing down and back up when touching the ground
+       // TODO: cl_bobfall
+
+       // gun model bobbing code
+       if (autocvar_cl_bobmodel)
        {
-               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)
+               // calculate for swinging gun model
+               // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+               static float bobmodel_scale = 0;
+               static float time_ofs = 0; // makes the effect always restart in the same way
+               if (clonground)
                {
-                       portal1_idx = idx;
-                       if(portal_number >= 2)
-                               break;
+                       if (time - hitgroundtime > 0.05)
+                               bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
+               }
+               else
+                       bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
+               if(bobmodel_scale && xyspeed)
+               {
+                       float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
+                       float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
+                       vector gunorg = '0 0 0';
+                       gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
+                       gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
+
+                       this.origin += gunorg;
                }
+               else
+                       time_ofs = time;
        }
+}
+
+.vector viewmodel_origin, viewmodel_angles;
+.float weapon_nextthink;
+.float weapon_eta_last;
+.float weapon_switchdelay;
 
-       while(idx >= 2)
+void viewmodel_draw(entity this)
+{
+       if(!activeweapon)
+               return;
+       int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
+       float a = this.alpha;
+       static bool wasinvehicle;
+       bool invehicle = player_localentnum > maxclients;
+       if (invehicle) a = -1;
+       else if (wasinvehicle) a = 1;
+       wasinvehicle = invehicle;
+       Weapon wep = activeweapon;
+       int c = stof(getplayerkeyvalue(current_player, "colors"));
+       vector g = weaponentity_glowmod(wep, c);
+       entity me = CSQCModel_server2csqc(player_localentnum - 1);
+       int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
+               | EF_NODEPTHTEST)
+               &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
+       for (entity e = this; e; e = e.weaponchild)
        {
-               p = polyline[idx-2];
-               q = polyline[idx-1];
-               if(idx == 2)
-                       p = p - view_up * 16;
-               if(idx-1 >= portal1_idx)
+               e.drawmask = mask;
+               e.alpha = a;
+               e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
+               e.glowmod = g;
+               e.csqcmodel_effects = fx;
+               CSQCModel_Effects_Apply(e);
+       }
+       {
+               static string name_last;
+               string name = wep.mdl;
+               bool swap = name != name_last;
+               // if (swap)
                {
-                       Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
+                       name_last = name;
+                       CL_WeaponEntity_SetModel(this, name, swap);
+                       this.viewmodel_origin = this.origin;
+                       this.viewmodel_angles = this.angles;
                }
-               else
+               anim_update(this);
+               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 rate = STAT(WEAPONRATEFACTOR);
+       float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
+       if (eta <= 0) f = this.weapon_eta_last;
+       else switch (this.state)
+       {
+               case WS_RAISE:
+               {
+                       f = eta / max(eta, this.weapon_switchdelay);
+                       break;
+               }
+               case WS_DROP:
                {
-                       Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
+                       f = 1 - eta / max(eta, this.weapon_switchdelay);
+                       break;
+               }
+               case WS_CLEAR:
+               {
+                       f = 1;
+                       break;
                }
-               --idx;
        }
+       this.weapon_eta_last = f;
+       this.origin = this.viewmodel_origin;
+       this.angles = this.viewmodel_angles;
+       this.angles_x = (-90 * f * f);
+       viewmodel_animate(this);
+       setorigin(this, this.origin);
+}
+
+entity viewmodel;
+STATIC_INIT(viewmodel) {
+    viewmodel = new(viewmodel);
 }
 
