]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Make it compile without XONOTIC defined
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index f96998592aee0671b969ac20f54cd54df60b50b1..d309f4d9a757a44feaa13089473b52d2f1986d45 100644 (file)
@@ -1,10 +1,10 @@
 #include "view.qh"
 
 #include "announcer.qh"
-#include "hud/all.qh"
+#include "hud/_mod.qh"
 #include "mapvoting.qh"
-#include "scoreboard.qh"
 #include "shownames.qh"
+#include "hud/panel/scoreboard.qh"
 #include "hud/panel/quickmenu.qh"
 
 #include "mutators/events.qh"
 #include <common/ent_cs.qh>
 #include <common/anim.qh>
 #include <common/constants.qh>
+#include <common/net_linked.qh>
 #include <common/debug.qh>
 #include <common/mapinfo.qh>
-#include <common/gamemodes/all.qh>
+#include <common/gamemodes/_mod.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/weapons/_all.qh>
 #include <common/viewloc.qh>
 #include <common/minigames/cl_minigames.qh>
 #include <common/minigames/cl_minigames_hud.qh>
@@ -114,117 +115,152 @@ 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 +274,7 @@ 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 +284,7 @@ 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;
@@ -282,8 +294,8 @@ void viewmodel_draw(entity this)
        else if (wasinvehicle) a = 1;
        wasinvehicle = invehicle;
        Weapon wep = activeweapon;
-       int c = stof(getplayerkeyvalue(current_player, "colors"));
-       vector g = weaponentity_glowmod(wep, c);
+       int c = entcs_GetClientColors(current_player);
+       vector g = weaponentity_glowmod(wep, NULL, c);
        entity me = CSQCModel_server2csqc(player_localentnum - 1);
        int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
                | EF_NODEPTHTEST)
@@ -352,6 +364,7 @@ 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 +449,7 @@ 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;
@@ -698,7 +711,6 @@ float TrueAimCheck()
 
 void PostInit();
 void CSQC_Demo_Camera();
-float HUD_WouldDrawScoreboard();
 float camera_mode;
 const float CAMERA_FREE = 1;
 const float CAMERA_CHASE = 2;
@@ -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);
        }
 }
 
@@ -782,7 +792,7 @@ void UpdateDamage()
        if (damage_dealt_time != damage_dealt_time_prev)
        {
                unaccounted_damage += unaccounted_damage_new;
-               LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+               LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
        }
        damage_dealt_time_prev = damage_dealt_time;
 
@@ -822,12 +832,12 @@ void HitSound()
                                pitch_shift = mirror_value + (mirror_value - pitch_shift);
                        }
 
-                       LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+                       LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
 
                        // 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;
@@ -927,15 +937,18 @@ void HUD_Crosshair(entity this)
        float f, i, j;
        vector v;
        if(!scoreboard_active && !camera_active && intermission != 2 &&
-               spectatee_status != -1 && !csqcplayer.viewloc &&
+               spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
                !HUD_MinigameMenu_IsOpened() )
        {
                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;
                }
 
@@ -967,7 +980,7 @@ void HUD_Crosshair(entity this)
                                v = wcross_origin - wcross_oldorigin;
                                v.x /= vid_conwidth;
                                v.y /= vid_conheight;
-                               if(vlen(v) > 0.01)
+                               if(vdist(v, >, 0.01))
                                        shottype = SHOTTYPE_HITOBSTRUCTION;
                        }
                        if(!autocvar_crosshair_hittest_showimpact)
@@ -980,7 +993,7 @@ void HUD_Crosshair(entity this)
                string wcross_name = "";
                float wcross_scale, wcross_blur;
 
-        entity e = this; // wtf?
+        entity e = WEP_Null;
                if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
                {
                        e = switchingweapon;
@@ -1309,10 +1322,17 @@ void HUD_Crosshair(entity this)
 
 void HUD_Draw(entity this)
 {
+       // if we don't know gametype and scores yet avoid drawing the scoreboard
+       // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
+       // e.g. since initial player's health is 0 hud would display the hud_damage effect,
+       // cl_deathscoreboard would show the scoreboard and so on
+       if(!gametype)
+               return;
+
        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))
        {
@@ -1324,6 +1344,11 @@ void HUD_Draw(entity this)
                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(CAPTURE_PROGRESS))
+       {
+               DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+               drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), 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);
@@ -1337,7 +1362,7 @@ void HUD_Draw(entity this)
                                Accuracy_LoadLevels();
 
