]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Purge client/defs.qh
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 5ae7d50056a64ba22ec96656873ba25eef86e5a6..d54dea8f70028c564ab5f0b6caa1e906182c04cd 100644 (file)
@@ -4,6 +4,7 @@
 #include "miscfunctions.qh"
 #include "announcer.qh"
 #include "hud/_mod.qh"
+#include "main.qh"
 #include "mapvoting.qh"
 #include "shownames.qh"
 #include "hud/panel/scoreboard.qh"
@@ -31,7 +32,6 @@
 
 #include <common/vehicles/all.qh>
 #include <common/weapons/_all.qh>
-#include <common/mutators/mutator/overkill/oknex.qh>
 #include <common/mutators/mutator/waypoints/all.qh>
 #include <common/viewloc.qh>
 #include <common/mapobjects/trigger/viewloc.qh>
@@ -48,7 +48,7 @@
 #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;
-float autocvar_cl_viewmodel_alpha;
+float autocvar_cl_viewmodel_alpha = 1;
 
 bool autocvar_cl_bobmodel;
 float autocvar_cl_bobmodel_speed;
@@ -133,8 +133,8 @@ void calc_followmodel_ofs(entity view)
                vel = view.velocity;
        else
        {
-               vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
-               MAKEVECTORS(makevectors, view_angles, forward, right, up);
+               vector forward, right, up;
+               MAKE_VECTORS(view_angles, forward, right, up);
                vel.x = view.velocity * forward;
                vel.y = view.velocity * right * -1;
                vel.z = view.velocity * up;
@@ -159,8 +159,8 @@ void calc_followmodel_ofs(entity view)
        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);
+               vector forward, right, up;
+               MAKE_VECTORS(view_angles, forward, right, up);
                fixed_gunorg.x = gunorg * forward;
                fixed_gunorg.y = gunorg * right * -1;
                fixed_gunorg.z = gunorg * up;
@@ -394,7 +394,6 @@ STATIC_INIT(fpscounter_init)
        showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
 }
 
-float drawtime;
 float avgspeed;
 vector GetCurrentFov(float fov)
 {
@@ -487,21 +486,22 @@ vector GetCurrentFov(float fov)
        else
                setsensitivityscale(1);
 
-       if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
+       if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
        {
                if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
                        curspeed = 0;
                else
                {
-                       makevectors(view_angles);
+                       vector forward, right, up;
+                       MAKE_VECTORS(view_angles, forward, right, up);
                        v = pmove_vel;
                        if(csqcplayer)
                                v = csqcplayer.velocity;
 
                        switch(autocvar_cl_velocityzoom_type)
                        {
-                               case 3: curspeed = max(0, v_forward * v); break;
-                               case 2: curspeed = (v_forward * v); break;
+                               case 3: curspeed = max(0, forward * v); break;
+                               case 2: curspeed = (forward * v); break;
                                case 1: default: curspeed = vlen(v); break;
                        }
                }
@@ -545,162 +545,17 @@ vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, ve
 }
 
 // this function must match W_SetupShot!
-float zoomscript_caught;
 
 bool minigame_wasactive;
 
-vector wcross_origin;
-float wcross_scale_prev, wcross_alpha_prev;
-vector wcross_color_prev;
-float wcross_scale_goal_prev, wcross_alpha_goal_prev;
-vector wcross_color_goal_prev;
-float wcross_changedonetime;
-
-string wcross_name_goal_prev, wcross_name_goal_prev_prev;
-float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
-float wcross_name_changestarttime, wcross_name_changedonetime;
-float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
-
-float wcross_ring_prev;
-
-entity trueaim;
-entity trueaim_rifle;
-
-const float SHOTTYPE_HITTEAM = 1;
-const float SHOTTYPE_HITOBSTRUCTION = 2;
-const float SHOTTYPE_HITWORLD = 3;
-const float SHOTTYPE_HITENEMY = 4;
-
-void TrueAim_Init()
-{
-       (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-       (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-}
-
-float EnemyHitCheck()
-{
-       float t, n;
-       wcross_origin = project_3d_to_2d(trace_endpos);
-       wcross_origin.z = 0;
-       if(trace_ent)
-               n = trace_ent.entnum;
-       else
-               n = trace_networkentity;
-       if(n < 1)
-               return SHOTTYPE_HITWORLD;
-       if(n > maxclients)
-               return SHOTTYPE_HITWORLD;
-       t = entcs_GetTeam(n - 1);
-       if(teamplay)
-               if(t == myteam)
-                       return SHOTTYPE_HITTEAM;
-       if(t == NUM_SPECTATOR)
-               return SHOTTYPE_HITWORLD;
-       return SHOTTYPE_HITENEMY;
-}
-
-float TrueAimCheck(entity wepent)
-{
-       if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
-               return SHOTTYPE_HITWORLD;
-
-       float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
-       vector vecs, trueaimpoint, w_shotorg;
-       vector mi, ma, dv;
-       float shottype;
-       entity ta;
-       float mv;
-
-       mi = ma = '0 0 0';
-       ta = trueaim;
-       mv = MOVE_NOMONSTERS;
-
-       switch(wepent.activeweapon) // WEAPONTODO
-       {
-               case WEP_VORTEX:
-               case WEP_OVERKILL_NEX:
-               case WEP_VAPORIZER:
-                       mv = MOVE_NORMAL;
-                       break;
-               case WEP_RIFLE:
-                       ta = trueaim_rifle;
-                       mv = MOVE_NORMAL;
-                       if(zoomscript_caught)
-                       {
-                               tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
-                               return EnemyHitCheck();
-                       }
-                       break;
-               case WEP_DEVASTATOR: // projectile has a size!
-                       mi = '-3 -3 -3';
-                       ma = '3 3 3';
-                       break;
-               case WEP_FIREBALL: // projectile has a size!
-                       mi = '-16 -16 -16';
-                       ma = '16 16 16';
-                       break;
-               case WEP_SEEKER: // projectile has a size!
-                       mi = '-2 -2 -2';
-                       ma = '2 2 2';
-                       break;
-               case WEP_ELECTRO: // projectile has a size!
-                       mi = '0 0 -3';
-                       ma = '0 0 -3';
-                       break;
-       }
-
-       vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
-
-       vecs = decompressShotOrigin(STAT(SHOTORG));
-
-       traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
-       trueaimpoint = trace_endpos;
-
-       if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
-               trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
-
-       if(vecs.x > 0)
-               vecs.y = -vecs.y;
-       else
-               vecs = '0 0 0';
-
-       dv = view_right * vecs.y + view_up * vecs.z;
-       w_shotorg = traceorigin + dv;
-
-       // now move the vecs forward as much as requested if possible
-       tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs.x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
-       w_shotorg = trace_endpos - view_forward * nudge;
-
-       tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
-       shottype = EnemyHitCheck();
-       if(shottype != SHOTTYPE_HITWORLD)
-               return shottype;
-
-#if 0
-       // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
-       // or rather, I know why, but see no fix
-       if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
-               // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
-               return SHOTTYPE_HITOBSTRUCTION;
-#endif
-
-       return SHOTTYPE_HITWORLD;
-}
-
 float camera_mode;
 const float CAMERA_FREE = 1;
 const float CAMERA_CHASE = 2;
-float reticle_type;
 string NextFrameCommand;
 
 vector freeze_org, freeze_ang;
 entity nightvision_noise, nightvision_noise2;
 
-const float MAX_TIME_DIFF = 5;
-float pickup_crosshair_time, pickup_crosshair_size;
-float hitindication_crosshair_size;
-float use_vortex_chargepool;
-
 float myhealth, myhealth_prev;
 float myhealth_flash;
 
@@ -751,18 +606,148 @@ int WantEventchase(entity this, bool want_vehiclechase)
        return 0;
 }
 
