Merge branch 'master' into Mario/vehicles
authorMario <zacjardine@y7mail.com>
Tue, 24 Feb 2015 05:00:12 +0000 (16:00 +1100)
committerMario <zacjardine@y7mail.com>
Tue, 24 Feb 2015 05:00:12 +0000 (16:00 +1100)
Conflicts:
qcsrc/client/autocvars.qh
qcsrc/client/progs.src
qcsrc/client/vehicles/vehicles.qc
qcsrc/client/vehicles/vehicles.qh
qcsrc/common/constants.qh
qcsrc/common/notifications.qh
qcsrc/common/vehicles/sv_vehicles.qh
qcsrc/common/vehicles/unit/bumblebee.qc
qcsrc/server/cl_client.qc
qcsrc/server/mutators/mutator_nades.qc
qcsrc/server/progs.src
qcsrc/server/vehicles/racer.qc
qcsrc/server/vehicles/raptor.qc
qcsrc/server/vehicles/spiderbot.qc
qcsrc/server/vehicles/vehicles.qc
qcsrc/server/vehicles/vehicles.qh
qcsrc/server/weapons/weaponsystem.qh

36 files changed:
1  2 
qcsrc/client/autocvars.qh
qcsrc/client/damage.qc
qcsrc/client/main.qc
qcsrc/client/progs.src
qcsrc/client/tturrets.qc
qcsrc/client/view.qc
qcsrc/client/waypointsprites.qc
qcsrc/common/constants.qh
qcsrc/common/csqcmodel_settings.qh
qcsrc/common/monsters/sv_monsters.qc
qcsrc/common/notifications.qh
qcsrc/common/vehicles/cl_vehicles.qh
qcsrc/common/vehicles/sv_vehicles.qh
qcsrc/common/vehicles/unit/bumblebee.qc
qcsrc/common/vehicles/vehicles.qh
qcsrc/common/vehicles/vehicles_include.qh
qcsrc/server/antilag.qc
qcsrc/server/cl_client.qc
qcsrc/server/cl_impulse.qc
qcsrc/server/command/cmd.qc
qcsrc/server/g_damage.qc
qcsrc/server/g_damage.qh
qcsrc/server/g_hook.qc
qcsrc/server/g_world.qc
qcsrc/server/mutators/gamemode_assault.qc
qcsrc/server/mutators/mutator_nades.qc
qcsrc/server/mutators/mutator_overkill.qc
qcsrc/server/mutators/mutators_include.qc
qcsrc/server/portals.qc
qcsrc/server/progs.src
qcsrc/server/sv_main.qc
qcsrc/server/t_halflife.qc
qcsrc/server/t_teleporters.qc
qcsrc/server/weapons/selection.qc
qcsrc/server/weapons/weaponsystem.qc
qcsrc/server/weapons/weaponsystem.qh

@@@ -36,47 -39,50 +39,47 @@@ float autocvar_cl_effects_lightningarc_
  float autocvar_cl_effects_lightningarc_drift_end;
  float autocvar_cl_effects_lightningarc_drift_start;
  float autocvar_cl_effects_lightningarc_segmentlength;
float autocvar_cl_effects_lightningarc_simple;
float autocvar_cl_gentle;
float autocvar_cl_gentle_damage;
float autocvar_cl_gentle_gibs;
float autocvar_cl_gentle_messages;
var float autocvar_cl_gibs_damageforcescale = 3.5;
var float autocvar_cl_gibs_lifetime = 14;
var float autocvar_cl_gibs_maxcount = 100;
var float autocvar_cl_gibs_sloppy = 1;
var float autocvar_cl_gibs_ticrate = 0.1;
var float autocvar_cl_gibs_velocity_random = 1;
var float autocvar_cl_gibs_velocity_scale = 1;
var float autocvar_cl_gibs_avelocity_scale = 1;
bool autocvar_cl_effects_lightningarc_simple;
int autocvar_cl_gentle;
int autocvar_cl_gentle_damage;
int autocvar_cl_gentle_gibs;
int autocvar_cl_gentle_messages;
+ float autocvar_cl_gibs_damageforcescale = 3.5;
+ float autocvar_cl_gibs_lifetime = 14;
+ float autocvar_cl_gibs_maxcount = 100;
bool autocvar_cl_gibs_sloppy = 1;
+ float autocvar_cl_gibs_ticrate = 0.1;
+ float autocvar_cl_gibs_velocity_random = 1;
+ float autocvar_cl_gibs_velocity_scale = 1;
+ float autocvar_cl_gibs_avelocity_scale = 1;
  float autocvar_cl_gibs_velocity_up;
float autocvar_cl_gunalign;
float autocvar_cl_hidewaypoints;
float autocvar_cl_lockview;
float autocvar_cl_nogibs;
float autocvar_cl_orthoview;
float autocvar_cl_orthoview_nofog;
float autocvar_cl_particlegibs;
float autocvar_cl_particles_oldvortexbeam;
int autocvar_cl_gunalign;
bool autocvar_cl_hidewaypoints;
bool autocvar_cl_lockview;
bool autocvar_cl_nogibs;
bool autocvar_cl_orthoview;
bool autocvar_cl_orthoview_nofog;
bool autocvar_cl_particlegibs;
bool autocvar_cl_particles_oldvortexbeam;
  float autocvar_cl_particles_quality;
float autocvar_cl_projectiles_sloppy;
float autocvar_cl_readpicture_force;
var float autocvar_cl_reticle = 1;