-void Porto_Init()
+void Porto_Draw(entity this);
+STATIC_INIT(Porto)
 {
-       porto = new(porto);
-       make_pure(porto);
-       porto.draw = Porto_Draw;
-       porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+       entity e = new_pure(porto);
+       e.draw = Porto_Draw;
+       e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+}
+
+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;
+
+       vector pos = view_origin;
+       vector dir = view_forward;
+       if (angles_held_status)
+       {
+               makevectors(angles_held);
+               dir = v_forward;
+       }
+
+       polyline[0] = pos;
+
+       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; )
+       {
+               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)
+               {
+                       n += 1;
+                       continue;
+               }
+               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+               {
+                       n = max(2, idx);
+                       break;
+               }
+               // check size
+               {
+                       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;
+                       }
+               }
+               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);
+       }
 }
 
 float drawtime;
@@ -136,7 +438,7 @@ vector GetCurrentFov(float fov)
        zoomdir = button_zoom;
        if(hud == HUD_NORMAL)
        if(switchweapon == activeweapon)
-       if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
+       if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
                zoomdir += button_attack2;
        if(spectatee_status > 0 || isdemo())
        {
@@ -278,12 +580,8 @@ 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()
@@ -299,7 +597,7 @@ float EnemyHitCheck()
                return SHOTTYPE_HITWORLD;
        if(n > maxclients)
                return SHOTTYPE_HITWORLD;
-       t = GetPlayerColor(n - 1);
+       t = entcs_GetTeam(n - 1);
        if(teamplay)
                if(t == myteam)
                        return SHOTTYPE_HITTEAM;
@@ -323,17 +621,17 @@ float TrueAimCheck()
 
        switch(activeweapon) // WEAPONTODO
        {
-               case WEP_TUBA.m_id: // no aim
-               case WEP_PORTO.m_id: // shoots from eye
-               case WEP_NEXBALL.m_id: // shoots from eye
-               case WEP_HOOK.m_id: // no trueaim
-               case WEP_MORTAR.m_id: // toss curve
+               case WEP_TUBA: // no aim
+               case WEP_PORTO: // shoots from eye
+               case WEP_NEXBALL: // shoots from eye
+               case WEP_HOOK: // no trueaim
+               case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
-               case WEP_VORTEX.m_id:
-               case WEP_VAPORIZER.m_id:
+               case WEP_VORTEX:
+               case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
-               case WEP_RIFLE.m_id:
+               case WEP_RIFLE:
                        ta = trueaim_rifle;
                        mv = MOVE_NORMAL;
                        if(zoomscript_caught)
@@ -342,32 +640,32 @@ float TrueAimCheck()
                                return EnemyHitCheck();
                        }
                        break;
-               case WEP_DEVASTATOR.m_id: // projectile has a size!
+               case WEP_DEVASTATOR: // projectile has a size!
                        mi = '-3 -3 -3';
                        ma = '3 3 3';
                        break;
-               case WEP_FIREBALL.m_id: // projectile has a size!
+               case WEP_FIREBALL: // projectile has a size!
                        mi = '-16 -16 -16';
                        ma = '16 16 16';
                        break;
-               case WEP_SEEKER.m_id: // projectile has a size!
+               case WEP_SEEKER: // projectile has a size!
                        mi = '-2 -2 -2';
                        ma = '2 2 2';
                        break;
-               case WEP_ELECTRO.m_id: // projectile has a size!
+               case WEP_ELECTRO: // projectile has a size!
                        mi = '0 0 -3';
                        ma = '0 0 -3';
                        break;
        }
 
-       vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * getstati(STAT_VIEWHEIGHT));
+       vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
 
-       vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
+       vecs = decompressShotOrigin(STAT(SHOTORG));
 
        traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
        trueaimpoint = trace_endpos;
 
-       if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
+       if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
                trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
 
        if(vecs.x > 0)
@@ -429,28 +727,28 @@ vector liquidcolor_prev;
 
