]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Fix weaponmodel effects passing through warpzones
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index a05407e9023d1b8df08e2d289aac957577f9dfe9..d6d82acbe2bd06a45d3f88a980fdf72578a0f3cc 100644 (file)
 #include "../common/constants.qh"
 #include "../common/debug.qh"
 #include "../common/mapinfo.qh"
-#include "../common/gamemodes/all.qh"
+#include <common/gamemodes/all.qh>
 #include "../common/physics/player.qh"
 #include "../common/stats.qh"
 #include "../common/triggers/target/music.qh"
 #include "../common/teams.qh"
 
-#include "../common/vehicles/all.qh"
-#include "../common/weapons/all.qh"
+#include <common/vehicles/all.qh>
+#include <common/weapons/all.qh>
 #include "../common/viewloc.qh"
 #include "../common/minigames/cl_minigames.qh"
 #include "../common/minigames/cl_minigames_hud.qh"
@@ -39,33 +39,23 @@ float autocvar_cl_bobmodel_side;
 float autocvar_cl_bobmodel_up;
 
 float autocvar_cl_followmodel;
-float autocvar_cl_followmodel_side_speed;
-float autocvar_cl_followmodel_side_highpass;
-float autocvar_cl_followmodel_side_highpass1;
-float autocvar_cl_followmodel_side_limit;
-float autocvar_cl_followmodel_side_lowpass;
-float autocvar_cl_followmodel_up_speed;
-float autocvar_cl_followmodel_up_highpass;
-float autocvar_cl_followmodel_up_highpass1;
-float autocvar_cl_followmodel_up_limit;
-float autocvar_cl_followmodel_up_lowpass;
+float autocvar_cl_followmodel_speed = 0.3;
+float autocvar_cl_followmodel_limit = 1000;
+float autocvar_cl_followmodel_highpass1 = 0.05;
+float autocvar_cl_followmodel_highpass = 0.05;
+float autocvar_cl_followmodel_lowpass = 0.03;
 
 float autocvar_cl_leanmodel;
-float autocvar_cl_leanmodel_side_speed;
-float autocvar_cl_leanmodel_side_highpass;
-float autocvar_cl_leanmodel_side_highpass1;
-float autocvar_cl_leanmodel_side_lowpass;
-float autocvar_cl_leanmodel_side_limit;
-float autocvar_cl_leanmodel_up_speed;
-float autocvar_cl_leanmodel_up_highpass;
-float autocvar_cl_leanmodel_up_highpass1;
-float autocvar_cl_leanmodel_up_lowpass;
-float autocvar_cl_leanmodel_up_limit;
+float autocvar_cl_leanmodel_speed = 0.3;
+float autocvar_cl_leanmodel_limit = 1000;
+float autocvar_cl_leanmodel_highpass1 = 0.2;
+float autocvar_cl_leanmodel_highpass = 0.2;
+float autocvar_cl_leanmodel_lowpass = 0.05;
 
+#define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
 { \
-       float __frac = bound(0, frac, 1); \
-       ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
+       ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
 } MACRO_END
 
 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
@@ -86,31 +76,62 @@ float autocvar_cl_leanmodel_up_limit;
        ret = (value) - __f; \
 } MACRO_END
 
-#define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
+#define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
 { \
-       lowpass(value.x, fracx, ref_store.x, ref_out.x); \
-       lowpass(value.y, fracy, ref_store.y, ref_out.y); \
-       lowpass(value.z, fracz, ref_store.z, ref_out.z); \
+       lowpass(value.x, frac, ref_store.x, ref_out.x); \
+       lowpass(value.y, frac, ref_store.y, ref_out.y); \
 } MACRO_END
 
-#define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
+#define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
 { \
-       highpass(value.x, fracx, ref_store.x, ref_out.x); \
-       highpass(value.y, fracy, ref_store.y, ref_out.y); \
-       highpass(value.z, fracz, ref_store.z, ref_out.z); \
+       lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+       lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
 } MACRO_END
 
