]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Merge branch 'master' into TimePath/csqc_viewmodels
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 1e4d666e9cb64c28f2399fb52ebdb5da05d2cf18..a6d05d9a62cd24ca8a9ea2f15f75b353b79feb55 100644 (file)
-#include "_all.qh"
 
 #include "announcer.qh"
 #include "hook.qh"
-#include "hud.qh"
-#include "hud_config.qh"
+#include "hud/all.qh"
 #include "mapvoting.qh"
 #include "scoreboard.qh"
 #include "shownames.qh"
+#include "quickmenu.qh"
 
 #include "mutators/events.qh"
 
+#include "../common/anim.qh"
 #include "../common/constants.qh"
+#include "../common/debug.qh"
 #include "../common/mapinfo.qh"
-#include "../common/nades.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/util.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/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_side_speed;
+float autocvar_cl_followmodel_side_highpass;
+float autocvar_cl_followmodel_side_highpass1;
+float autocvar_cl_followmodel_side_limit;
+float autocvar_cl_followmodel_side_lowpass;
+float autocvar_cl_followmodel_up_speed;
+float autocvar_cl_followmodel_up_highpass;
+float autocvar_cl_followmodel_up_highpass1;
+float autocvar_cl_followmodel_up_limit;
+float autocvar_cl_followmodel_up_lowpass;
+
+float autocvar_cl_leanmodel;
+float autocvar_cl_leanmodel_side_speed;
+float autocvar_cl_leanmodel_side_highpass;
+float autocvar_cl_leanmodel_side_highpass1;
+float autocvar_cl_leanmodel_side_lowpass;
+float autocvar_cl_leanmodel_side_limit;
+float autocvar_cl_leanmodel_up_speed;
+float autocvar_cl_leanmodel_up_highpass;
+float autocvar_cl_leanmodel_up_highpass1;
+float autocvar_cl_leanmodel_up_lowpass;
+float autocvar_cl_leanmodel_up_limit;
+
+#define lowpass(value, frac, ref_store, ret) do \
+{ \
+       float __frac = bound(0, frac, 1); \
+       ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
+} while (0)
+
+#define lowpass_limited(value, frac, limit, ref_store, ret) do \
+{ \
+       float __ignore; lowpass(value, frac, ref_store, __ignore); \
+       ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
+} while (0)
+
+#define highpass(value, frac, ref_store, ret) do \
+{ \
+       float __f; lowpass(value, frac, ref_store, __f); \
+       ret = (value) - __f; \
+} while (0)
+
+#define highpass_limited(value, frac, limit, ref_store, ret) do \
+{ \
+       float __f; lowpass_limited(value, frac, limit, ref_store, __f); \
+       ret = (value) - __f; \
+} while (0)
+
+#define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
+{ \
+       lowpass(value.x, fracx, ref_store.x, ref_out.x); \
+       lowpass(value.y, fracy, ref_store.y, ref_out.y); \
+       lowpass(value.z, fracz, ref_store.z, ref_out.z); \
+} while (0)
+
+#define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
+{ \
+       highpass(value.x, fracx, ref_store.x, ref_out.x); \
+       highpass(value.y, fracy, ref_store.y, ref_out.y); \
+       highpass(value.z, fracz, ref_store.z, ref_out.z); \
+} while (0)
+
+#define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) do \
+{ \
+       highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
+       highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
+       highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
+} while (0)
+
+void viewmodel_animate(entity this)
+{
+       static float prevtime;
+       float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
+       prevtime = time;
+
+       if (autocvar_chase_active) return;
+       if (getstati(STAT_HEALTH) <= 0) return;
+
+       entity view = CSQCModel_server2csqc(player_localentnum - 1);
+
+       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;
+
+       vector gunorg = '0 0 0', gunangles = '0 0 0';
+       static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
+
+       bool teleported = view.csqcmodel_teleported;
+
+       // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+       if (teleported)
+       {
+               // try to fix the first highpass; result is NOT
+               // perfect! TODO find a better fix
+               gunangles_prev = view_angles;
+               gunorg_prev = view_origin;
+       }
+
+       static vector gunorg_highpass = '0 0 0';
+
+       // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+       gunorg_highpass += gunorg_prev;
+       highpass3_limited(view_origin,
+               frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
+               frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
+               frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
+               gunorg_highpass, gunorg);
+       gunorg_prev = view_origin;
+       gunorg_highpass -= gunorg_prev;
+
+       static vector gunangles_highpass = '0 0 0';
+
+       // 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);
+       highpass3_limited(view_angles,
+               frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
+               frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
+               0, 0,
+               gunangles_highpass, gunangles);
+       gunangles_prev = view_angles;
+       gunangles_highpass -= gunangles_prev;
+
+       // 3. calculate the RAW adjustment vectors
+       gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
+       gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
+       gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
+
+       PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
+       YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
+       ROLL(gunangles) = 0;
+
+       static vector gunorg_adjustment_highpass;
+       static vector gunorg_adjustment_lowpass;
+       static vector gunangles_adjustment_highpass;
+       static vector gunangles_adjustment_lowpass;
+
+       // 4. 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!
+       highpass3(gunorg,
+               frametime * autocvar_cl_followmodel_side_highpass,
+               frametime * autocvar_cl_followmodel_side_highpass,
+               frametime * autocvar_cl_followmodel_up_highpass,
+               gunorg_adjustment_highpass, gunorg);
+       lowpass3(gunorg,
+               frametime * autocvar_cl_followmodel_side_lowpass,
+               frametime * autocvar_cl_followmodel_side_lowpass,
+               frametime * autocvar_cl_followmodel_up_lowpass,
+               gunorg_adjustment_lowpass, gunorg);
+       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+       highpass3(gunangles,
+               frametime * autocvar_cl_leanmodel_up_highpass,
+               frametime * autocvar_cl_leanmodel_side_highpass,
+               0,
+               gunangles_adjustment_highpass, gunangles);
+       lowpass3(gunangles,
+               frametime * autocvar_cl_leanmodel_up_lowpass,
+               frametime * autocvar_cl_leanmodel_side_lowpass,
+               0,
+               gunangles_adjustment_lowpass, gunangles);
+       float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
+
+       // vertical view bobbing code
+       // TODO: cl_bob
+
+       // 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)
+       {
+               // 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.
+               vector forward, right, up;
+               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;
+               MAKEVECTORS(makevectors, gunangles, forward, right, up);
+               float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
+               gunorg += bobr * right;
+               float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
+               gunorg += bobu * up;
+       }
+       this.origin += view_forward * gunorg.x + view_right * gunorg.y + view_up * gunorg.z;
+       gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
+       this.angles += gunangles;
+}
+
+.vector viewmodel_origin, viewmodel_angles;
 