-void HUD_Crosshair_Vehicle(entity this)
+void View_EventChase(entity this)
 {
-       if(hud != HUD_BUMBLEBEE_GUN)
+       // 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");
+                                       return;
+                               }
+                       }
+                       else if(autocvar_chase_active == -2)
+                               cvar_set("chase_active", "0");
+
+                       if(autocvar_chase_active == -2)
+                               return;
+               }
+               else if(autocvar_chase_active == -2)
+                       cvar_set("chase_active", "0");
+
+               bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
+
+               float vehicle_viewdist = 0;
+               vector vehicle_viewofs = '0 0 0';
+
+               if(vehicle_chase)
+               {
+                       if(hud != HUD_BUMBLEBEE_GUN)
+                       {
+                               Vehicle info = REGISTRY_GET(Vehicles, hud);
+                               vehicle_viewdist = info.height;
+                               vehicle_viewofs = info.view_ofs;
+                               if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
+                                       vehicle_chase = false;
+                       }
+                       else
+                               vehicle_chase = false;
+               }
+
+               int eventchase = WantEventchase(this, vehicle_chase);
+               if (eventchase)
+               {
+                       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;
+
+                       // 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 (custom_eventchase)
+                               current_view_origin = current_view_origin_override;
+
+                       // detect maximum viewoffset and use it
+                       vector view_offset = autocvar_cl_eventchase_viewoffset;
+                       if(vehicle_chase)
+                       {
+                               if(vehicle_viewofs)
+                                       view_offset = vehicle_viewofs;
+                               else
+                                       view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
+                       }
+                       if (custom_eventchase)
+                               view_offset = view_offset_override;
+
+                       if(view_offset)
+                       {
+                               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); }
+                       }
+
+                       // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
+                       // Ideally, there should be another way to enable third person cameras, such as through setproperty()
+                       // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
+                       if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
+
+                       // make the camera smooth back
+                       float chase_distance = autocvar_cl_eventchase_distance;
+                       if(vehicle_chase)
+                       {
+                               if(vehicle_viewofs)
+                                       chase_distance = vehicle_viewdist;
+                               else
+                                       chase_distance = autocvar_cl_eventchase_vehicle_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
+                       else if(eventchase_current_distance != chase_distance)
+                               eventchase_current_distance = chase_distance;
+
+                       vector forward, right, up;
+                       MAKE_VECTORS(view_angles, forward, right, up);
+
+                       vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
+                       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(!this.viewloc)
+                       if(trace_startsolid)
+                       {
+                               eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
+                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
+                               setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
+                       }
+                       else { setproperty(VF_ORIGIN, trace_endpos); }
+
+                       if(!this.viewloc)
+                               setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
+               }
+
+               if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
+               {
+                       eventchase_running = false;
+                       cvar_set("chase_active", "0");
+                       eventchase_current_distance = 0; // start from 0 next time
+               }
+       }
+       // workaround for camera stuck between player's legs when using chase_active 1
+       // because the engine stops updating the chase_active camera when the game ends
+       else if(intermission)
        {
-               Vehicle info = Vehicles_from(hud);
-               info.vr_crosshair(info, this);
+               cvar_settemp("chase_active", "-1");
+               eventchase_current_distance = 0;
        }
 }
 
 vector damage_blurpostprocess, content_blurpostprocess;
 
-float unaccounted_damage = 0;
 void UpdateDamage()
 {
        // accumulate damage with each stat update
@@ -776,7 +761,7 @@ 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), ")");
+               //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
        }
        damage_dealt_time_prev = damage_dealt_time;
 
@@ -825,7 +810,7 @@ void HitSound()
                                pitch_shift = mirror_value + (mirror_value - pitch_shift);
                        }
 
-                       LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
+                       //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
@@ -853,573 +838,74 @@ void HitSound()
        }
 }
 
-vector crosshair_getcolor(entity this, float health_stat)
+const int MAX_SPECIALCOMMAND = 15;
+vector specialcommand_slots[MAX_SPECIALCOMMAND];
+vector specialcommand_colors[MAX_SPECIALCOMMAND];
+const float SPECIALCOMMAND_SPEED = 150;
+const float SPECIALCOMMAND_TURNSPEED = 2;
+const float SPECIALCOMMAND_SIZE = 0.025;
+const float SPECIALCOMMAND_CHANCE = 0.35;
+float sc_spawntime, sc_changetime;
+vector sc_color = '1 1 1';
+void SpecialCommand()
 {
-       static float rainbow_last_flicker;
-       static vector rainbow_prev_color;
-       vector wcross_color = '0 0 0';
-       switch(autocvar_crosshair_color_special)
-       {
-               case 1: // crosshair_color_per_weapon
-               {
-                       if(this != WEP_Null && hud == HUD_NORMAL)
-                       {
-                               wcross_color = this.wpcolor;
-                               break;
-                       }
-                       else { goto normalcolor; }
-               }
-
-               case 2: // crosshair_color_by_health
-               {
-                       vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
-                       float hp = floor(v.x + 1);
-
-                       //x = red
-                       //y = green
-                       //z = blue
-
-                       wcross_color.z = 0;
-
-                       if(hp > 200)
-                       {
-                               wcross_color.x = 0;
-                               wcross_color.y = 1;
-                       }
-                       else if(hp > 150)
-                       {
-                               wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
-                               wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
-                       }
-                       else if(hp > 100)
-                       {
-                               wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
-                               wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
-                               wcross_color.z = 1 - (hp-100)*0.02;
-                       }
-                       else if(hp > 50)
-                       {
-                               wcross_color.x = 1;
-                               wcross_color.y = 1;
-                               wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
-                       }
-                       else if(hp > 20)
-                       {
-                               wcross_color.x = 1;
-                               wcross_color.y = (hp-20)*90/27/100;
-                               wcross_color.z = (hp-20)*90/27/100 * 0.2;
-                       }
-                       else
-                       {
-                               wcross_color.x = 1;
-                               wcross_color.y = 0;
-                       }
-                       break;
-               }
+       if(!STAT(MOVEVARS_SPECIALCOMMAND))
+               return;
 
-               case 3: // crosshair_color_rainbow
-               {
-                       if(time >= rainbow_last_flicker)
-                       {
-                               rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
-                               rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
-                       }
-                       wcross_color = rainbow_prev_color;
-                       break;
-               }
-LABEL(normalcolor)
-               default: { wcross_color = stov(autocvar_crosshair_color); break; }
+       if(time >= sc_changetime)
+       {
+               sc_changetime = time + 1;
+               sc_color = randomvec() * 1.5;
+               sc_color.x = bound(0.2, sc_color.x, 0.75);
+               sc_color.y = bound(0.2, sc_color.y, 0.75);
+               sc_color.z = bound(0.2, sc_color.z, 0.75);
        }
+       drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
 
-       return wcross_color;
-}
+       if(!precache_pic("gfx/smile"))
+               return; // damn party poopers
 
-void HUD_Crosshair(entity this)
-{
-       float f, i, j;
-       vector v;
-       if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
-               spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
-               !HUD_MinigameMenu_IsOpened() )
+       for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
        {
-               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(this);
-                       return;
-               }
+               vector slot = specialcommand_slots[j];
+               if(slot.y)
+                       slot.y += SPECIALCOMMAND_SPEED * frametime;
+               //if(slot.z)
+                       //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
+               if(slot.y >= vid_conheight)
+                       slot = '0 0 0';
 