-#define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) MACRO_BEGIN \
+#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
 { \
-       highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
-       highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
-       highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
+       highpass(value.x, frac, ref_store.x, ref_out.x); \
+       highpass(value.y, frac, ref_store.y, ref_out.y); \
+} MACRO_END
+
+#define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+       highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+} MACRO_END
+
+#define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       lowpass(value.x, frac, ref_store.x, ref_out.x); \
+       lowpass(value.y, frac, ref_store.y, ref_out.y); \
+       lowpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       highpass(value.x, frac, ref_store.x, ref_out.x); \
+       highpass(value.y, frac, ref_store.y, ref_out.y); \
+       highpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+       highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+       highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+       lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+       lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
 } MACRO_END
 
 void viewmodel_animate(entity this)
 {
        static float prevtime;
-       float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
+       float frametime = (time - prevtime);
        prevtime = time;
 
        if (autocvar_chase_active) return;
@@ -131,84 +152,73 @@ void viewmodel_animate(entity this)
        }
        oldonground = clonground;
 
-       vector gunorg = '0 0 0', gunangles = '0 0 0';
-       static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
 
        bool teleported = view.csqcmodel_teleported;
 
-       // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
-       if (teleported)
+       float frac;
+       if(autocvar_cl_followmodel)
+       {
+               vector gunorg = '0 0 0';
+               static vector vel_average;
+               static vector gunorg_prev = '0 0 0';
+               static vector gunorg_adjustment_highpass;
+               static vector gunorg_adjustment_lowpass;
+
+               vector vel;
+               vector forward, right = '0 0 0', up = '0 0 0';
+               MAKEVECTORS(makevectors, view_angles, forward, right, up);
+               vel.x = view.velocity * forward;
+               vel.y = view.velocity * right * -1;
+               vel.z = view.velocity * up;
+               frac = avg_factor(autocvar_cl_followmodel_highpass1);
+               lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg);
+
+               gunorg *= -autocvar_cl_followmodel_speed * 0.042;
+
+               // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+               // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+               frac = avg_factor(autocvar_cl_followmodel_highpass);
+               highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
+               frac = avg_factor(autocvar_cl_followmodel_lowpass);
+               lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
+
+               this.origin += gunorg;
+       }
+
+       if(autocvar_cl_leanmodel)
        {
-               // try to fix the first highpass; result is NOT
-               // perfect! TODO find a better fix
+               vector gunangles = '0 0 0';
+               static vector gunangles_prev = '0 0 0';
+               static vector gunangles_highpass = '0 0 0';
+               static vector gunangles_adjustment_highpass;
+               static vector gunangles_adjustment_lowpass;
+
+               if (teleported)
+                       gunangles_prev = view_angles;
+
+               // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+               gunangles_highpass += gunangles_prev;
+               PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
+               YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
+               ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
+               frac = avg_factor(autocvar_cl_leanmodel_highpass1);
+               highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
                gunangles_prev = view_angles;
-               gunorg_prev = view_origin;
-       }
-
-       static vector gunorg_highpass = '0 0 0';
-
-       // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
-       gunorg_highpass += gunorg_prev;
-       highpass3_limited(view_origin,
-               frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
-               frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
-               frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
-               gunorg_highpass, gunorg);
-       gunorg_prev = view_origin;
-       gunorg_highpass -= gunorg_prev;
-
-       static vector gunangles_highpass = '0 0 0';
-
-       // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
-       gunangles_highpass += gunangles_prev;
-       PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
-       YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
-       ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
-       highpass3_limited(view_angles,
-               frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
-               frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
-               0, 0,
-               gunangles_highpass, gunangles);
-       gunangles_prev = view_angles;
-       gunangles_highpass -= gunangles_prev;
-
-       // 3. calculate the RAW adjustment vectors
-       gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
-       gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
-       gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
-
-       PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
-       YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
-       ROLL(gunangles) = 0;
-
-       static vector gunorg_adjustment_highpass;
-       static vector gunorg_adjustment_lowpass;
-       static vector gunangles_adjustment_highpass;
-       static vector gunangles_adjustment_lowpass;
-
-       // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
-       //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
-       highpass3(gunorg,
-               frametime * autocvar_cl_followmodel_side_highpass,
-               frametime * autocvar_cl_followmodel_side_highpass,
-               frametime * autocvar_cl_followmodel_up_highpass,
-               gunorg_adjustment_highpass, gunorg);
-       lowpass3(gunorg,
-               frametime * autocvar_cl_followmodel_side_lowpass,
-               frametime * autocvar_cl_followmodel_side_lowpass,
-               frametime * autocvar_cl_followmodel_up_lowpass,
-               gunorg_adjustment_lowpass, gunorg);
-       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
-       highpass3(gunangles,
-               frametime * autocvar_cl_leanmodel_up_highpass,
-               frametime * autocvar_cl_leanmodel_side_highpass,
-               0,
-               gunangles_adjustment_highpass, gunangles);
-       lowpass3(gunangles,
-               frametime * autocvar_cl_leanmodel_up_lowpass,
-               frametime * autocvar_cl_leanmodel_side_lowpass,
-               0,
-               gunangles_adjustment_lowpass, gunangles);
+               gunangles_highpass -= gunangles_prev;
+
+               PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+               YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+
+               // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+               frac = avg_factor(autocvar_cl_leanmodel_highpass);
+               highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
+               frac = avg_factor(autocvar_cl_leanmodel_lowpass);
+               lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
+
+               gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
+               this.angles += gunangles;
+       }
+
        float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
 