var float autocvar_cl_reticle_normal_alpha = 1;
var float autocvar_cl_reticle_weapon = 1;
var float autocvar_cl_reticle_weapon_alpha = 1;
float autocvar_cl_reticle_stretch;
float autocvar_cl_spawn_event_particles;
var float autocvar_cl_spawn_event_sound = 1;
bool autocvar_cl_projectiles_sloppy;
bool autocvar_cl_readpicture_force;
bool autocvar_cl_reticle = 1;
+ float autocvar_cl_reticle_normal_alpha = 1;
bool autocvar_cl_reticle_weapon = 1;
+ float autocvar_cl_reticle_weapon_alpha = 1;
bool autocvar_cl_reticle_stretch;
bool autocvar_cl_spawn_event_particles;
bool autocvar_cl_spawn_event_sound = 1;
  // float autocvar_cl_spawn_point_model;
- float autocvar_cl_spawn_point_particles;
- var float autocvar_cl_spawnzoom = 1;
- var float autocvar_cl_spawnzoom_speed = 1;
- var float autocvar_cl_spawnzoom_factor = 2;
- float autocvar_cl_stripcolorcodes;
- float autocvar_cl_velocityzoom_enabled;
+ bool autocvar_cl_spawn_point_particles;
+ bool autocvar_cl_spawnzoom = 1;
+ float autocvar_cl_spawnzoom_speed = 1;
+ float autocvar_cl_spawnzoom_factor = 2;
+ bool autocvar_cl_stripcolorcodes;
 -float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6;
 -float autocvar_cl_vehicle_spiderbot_cross_size = 1;
 -bool autocvar_cl_vehicles_hud_tactical = 1;
+ bool autocvar_cl_velocityzoom_enabled;
  float autocvar_cl_velocityzoom_factor;
var float autocvar_cl_velocityzoom_type = 3;
int autocvar_cl_velocityzoom_type = 3;
  float autocvar_cl_velocityzoom_speed;
  float autocvar_cl_velocityzoom_time;
  string autocvar_cl_weaponpriority;
@@@ -1,3 -1,19 +1,19 @@@
 -      #include "vehicles/vehicles.qh"
+ #if defined(CSQC)
+       #include "../dpdefs/csprogsdefs.qh"
+       #include "defs.qh"
+       #include "../common/constants.qh"
+       #include "../common/util.qh"
+       #include "../common/weapons/weapons.qh"
+       #include "autocvars.qh"
+       #include "../common/deathtypes.qh"
+       #include "damage.qh"
+       #include "movetypes.qh"
+       #include "prandom.qh"
++      #include "../common/vehicles/cl_vehicles.qh"
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #endif
  void DamageEffect_Think()
  {
        // if particle distribution is enabled, slow ticrate by total number of damages
index 0000000,13f9545..cabb13e
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,1319 +1,1318 @@@
 -#include "vehicles/vehicles.qh"
 -
 -#include "../server/vehicles/bumblebee.qh"
+ #include "mapvoting.qh"
+ #include "modeleffects.qh"
+ #include "particles.qh"
+ #include "scoreboard.qh"
+ #include "shownames.qh"
+ #include "target_music.qh"
+ #include "tturrets.qh"
+ #include "tuba.qh"
+ #include "wall.qh"
+ #include "waypointsprites.qh"
 -      Vehicles_Precache();
++#include "../common/vehicles/vehicles.qh"
++#include "../common/vehicles/cl_vehicles.qh"
+ #include "../common/net_notice.qh"
+ #include "../common/monsters/monsters.qh"
+ #include "../warpzonelib/client.qh"
+ // --------------------------------------------------------------------------
+ // BEGIN REQUIRED CSQC FUNCTIONS
+ //include "main.qh"
+ entity clearentity_ent;
+ void clearentity(entity e)
+ {
+       if (!clearentity_ent)
+       {
+               clearentity_ent = spawn();
+               clearentity_ent.classname = "clearentity";
+       }
+       int n = e.entnum;
+       copyentity(clearentity_ent, e);
+       e.entnum = n;
+ }
+ #define DP_CSQC_ENTITY_REMOVE_IS_B0RKED
+ void menu_show_error()
+ {
+       drawstring('0 200 0', _("ERROR - MENU IS VISIBLE BUT NO MENU WAS DEFINED!"), '8 8 0', '1 0 0', 1, 0);
+ }
+ // CSQC_Init : Called every time the CSQC code is initialized (essentially at map load)
+ // Useful for precaching things
+ void menu_sub_null()
+ {
+ }
+ string forcefog;
+ void WaypointSprite_Load();
+ void ConsoleCommand_macro_init();
+ void CSQC_Init(void)
+ {
+       prvm_language = cvar_string("prvm_language");