-               string wcross_style;
-               float wcross_alpha, wcross_resolution;
-               wcross_style = autocvar_crosshair;
-               if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
-                       wcross_style = autocvar_crosshair_2d;
-               if (wcross_style == "0")
-                       return;
-               wcross_resolution = autocvar_crosshair_size;
-               if (wcross_resolution == 0)
-                       return;
-               wcross_alpha = autocvar_crosshair_alpha;
-               if (wcross_alpha == 0)
-                       return;
-
-               // TrueAim check
-               float shottype;
-
-               // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
-               if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
-                       wcross_origin = viewloc_mousepos;
-               else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
+               if(slot == '0 0 0')
                {
-                       vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
-                       if(csqcplayer && crosshair_chase_playeralpha && crosshair_chase_playeralpha < 1)
+                       if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
                        {
-                               traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
-                               float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
-                               if(trace_ent == csqcplayer && STAT(HEALTH) > 0)
-                                       csqcplayer.alpha = min(crosshair_chase_playeralpha, myalpha);
-                               else
-                                       csqcplayer.alpha = csqcplayer.m_alpha;
+                               slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
+                               slot.y = 1; // start it off 0 so we can use it
+                               slot.z = floor(random() * REGISTRY_MAX(Weapons));
+                               sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
+                               vector newcolor = randomvec() * 2;
+                               newcolor.x = bound(0.4, newcolor.x, 1);
+                               newcolor.y = bound(0.4, newcolor.y, 1);
+                               newcolor.z = bound(0.4, newcolor.z, 1);
+                               specialcommand_colors[j] = newcolor;
                        }
-                       traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
-                       wcross_origin = project_3d_to_2d(trace_endpos);
                }
                else
-                       wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
-               wcross_origin.z = 0;
-               if(autocvar_crosshair_hittest)
                {
-                       vector wcross_oldorigin;
-                       entity thiswep = viewmodels[0]; // TODO: unhardcode
-                       wcross_oldorigin = wcross_origin;
-                       shottype = TrueAimCheck(thiswep);
-                       if(shottype == SHOTTYPE_HITWORLD)
-                       {
-                               v = wcross_origin - wcross_oldorigin;
-                               v.x /= vid_conwidth;
-                               v.y /= vid_conheight;
-                               if(vdist(v, >, 0.01))
-                                       shottype = SHOTTYPE_HITOBSTRUCTION;
-                       }
-                       if(!autocvar_crosshair_hittest_showimpact)
-                               wcross_origin = wcross_oldorigin;
+                       vector splash_size = '0 0 0';
+                       splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+                       splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+                       entity wep = REGISTRY_GET(Weapons, slot.z);
+                       if(wep == WEP_Null)
+                               drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+                       else
+                               drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+                       //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
                }
-               else
-                       shottype = SHOTTYPE_HITWORLD;
 
-               vector wcross_color = '0 0 0', wcross_size = '0 0 0';
-               string wcross_name = "";
-               float wcross_scale, wcross_blur;
-
-        entity e = WEP_Null;
-               if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
-               {
-                       entity wepent = viewmodels[0]; // TODO: unhardcode
-                       e = wepent.switchingweapon;
-                       if(e)
-                       {
-                               if(autocvar_crosshair_per_weapon)
-                               {
-                                       // WEAPONTODO: access these through some general settings (with non-balance config settings)
-                                       //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
-                                       //if (wcross_resolution == 0)
-                                               //return;
-
-                                       //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
-                                       wcross_resolution *= e.w_crosshair_size;
-                                       wcross_name = e.w_crosshair;
-                               }
-                       }
-               }
-
-               if(wcross_name == "")
-                       wcross_name = strcat("gfx/crosshair", wcross_style);
-
-               // MAIN CROSSHAIR COLOR DECISION
-               wcross_color = crosshair_getcolor(e, STAT(HEALTH));
-
-               if(autocvar_crosshair_effect_scalefade)
-               {
-                       wcross_scale = wcross_resolution;
-                       wcross_resolution = 1;
-               }
-               else
-               {
-                       wcross_scale = 1;
-               }
-
-               if(autocvar_crosshair_pickup)
-               {
-                       float stat_pickup_time = STAT(LAST_PICKUP);
-
-                       if(pickup_crosshair_time < stat_pickup_time)
-                       {
-                               if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
-                                       pickup_crosshair_size = 1;
-
-                               pickup_crosshair_time = stat_pickup_time;
-                       }
-
-                       if(pickup_crosshair_size > 0)
-                               pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
-                       else
-                               pickup_crosshair_size = 0;
-
-                       wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
-               }
-
-               // todo: make crosshair hit indication dependent on damage dealt
-               if(autocvar_crosshair_hitindication)
-               {
-                       vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
-
-                       if(unaccounted_damage)
-                       {
-                               hitindication_crosshair_size = 1;
-                       }
-
-                       if(hitindication_crosshair_size > 0)
-                               hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
-                       else
-                               hitindication_crosshair_size = 0;
-
-                       wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
-                       wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
-                       wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
-                       wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
-               }
-
-               // no effects needed for targeting enemies, this can't possibly span all valid targets!
-               // just show for teammates to give a sign that they're an invalid target
-               //if(shottype == SHOTTYPE_HITENEMY)
-                       //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
-               if(shottype == SHOTTYPE_HITTEAM)
-                       wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
-
-               f = fabs(autocvar_crosshair_effect_time);
-               if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
-               {
-                       wcross_changedonetime = time + f;
-               }
-               if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
-               {
-                       wcross_name_changestarttime = time;
-                       wcross_name_changedonetime = time + f;
-                       if(wcross_name_goal_prev_prev)
-                               strunzone(wcross_name_goal_prev_prev);
-                       wcross_name_goal_prev_prev = wcross_name_goal_prev;
-                       wcross_name_goal_prev = strzone(wcross_name);
-                       wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
-                       wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
-                       wcross_resolution_goal_prev = wcross_resolution;
-               }
-
-               wcross_scale_goal_prev = wcross_scale;
-               wcross_alpha_goal_prev = wcross_alpha;
-               wcross_color_goal_prev = wcross_color;
-
-               if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
-               {
-                       wcross_blur = 1;
-                       wcross_alpha *= 0.75;
-               }
-               else
-                       wcross_blur = 0;
-               // *_prev is at time-frametime
-               // * is at wcross_changedonetime+f
-               // what do we have at time?
-               if(time < wcross_changedonetime)
-               {
-                       f = frametime / (wcross_changedonetime - time + frametime);
-                       wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
-                       wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
-                       wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
-               }
-
-               wcross_scale_prev = wcross_scale;
-               wcross_alpha_prev = wcross_alpha;
-               wcross_color_prev = wcross_color;
-
-               MUTATOR_CALLHOOK(UpdateCrosshair);
-
-               wcross_scale *= 1 - autocvar__menu_alpha;
-               wcross_alpha *= 1 - autocvar__menu_alpha;
-               wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
-
-               if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
-               {
-                       // crosshair rings for weapon stats
-                       if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
-                       {
-                               // declarations and stats
-                               float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
-                               string ring_image = string_null, ring_inner_image = string_null;
-                               vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
-
-                               ring_scale = autocvar_crosshair_ring_size;
-
-                               entity wepent = viewmodels[0]; // TODO: unhardcode
-
-                               int weapon_clipload = wepent.clip_load;
-                               int weapon_clipsize = wepent.clip_size;
-
-                               float arc_heat = wepent.arc_heat_percent;
-                               float vcharge = wepent.vortex_charge;
-                               float vchargepool = wepent.vortex_chargepool_ammo;
-                               float oknex_charge_ = wepent.oknex_charge;
-                               float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
-
-                               if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                                       vortex_charge_movingavg = vcharge;
-
-                               // handle the values
-                               if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
-                               {
-                                       if (vchargepool || use_vortex_chargepool) {
-                                               use_vortex_chargepool = 1;
-                                               ring_inner_value = vchargepool;
-                                       } else {
-                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
-                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
-                                       }
-
-                                       ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
-                                       ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
-                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
-                                       // draw the outer ring to show the current charge of the weapon
-                                       ring_value = vcharge;
-                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
-                               }
-                               else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
-                               {
-                                       if (oknex_chargepool_ || use_vortex_chargepool) {
-                                               use_vortex_chargepool = 1;
-                                               ring_inner_value = oknex_chargepool_;
-                                       } else {
-                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
-                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
-                                       }
-
-                                       ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
-                                       ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
-                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
-                                       // draw the outer ring to show the current charge of the weapon
-                                       ring_value = oknex_charge_;
-                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
-                               }
-                               else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
-                               {
-                                       ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
-                                       ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
-                               else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
-                               {
-                                       ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
-                                       ring_alpha = autocvar_crosshair_ring_hagar_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
-                               else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
-                               {
-                                       ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
-                                       ring_scale = autocvar_crosshair_ring_reload_size;
-                                       ring_alpha = autocvar_crosshair_ring_reload_alpha;
-                                       ring_rgb = wcross_color;
-
-                                       // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
-                                       // if a new image for another weapon is added, add the code (and its respective file/value) here
-                                       if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
-                                               ring_image = "gfx/crosshair_ring_rifle.tga";
-                                       else
-                                               ring_image = "gfx/crosshair_ring.tga";
-                               }
-                               else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
-                               {
-                                       ring_value = arc_heat;
-                                       ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
-                                               arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
-                                       ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
-
-                               // if in weapon switch animation, fade ring out/in
-                               if(autocvar_crosshair_effect_time > 0)
-                               {
-                                       f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
-                                       if (f >= 1)
-                                       {
-                                               wcross_ring_prev = ((ring_image) ? true : false);
-                                       }
-
-                                       if(wcross_ring_prev)
-                                       {
-                                               if(f < 1)
-                                                       ring_alpha *= fabs(1 - bound(0, f, 1));
-                                       }
-                                       else
-                                       {
-                                               if(f < 1)
-                                                       ring_alpha *= bound(0, f, 1);
-                                       }
-                               }
-
-                               if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
-                                       DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
-
-                               if (ring_value)
-                                       DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
-                       }
-
-#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
-                       MACRO_BEGIN \
-                               vector scaled_sz = sz * wcross_size; \
-                               if(wcross_blur > 0) \
-                               { \
-                                       for(i = -2; i <= 2; ++i) \
-                                       for(j = -2; j <= 2; ++j) \
-                                       M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
-                               } \
-                               else \
-                               { \
-                                       M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
-                               } \
-                       MACRO_END
-
-#define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
-                       drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
-
-#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
-                       CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
-
-                       if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
-                       {
-                               f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
-                               wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
-                               CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
-                               f = 1 - f;
-                       }
-                       else
-                       {
-                               f = 1;
-                       }
-                       wcross_name_alpha_goal_prev = f;
-
-                       wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
-                       CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
-
-                       if(autocvar_crosshair_dot)
-                       {
-                               vector wcross_color_old;
-                               wcross_color_old = wcross_color;
-
-                               if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
-                                       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?
-                               wcross_color = wcross_color_old;
-                       }
-               }
-       }
-       else
-       {
-               wcross_scale_prev = 0;
-               wcross_alpha_prev = 0;
-               wcross_scale_goal_prev = 0;
-               wcross_alpha_goal_prev = 0;
-               wcross_changedonetime = 0;
-               strfree(wcross_name_goal_prev);
-               strfree(wcross_name_goal_prev_prev);
-               wcross_name_changestarttime = 0;
-               wcross_name_changedonetime = 0;
-               wcross_name_alpha_goal_prev = 0;
-               wcross_name_alpha_goal_prev_prev = 0;
-               wcross_resolution_goal_prev = 0;
-               wcross_resolution_goal_prev_prev = 0;
-       }
-}
-
-const int MAX_SPECIALCOMMAND = 15;
-vector specialcommand_slots[MAX_SPECIALCOMMAND];
-vector specialcommand_colors[MAX_SPECIALCOMMAND];
-const float SPECIALCOMMAND_SPEED = 150;
-const float SPECIALCOMMAND_TURNSPEED = 2;
-const float SPECIALCOMMAND_SIZE = 0.025;
-const float SPECIALCOMMAND_CHANCE = 0.35;
-float sc_spawntime, sc_changetime;
-vector sc_color = '1 1 1';
-void SpecialCommand()
-{
-       if(!STAT(MOVEVARS_SPECIALCOMMAND))
-               return;
-
-       if(time >= sc_changetime)
-       {
-               sc_changetime = time + 1;
-               sc_color = randomvec() * 1.5;
-               sc_color.x = bound(0.2, sc_color.x, 0.75);
-               sc_color.y = bound(0.2, sc_color.y, 0.75);
-               sc_color.z = bound(0.2, sc_color.z, 0.75);
-       }
-       drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
-
-       if(!precache_pic("gfx/smile"))
-               return; // damn party poopers
-
-       for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
-       {
-               vector slot = specialcommand_slots[j];
-               if(slot.y)
-                       slot.y += SPECIALCOMMAND_SPEED * frametime;
-               //if(slot.z)
-                       //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
-               if(slot.y >= vid_conheight)
-                       slot = '0 0 0';
-
-               if(slot == '0 0 0')
-               {
-                       if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
-                       {
-                               slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
-                               slot.y = 1; // start it off 0 so we can use it
-                               slot.z = floor(random() * Weapons_MAX);
-                               sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
-                               vector newcolor = randomvec() * 2;
-                               newcolor.x = bound(0.4, newcolor.x, 1);
-                               newcolor.y = bound(0.4, newcolor.y, 1);
-                               newcolor.z = bound(0.4, newcolor.z, 1);
-                               specialcommand_colors[j] = newcolor;
-                       }
-               }
-               else
-               {
-                       vector splash_size = '0 0 0';
-                       splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
-                       splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
-                       entity wep = Weapons_from(slot.z);
-                       if(wep == WEP_Null)
-                               drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
-                       else
-                               drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
-                       //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
-               }
-
-               specialcommand_slots[j] = slot;
-       }
-}
+               specialcommand_slots[j] = slot;
+       }
+}
 
