]> 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 c98400df56760fb56814319b836458b39a0ecb44..d6d82acbe2bd06a45d3f88a980fdf72578a0f3cc 100644 (file)
@@ -1,6 +1,5 @@
 
 #include "announcer.qh"
-#include "hook.qh"
 #include "hud/all.qh"
 #include "mapvoting.qh"
 #include "scoreboard.qh"
@@ -9,17 +8,18 @@
 
 #include "mutators/events.qh"
 
+#include "../common/anim.qh"
 #include "../common/constants.qh"
 #include "../common/debug.qh"
 #include "../common/mapinfo.qh"
-#include "../common/gamemodes/all.qh"
-#include "../common/physics.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"
 #include "../lib/warpzone/client.qh"
 #include "../lib/warpzone/common.qh"
 
+#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
+
+float autocvar_cl_viewmodel_scale;
+
+bool autocvar_cl_bobmodel;
+float autocvar_cl_bobmodel_speed;
+float autocvar_cl_bobmodel_side;
+float autocvar_cl_bobmodel_up;
+
+float autocvar_cl_followmodel;
+float autocvar_cl_followmodel_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_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 \
+{ \
+       ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
+} MACRO_END
+
+#define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
+{ \
+       float __ignore; lowpass(value, frac, ref_store, __ignore); \
+       ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
+} MACRO_END
+
+#define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
+{ \
+       float __f = 0; lowpass(value, frac, ref_store, __f); \
+       ret = (value) - __f; \
+} MACRO_END
+
+#define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
+{ \
+       float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
+       ret = (value) - __f; \
+} MACRO_END
+
+#define lowpass2(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); \
+} MACRO_END
+
+#define lowpass2_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); \
+} MACRO_END
+
+#define highpass2(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); \
+} 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);
+       prevtime = time;
+
+       if (autocvar_chase_active) return;
+       if (STAT(HEALTH) <= 0) return;
+
+       entity view = CSQCModel_server2csqc(player_localentnum - 1);
+
+       bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
+       static bool oldonground;
+       static float hitgroundtime;
+       static float lastongroundtime;
+       if (clonground)
+       {
+               float f = time; // cl.movecmd[0].time
+               if (!oldonground)
+                       hitgroundtime = f;
+               lastongroundtime = f;
+       }
+       oldonground = clonground;
+
+
+       bool teleported = view.csqcmodel_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)
+       {
+               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;
+               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
+       // TODO: cl_bob
+
+       // horizontal view bobbing code
+       // TODO: cl_bob2
+
+       // fall bobbing code
+       // causes the view to swing down and back up when touching the ground
+       // TODO: cl_bobfall
+
+       // gun model bobbing code
+       if (autocvar_cl_bobmodel)
+       {
+               // calculate for swinging gun model
+               // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+               // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+               // for the most part, but for some reason when you go through a message trigger or
+               // pick up an item or anything like that it will momentarily jolt the gun.
+               float bspeed;
+               float t = 1;
+               float s = time * autocvar_cl_bobmodel_speed;
+               if (clonground)
+               {
+                       if (time - hitgroundtime < 0.2)
+                       {
+                               // just hit the ground, speed the bob back up over the next 0.2 seconds
+                               t = time - hitgroundtime;
+                               t = bound(0, t, 0.2);
+                               t *= 5;
+                       }
+               }
+               else
+               {
+                       // recently left the ground, slow the bob down over the next 0.2 seconds
+                       t = time - lastongroundtime;
+                       t = 0.2 - bound(0, t, 0.2);
+                       t *= 5;
+               }
+               bspeed = xyspeed * 0.01;
+               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;
+.float weapon_nextthink;
+.float weapon_eta_last;
+.float weapon_switchdelay;
+
+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;
+       bool invehicle = player_localentnum > maxclients;
+       if (invehicle) a = -1;
+       else if (wasinvehicle) a = 1;
+       wasinvehicle = invehicle;
+       Weapon wep = activeweapon;
+       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)
+               &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
+       for (entity e = this; e; e = e.weaponchild)
+       {
+               e.drawmask = mask;
+               e.alpha = a;
+               e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
+               e.glowmod = g;
+               e.csqcmodel_effects = fx;
+               CSQCModel_Effects_Apply(e);
+       }
+       {
+               static string name_last;
+               string name = wep.mdl;
+               if (name != name_last)
+               {
+                       name_last = name;
+                       CL_WeaponEntity_SetModel(this, name);
+                       this.viewmodel_origin = this.origin;
+                       this.viewmodel_angles = this.angles;
+               }
+               anim_update(this);
+               if (!this.animstate_override)
+                       anim_set(this, this.anim_idle, true, false, false);
+       }
+       float f = 0; // 0..1; 0: fully active
+       float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
+       if (eta <= 0) f = this.weapon_eta_last;
+       else switch (this.state)
+       {
+               case WS_RAISE:
+               {
+                       f = eta / max(eta, this.weapon_switchdelay);
+                       break;
+               }
+               case WS_DROP:
+               {
+                       f = 1 - eta / max(eta, this.weapon_switchdelay);
+                       break;
+               }
+               case WS_CLEAR:
+               {
+                       f = 1;
+                       break;
+               }
+       }
+       this.weapon_eta_last = f;
+       this.origin = this.viewmodel_origin;
+       this.angles = this.viewmodel_angles;
+       this.angles_x = (-90 * f * f);
+       viewmodel_animate(this);
+       setorigin(this, this.origin);
+}
+
+entity viewmodel;
+STATIC_INIT(viewmodel) {
+    viewmodel = new(viewmodel);
+    make_pure(viewmodel);
+       viewmodel.draw = viewmodel_draw;
+}
+
 entity porto;
 vector polyline[16];
 void Porto_Draw(entity this)
@@ -36,15 +357,15 @@ void Porto_Draw(entity this)
        vector p, dir, ang, q, nextdir;
        float portal_number, portal1_idx;
 