-#include "../csqcmodellib/cl_player.qh"
+void viewmodel_draw(entity this)
+{
+       int mask = (intermission || (getstati(STAT_HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
+       float a = this.alpha;
+       int c = stof(getplayerkeyvalue(current_player, "colors"));
+       vector g = this.glowmod; // TODO: completely clientside: colormapPaletteColor(c & 0x0F, true) * 2;
+       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)
+       {
+               e.drawmask = mask;
+               e.alpha = a;
+               e.colormap = c;
+               e.glowmod = g;
+               e.csqcmodel_effects = fx;
+               WITH(entity, self, e, CSQCModel_Effects_Apply());
+       }
+       {
+               static string name_last;
+               string name = Weapons_from(activeweapon).mdl;
+               if (name != name_last)
+               {
+                       name_last = name;
+                       CL_WeaponEntity_SetModel(this, name);
+                       this.viewmodel_origin = this.origin;
+                       this.viewmodel_angles = this.angles;
+               }
+               anim_update(this);
+               if (!this.animstate_override)
+                       anim_set(this, this.anim_idle, true, false, false);
+       }
+       float eta = (STAT(WEAPON_NEXTTHINK) - time); // TODO: / W_WeaponRateFactor();
+       float f = 0; // 0..1; 0: fully active
+       switch (this.state)
+       {
+               case WS_RAISE:
+               {
+                       // entity newwep = Weapons_from(activeweapon);
+                       float delay = 0.2; // TODO: newwep.switchdelay_raise;
+                       f = eta / max(eta, delay);
+                       break;
+               }
+               case WS_DROP:
+               {
+                       // entity oldwep = Weapons_from(activeweapon);
+                       float delay = 0.2; // TODO: newwep.switchdelay_drop;
+                       f = 1 - eta / max(eta, delay);
+                       break;
+               }
+               case WS_CLEAR:
+               {
+                       f = 1;
+                       break;
+               }
+       }
+       this.origin = this.viewmodel_origin;
+       this.angles = this.viewmodel_angles;
+       this.angles_x = (-90 * f * f);
+       viewmodel_animate(this);
+       setorigin(this, this.origin);
+}
 