 void HUD_Draw(entity this)
 {
@@ -1468,7 +954,7 @@ void HUD_Draw(entity this)
        if(autocvar_r_letterbox == 0)
                if(autocvar_viewsize < 120)
                {
-                       if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))
+                       if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
                                Accuracy_LoadLevels();
 
                        HUD_Main();
@@ -1492,6 +978,7 @@ void ViewLocation_Mouse()
        viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
 
        //float cursor_alpha = 1 - autocvar__menu_alpha;
+       //cursor_type = CURSOR_NORMAL;
        //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
 }
 
@@ -1532,6 +1019,7 @@ void HUD_Mouse(entity player)
        if(!autocvar_hud_cursormode)
                update_mousepos();
 
+       cursor_type = CURSOR_NORMAL;
        if(autocvar__hud_configure)
                HUD_Panel_Mouse();
        else
@@ -1549,266 +1037,447 @@ void HUD_Mouse(entity player)
        HUD_Cursor_Show();
 }
 
-bool ov_enabled;
-float oldr_nearclip;
-float oldr_farclip_base;
-float oldr_farclip_world;
-float oldr_novis;
-float oldr_useportalculling;
-float oldr_useinfinitefarclip;
-
-float prev_myteam;
-int lasthud;
-float vh_notice_time;
-void CSQC_UpdateView(entity this, float w, float h)
+void View_NightVision()
 {
-       TC(int, w); TC(int, h);
-       entity e;
-       float fov;
-       float f;
-       vector vf_size, vf_min;
-       float a;
+       if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
+               return;
 
-       execute_next_frame();
+       // apply night vision effect
+       vector tc_00, tc_01, tc_10, tc_11;
+       vector rgb = '0 0 0';
+       float a;
 
-       ++framecount;
+       if(!nightvision_noise)
+       {
+               nightvision_noise = new(nightvision_noise);
+       }
+       if(!nightvision_noise2)
+       {
+               nightvision_noise2 = new(nightvision_noise2);
+       }
+
+       // color tint in yellow
+       drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
+
+       // draw BG
+       a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
+       rgb = '1 1 1';
+       tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
+       tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
+       tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
+       //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
+       tc_11 = tc_01 + tc_10 - tc_00;
+       R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
+       R_PolygonVertex('0 0 0', tc_00, rgb, a);
+       R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
+       R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
+       R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
+       R_EndPolygon();
+
+       // draw FG
+       a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
+       rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
+       tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
+       tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
+       tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
+       tc_11 = tc_01 + tc_10 - tc_00;
+       R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
+       R_PolygonVertex('0 0 0', tc_00, rgb, a);
+       R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
+       R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
+       R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
+       R_EndPolygon();
+}
 