+ #ifdef WATERMARK
+       dprintf("^4CSQC Build information: ^1%s\n", WATERMARK);
+ #endif
+       int i;
+       binddb = db_create();
+       tempdb = db_create();
+       ClientProgsDB = db_load("client.db");
+       compressShortVector_init();
+       draw_endBoldFont();
+       menu_visible = false;
+       menu_show = menu_show_error;
+       menu_action = func_null;
+       for(i = 0; i < 255; ++i)
+               if(getplayerkeyvalue(i, "viewentity") == "")
+                       break;
+       maxclients = i;
+       //registercommand("hud_configure");
+       //registercommand("hud_save");
+       //registercommand("menu_action");
+       ConsoleCommand_macro_init();
+       registercvar("hud_usecsqc", "1");
+       registercvar("scoreboard_columns", "default");
+       registercvar("cl_nade_type", "3");
+       registercvar("cl_pokenade_type", "zombie");
+       gametype = 0;
+       // hud_fields uses strunzone on the titles!
+       for(i = 0; i < MAX_HUD_FIELDS; ++i)
+               hud_title[i] = strzone("(null)");
+       Cmd_HUD_SetFields(0);
+       postinit = false;
+       calledhooks = 0;
+       teams = Sort_Spawn();
+       players = Sort_Spawn();
+       GetTeam(NUM_SPECTATOR, true); // add specs first
+       // needs to be done so early because of the constants they create
+       CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
++      CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
+       CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
+       CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
+       CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
+       CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
+       CALL_ACCUMULATED_FUNCTION(RegisterHUD_Panels);
+       CALL_ACCUMULATED_FUNCTION(RegisterBuffs);
+       WaypointSprite_Load();
+       // precaches
+       precache_model("null");
+       precache_sound("misc/hit.wav");
+       precache_sound("misc/typehit.wav");
+       Projectile_Precache();
+       Hook_Precache();
+       GibSplash_Precache();
+       Casings_Precache();
+       turrets_precache();
+       Tuba_Precache();
+       CSQCPlayer_Precache();
+       if(autocvar_cl_reticle)
+       {
+               precache_pic("gfx/reticle_normal");
+               // weapon reticles are precached in weapon files
+       }
+       get_mi_min_max_texcoords(1); // try the CLEVER way first
+       minimapname = strcat("gfx/", mi_shortname, "_radar.tga");
+       shortmapname = mi_shortname;
+       if(precache_pic(minimapname) == "")
+       {
+               // but maybe we have a non-clever minimap
+               minimapname = strcat("gfx/", mi_shortname, "_mini.tga");
+               if(precache_pic(minimapname) == "")
+                       minimapname = ""; // FAIL
+               else
+                       get_mi_min_max_texcoords(0); // load new texcoords
+       }
+       mi_center = (mi_min + mi_max) * 0.5;
+       mi_scale = mi_max - mi_min;
+       minimapname = strzone(minimapname);
+       WarpZone_Init();
+       hud_skin_path = strzone(strcat("gfx/hud/", autocvar_hud_skin));
+       hud_configure_prev = -1;
+       draw_currentSkin = strzone(strcat("gfx/menu/", cvar_string("menu_skin")));
+ }
+ // CSQC_Shutdown : Called every time the CSQC code is shutdown (changing maps, quitting, etc)
+ void Shutdown(void)
+ {
+       WarpZone_Shutdown();
+       remove(teams);
+       remove(players);
+       db_close(binddb);
+       db_close(tempdb);
+       if(autocvar_cl_db_saveasdump)
+               db_dump(ClientProgsDB, "client.db");
+       else
+               db_save(ClientProgsDB, "client.db");
+       db_close(ClientProgsDB);
+       if(camera_active)
+               cvar_set("chase_active",ftos(chase_active_backup));
+       // unset the event chasecam's chase_active