 float eventchase_current_distance;
 float eventchase_running;
-bool WantEventchase()
-{SELFPARAM();
+bool WantEventchase(entity this)
+{
        if(autocvar_cl_orthoview)
                return false;
        if(intermission)
                return true;
-       if(self.viewloc)
+       if(this.viewloc)
                return true;
        if(spectatee_status >= 0)
        {
                if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
                        return true;
-               if(MUTATOR_CALLHOOK(WantEventchase, self))
+               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 && (getstati(STAT_HEALTH) <= 0))
+               if(autocvar_cl_eventchase_death && (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)
+                               if(this.velocity == '0 0 0' || eventchase_running)
                                        return true;
                        }
                        else return true;
@@ -463,7 +761,7 @@ void HUD_Crosshair_Vehicle()
 {
        if(hud != HUD_BUMBLEBEE_GUN)
        {
-               Vehicle info = get_vehicleinfo(hud);
+               Vehicle info = Vehicles_from(hud);
                info.vr_crosshair(info);
        }
 }
@@ -475,12 +773,12 @@ void UpdateDamage()
 {
        // accumulate damage with each stat update
        static float damage_total_prev = 0;
-       float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
+       float damage_total = 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);
+       float damage_dealt_time = STAT(HIT_TIME);
        if (damage_dealt_time != damage_dealt_time_prev)
        {
                unaccounted_damage += unaccounted_damage_new;
@@ -501,7 +799,7 @@ void HitSound()
 
        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.m_id && autocvar_cl_hitsound >= 2;
+       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)
@@ -536,7 +834,7 @@ void HitSound()
        }
 
        static float typehit_time_prev = 0;
-       float typehit_time = getstatf(STAT_TYPEHIT_TIME);
+       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);
@@ -544,11 +842,89 @@ void HitSound()
        }
 }
 
-void HUD_Crosshair()
-{SELFPARAM();
+vector crosshair_getcolor(entity this, float health_stat)
+{
        static float rainbow_last_flicker;
        static vector rainbow_prev_color;
-       entity e = self;
+       vector wcross_color = '0 0 0';
+       switch(autocvar_crosshair_color_special)
+       {
+               case 1: // crosshair_color_per_weapon
+               {
+                       if(this)
+                       {
+                               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()
+{SELFPARAM();
+       entity e = this;
        float f, i, j;
        vector v;
        if(!scoreboard_active && !camera_active && intermission != 2 &&
@@ -607,7 +983,7 @@ void HUD_Crosshair()
 
                if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
                {
-                       e = get_weaponinfo(switchingweapon);
+                       e = switchingweapon;
                        if(e)
                        {
                                if(autocvar_crosshair_per_weapon)
@@ -628,77 +1004,7 @@ 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 = 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; }
-               }
+               wcross_color = crosshair_getcolor(e, STAT(HEALTH));
 
                if(autocvar_crosshair_effect_scalefade)
                {
@@ -712,7 +1018,7 @@ void HUD_Crosshair()
 
                if(autocvar_crosshair_pickup)
                {
-                       float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
+                       float stat_pickup_time = STAT(LAST_PICKUP);
 
                        if(pickup_crosshair_time < stat_pickup_time)
                        {
@@ -819,16 +1125,16 @@ void HUD_Crosshair()
                                ring_scale = autocvar_crosshair_ring_size;
 
                                float weapon_clipload, weapon_clipsize;
-                               weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
-                               weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+                               weapon_clipload = STAT(WEAPON_CLIPLOAD);
+                               weapon_clipsize = 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);
+                               ok_ammo_charge = STAT(OK_AMMO_CHARGE);
+                               ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
 
                                float vortex_charge, vortex_chargepool;
-                               vortex_charge = getstatf(STAT_VORTEX_CHARGE);
-                               vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
+                               vortex_charge = STAT(VORTEX_CHARGE);
+                               vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
 
                                float arc_heat = STAT(ARC_HEAT);
 
@@ -837,7 +1143,7 @@ void HUD_Crosshair()
 
 
                                // handle the values
-                               if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+                               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;
@@ -857,16 +1163,16 @@ void HUD_Crosshair()
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
-                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && 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_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
                                        ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";
                                }
-                               else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                               else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
                                {
-                                       ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+                                       ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
                                        ring_alpha = autocvar_crosshair_ring_hagar_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";
@@ -887,12 +1193,12 @@ void HUD_Crosshair()
 
                                        // 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.m_id) && (weapon_clipsize == 80))
+                                       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.m_id )
+                               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 +
@@ -930,8 +1236,7 @@ void HUD_Crosshair()
                        }
 