-#include "../warpzonelib/client.qh"
-#include "../warpzonelib/common.qh"
+entity viewmodel;
+STATIC_INIT(viewmodel) {
+    viewmodel = new(viewmodel);
+       viewmodel.draw = viewmodel_draw;
+}
 
 entity porto;
 vector polyline[16];
-void Porto_Draw()
+void Porto_Draw(entity this)
 {
        vector p, dir, ang, q, nextdir;
        float portal_number, portal1_idx;
@@ -106,8 +416,8 @@ void Porto_Draw()
 
 void Porto_Init()
 {
-       porto = spawn();
-       porto.classname = "porto";
+       porto = new(porto);
+       make_pure(porto);
        porto.draw = Porto_Draw;
        porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
 }
@@ -274,11 +584,11 @@ const float SHOTTYPE_HITENEMY = 4;
 
 void TrueAim_Init()
 {
-       trueaim = spawn();
-       trueaim.classname = "trueaim";
+       trueaim = new(trueaim);
+       make_pure(trueaim);
        trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-       trueaim_rifle = spawn();
-       trueaim_rifle.classname = "trueaim_rifle";
+       trueaim_rifle = new(trueaim_rifle);
+       make_pure(trueaim_rifle);
        trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 }
 
@@ -321,6 +631,7 @@ float TrueAimCheck()
        {
                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
                        return SHOTTYPE_HITWORLD;
@@ -355,9 +666,9 @@ float TrueAimCheck()
                        break;
        }
 
-       vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
+       vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * getstati(STAT_VIEWHEIGHT));
 
-       vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
+       vecs = decompressShotOrigin(STAT(SHOTORG));
 
        traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
        trueaimpoint = trace_endpos;
@@ -393,9 +704,7 @@ float TrueAimCheck()
        return SHOTTYPE_HITWORLD;
 }
 
-void CSQC_common_hud(void);
-
-void PostInit(void);
+void PostInit();
 void CSQC_Demo_Camera();
 float HUD_WouldDrawScoreboard();
 float camera_mode;
@@ -440,7 +749,7 @@ bool WantEventchase()
                        return true;
                if(MUTATOR_CALLHOOK(WantEventchase, self))
                        return true;
-               if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO.m_id)))
+               if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
                        return true;
                if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
                {
@@ -456,6 +765,15 @@ bool WantEventchase()
        return false;
 }
 
+void HUD_Crosshair_Vehicle()
+{
+       if(hud != HUD_BUMBLEBEE_GUN)
+       {
+               Vehicle info = get_vehicleinfo(hud);
+               info.vr_crosshair(info);
+       }
+}
+
 vector damage_blurpostprocess, content_blurpostprocess;
 
 float unaccounted_damage = 0;
@@ -463,12 +781,12 @@ 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;
@@ -483,7 +801,7 @@ void UpdateDamage()
        spectatee_status_prev = spectatee_status;
 }
 
-void UpdateHitsound()
+void HitSound()
 {
        // varying sound pitch
 
@@ -517,56 +835,41 @@ void UpdateHitsound()
                        // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
                        // todo: normalize sound pressure levels? seems unnecessary
 
-                       sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+                       sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
                }
                unaccounted_damage = 0;
                hitsound_time_prev = time;
        }
 
        static float typehit_time_prev = 0;
-       float typehit_time = getstatf(STAT_TYPEHIT_TIME);
+       float typehit_time = STAT(TYPEHIT_TIME);
        if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
        {
-               sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+               sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
                typehit_time_prev = typehit_time;
        }
 }
 
-void UpdateCrosshair()
+void HUD_Crosshair()
 {SELFPARAM();
        static float rainbow_last_flicker;
-    static vector rainbow_prev_color;
+       static vector rainbow_prev_color;
        entity e = self;
        float f, i, j;
        vector v;
-       if(getstati(STAT_FROZEN))
-               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
-       else if (getstatf(STAT_HEALING_ORB)>time)
-               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
-       if(!intermission)
-       if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
-       {
-               DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
-               drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
-       }
-       else if(getstatf(STAT_REVIVE_PROGRESS))
-       {
-               DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
-               drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
-       }
-
-       if(autocvar_r_letterbox == 0)
-               if(autocvar_viewsize < 120)
-                       CSQC_common_hud();
-
-       // crosshair goes VERY LAST
-       if(!scoreboard_active && !camera_active && intermission != 2 && 
-               spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc &&
+       if(!scoreboard_active && !camera_active && intermission != 2 &&
+               spectatee_status != -1 && !csqcplayer.viewloc &&
                !HUD_MinigameMenu_IsOpened() )
        {
                if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
                        return;
 