+       if(autocvar_chase_active < 0)
+               cvar_set("chase_active", "0");
+       if (!isdemo())
+       {
+               if (!(calledhooks & HOOK_START))
+                       localcmd("\n_cl_hook_gamestart nop\n");
+               if (!(calledhooks & HOOK_END))
+                       localcmd("\ncl_hook_gameend\n");
+       }
+ }
+ .float has_team;
+ float SetTeam(entity o, int Team)
+ {
+       entity tm;
+       if(teamplay)
+       {
+               switch(Team)
+               {
+                       case -1:
+                       case NUM_TEAM_1:
+                       case NUM_TEAM_2:
+                       case NUM_TEAM_3:
+                       case NUM_TEAM_4:
+                               break;
+                       default:
+                               if(GetTeam(Team, false) == world)
+                               {
+                                       dprintf("trying to switch to unsupported team %d\n", Team);
+                                       Team = NUM_SPECTATOR;
+                               }
+                               break;
+               }
+       }
+       else
+       {
+               switch(Team)
+               {
+                       case -1:
+                       case 0:
+                               break;
+                       default:
+                               if(GetTeam(Team, false) == world)
+                               {
+                                       dprintf("trying to switch to unsupported team %d\n", Team);
+                                       Team = NUM_SPECTATOR;
+                               }
+                               break;
+               }
+       }
+       if(Team == -1) // leave
+       {
+               if(o.has_team)
+               {
+                       tm = GetTeam(o.team, false);
+                       tm.team_size -= 1;
+                       o.has_team = 0;
+                       return true;
+               }
+       }
+       else
+       {
+               if (!o.has_team)
+               {
+                       o.team = Team;
+                       tm = GetTeam(Team, true);
+                       tm.team_size += 1;
+                       o.has_team = 1;
+                       return true;
+               }
+               else if(Team != o.team)
+               {
+                       tm = GetTeam(o.team, false);
+                       tm.team_size -= 1;
+                       o.team = Team;
+                       tm = GetTeam(Team, true);
+                       tm.team_size += 1;
+                       return true;
+               }
+       }
+       return false;
+ }
+ void Playerchecker_Think()
+ {
+     int i;
+       entity e;
+       for(i = 0; i < maxclients; ++i)
+       {
+               e = playerslots[i];
+               if(GetPlayerName(i) == "")
+               {
+                       if(e.sort_prev)
+                       {
+                               // player disconnected
+                               SetTeam(e, -1);
+                               RemovePlayer(e);
+                               e.sort_prev = world;
+                               //e.gotscores = 0;
+                       }
+               }
+               else
+               {
+                       if (!e.sort_prev)
+                       {
+                               // player connected
+                               if (!e)
+                                       playerslots[i] = e = spawn();
+                               e.sv_entnum = i;
+                               e.ping = 0;
+                               e.ping_packetloss = 0;
+                               e.ping_movementloss = 0;
+                               //e.gotscores = 0; // we might already have the scores...