                        HUD_Main();
-                       HUD_DrawScoreboard();
+                       HUD_Scale_Disable();
                }
 
        // crosshair goes VERY LAST
@@ -1355,12 +1380,13 @@ float oldr_useportalculling;
 float oldr_useinfinitefarclip;
 
 void cl_notice_run();
+
 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;
@@ -1380,6 +1406,8 @@ 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);
@@ -1392,10 +1420,6 @@ 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);
 
@@ -1447,9 +1471,26 @@ 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;
 
                float vehicle_viewdist = 0;
                vector vehicle_viewofs = '0 0 0';
@@ -1464,17 +1505,18 @@ void CSQC_UpdateView(float w, float h)
                        }
                }
 
-               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
-               }
-               if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost))
+               if(WantEventchase(this))
                {
+                       vector current_view_origin_override = '0 0 0';
+                       vector view_offset_override = '0 0 0';
+                       float chase_distance_override = 0;
+                       bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
+                       if(custom_eventchase)
+                       {
+                               current_view_origin_override = M_ARGV(0, vector);
+                               view_offset_override = M_ARGV(1, vector);
+                               chase_distance_override = M_ARGV(0, float);
+                       }
                        eventchase_running = true;
 
                        entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
@@ -1483,7 +1525,8 @@ void CSQC_UpdateView(float w, float h)
 
                        // 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; }
+                       if (custom_eventchase)
+                               current_view_origin = current_view_origin_override;
 
                        // detect maximum viewoffset and use it
                        vector view_offset = autocvar_cl_eventchase_viewoffset;
@@ -1494,7 +1537,8 @@ void CSQC_UpdateView(float w, float h)
                                else
                                        view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
                        }
-                       if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
+                       if (custom_eventchase)
+                               view_offset = view_offset_override;
 
                        if(view_offset)
                        {
@@ -1517,7 +1561,8 @@ void CSQC_UpdateView(float w, float h)
                                else
                                        chase_distance = autocvar_cl_eventchase_vehicle_distance;
                        }
-                       if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
+                       if (custom_eventchase)
+                               chase_distance = chase_distance_override;
 
                        if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
                                eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
@@ -1557,6 +1602,8 @@ 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())))
        {
@@ -1697,6 +1744,9 @@ void CSQC_UpdateView(float w, float h)
        if(!postinit)
                PostInit();
 
+       if(intermission && !gameover_time)
+               gameover_time = time;
+
        if(intermission && !isdemo() && !(calledhooks & HOOK_END))
        {
                if(calledhooks & HOOK_START)
@@ -1736,13 +1786,6 @@ void CSQC_UpdateView(float w, float h)
 
        switchweapon = Weapons_from(STAT(SWITCHWEAPON));
 
-       f = (serverflags & SERVERFLAG_TEAMPLAY);
-       if(f != teamplay)
-       {
-               teamplay = f;
-               HUD_InitScores();
-       }
-
        if(last_switchweapon != switchweapon)
        {
                weapontime = time;
@@ -1793,8 +1836,7 @@ void CSQC_UpdateView(float w, float h)
        else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
        else { setproperty(VF_FOV, GetCurrentFov(fov)); }
 
-       // Camera for demo playback
-       if(camera_active)
+       if(camera_active) // Camera for demo playback
        {
                if(autocvar_camera_enable)
                        CSQC_Demo_Camera();
@@ -1835,7 +1877,7 @@ 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();
@@ -2165,13 +2207,13 @@ 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();
+       scoreboard_active = Scoreboard_WouldDraw();
 
-       HUD_Draw(this);
+       HUD_Draw(this); // this parameter for deep vehicle function
 
        if(NextFrameCommand)
        {
@@ -2208,7 +2250,7 @@ void CSQC_UpdateView(float w, float h)
 
        if(autocvar__hud_configure)
                HUD_Panel_Mouse();
-       else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
+       else if (HUD_MinigameMenu_IsOpened() || active_minigame)
                HUD_Minigame_Mouse();
        else if(QuickMenu_IsOpened())
                QuickMenu_Mouse();
@@ -2222,6 +2264,8 @@ 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();
 }