-       stats_get();
-       hud = STAT(HUD);
+// visual overlay while in liquids
+// provides some effects to the postprocessing function
+void HUD_Contents()
+{
+       if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
+               return;
 
-       if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
-               vh_notice_time = time + autocvar_cl_vehicles_notify_time;
+       // improved polyblend
+       float contentalpha_temp, incontent, liquidalpha, contentfadetime;
+       vector liquidcolor;
 
-       lasthud = hud;
+       switch(pointcontents(view_origin))
+       {
+               case CONTENT_WATER:
+                       liquidalpha = autocvar_hud_contents_water_alpha;
+                       liquidcolor = stov(autocvar_hud_contents_water_color);
+                       incontent = 1;
+                       break;
 
-       ReplicateVars(false);
-       if (ReplicateVars_NOT_SENDING())
-               ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
+               case CONTENT_LAVA:
+                       liquidalpha = autocvar_hud_contents_lava_alpha;
+                       liquidcolor = stov(autocvar_hud_contents_lava_color);
+                       incontent = 1;
+                       break;
 
-       HUD_Scale_Disable();
+               case CONTENT_SLIME:
+                       liquidalpha = autocvar_hud_contents_slime_alpha;
+                       liquidcolor = stov(autocvar_hud_contents_slime_color);
+                       incontent = 1;
+                       break;
 
-       if(autocvar__hud_showbinds_reload) // menu can set this one
-       {
-               db_close(binddb);
-               binddb = db_create();
-               cvar_set("_hud_showbinds_reload", "0");
+               default:
+                       liquidalpha = 0;
+                       liquidcolor = '0 0 0';
+                       incontent = 0;
+                       break;
        }
 
-       if(checkextension("DP_CSQC_MINFPS_QUALITY"))
-               view_quality = getproperty(VF_MINFPS_QUALITY);
+       if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
+       { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
+               contentfadetime = autocvar_hud_contents_fadeintime;
+               liquidalpha_prev = liquidalpha;
+               liquidcolor_prev = liquidcolor;
+       }
        else
-               view_quality = 1;
+               contentfadetime = autocvar_hud_contents_fadeouttime;
 
-       button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
-       button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
+       contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
+       contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
 
-       vf_size = getpropertyvec(VF_SIZE);
-       vf_min = getpropertyvec(VF_MIN);
-       vid_width = vf_size.x;
-       vid_height = vf_size.y;
+       if(contentavgalpha)
+               drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
+
+       if(autocvar_hud_postprocessing)
+       {
+               if(autocvar_hud_contents_blur && contentavgalpha)
+               {
+                       content_blurpostprocess.x = 1;
+                       content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
+                       content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
+               }
+               else
+               {
+                       content_blurpostprocess.x = 0;
+                       content_blurpostprocess.y = 0;
+                       content_blurpostprocess.z = 0;
+               }
+       }
+}
+
+// visual pain effects on the screen
+// provides some effects to the postprocessing function
+void HUD_Damage()
+{
+       if(!autocvar_hud_damage || STAT(FROZEN))
+               return;
 
-       vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
        vector splash_pos = '0 0 0', splash_size = '0 0 0';
+       splash_size.x = max(vid_conwidth, vid_conheight);
+       splash_size.y = max(vid_conwidth, vid_conheight);
+       splash_pos.x = (vid_conwidth - splash_size.x) / 2;
+       splash_pos.y = (vid_conheight - splash_size.y) / 2;
 
-       WaypointSprite_Load();
+       float myhealth_flash_temp;
+       myhealth = STAT(HEALTH);
 
-       CSQCPlayer_SetCamera();
+       // fade out
+       myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
+       // add new damage
+       myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
 
-       if(player_localentnum <= maxclients) // is it a client?
-               current_player = player_localentnum - 1;
-       else // then player_localentnum is the vehicle I'm driving
-               current_player = player_localnum;
-       myteam = entcs_GetTeam(current_player);
+       float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
+       pain_threshold = autocvar_hud_damage_pain_threshold;
+       pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
+       pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
 
-       if(myteam != prev_myteam)
+       if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
        {
-               myteamcolors = colormapPaletteColor(myteam, 1);
-               FOREACH(hud_panels, true, it.update_time = time);
-               prev_myteam = myteam;
+               pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
        }
 
-       ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
-
-       float is_dead = (STAT(HEALTH) <= 0);
+       myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
 
-       // FIXME do we need this hack?
-       if(isdemo())
+       if(myhealth_prev < 1)
        {
-               // in demos, input_buttons do not work
-               button_zoom = (autocvar__togglezoom == "-");
+               if(myhealth >= 1)
+               {
+                       myhealth_flash = 0; // just spawned, clear the flash immediately
+                       myhealth_flash_temp = 0;
+               }
+               else
+               {
+                       myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
+               }
        }
-       else if(button_zoom
-               && autocvar_cl_unpress_zoom_on_death
-               && (spectatee_status >= 0)
-               && (is_dead || intermission))
+
+       if(spectatee_status == -1 || intermission)
        {
-               // no zoom while dead or in intermission please
-               localcmd("-zoom\n");
-               button_zoom = false;
+               myhealth_flash = 0; // observing, or match ended
+               myhealth_flash_temp = 0;
        }
 
-       // abused multiple places below
-       entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
-       if(!local_player)
-               local_player = this; // fall back!
+       myhealth_prev = myhealth;
 
-       // event chase camera
-       if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
+       // IDEA: change damage color/picture based on player model for robot/alien species?
+       // pro: matches model better
+       // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
+       // maybe different reddish pics?
+       if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
        {
-               if(STAT(CAMERA_SPECTATOR))
+               if(autocvar_cl_gentle_damage == 2)
                {
-                       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;
+                       if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+                               myhealth_gentlergb = randomvec();
                }
-               else if(autocvar_chase_active == -2)
-                       cvar_set("chase_active", "0");
-
-               bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
+               else
+                       myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
 
-               float vehicle_viewdist = 0;
-               vector vehicle_viewofs = '0 0 0';
+               if(myhealth_flash_temp > 0)
+                       drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+       }
+       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(vehicle_chase)
+       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.
+       {
+               if(autocvar_hud_damage_blur && myhealth_flash_temp)
                {
-                       if(hud != HUD_BUMBLEBEE_GUN)
-                       {
-                               Vehicle info = Vehicles_from(hud);
-                               vehicle_viewdist = info.height;
-                               vehicle_viewofs = info.view_ofs;
-                               if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
-                                       vehicle_chase = false;
-                       }
-                       else
-                               vehicle_chase = false;
+                       damage_blurpostprocess.x = 1;
+                       damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
+                       damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
                }
-
-               int eventchase = WantEventchase(this, vehicle_chase);
-               if (eventchase)
+               else
                {
-                       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;
+                       damage_blurpostprocess.x = 0;
+                       damage_blurpostprocess.y = 0;
+                       damage_blurpostprocess.z = 0;
+               }
+       }
+}
 
-                       // 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 (custom_eventchase)
-                               current_view_origin = current_view_origin_override;
+void View_PostProcessing()
+{
+       float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
+       float e2 = (autocvar_hud_powerup != 0);
+       if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
+       {
+               // enable or disable rendering types if they are used or not
+               if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
+               if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
 