        // vertical view bobbing code
@@ -229,7 +239,6 @@ void viewmodel_animate(entity this)
                // Sajt: I tried to smooth out the transitions between bob and no bob, which works
                // for the most part, but for some reason when you go through a message trigger or
                // pick up an item or anything like that it will momentarily jolt the gun.
-               vector forward, right = '0 0 0', up = '0 0 0';
                float bspeed;
                float t = 1;
                float s = time * autocvar_cl_bobmodel_speed;
@@ -251,17 +260,12 @@ void viewmodel_animate(entity this)
                        t *= 5;
                }
                bspeed = xyspeed * 0.01;
-               MAKEVECTORS(makevectors, view_angles, forward, right, up);
-               float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
-               gunorg += bobr * right;
-               float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
-               gunorg += bobu * up;
-       }
-       vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
-       v.z = gunorg.z;
-       this.origin += v;
-       gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
-       this.angles += gunangles;
+               vector gunorg = '0 0 0';
+               gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
+               gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
+
+               this.origin += gunorg;
+       }
 }
 
 .vector viewmodel_origin, viewmodel_angles;
@@ -271,6 +275,8 @@ void viewmodel_animate(entity this)
 
 void viewmodel_draw(entity this)
 {
+       if(!activeweapon)
+               return;
        int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
        float a = this.alpha;
        static bool wasinvehicle;
@@ -278,10 +284,9 @@ void viewmodel_draw(entity this)
        if (invehicle) a = -1;
        else if (wasinvehicle) a = 1;
        wasinvehicle = invehicle;
-       int c = stof(getplayerkeyvalue(current_player, "colors"));
-       vector g;
        Weapon wep = activeweapon;
-       if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
+       int c = stof(getplayerkeyvalue(current_player, "colors"));
+       vector g = weaponentity_glowmod(wep, c);
        entity me = CSQCModel_server2csqc(player_localentnum - 1);
        int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
                | EF_NODEPTHTEST)
@@ -293,7 +298,7 @@ void viewmodel_draw(entity this)
                e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
                e.glowmod = g;
                e.csqcmodel_effects = fx;
-               WITH(entity, self, e, CSQCModel_Effects_Apply());
+               CSQCModel_Effects_Apply(e);
        }
        {
                static string name_last;
@@ -745,19 +750,19 @@ vector liquidcolor_prev;
 
 float eventchase_current_distance;
 float eventchase_running;
-bool WantEventchase()
-{SELFPARAM();
+bool WantEventchase(entity this)
+{
        if(autocvar_cl_orthoview)
                return false;
        if(intermission)
                return true;
-       if(self.viewloc)
+       if(this.viewloc)
                return true;
        if(spectatee_status >= 0)
        {
                if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
                        return true;
-               if(MUTATOR_CALLHOOK(WantEventchase, self))
+               if(MUTATOR_CALLHOOK(WantEventchase, this))
                        return true;
                if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
                        return true;
@@ -766,7 +771,7 @@ bool WantEventchase()
                        if(autocvar_cl_eventchase_death == 2)
                        {
                                // don't stop eventchase once it's started (even if velocity changes afterwards)
-                               if(self.velocity == '0 0 0' || eventchase_running)
+                               if(this.velocity == '0 0 0' || eventchase_running)
                                        return true;
                        }
                        else return true;
@@ -779,7 +784,7 @@ void HUD_Crosshair_Vehicle()
 {
        if(hud != HUD_BUMBLEBEE_GUN)
        {
-               Vehicle info = get_vehicleinfo(hud);
+               Vehicle info = Vehicles_from(hud);
                info.vr_crosshair(info);
        }
 }
@@ -864,7 +869,7 @@ void HUD_Crosshair()
 {SELFPARAM();
        static float rainbow_last_flicker;
        static vector rainbow_prev_color;
-       entity e = self;
+       entity e = this;
        float f, i, j;
        vector v;
        if(!scoreboard_active && !camera_active && intermission != 2 &&
@@ -1404,8 +1409,8 @@ void CSQC_UpdateView(float w, float h)
        else
                view_quality = 1;
 