 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
-                       do \
-                       { \
+                       MACRO_BEGIN { \
                                if(wcross_blur > 0) \
                                { \
                                        for(i = -2; i <= 2; ++i) \
@@ -942,8 +1247,7 @@ void HUD_Crosshair()
                                { \
                                        M(0,0,sz,wcross_name,wcross_alpha); \
                                } \
-                       } \
-                       while(0)
+                       } MACRO_END
 
 #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)
@@ -1005,27 +1309,23 @@ void HUD_Crosshair()
 
 void HUD_Draw()
 {
-       vector rgb = '0 0 0';
-       float a = 1;
        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, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
        }
-       else if(getstati(STAT_FROZEN))
+       else if(STAT(FROZEN))
        {
-               rgb = ((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');
+               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(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
+       if(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);
+               DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * 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))
+       else if(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);
+               DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
                drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
        }
 
@@ -1060,6 +1360,7 @@ float vh_notice_time;
 void WaypointSprite_Load();
 void CSQC_UpdateView(float w, float h)
 {SELFPARAM();
+    TC(int, w); TC(int, h);
        entity e;
        float fov;
        float f;
@@ -1071,7 +1372,7 @@ void CSQC_UpdateView(float w, float h)
        ++framecount;
 
        stats_get();
-       hud = getstati(STAT_HUD);
+       hud = STAT(HUD);
 
        if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
                vh_notice_time = time + autocvar_cl_vehicles_notify_time;
@@ -1090,8 +1391,8 @@ void CSQC_UpdateView(float w, float h)
        else
                view_quality = 1;
 
-       button_attack2 = PHYS_INPUT_BUTTON_ATCK2(self);
-       button_zoom = PHYS_INPUT_BUTTON_ZOOM(self);
+       button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
+       button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
 
        vf_size = getpropertyvec(VF_SIZE);
        vf_min = getpropertyvec(VF_MIN);
@@ -1109,18 +1410,18 @@ void CSQC_UpdateView(float w, float h)
                current_player = player_localentnum - 1;
        else // then player_localentnum is the vehicle I'm driving
                current_player = player_localnum;
-       myteam = GetPlayerColor(current_player);
+       myteam = entcs_GetTeam(current_player);
 
        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;
        }
 
-       ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
+       ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
 
-       float is_dead = (getstati(STAT_HEALTH) <= 0);
+       float is_dead = (STAT(HEALTH) <= 0);
 
        // FIXME do we need this hack?
        if(isdemo())
@@ -1142,39 +1443,57 @@ void CSQC_UpdateView(float w, float h)
        if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
        {
                float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
-               float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
+               float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
                entity gen = world;
 
-               if(ons_roundlost)
+               float vehicle_viewdist = 0;
+               vector vehicle_viewofs = '0 0 0';
+
+               if(vehicle_chase)
                {
-                       entity e;
-                       for(e = world; (e = find(e, classname, "onslaught_generator")); )
+                       if(hud != HUD_BUMBLEBEE_GUN)
                        {
-                               if(e.health <= 0)
-                               {
-                                       gen = e;
-                                       break;
-                               }
+                               Vehicle info = Vehicles_from(hud);
+                               vehicle_viewdist = info.height;
+                               vehicle_viewofs = info.view_ofs;
                        }
+               }
+
+               if(ons_roundlost)
+               {
+                       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
+                               ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
                }
-               if(WantEventchase() || (!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 = 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);
                        if(ons_roundlost) { current_view_origin = gen.origin; }
 
                        // detect maximum viewoffset and use it
                        vector view_offset = autocvar_cl_eventchase_viewoffset;
-                       if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
+                       if(vehicle_chase)
+                       {
+                               if(vehicle_viewofs)
+                                       view_offset = vehicle_viewofs;
+                               else
+                                       view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
+                       }
                        if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
 
                        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); }
                        }
@@ -1186,7 +1505,13 @@ void CSQC_UpdateView(float w, float h)
 
                        // make the camera smooth back
                        float chase_distance = autocvar_cl_eventchase_distance;
-                       if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
+                       if(vehicle_chase)
+                       {
+                               if(vehicle_viewofs)
+                                       chase_distance = vehicle_viewdist;
+                               else
+                                       chase_distance = autocvar_cl_eventchase_vehicle_distance;
+                       }
                        if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
 