+               if (hud != HUD_NORMAL)
+               {
+                       HUD_Crosshair_Vehicle();
+                       return;
+               }
+
                string wcross_style;
                float wcross_alpha, wcross_resolution;
                wcross_style = autocvar_crosshair;
@@ -715,7 +1018,7 @@ void UpdateCrosshair()
 
                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)
                        {
@@ -822,18 +1125,18 @@ void UpdateCrosshair()
                                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 = getstatf(STAT_ARC_HEAT);
+                               float arc_heat = STAT(ARC_HEAT);
 
                                if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
                                        vortex_charge_movingavg = vortex_charge;
@@ -862,14 +1165,14 @@ void UpdateCrosshair()
                                }
                                else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
                                {
-                                       ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+                                       ring_value = bound(0, STAT(LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
                                        ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";
                                }
-                               else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                               else if (activeweapon == WEP_HAGAR.m_id && 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) / hagar_maxrockets, 1);
                                        ring_alpha = autocvar_crosshair_ring_hagar_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";
@@ -979,7 +1282,7 @@ void UpdateCrosshair()
                                        wcross_color = stov(autocvar_crosshair_dot_color);
 
                                CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
-                               // FIXME why don't we use wcross_alpha here?cl_notice_run();
+                               // FIXME why don't we use wcross_alpha here?
                                wcross_color = wcross_color_old;
                        }
                }
@@ -1006,6 +1309,48 @@ void UpdateCrosshair()
        }
 }
 
+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);
+       }
+       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, 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
+       {
+               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(STAT(REVIVE_PROGRESS))
+       {
+               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);
+       }
+
+       if(autocvar_r_letterbox == 0)
+               if(autocvar_viewsize < 120)
+               {
+                       if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
+                               Accuracy_LoadLevels();
+
+                       HUD_Main();
+                       HUD_DrawScoreboard();
+               }
+
+       // crosshair goes VERY LAST
+       UpdateDamage();
+       HUD_Crosshair();
+       HitSound();
+}
+
 bool ov_enabled;
 float oldr_nearclip;
 float oldr_farclip_base;
@@ -1014,9 +1359,7 @@ float oldr_novis;
 float oldr_useportalculling;
 float oldr_useinfinitefarclip;
 
-const int BUTTON_3 = 4;
-const int BUTTON_4 = 8;
-float cl_notice_run();
+void cl_notice_run();
 float prev_myteam;
 int lasthud;
 float vh_notice_time;
@@ -1026,7 +1369,6 @@ void CSQC_UpdateView(float w, float h)
        entity e;
        float fov;
        float f;
-       int i;
        vector vf_size, vf_min;
        float a;
 
@@ -1034,7 +1376,8 @@ void CSQC_UpdateView(float w, float h)
 
        ++framecount;
 
-       hud = getstati(STAT_HUD);
+       stats_get();
+       hud = STAT(HUD);
 
        if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
                vh_notice_time = time + autocvar_cl_vehicles_notify_time;
@@ -1053,8 +1396,8 @@ void CSQC_UpdateView(float w, float h)
        else
                view_quality = 1;
 
-       button_attack2 = (input_buttons & BUTTON_3);
-       button_zoom = (input_buttons & BUTTON_4);
+       button_attack2 = PHYS_INPUT_BUTTON_ATCK2(self);
+       button_zoom = PHYS_INPUT_BUTTON_ZOOM(self);
 
        vf_size = getpropertyvec(VF_SIZE);
        vf_min = getpropertyvec(VF_MIN);
@@ -1077,12 +1420,11 @@ void CSQC_UpdateView(float w, float h)
        if(myteam != prev_myteam)
        {
                myteamcolors = colormapPaletteColor(myteam, 1);
-               for(i = 0; i < HUD_PANEL_NUM; ++i)
-                       hud_panel[i].update_time = time;
+               FOREACH(hud_panels, true, LAMBDA(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);
 