-       if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
+       if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
                return;
-       if(g_balance_porto_secondary)
+       if(WEP_CVAR(porto, secondary))
                return;
        if(intermission == 1)
                return;
        if(intermission == 2)
                return;
-       if (getstati(STAT_HEALTH) <= 0)
+       if (STAT(HEALTH) <= 0)
                return;
 
        dir = view_forward;
@@ -136,7 +457,7 @@ vector GetCurrentFov(float fov)
        zoomdir = button_zoom;
        if(hud == HUD_NORMAL)
        if(switchweapon == activeweapon)
-       if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
+       if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
                zoomdir += button_attack2;
        if(spectatee_status > 0 || isdemo())
        {
@@ -299,7 +620,7 @@ float EnemyHitCheck()
                return SHOTTYPE_HITWORLD;
        if(n > maxclients)
                return SHOTTYPE_HITWORLD;
-       t = GetPlayerColor(n - 1);
+       t = entcs_GetTeam(n - 1);
        if(teamplay)
                if(t == myteam)
                        return SHOTTYPE_HITTEAM;
@@ -323,17 +644,17 @@ float TrueAimCheck()
 
        switch(activeweapon) // WEAPONTODO
        {
-               case WEP_TUBA.m_id: // no aim
-               case WEP_PORTO.m_id: // shoots from eye
-               case WEP_NEXBALL.m_id: // shoots from eye
-               case WEP_HOOK.m_id: // no trueaim
-               case WEP_MORTAR.m_id: // toss curve
+               case WEP_TUBA: // no aim
+               case WEP_PORTO: // shoots from eye
+               case WEP_NEXBALL: // shoots from eye
+               case WEP_HOOK: // no trueaim
+               case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
-               case WEP_VORTEX.m_id:
-               case WEP_VAPORIZER.m_id:
+               case WEP_VORTEX:
+               case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
-               case WEP_RIFLE.m_id:
+               case WEP_RIFLE:
                        ta = trueaim_rifle;
                        mv = MOVE_NORMAL;
                        if(zoomscript_caught)
@@ -342,32 +663,32 @@ float TrueAimCheck()
                                return EnemyHitCheck();
                        }
                        break;
-               case WEP_DEVASTATOR.m_id: // projectile has a size!
+               case WEP_DEVASTATOR: // projectile has a size!
                        mi = '-3 -3 -3';
                        ma = '3 3 3';
                        break;
-               case WEP_FIREBALL.m_id: // projectile has a size!
+               case WEP_FIREBALL: // projectile has a size!
                        mi = '-16 -16 -16';
                        ma = '16 16 16';
                        break;
-               case WEP_SEEKER.m_id: // projectile has a size!
+               case WEP_SEEKER: // projectile has a size!
                        mi = '-2 -2 -2';
                        ma = '2 2 2';
                        break;
-               case WEP_ELECTRO.m_id: // projectile has a size!
+               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 * getstati(STAT_VIEWHEIGHT));
+       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(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
+       if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
                trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
 
        if(vecs.x > 0)
@@ -429,28 +750,28 @@ 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;
-               if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
+               if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
                {
                        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;
@@ -463,7 +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);
        }
 }
@@ -501,7 +822,7 @@ void HitSound()
 
        static float hitsound_time_prev = 0;
        // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
-       float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
+       float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
        if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