+                               SetTeam(e, GetPlayerColor(i)); // will not hurt; later updates come with HUD_UpdatePlayerTeams
+                               RegisterPlayer(e);
+                               HUD_UpdatePlayerPos(e);
+                       }
+               }
+       }
+       self.nextthink = time + 0.2;
+ }
+ void Porto_Init();
+ void TrueAim_Init();
+ void PostInit(void)
+ {
+       entity playerchecker;
+       playerchecker = spawn();
+       playerchecker.think = Playerchecker_Think;
+       playerchecker.nextthink = time + 0.2;
+       Porto_Init();
+       TrueAim_Init();
+       postinit = true;
+ }
+ // CSQC_InputEvent : Used to perform actions based on any key pressed, key released and mouse on the client.
+ // Return value should be 1 if CSQC handled the input, otherwise return 0 to have the input passed to the engine.
+ // All keys are in ascii.
+ // bInputType = 0 is key pressed, 1 is key released, 2 and 3 are mouse input.
+ // In the case of keyboard input, nPrimary is the ascii code, and nSecondary is 0.
+ // In the case of mouse input, nPrimary is xdelta, nSecondary is ydelta.
+ // In the case of mouse input after a setcursormode(1) call, nPrimary is xpos, nSecondary is ypos.
+ float CSQC_InputEvent(float bInputType, float nPrimary, float nSecondary)
+ {
+       float bSkipKey;
+       bSkipKey = false;
+       if (HUD_Panel_InputEvent(bInputType, nPrimary, nSecondary))
+               return true;
+       if (MapVote_InputEvent(bInputType, nPrimary, nSecondary))
+               return true;
+       if(menu_visible && menu_action)
+               if(menu_action(bInputType, nPrimary, nSecondary))
+                       return true;
+       return bSkipKey;
+ }
+ // END REQUIRED CSQC FUNCTIONS
+ // --------------------------------------------------------------------------
+ // --------------------------------------------------------------------------
+ // BEGIN OPTIONAL CSQC FUNCTIONS
+ void Ent_RemoveEntCS()
+ {
+       entcs_receiver[self.sv_entnum] = world;
+ }
+ void Ent_ReadEntCS()
+ {
+     int sf;
+       InterpolateOrigin_Undo();
+       self.classname = "entcs_receiver";
+       sf = ReadByte();
+       if(sf & 1)
+               self.sv_entnum = ReadByte();
+       if(sf & 2)
+       {
+               self.origin_x = ReadShort();
+               self.origin_y = ReadShort();
+               self.origin_z = ReadShort();
+               setorigin(self, self.origin);
+       }
+       if(sf & 4)
+       {
+               self.angles_y = ReadByte() * 360.0 / 256;
+               self.angles_x = self.angles_z = 0;
+       }
+       if(sf & 8)
+               self.healthvalue = ReadByte() * 10;
+       if(sf & 16)
+               self.armorvalue = ReadByte() * 10;
+       entcs_receiver[self.sv_entnum] = self;
+       self.entremove = Ent_RemoveEntCS;
+       self.iflags |= IFLAG_ORIGIN;
+       InterpolateOrigin_Note();
+ }
+ void Ent_Remove();
+ void Ent_RemovePlayerScore()
+ {
+       if(self.owner) {
+               SetTeam(self.owner, -1);
+               self.owner.gotscores = 0;
+               for(int i = 0; i < MAX_SCORE; ++i) {
+                       self.owner.(scores[i]) = 0; // clear all scores
+               }
+       }
+ }
+ void Ent_ReadPlayerScore()
+ {
+       int i, n;
+       bool isNew;
+       entity o;
+       // damnit -.- don't want to go change every single .sv_entnum in hud.qc AGAIN
+       // (no I've never heard of M-x replace-string, sed, or anything like that)
+       isNew = !self.owner; // workaround for DP bug
+       n = ReadByte()-1;
+ #ifdef DP_CSQC_ENTITY_REMOVE_IS_B0RKED
+       if(!isNew && n != self.sv_entnum)
+       {
+               //print("A CSQC entity changed its owner!\n");
+               printf("A CSQC entity changed its owner! (edict: %d, classname: %s)\n", num_for_edict(self), self.classname);
+               isNew = true;
+               Ent_Remove();
+               self.enttype = ENT_CLIENT_SCORES;
+       }
+ #endif
+       self.sv_entnum = n;
+       if (!(playerslots[self.sv_entnum]))
+               playerslots[self.sv_entnum] = spawn();
+       o = self.owner = playerslots[self.sv_entnum];
+       o.sv_entnum = self.sv_entnum;
+       o.gotscores = 1;
+       //if (!o.sort_prev)
+       //      RegisterPlayer(o);