@@ -1106,7 +1448,7 @@ 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)
@@ -1358,11 +1700,8 @@ void CSQC_UpdateView(float w, float h)
 
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
 
-       // next WANTED weapon (for HUD)
-       switchweapon = getstati(STAT_SWITCHWEAPON);
-
        // currently switching-to weapon (for crosshair)
-       switchingweapon = getstati(STAT_SWITCHINGWEAPON);
+       switchingweapon = STAT(SWITCHINGWEAPON);
 
        // actually active weapon (for zoom)
        activeweapon = getstati(STAT_ACTIVEWEAPON);
@@ -1466,9 +1805,7 @@ void CSQC_UpdateView(float w, float h)
           mousepos = mousepos*0.5 + getmousepos();
         */
 
-       for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
-               WITH(entity, self, e, e.draw());
-       }
+       FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it))));
 
        addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
        renderscene();
@@ -1487,13 +1824,11 @@ void CSQC_UpdateView(float w, float h)
 
                if(!nightvision_noise)
                {
-                       nightvision_noise = spawn();
-                       nightvision_noise.classname = "nightvision_noise";
+                       nightvision_noise = new(nightvision_noise);
                }
                if(!nightvision_noise2)
                {
-                       nightvision_noise2 = spawn();
-                       nightvision_noise2.classname = "nightvision_noise2";
+                       nightvision_noise2 = new(nightvision_noise2);
                }
 
                // color tint in yellow
@@ -1531,6 +1866,7 @@ void CSQC_UpdateView(float w, float h)
 
        if(autocvar_cl_reticle)
        {
+               Weapon wep = get_weaponinfo(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
@@ -1540,7 +1876,7 @@ void CSQC_UpdateView(float w, float h)
                        // no zoom reticle while dead
                        reticle_type = 0;
                }
-               else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
+               else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
                {
                        if(reticle_image != "") { reticle_type = 2; }
                        else { reticle_type = 0; }
@@ -1654,7 +1990,7 @@ 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);
@@ -1711,16 +2047,15 @@ void CSQC_UpdateView(float w, float h)
                        if(autocvar_cl_gentle_damage == 2)
                        {
                                if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
-                               {
                                        myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
-                               }
                        }
                        else
                                myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
 
-                       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+                       if(myhealth_flash_temp > 0)
+                               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
                }
-               else
+               else if(myhealth_flash_temp > 0)
                        drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
 
                if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
@@ -1768,7 +2103,7 @@ void CSQC_UpdateView(float w, float h)
                }
 
                // edge detection postprocess handling done second (used by hud_powerup)
-               float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
+               float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
                if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
                if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
 
@@ -1794,25 +2129,19 @@ void CSQC_UpdateView(float w, float h)
        else if(cvar("r_glsl_postprocess") == 2)
                cvar_set("r_glsl_postprocess", "0");
 
-       if(menu_visible)
-               menu_show();
-
        /*if(gametype == MAPINFO_TYPE_CTF)
          {
          ctf_view();
          } else */
 
        // draw 2D entities
-       for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
-               WITH(entity, self, e, e.draw2d());
-       }
+       FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it))));
        Draw_ShowNames_All();
+       Debug_Draw();
 
        scoreboard_active = HUD_WouldDrawScoreboard();
 
-       UpdateDamage();
-       UpdateCrosshair();
-       UpdateHitsound();
+       HUD_Draw();
 
        if(NextFrameCommand)
        {
@@ -1856,12 +2185,6 @@ void CSQC_UpdateView(float w, float h)
        else
                HUD_Radar_Mouse();
 
-    if(hud && !intermission)
-    if(hud == HUD_BUMBLEBEE_GUN)
-       CSQC_BUMBLE_GUN_HUD();
-    else
-               VEH_ACTION(hud, VR_HUD);
-
        cl_notice_run();
 
        // let's reset the view back to normal for the end
@@ -1870,20 +2193,6 @@ void CSQC_UpdateView(float w, float h)
 }
 
 
-void CSQC_common_hud(void)
-{
-       if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
-               Accuracy_LoadLevels();
-
-       HUD_Main(); // always run these functions for alpha checks
-       HUD_DrawScoreboard();
-
-       // scoreboard/accuracy, map/gametype voting screen
-       if (scoreboard_active || intermission == 2)
-               HUD_Reset();
-}
-
-
 // following vectors must be global to allow seamless switching between camera modes
 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
 void CSQC_Demo_Camera()