        {
                if (autocvar_cl_hitsound && unaccounted_damage)
@@ -548,7 +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 &&
@@ -607,7 +928,7 @@ void HUD_Crosshair()
 
                if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
                {
-                       e = get_weaponinfo(switchingweapon);
+                       e = switchingweapon;
                        if(e)
                        {
                                if(autocvar_crosshair_per_weapon)
@@ -642,7 +963,7 @@ void HUD_Crosshair()
 
                        case 2: // crosshair_color_by_health
                        {
-                               float x = getstati(STAT_HEALTH);
+                               float x = STAT(HEALTH);
 
                                //x = red
                                //y = green
@@ -837,7 +1158,7 @@ void HUD_Crosshair()
 
 
                                // handle the values
-                               if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+                               if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
                                {
                                        if (vortex_chargepool || use_vortex_chargepool) {
                                                use_vortex_chargepool = 1;
@@ -857,16 +1178,16 @@ void HUD_Crosshair()
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
-                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
                                {
-                                       ring_value = bound(0, STAT(LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+                                       ring_value = bound(0, STAT(LAYED_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 (activeweapon == WEP_HAGAR.m_id && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                               else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
                                {
-                                       ring_value = bound(0, STAT(HAGAR_LOAD) / hagar_maxrockets, 1);
+                                       ring_value = bound(0, STAT(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";
@@ -887,12 +1208,12 @@ void HUD_Crosshair()
 
                                        // 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 ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
+                                       if ((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 && activeweapon == WEP_ARC.m_id )
+                               else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
                                {
                                        ring_value = arc_heat;
                                        ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
@@ -930,8 +1251,7 @@ void HUD_Crosshair()
                        }
 
 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
-                       do \
-                       { \
+                       MACRO_BEGIN { \
                                if(wcross_blur > 0) \
                                { \
                                        for(i = -2; i <= 2; ++i) \
@@ -942,8 +1262,7 @@ void HUD_Crosshair()
                                { \
                                        M(0,0,sz,wcross_name,wcross_alpha); \
                                } \
-                       } \
-                       while(0)
+                       } MACRO_END
 
 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
                        drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size.x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size.y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
@@ -1090,8 +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);
@@ -1109,7 +1428,7 @@ void CSQC_UpdateView(float w, float h)
                current_player = player_localentnum - 1;
        else // then player_localentnum is the vehicle I'm driving
                current_player = player_localnum;
-       myteam = GetPlayerColor(current_player);
+       myteam = entcs_GetTeam(current_player);
 
        if(myteam != prev_myteam)
        {
@@ -1120,7 +1439,7 @@ void CSQC_UpdateView(float w, float h)
 
        ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
 
-       float is_dead = (getstati(STAT_HEALTH) <= 0);
+       float is_dead = (STAT(HEALTH) <= 0);
 
        // FIXME do we need this hack?
        if(isdemo())
@@ -1145,31 +1464,49 @@ void CSQC_UpdateView(float w, float h)
                float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
                entity gen = world;
 
-               if(ons_roundlost)
+               float vehicle_viewdist = 0;
+               vector vehicle_viewofs = '0 0 0';
+
+               if(vehicle_chase)
                {
-                       entity e;
-                       for(e = world; (e = find(e, classname, "onslaught_generator")); )
+                       if(hud != HUD_BUMBLEBEE_GUN)
                        {
-                               if(e.health <= 0)
-                               {
-                                       gen = e;
-                                       break;
-                               }
+                               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(
+                               gen = it;
+                               break;
+                       ));
                        if(!gen)
-                               ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
+                               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)
@@ -1186,7 +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)
@@ -1200,7 +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));
@@ -1209,7 +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
@@ -1267,14 +1610,14 @@ void CSQC_UpdateView(float w, float h)
                float ov_furthest = 0;
                float dist = 0;
 
-               if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
-               if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+               if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
 
                if(!ov_enabled)
                {
@@ -1321,6 +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);
@@ -1395,10 +1742,12 @@ void CSQC_UpdateView(float w, float h)
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
 
        // currently switching-to weapon (for crosshair)
-       switchingweapon = STAT(SWITCHINGWEAPON);
+       switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
 
        // actually active weapon (for zoom)
-       activeweapon = getstati(STAT_ACTIVEWEAPON);
+       activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
+
+       switchweapon = Weapons_from(STAT(SWITCHWEAPON));
 
        f = (serverflags & SERVERFLAG_TEAMPLAY);
        if(f != teamplay)
@@ -1427,7 +1776,7 @@ void CSQC_UpdateView(float w, float h)
        {
                last_activeweapon = activeweapon;
 
-               e = get_weaponinfo(activeweapon);
+               e = activeweapon;
                if(e.netname != "")
                        localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
                else
@@ -1499,8 +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();
 
@@ -1560,7 +1907,7 @@ void CSQC_UpdateView(float w, float h)
 
        if(autocvar_cl_reticle)
        {
-               Weapon wep = get_weaponinfo(activeweapon);
+               Weapon wep = activeweapon;
                // Draw the aiming reticle for weapons that use it
                // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
                // It must be a persisted float for fading out to work properly (you let go of the zoom button for
@@ -1692,7 +2039,7 @@ void CSQC_UpdateView(float w, float h)
                splash_pos.y = (vid_conheight - splash_size.y) / 2;
 
                float myhealth_flash_temp;
-               myhealth = getstati(STAT_HEALTH);
+               myhealth = STAT(HEALTH);
 
                // fade out
                myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
@@ -1801,7 +2148,7 @@ void CSQC_UpdateView(float w, float h)
                if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
                if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
 
-               sharpen_intensity = bound(0, ((getstati(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.
+               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)
                {
@@ -1829,7 +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();
 
@@ -1880,6 +2227,8 @@ void CSQC_UpdateView(float w, float h)
                HUD_Radar_Mouse();
 
        cl_notice_run();
+       unpause_update();
+       Net_Flush();
 
        // let's reset the view back to normal for the end
        setproperty(VF_MIN, '0 0 0');
@@ -1926,7 +2275,7 @@ void CSQC_Demo_Camera()
        else
        {
                tmp = getmousepos() * 0.1;
-               if(vlen(tmp)>autocvar_camera_mouse_threshold)
+               if(vdist(tmp, >, autocvar_camera_mouse_threshold))
                {
                        mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
                        mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));