+       //playerchecker will do this for us later, if it has not already done so
+     int sf, lf;
+ #if MAX_SCORE <= 8
+       sf = ReadByte();
+       lf = ReadByte();
+ #else
+       sf = ReadShort();
+       lf = ReadShort();
+ #endif
+     int p;
+       for(i = 0, p = 1; i < MAX_SCORE; ++i, p *= 2)
+               if(sf & p)
+               {
+                       if(lf & p)
+                               o.(scores[i]) = ReadInt24_t();
+                       else
+                               o.(scores[i]) = ReadChar();
+               }
+       if(o.sort_prev)
+               HUD_UpdatePlayerPos(o); // if not registered, we cannot do this yet!
+       self.entremove = Ent_RemovePlayerScore;
+ }
+ void Ent_ReadTeamScore()
+ {
+       int i;
+       entity o;
+       self.team = ReadByte();
+       o = self.owner = GetTeam(self.team, true); // these team numbers can always be trusted
+     int sf, lf;
+ #if MAX_TEAMSCORE <= 8
+       sf = ReadByte();
+       lf = ReadByte();
+ #else
+       sf = ReadShort();
+       lf = ReadShort();
+ #endif
+       int p;
+       for(i = 0, p = 1; i < MAX_TEAMSCORE; ++i, p *= 2)
+               if(sf & p)
+               {
+                       if(lf & p)
+                               o.(teamscores[i]) = ReadInt24_t();
+                       else
+                               o.(teamscores[i]) = ReadChar();
+               }
+       HUD_UpdateTeamPos(o);
+ }
+ void Ent_ClientData()
+ {
+       float newspectatee_status;
+     int f = ReadByte();
+       scoreboard_showscores_force = (f & 1);
+       if(f & 2)
+       {
+               newspectatee_status = ReadByte();
+               if(newspectatee_status == player_localnum + 1)
+                       newspectatee_status = -1; // observing
+       }
+       else
+               newspectatee_status = 0;
+       spectatorbutton_zoom = (f & 4);
+       if(f & 8)
+       {
+               angles_held_status = 1;
+               angles_held.x = ReadAngle();
+               angles_held.y = ReadAngle();
+               angles_held.z = 0;
+       }
+       else
+               angles_held_status = 0;
+       if(newspectatee_status != spectatee_status)
+       {
+               // clear race stuff
+               race_laptime = 0;
+               race_checkpointtime = 0;
+       }
+       if (autocvar_hud_panel_healtharmor_progressbar_gfx)
+       {
+               if ( (spectatee_status == -1 && newspectatee_status > 0) //before observing, now spectating
+                 || (spectatee_status > 0 && newspectatee_status > 0 && spectatee_status != newspectatee_status) //changed spectated player
+               )
+                       prev_p_health = -1;
+               else if(spectatee_status && !newspectatee_status) //before observing/spectating, now playing
+                       prev_health = -1;
+       }
+       spectatee_status = newspectatee_status;
+       // we could get rid of spectatee_status, and derive it from player_localentnum and player_localnum
+ }
+ void Ent_Nagger()
+ {
+     int i, j, b, f;
+     int nags = ReadByte(); // NAGS NAGS NAGS NAGS NAGS NAGS NADZ NAGS NAGS NAGS
+       if(!(nags & 4))
+       {
+               if(vote_called_vote)
+                       strunzone(vote_called_vote);
+               vote_called_vote = string_null;
+               vote_active = 0;
+       }
+       else
+       {
+               vote_active = 1;
+       }
+       if(nags & 64)
+       {
+               vote_yescount = ReadByte();
+               vote_nocount = ReadByte();
+               vote_needed = ReadByte();
+               vote_highlighted = ReadChar();
+       }
+       if(nags & 128)
+       {
+               if(vote_called_vote)
+                       strunzone(vote_called_vote);
+               vote_called_vote = strzone(ColorTranslateRGB(ReadString()));
+       }
+       if(nags & 1)
+       {
+               for(j = 0; j < maxclients; ++j)
+                       if(playerslots[j])
+                               playerslots[j].ready = 1;
+               for(i = 1; i <= maxclients; i += 8)
+               {
+                       f = ReadByte();
+                       for(j = i-1, b = 1; b < 256; b *= 2, ++j)
+                               if (!(f & b))
+                                       if(playerslots[j])
+                                               playerslots[j].ready = 0;