                        if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
@@ -1197,19 +1522,19 @@ 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(!self.viewloc)
+                       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); }
 
-                       if(!self.viewloc)
+                       if(!local_player.viewloc)
                                setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
                }
                else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
@@ -1267,14 +1592,14 @@ void CSQC_UpdateView(float w, float h)
                float ov_furthest = 0;
                float dist = 0;
 
-               if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
 
                if(!ov_enabled)
                {
@@ -1321,6 +1646,10 @@ void CSQC_UpdateView(float w, float h)
                ov_enabled = false;
        }
 
+       // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
+       // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
+       viewmodel_draw(viewmodel);
+
        // Render the Scene
        view_origin = getpropertyvec(VF_ORIGIN);
        view_angles = getpropertyvec(VF_ANGLES);
@@ -1395,10 +1724,12 @@ void CSQC_UpdateView(float w, float h)
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
 
        // currently switching-to weapon (for crosshair)
-       switchingweapon = getstati(STAT_SWITCHINGWEAPON);
+       switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
 
        // actually active weapon (for zoom)
-       activeweapon = getstati(STAT_ACTIVEWEAPON);
+       activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
+
+       switchweapon = Weapons_from(STAT(SWITCHWEAPON));
 
        f = (serverflags & SERVERFLAG_TEAMPLAY);
        if(f != teamplay)
@@ -1427,7 +1758,7 @@ void CSQC_UpdateView(float w, float h)
        {
                last_activeweapon = activeweapon;
 
-               e = get_weaponinfo(activeweapon);
+               e = activeweapon;
                if(e.netname != "")
                        localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
                else
@@ -1499,7 +1830,7 @@ void CSQC_UpdateView(float w, float h)
           mousepos = mousepos*0.5 + getmousepos();
         */
 
-       FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it))));
+       FOREACH_ENTITY(it.draw, it.draw(it));
 
        addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
        renderscene();
@@ -1560,7 +1891,7 @@ void CSQC_UpdateView(float w, float h)
 
        if(autocvar_cl_reticle)
        {
-               Weapon wep = get_weaponinfo(activeweapon);
+               Weapon wep = activeweapon;
                // 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
@@ -1684,7 +2015,7 @@ void CSQC_UpdateView(float w, float h)
                }
        }
 
-       if(autocvar_hud_damage && !getstati(STAT_FROZEN))
+       if(autocvar_hud_damage && !STAT(FROZEN))
        {
                splash_size.x = max(vid_conwidth, vid_conheight);
                splash_size.y = max(vid_conwidth, vid_conheight);
@@ -1692,7 +2023,7 @@ void CSQC_UpdateView(float w, float h)
                splash_pos.y = (vid_conheight - splash_size.y) / 2;
 
                float myhealth_flash_temp;
-               myhealth = getstati(STAT_HEALTH);
+               myhealth = STAT(HEALTH);
 
                // fade out
                myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
@@ -1801,7 +2132,7 @@ void CSQC_UpdateView(float w, float h)
                if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
                if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
 
-               sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
+               sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
 
                if(autocvar_hud_powerup && sharpen_intensity > 0)
                {
@@ -1829,7 +2160,7 @@ void CSQC_UpdateView(float w, float h)
          } else */
 
        // draw 2D entities
-       FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it))));
+       FOREACH_ENTITY(it.draw2d, it.draw2d(it));
        Draw_ShowNames_All();
        Debug_Draw();
 
@@ -1880,6 +2211,8 @@ void CSQC_UpdateView(float w, float h)
                HUD_Radar_Mouse();
 
        cl_notice_run();
+       unpause_update();
+       Net_Flush();
 
        // let's reset the view back to normal for the end
        setproperty(VF_MIN, '0 0 0');
@@ -1926,7 +2259,7 @@ void CSQC_Demo_Camera()
        else
        {
                tmp = getmousepos() * 0.1;
-               if(vlen(tmp)>autocvar_camera_mouse_threshold)
+               if(vdist(tmp, >, autocvar_camera_mouse_threshold))
                {
                        mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
                        mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));