-       button_attack2 = PHYS_INPUT_BUTTON_ATCK2(self);
-       button_zoom = PHYS_INPUT_BUTTON_ZOOM(self);
+       button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
+       button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
 
        vf_size = getpropertyvec(VF_SIZE);
        vf_min = getpropertyvec(VF_MIN);
@@ -1459,6 +1464,19 @@ void CSQC_UpdateView(float w, float h)
                float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
                entity gen = world;
 
+               float vehicle_viewdist = 0;
+               vector vehicle_viewofs = '0 0 0';
+
+               if(vehicle_chase)
+               {
+                       if(hud != HUD_BUMBLEBEE_GUN)
+                       {
+                               Vehicle info = Vehicles_from(hud);
+                               vehicle_viewdist = info.height;
+                               vehicle_viewofs = info.view_ofs;
+                       }
+               }
+
                if(ons_roundlost)
                {
                        FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
@@ -1468,17 +1486,27 @@ void CSQC_UpdateView(float w, float h)
                        if(!gen)
                                ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
                }
-               if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
+               if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
                {
                        eventchase_running = true;
 
+                       entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
+                       if(!local_player)
+                               local_player = self; // fall back!
+
                        // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
                        vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
                        if(ons_roundlost) { current_view_origin = gen.origin; }
 
                        // detect maximum viewoffset and use it
                        vector view_offset = autocvar_cl_eventchase_viewoffset;
-                       if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
+                       if(vehicle_chase)
+                       {
+                               if(vehicle_viewofs)
+                                       view_offset = vehicle_viewofs;
+                               else
+                                       view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
+                       }
                        if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
 
                        if(view_offset)
@@ -1495,7 +1523,13 @@ void CSQC_UpdateView(float w, float h)
 
                        // make the camera smooth back
                        float chase_distance = autocvar_cl_eventchase_distance;
-                       if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
+                       if(vehicle_chase)
+                       {
+                               if(vehicle_viewofs)
+                                       chase_distance = vehicle_viewdist;
+                               else
+                                       chase_distance = autocvar_cl_eventchase_vehicle_distance;
+                       }
                        if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
 
                        if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
@@ -1509,7 +1543,7 @@ void CSQC_UpdateView(float w, float h)
                        WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
 
                        // If the boxtrace fails, revert back to line tracing.
-                       if(!self.viewloc)
+                       if(!local_player.viewloc)
                        if(trace_startsolid)
                        {
                                eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
@@ -1518,7 +1552,7 @@ void CSQC_UpdateView(float w, float h)
                        }
                        else { setproperty(VF_ORIGIN, trace_endpos); }
 
-                       if(!self.viewloc)
+                       if(!local_player.viewloc)
                                setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
                }
                else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
@@ -1630,6 +1664,10 @@ void CSQC_UpdateView(float w, float h)
                ov_enabled = false;
        }
 
+       // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
+       // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
+       FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
+
        // Render the Scene
        view_origin = getpropertyvec(VF_ORIGIN);
        view_angles = getpropertyvec(VF_ANGLES);
@@ -1810,8 +1848,6 @@ void CSQC_UpdateView(float w, float h)
           mousepos = mousepos*0.5 + getmousepos();
         */
 
-       FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it))));
-
        addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
        renderscene();
 
@@ -2140,7 +2176,7 @@ void CSQC_UpdateView(float w, float h)
          } else */
 
        // draw 2D entities
-       FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it))));
+       FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
        Draw_ShowNames_All();
        Debug_Draw();