+               }
+       }
+       ready_waiting = (nags & 1);
+       ready_waiting_for_me = (nags & 2);
+       vote_waiting = (nags & 4);
+       vote_waiting_for_me = (nags & 8);
+       warmup_stage = (nags & 16);
+ }
+ void Ent_EliminatedPlayers()
+ {
+     int i, j, b, f;
+     int sf = ReadByte();
+       if(sf & 1)
+       {
+               for(j = 0; j < maxclients; ++j)
+                       if(playerslots[j])
+                               playerslots[j].eliminated = 1;
+               for(i = 1; i <= maxclients; i += 8)
+               {
+                       f = ReadByte();
+                       for(j = i-1, b = 1; b < 256; b *= 2, ++j)
+                               if (!(f & b))
+                                       if(playerslots[j])
+                                               playerslots[j].eliminated = 0;
+               }
+       }
+ }
+ void Ent_RandomSeed()
+ {
+       float s;
+       prandom_debug();
+       s = ReadShort();
+       psrandom(s);
+ }
+ void Ent_ReadAccuracy(void)
+ {
+     int f, w;
+     int sf = ReadInt24_t();
+       if(sf == 0)
+       {
+               for(w = 0; w <= WEP_LAST - WEP_FIRST; ++w)
+                       weapon_accuracy[w] = -1;
+               return;
+       }
+       for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w)
+       {
+               if(sf & f)
+               {
+             int b = ReadByte();
+                       if(b == 0)
+                               weapon_accuracy[w] = -1;
+                       else if(b == 255)
+                               weapon_accuracy[w] = 1.0; // no better error handling yet, sorry
+                       else
+                               weapon_accuracy[w] = (b - 1.0) / 100.0;
+               }
+               if(f == 0x800000)
+                       f = 1;
+               else
+                       f *= 2;
+       }
+ }
+ void Spawn_Draw(void)
+ {
+       pointparticles(self.cnt, self.origin + '0 0 28', '0 0 2', bound(0, frametime, 0.1));
+ }
+ void Ent_ReadSpawnPoint(float is_new) // entity for spawnpoint
+ {
+       float teamnum = (ReadByte() - 1);
+       vector spn_origin;
+       spn_origin.x = ReadShort();
+       spn_origin.y = ReadShort();
+       spn_origin.z = ReadShort();
+       if(is_new)
+       {
+               self.origin = spn_origin;
+               setsize(self, PL_MIN, PL_MAX);
+               droptofloor();
+               /*if(autocvar_cl_spawn_point_model) // needs a model first
+               {
+                       self.mdl = "models/spawnpoint.md3";
+                       self.colormod = Team_ColorRGB(teamnum);
+                       precache_model(self.mdl);
+                       setmodel(self, self.mdl);
+                       self.drawmask = MASK_NORMAL;
+                       //self.movetype = MOVETYPE_NOCLIP;
+                       //self.draw = Spawn_Draw;
+               }*/
+               if(autocvar_cl_spawn_point_particles)
+               {
+                       if((serverflags & SERVERFLAG_TEAMPLAY))
+                       {
+                               switch(teamnum)
+                               {
+                                       case NUM_TEAM_1: self.cnt = particleeffectnum("spawn_point_red"); break;
+                                       case NUM_TEAM_2: self.cnt = particleeffectnum("spawn_point_blue"); break;
+                                       case NUM_TEAM_3: self.cnt = particleeffectnum("spawn_point_yellow"); break;
+                                       case NUM_TEAM_4: self.cnt = particleeffectnum("spawn_point_pink"); break;
+                                       default: self.cnt = particleeffectnum("spawn_point_neutral"); break;
+                               }
+                       }
+                       else { self.cnt = particleeffectnum("spawn_point_neutral"); }
+                       self.draw = Spawn_Draw;
+               }
+       }
+       //printf("Ent_ReadSpawnPoint(is_new = %d); origin = %s, team = %d, effect = %d\n", is_new, vtos(self.origin), teamnum, self.cnt);
+ }
+ void Ent_ReadSpawnEvent(float is_new)
+ {
+       // If entnum is 0, ONLY do the local spawn actions
+       // this way the server can disable the sending of
+       // spawn origin or such to clients if wanted.
