]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Make the scoreboard a panel
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 738aca2cfbccba1fdec36b2bc315a0783f2f6eb8..47cf9337d9a98e3375aa3dae1e0ed5f706c89f57 100644 (file)
@@ -114,117 +114,152 @@ float autocvar_cl_leanmodel_lowpass = 0.05;
        highpass(value.z, frac, ref_store.z, ref_out.z); \
 } MACRO_END
 
-void viewmodel_animate(entity this)
+void calc_followmodel_ofs(entity view)
 {
-       static float prevtime;
-       float frametime = (time - prevtime);
-       prevtime = time;
+       if(cl_followmodel_time == time)
+               return; // cl_followmodel_ofs already calculated for this frame
 
-       if (autocvar_chase_active) return;
-       if (STAT(HEALTH) <= 0) return;
+       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;
+       }
 
-       entity view = CSQCModel_server2csqc(player_localentnum - 1);
+       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);
 
-       bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
-       static bool oldonground;
-       static float hitgroundtime;
-       if (clonground)
+       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)
        {
-               float f = time; // cl.movecmd[0].time
-               if (!oldonground)
-                       hitgroundtime = f;
+               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;
        }
-       oldonground = clonground;
 
+       cl_followmodel_ofs = gunorg;
+       cl_followmodel_time = time;
+}
 
-       bool teleported = view.csqcmodel_teleported;
-
+vector leanmodel_ofs(entity view)
+{
        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 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;
 
-               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;
-               }
+       if (view.csqcmodel_teleported)
+               gunangles_prev = view_angles;
 
-               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);
+       // 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;
 
-               frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
-               lowpass3(vel, frac, vel_average, gunorg);
+       PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+       YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
 
-               gunorg *= -autocvar_cl_followmodel_speed * 0.042;
+       // 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);
 
-               // 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);
+       gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
 
-               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;
-               }
+       return gunangles;
+}
 
-               this.origin += gunorg;
+vector bobmodel_ofs(entity view)
+{
+       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;
 
-       if(autocvar_cl_leanmodel)
+       // 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 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 (time - hitgroundtime > 0.05)
+                       bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
+       }
+       else
+               bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
 
-               if (teleported)
-                       gunangles_prev = view_angles;
+       float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
+       if (bobmodel_scale && xyspeed)
+       {
+               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
@@ -238,31 +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.
-               static float bobmodel_scale = 0;
-               static float time_ofs = 0; // makes the effect always restart in the same way
-               if (clonground)
-               {
-                       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;
-       }
+               this.origin += bobmodel_ofs(view);
 }
 
 .vector viewmodel_origin, viewmodel_angles;
@@ -272,7 +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;
@@ -352,6 +363,7 @@ STATIC_INIT(Porto)
 {
        entity e = new_pure(porto);
        e.draw = Porto_Draw;
+       IL_PUSH(g_drawables, e);
        e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
 }
 
@@ -436,7 +448,7 @@ 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;
@@ -741,8 +753,6 @@ 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)
@@ -757,12 +767,12 @@ 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);
        }
 }
 
@@ -827,7 +837,7 @@ 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;
@@ -837,7 +847,7 @@ 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;
        }
 }
@@ -851,7 +861,7 @@ vector crosshair_getcolor(entity this, float health_stat)
        {
                case 1: // crosshair_color_per_weapon
                {
-                       if(this)
+                       if(this != WEP_Null && hud == HUD_NORMAL)
                        {
                                wcross_color = this.wpcolor;
                                break;
@@ -922,9 +932,8 @@ LABEL(normalcolor)
        return wcross_color;
 }
 
-void HUD_Crosshair()
-{SELFPARAM();
-       entity e = this;
+void HUD_Crosshair(entity this)
+{
        float f, i, j;
        vector v;
        if(!scoreboard_active && !camera_active && intermission != 2 &&
@@ -934,9 +943,12 @@ 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;
                }
 
@@ -981,6 +993,7 @@ 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;
@@ -1307,11 +1320,12 @@ void HUD_Crosshair()
        }
 }
 
-void HUD_Draw()
+void HUD_Draw(entity this)
 {
+       if(!intermission)
        if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
        {
-               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
+               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))
        {
@@ -1336,12 +1350,12 @@ void HUD_Draw()
                                Accuracy_LoadLevels();
 
                        HUD_Main();
-                       HUD_DrawScoreboard();
+                       HUD_Scale_Disable();
                }
 
        // crosshair goes VERY LAST
        UpdateDamage();
-       HUD_Crosshair();
+       HUD_Crosshair(this);
        HitSound();
 }
 
@@ -1358,8 +1372,8 @@ 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;
@@ -1379,6 +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);
@@ -1391,6 +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);
 
@@ -1442,9 +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';
@@ -1468,13 +1507,13 @@ void CSQC_UpdateView(float w, float h)
                        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);
@@ -1493,7 +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); }
                        }
@@ -1522,14 +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); }
@@ -1552,6 +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())))
        {
@@ -1830,7 +1871,7 @@ void CSQC_UpdateView(float w, float h)
           mousepos = mousepos*0.5 + getmousepos();
         */
 
-       FOREACH_ENTITY(it.draw, it.draw(it));
+       IL_EACH(g_drawables, it.draw, it.draw(it));
 
        addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
        renderscene();
@@ -2160,13 +2201,13 @@ void CSQC_UpdateView(float w, float h)
          } else */
 
        // draw 2D entities
-       FOREACH_ENTITY(it.draw2d, it.draw2d(it));
+       IL_EACH(g_drawables_2d, 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)
        {
@@ -2217,6 +2258,8 @@ void CSQC_UpdateView(float w, float h)
        // let's reset the view back to normal for the end
        setproperty(VF_MIN, '0 0 0');
        setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+
+       IL_ENDFRAME();
 }