-                       // detect maximum viewoffset and use it
-                       vector view_offset = autocvar_cl_eventchase_viewoffset;
-                       if(vehicle_chase)
+               // blur postprocess handling done first (used by hud_damage and hud_contents)
+               if((damage_blurpostprocess.x || content_blurpostprocess.x))
+               {
+                       float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
+                       float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
+                       if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
                        {
-                               if(vehicle_viewofs)
-                                       view_offset = vehicle_viewofs;
-                               else
-                                       view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
+                               cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
+                               old_blurradius = blurradius;
+                               old_bluralpha = bluralpha;
                        }
-                       if (custom_eventchase)
-                               view_offset = view_offset_override;
+               }
+               else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
+               {
+                       cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
+                       old_blurradius = 0;
+                       old_bluralpha = 0;
+               }
 
-                       if(view_offset)
-                       {
-                               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); }
-                       }
+               // edge detection postprocess handling done second (used by hud_powerup)
+               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); }
 
-                       // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
-                       // Ideally, there should be another way to enable third person cameras, such as through setproperty()
-                       // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
-                       if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
+               sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
 
-                       // make the camera smooth back
-                       float chase_distance = autocvar_cl_eventchase_distance;
-                       if(vehicle_chase)
+               if(autocvar_hud_powerup && sharpen_intensity > 0)
+               {
+                       if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
                        {
-                               if(vehicle_viewofs)
-                                       chase_distance = vehicle_viewdist;
-                               else
-                                       chase_distance = autocvar_cl_eventchase_vehicle_distance;
+                               cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
+                               old_sharpen_intensity = sharpen_intensity;
                        }
-                       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
-                       else if(eventchase_current_distance != chase_distance)
-                               eventchase_current_distance = chase_distance;
+               }
+               else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
+               {
+                       cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
+                       old_sharpen_intensity = 0;
+               }
 
-                       makevectors(view_angles);
+               if(cvar("r_glsl_postprocess") == 0)
+                       cvar_set("r_glsl_postprocess", "2");
+       }
+       else if(cvar("r_glsl_postprocess") == 2)
+               cvar_set("r_glsl_postprocess", "0");
+}
 
-                       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, this);
+void View_Lock()
+{
+       int lock_type = (!autocvar_hud_cursormode && ((autocvar__hud_configure && spectatee_status <= 0) || intermission > 1 || QuickMenu_IsOpened()));
+       if (lock_type == 0)
+               lock_type = autocvar_cl_lockview;
 
-                       // 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, this);
-                               setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
-                       }
-                       else { setproperty(VF_ORIGIN, trace_endpos); }
+       // lock_type 1: lock origin and angles
+       // lock_type 2: lock only origin
+       if(lock_type >= 1)
+               setproperty(VF_ORIGIN, freeze_org);
+       else
+               freeze_org = getpropertyvec(VF_ORIGIN);
+       if(lock_type == 1)
+               setproperty(VF_ANGLES, freeze_ang);
+       else
+               freeze_ang = getpropertyvec(VF_ANGLES);
+}
 
-                       if(!local_player.viewloc)
-                               setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
+void View_DemoCamera()
+{
+       if(camera_active) // Camera for demo playback
+       {
+               if(autocvar_camera_enable)
+                       CSQC_Demo_Camera();
+               else
+               {
+                       cvar_set("chase_active", ftos(chase_active_backup));
+                       cvar_set("cl_demo_mousegrab", "0");
+                       camera_active = false;
                }
-
-               if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
+       }
+       else
+       {
+#ifdef CAMERATEST
+               if(autocvar_camera_enable)
+#else
+               if(autocvar_camera_enable && isdemo())
+#endif
                {
-                       eventchase_running = false;
-                       cvar_set("chase_active", "0");
-                       eventchase_current_distance = 0; // start from 0 next time
+                       // Enable required Darkplaces cvars
+                       chase_active_backup = autocvar_chase_active;
+                       cvar_set("chase_active", "2");
+                       cvar_set("cl_demo_mousegrab", "1");
+                       camera_active = true;
+                       camera_mode = false;
                }
        }
-       // workaround for camera stuck between player's legs when using chase_active 1
-       // because the engine stops updating the chase_active camera when the game ends
-       else if(intermission)
+}
+
+#ifdef BLURTEST
+void View_BlurTest()
+{
+       if(time > blurtest_time0 && time < blurtest_time1)
        {
-               cvar_settemp("chase_active", "-1");
-               eventchase_current_distance = 0;
+               float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
+               float r = t * blurtest_radius;
+               float f = 1 / (t ** blurtest_power) - 1;
+
+               cvar_set("r_glsl_postprocess", "1");
+               cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
        }
+       else
+       {
+               cvar_set("r_glsl_postprocess", "0");
+               cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
+       }
+}
+#endif
 
-       LABEL(skip_eventchase_death);
+void View_CheckButtonStatus()
+{
+       float is_dead = (STAT(HEALTH) <= 0);
 
-       // 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())))
+       // FIXME do we need this hack?
+       if(isdemo())
        {
-               setproperty(VF_ORIGIN, freeze_org);
-               setproperty(VF_ANGLES, freeze_ang);
+               // in demos, input_buttons do not work
+               button_zoom = (autocvar__togglezoom == "-");
+       }
+       else if(button_zoom
+               && autocvar_cl_unpress_zoom_on_death
+               && (spectatee_status >= 0)
+               && (is_dead || intermission))
+       {
+               // no zoom while dead or in intermission please
+               localcmd("-zoom\n");
+               button_zoom = false;
+       }
+
+       if(autocvar_fov <= 59.5)
+       {
+               if(!zoomscript_caught)
+               {
+                       localcmd("+button9\n");
+                       zoomscript_caught = 1;
+               }
        }
        else
        {
-               freeze_org = getpropertyvec(VF_ORIGIN);
-               freeze_ang = getpropertyvec(VF_ANGLES);
+               if(zoomscript_caught)
+               {
+                       localcmd("-button9\n");
+                       zoomscript_caught = 0;
+               }
        }
 
-       WarpZone_FixView();
-       //WarpZone_FixPMove();
+       if(active_minigame && HUD_MinigameMenu_IsOpened())
+       {
+               if(!minigame_wasactive)
+               {
+                       localcmd("+button12\n");
+                       minigame_wasactive = true;
+               }
+       }
+       else if(minigame_wasactive)
+       {
+               localcmd("-button12\n");
+               minigame_wasactive = false;
+       }
 
-       vector ov_org = '0 0 0';
-       vector ov_mid = '0 0 0';
-       vector ov_worldmin = '0 0 0';
-       vector ov_worldmax = '0 0 0';
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               entity wepent = viewmodels[slot];
+
+               if(wepent.last_switchweapon != wepent.switchweapon)
+               {
+                       weapontime = time;
+                       wepent.last_switchweapon = wepent.switchweapon;
+                       if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+                       {
+                               localcmd("-zoom\n");
+                               button_zoom = false;
+                       }
+                       if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
+                       {
+                               localcmd("-fire\n");
+                               localcmd("-fire2\n");
+                               button_attack2 = false;
+                       }
+               }
+               if(wepent.last_activeweapon != wepent.activeweapon)
+               {
+                       wepent.last_activeweapon = wepent.activeweapon;
+
+                       entity e = wepent.activeweapon;
+                       if(e.netname != "")
+                               localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
+                       else if(slot == 0)
+                               localcmd("\ncl_hook_activeweapon none\n");
+               }
+       }
+}
+
+bool ov_enabled;
+float oldr_nearclip;
+float oldr_farclip_base;
+float oldr_farclip_world;
+float oldr_novis;
+float oldr_useportalculling;
+float oldr_useinfinitefarclip;
+vector ov_org = '0 0 0';
+vector ov_mid = '0 0 0';
+vector ov_worldmin = '0 0 0';
+vector ov_worldmax = '0 0 0';
+
+void View_Ortho()
+{
+       ov_org = '0 0 0';
+       ov_mid = '0 0 0';
+       ov_worldmin = '0 0 0';
+       ov_worldmax = '0 0 0';
        if(autocvar_cl_orthoview)
        {
                ov_worldmin = mi_picmin;
@@ -1883,6 +1552,84 @@ void CSQC_UpdateView(entity this, float w, float h)
                }
                ov_enabled = false;
        }
+}
+
+void View_UpdateFov()
+{
+       vector fov;
+       if(autocvar_cl_orthoview)
+               fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
+       else if(csqcplayer.viewloc)
+               fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
+       else
+               fov = GetCurrentFov(autocvar_fov);
+
+       setproperty(VF_FOV, fov);
+}
+
+void CSQC_UpdateView(entity this, float w, float h)
+{
+       TC(int, w); TC(int, h);
+
+       execute_next_frame();
+
+       ++framecount;
+
+       stats_get();
+       hud = STAT(HUD);
+
+       ReplicateVars(false);
+       if (ReplicateVars_NOT_SENDING())
+               ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
+
+       HUD_Scale_Disable();
+
+       if(autocvar__hud_showbinds_reload) // menu can set this one
+       {
+               db_close(binddb);
+               binddb = db_create();
+               cvar_set("_hud_showbinds_reload", "0");
+       }
+
+       if(checkextension("DP_CSQC_MINFPS_QUALITY"))
+               view_quality = getproperty(VF_MINFPS_QUALITY);
+       else
+               view_quality = 1;
+
+       button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
+       button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
+
+       vector vf_size = getpropertyvec(VF_SIZE);
+       vector vf_min = getpropertyvec(VF_MIN);
+       vid_width = vf_size.x;
+       vid_height = vf_size.y;
+
+       ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
+
+       WaypointSprite_Load();
+
+       CSQCPlayer_SetCamera();
+
+       if(player_localentnum <= maxclients) // is it a client?
+               current_player = player_localentnum - 1;
+       else // then player_localentnum is the vehicle I'm driving
+               current_player = player_localnum;
+       myteam = entcs_GetTeam(current_player);
+
+       // abused multiple places below
+       entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
+       if(!local_player)
+               local_player = this; // fall back!
+
+       View_EventChase(local_player);
+
+       // do lockview after event chase camera so that it still applies whenever necessary.
+       View_Lock();
+
+       WarpZone_FixView();
+       //WarpZone_FixPMove();
+
+       View_Ortho();
 
        // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
        // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
@@ -1892,25 +1639,10 @@ void CSQC_UpdateView(entity this, float w, float h)
        // Render the Scene
        view_origin = getpropertyvec(VF_ORIGIN);
        view_angles = getpropertyvec(VF_ANGLES);
-       MAKEVECTORS(makevectors, view_angles, view_forward, view_right, view_up);
+       MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
 
 #ifdef BLURTEST
-       if(time > blurtest_time0 && time < blurtest_time1)
-       {
-               float r, t;
-
-               t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
-               r = t * blurtest_radius;
-               f = 1 / (t ** blurtest_power) - 1;
-
-               cvar_set("r_glsl_postprocess", "1");
-               cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
-       }
-       else
-       {
-               cvar_set("r_glsl_postprocess", "0");
-               cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
-       }
+       View_BlurTest();
 #endif
 
        TargetMusic_Advance();
@@ -1943,72 +1675,10 @@ void CSQC_UpdateView(entity this, float w, float h)
 
        Announcer();
 
-       fov = autocvar_fov;
-       if(fov <= 59.5)
-       {
-               if(!zoomscript_caught)
-               {
-                       localcmd("+button9\n");
-                       zoomscript_caught = 1;
-               }
-       }
-       else
-       {
-               if(zoomscript_caught)
-               {
-                       localcmd("-button9\n");
-                       zoomscript_caught = 0;
-               }
-       }
-
-       if(active_minigame && HUD_MinigameMenu_IsOpened())
-       {
-               if(!minigame_wasactive)
-               {
-                       localcmd("+button12\n");
-                       minigame_wasactive = true;
-               }
-       }
-       else if(minigame_wasactive)
-       {
-               localcmd("-button12\n");
-               minigame_wasactive = false;
-       }
+       View_CheckButtonStatus();
 
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
 
-       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       {
-               entity wepent = viewmodels[slot];
-
-               if(wepent.last_switchweapon != wepent.switchweapon)
-               {
-                       weapontime = time;
-                       wepent.last_switchweapon = wepent.switchweapon;
-                       if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
-                       {
-                               localcmd("-zoom\n");
-                               button_zoom = false;
-                       }
-                       if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
-                       {
-                               localcmd("-fire\n");
-                               localcmd("-fire2\n");
-                               button_attack2 = false;
-                       }
-               }
-               if(wepent.last_activeweapon != wepent.activeweapon)
-               {
-                       wepent.last_activeweapon = wepent.activeweapon;
-
-                       e = wepent.activeweapon;
-                       if(e.netname != "")
-                               localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
-                       else if(slot == 0)
-                               localcmd("\ncl_hook_activeweapon none\n");
-               }
-       }
-
        // ALWAYS Clear Current Scene First
        clearscene();
 
@@ -2028,37 +1698,9 @@ void CSQC_UpdateView(entity this, float w, float h)
        vid_conheight = autocvar_vid_conheight;
        vid_pixelheight = autocvar_vid_pixelheight;
 
-       if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
-       else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
-       else { setproperty(VF_FOV, GetCurrentFov(fov)); }
+       View_UpdateFov();
 
-       if(camera_active) // Camera for demo playback
-       {
-               if(autocvar_camera_enable)
-                       CSQC_Demo_Camera();
-               else
-               {
-                       cvar_set("chase_active", ftos(chase_active_backup));
-                       cvar_set("cl_demo_mousegrab", "0");
-                       camera_active = false;
-               }
-       }
-       else
-       {
-#ifdef CAMERATEST
-               if(autocvar_camera_enable)
-#else
-               if(autocvar_camera_enable && isdemo())
-#endif
-               {
-                       // Enable required Darkplaces cvars
-                       chase_active_backup = autocvar_chase_active;
-                       cvar_set("chase_active", "2");
-                       cvar_set("cl_demo_mousegrab", "1");
-                       camera_active = true;
-                       camera_mode = false;
-               }
-       }
+       View_DemoCamera();
 
        // Draw the Crosshair
        setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
@@ -2078,342 +1720,13 @@ void CSQC_UpdateView(entity this, float w, float h)
        addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
        renderscene();
 
-       // now switch to 2D drawing mode by calling a 2D drawing function
-       // then polygon drawing will draw as 2D stuff, and NOT get queued until the
-       // next R_RenderScene call
-       drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
-
-       if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
-       if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
-       {
-               // apply night vision effect
-               vector tc_00, tc_01, tc_10, tc_11;
-               vector rgb = '0 0 0';
-
-               if(!nightvision_noise)
-               {
-                       nightvision_noise = new(nightvision_noise);
-               }
-               if(!nightvision_noise2)
-               {
-                       nightvision_noise2 = new(nightvision_noise2);
-               }
-
-               // color tint in yellow
-               drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
-
-               // draw BG
-               a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
-               rgb = '1 1 1';
-               tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
-               tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
-               tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
-               //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
-               tc_11 = tc_01 + tc_10 - tc_00;
-               R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
-               R_PolygonVertex('0 0 0', tc_00, rgb, a);
-               R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
-               R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
-               R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
-               R_EndPolygon();
-
-               // draw FG
-               a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
-               rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
-               tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
-               tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
-               tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
-               tc_11 = tc_01 + tc_10 - tc_00;
-               R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
-               R_PolygonVertex('0 0 0', tc_00, rgb, a);
-               R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
-               R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
-               R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
-               R_EndPolygon();
-       }
-
-       if(autocvar_cl_reticle && !MUTATOR_CALLHOOK(DrawReticle))
-       {
-               string reticle_image = string_null;
-               bool wep_zoomed = false;
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-               {
-                       entity wepe = viewmodels[slot];
-                       Weapon wep = wepe.activeweapon;
-                       if(wep != WEP_Null && wep.wr_zoom)
-                       {
-                               bool do_zoom = wep.wr_zoom(wep, NULL);
-                               if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
-                                       reticle_image = wep.w_reticle;
-                               wep_zoomed += do_zoom;
-                       }
-               }
-               // 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
-               // the view to go back to normal, so reticle_type would become 0 as we fade out)
-               if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
-               {
-                       // no zoom reticle while dead
-                       reticle_type = 0;
-               }
-               else if(wep_zoomed && autocvar_cl_reticle_weapon)
-               {
-                       if(reticle_image) { reticle_type = 2; }
-                       else { reticle_type = 0; }
-               }
-               else if(button_zoom || zoomscript_caught)
-               {
-                       // normal zoom
-                       reticle_type = 1;
-               }
-
-               if(reticle_type)
-               {
-                       if(autocvar_cl_reticle_stretch)
-                       {
-                               reticle_size.x = vid_conwidth;
-                               reticle_size.y = vid_conheight;
-                               reticle_pos.x = 0;
-                               reticle_pos.y = 0;
-                       }
-                       else
-                       {
-                               reticle_size.x = max(vid_conwidth, vid_conheight);
-                               reticle_size.y = max(vid_conwidth, vid_conheight);
-                               reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
-                               reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
-                       }
-
-                       if(zoomscript_caught)
-                               f = 1;
-                       else
-                               f = current_zoomfraction;
-
-                       if(f)
-                       {
-                               switch(reticle_type)
-                               {
-                                       case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
-                                       case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
-                               }
-                       }
-               }
-       }
-       else
-       {
-               if(reticle_type != 0) { reticle_type = 0; }
-       }
-
-
-       // improved polyblend
-       if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
-       {
-               float contentalpha_temp, incontent, liquidalpha, contentfadetime;
-               vector liquidcolor;
-
-               switch(pointcontents(view_origin))
-               {
-                       case CONTENT_WATER:
-                               liquidalpha = autocvar_hud_contents_water_alpha;
-                               liquidcolor = stov(autocvar_hud_contents_water_color);
-                               incontent = 1;
-                               break;
-
-                       case CONTENT_LAVA:
-                               liquidalpha = autocvar_hud_contents_lava_alpha;
-                               liquidcolor = stov(autocvar_hud_contents_lava_color);
-                               incontent = 1;
-                               break;
-
-                       case CONTENT_SLIME:
-                               liquidalpha = autocvar_hud_contents_slime_alpha;
-                               liquidcolor = stov(autocvar_hud_contents_slime_color);
-                               incontent = 1;
-                               break;
-
-                       default:
-                               liquidalpha = 0;
-                               liquidcolor = '0 0 0';
-                               incontent = 0;
-                               break;
-               }
-
-               if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
-               { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
-                       contentfadetime = autocvar_hud_contents_fadeintime;
-                       liquidalpha_prev = liquidalpha;
-                       liquidcolor_prev = liquidcolor;
-               }
-               else
-                       contentfadetime = autocvar_hud_contents_fadeouttime;
-
-               contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
-               contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
-
-               if(contentavgalpha)
-                       drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
-
-               if(autocvar_hud_postprocessing)
-               {
-                       if(autocvar_hud_contents_blur && contentavgalpha)
-                       {
-                               content_blurpostprocess.x = 1;
-                               content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
-                               content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
-                       }
-                       else
-                       {
-                               content_blurpostprocess.x = 0;
-                               content_blurpostprocess.y = 0;
-                               content_blurpostprocess.z = 0;
-                       }
-               }
-       }
-
-       if(autocvar_hud_damage && !STAT(FROZEN))
-       {
-               splash_size.x = max(vid_conwidth, vid_conheight);
-               splash_size.y = max(vid_conwidth, vid_conheight);
-               splash_pos.x = (vid_conwidth - splash_size.x) / 2;
-               splash_pos.y = (vid_conheight - splash_size.y) / 2;
-
-               float myhealth_flash_temp;
-               myhealth = STAT(HEALTH);
-
-               // fade out
-               myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
-               // add new damage
-               myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
-
-               float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
-               pain_threshold = autocvar_hud_damage_pain_threshold;
-               pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
-               pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
-
-               if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
-               {
-                       pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
-               }
-
-               myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
-
-               if(myhealth_prev < 1)
-               {
-                       if(myhealth >= 1)
-                       {
-                               myhealth_flash = 0; // just spawned, clear the flash immediately
-                               myhealth_flash_temp = 0;
-                       }
-                       else
-                       {
-                               myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
-                       }
-               }
-
-               if(spectatee_status == -1 || intermission)
-               {
-                       myhealth_flash = 0; // observing, or match ended
-                       myhealth_flash_temp = 0;
-               }
-
-               myhealth_prev = myhealth;
-
-               // IDEA: change damage color/picture based on player model for robot/alien species?
-               // pro: matches model better
-               // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
-               // maybe different reddish pics?
-               if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
-               {
-                       if(autocvar_cl_gentle_damage == 2)
-                       {
-                               if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
-                                       myhealth_gentlergb = randomvec();
-                       }
-                       else
-                               myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
-
-                       if(myhealth_flash_temp > 0)
-                               drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
-               }
-               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.
-               {
-                       if(autocvar_hud_damage_blur && myhealth_flash_temp)
-                       {
-                               damage_blurpostprocess.x = 1;
-                               damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
-                               damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
-                       }
-                       else
-                       {
-                               damage_blurpostprocess.x = 0;
-                               damage_blurpostprocess.y = 0;
-                               damage_blurpostprocess.z = 0;
-                       }
-               }
-       }
-
-       float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
-       float e2 = (autocvar_hud_powerup != 0);
-       if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
-       {
-               // enable or disable rendering types if they are used or not
-               if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
-               if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
-
-               // blur postprocess handling done first (used by hud_damage and hud_contents)
-               if((damage_blurpostprocess.x || content_blurpostprocess.x))
-               {
-                       float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
-                       float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
-                       if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
-                       {
-                               cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
-                               old_blurradius = blurradius;
-                               old_bluralpha = bluralpha;
-                       }
-               }
-               else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
-               {
-                       cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
-                       old_blurradius = 0;
-                       old_bluralpha = 0;
-               }
-
-               // edge detection postprocess handling done second (used by hud_powerup)
-               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); }
-
-               sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
-
-               if(autocvar_hud_powerup && sharpen_intensity > 0)
-               {
-                       if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
-                       {
-                               cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
-                               old_sharpen_intensity = sharpen_intensity;
-                       }
-               }
-               else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
-               {
-                       cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
-                       old_sharpen_intensity = 0;
-               }
-
-               if(cvar("r_glsl_postprocess") == 0)
-                       cvar_set("r_glsl_postprocess", "2");
-       }
-       else if(cvar("r_glsl_postprocess") == 2)
-               cvar_set("r_glsl_postprocess", "0");
+       // Now the the scene has been rendered, begin with the 2D drawing functions
 
-       /*if(ISGAMETYPE(CTF))
-         {
-         ctf_view();
-         } else */
+       View_NightVision();
+       DrawReticle(local_player);
+       HUD_Contents();
+       HUD_Damage();
+       View_PostProcessing();
 
        // draw 2D entities
        IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
@@ -2443,14 +1756,15 @@ void CSQC_UpdateView(entity this, float w, float h)
                setproperty(VF_ORIGIN, '0 0 0');
                setproperty(VF_ANGLES, '0 0 0');
                setproperty(VF_PERSPECTIVE, 1);
-               makevectors('0 0 0');
+               vector forward, right, up;
+               MAKE_VECTORS('0 0 0', forward, right, up);
                vector v1, v2;
                cvar_set("vid_conwidth", "800");
                cvar_set("vid_conheight", "600");
-               v1 = cs_project(v_forward);
+               v1 = cs_project(forward);
                cvar_set("vid_conwidth", "640");
                cvar_set("vid_conheight", "480");
-               v2 = cs_project(v_forward);
+               v2 = cs_project(forward);
                if(v1 == v2)
                        cs_project_is_b0rked = 1;
                else