+       float entnum = ReadByte();
+       if(entnum)
+       {
+               self.origin_x = ReadShort();
+               self.origin_y = ReadShort();
+               self.origin_z = ReadShort();
+               if(is_new)
+               {
+                       float teamnum = GetPlayerColor(entnum - 1);
+                       if(autocvar_cl_spawn_event_particles)
+                       {
+                               switch(teamnum)
+                               {
+                                       case NUM_TEAM_1: pointparticles(particleeffectnum("spawn_event_red"), self.origin, '0 0 0', 1); break;
+                                       case NUM_TEAM_2: pointparticles(particleeffectnum("spawn_event_blue"), self.origin, '0 0 0', 1); break;
+                                       case NUM_TEAM_3: pointparticles(particleeffectnum("spawn_event_yellow"), self.origin, '0 0 0', 1); break;
+                                       case NUM_TEAM_4: pointparticles(particleeffectnum("spawn_event_pink"), self.origin, '0 0 0', 1); break;
+                                       default: pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); break;
+                               }
+                       }
+                       if(autocvar_cl_spawn_event_sound)
+                       {
+                               sound(self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTEN_NORM);
+                       }
+               }
+       }
+       // local spawn actions
+       if(is_new && (!entnum || (entnum == player_localentnum)))
+       {
+               zoomin_effect = 1;
+               current_viewzoom = (1 / bound(1, autocvar_cl_spawnzoom_factor, 16));
+               if(autocvar_cl_unpress_zoom_on_spawn)
+               {
+                       localcmd("-zoom\n");
+                       button_zoom = false;
+               }
+       }
+       //printf("Ent_ReadSpawnEvent(is_new = %d); origin = %s, entnum = %d, localentnum = %d\n", is_new, vtos(self.origin), entnum, player_localentnum);
+ }
+ // CSQC_Ent_Update : Called every frame that the server has indicated an update to the SSQC / CSQC entity has occured.
+ // The only parameter reflects if the entity is "new" to the client, meaning it just came into the client's PVS.
+ void Ent_RadarLink();
+ void Ent_Init();
+ void Ent_ScoresInfo();
+ void CSQC_Ent_Update(float bIsNewEntity)
+ {
+       float t;
+       float savetime;
+       t = ReadByte();
+       if(autocvar_developer_csqcentities)
+               printf("CSQC_Ent_Update(%d) with self=%i self.entnum=%d self.enttype=%d t=%d\n", bIsNewEntity, self, self.entnum, self.enttype, t);
+       // set up the "time" global for received entities to be correct for interpolation purposes
+       savetime = time;
+       if(servertime)
+       {
+               time = servertime;
+       }
+       else
+       {
+               serverprevtime = time;
+               serverdeltatime = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
+               time = serverprevtime + serverdeltatime;
+       }
+ #ifdef DP_CSQC_ENTITY_REMOVE_IS_B0RKED
+       if(self.enttype)
+       {
+               if(t != self.enttype || bIsNewEntity)
+               {
+                       //print("A CSQC entity changed its type!\n");
+                       printf("A CSQC entity changed its type! (edict: %d, server: %d, type: %d -> %d)\n", num_for_edict(self), self.entnum, self.enttype, t);
+                       Ent_Remove();
+                       clearentity(self);
+                       bIsNewEntity = 1;
+               }
+       }
+       else
+       {
+               if(!bIsNewEntity)
+               {
+                       printf("A CSQC entity appeared out of nowhere! (edict: %d, server: %d, type: %d)\n", num_for_edict(self), self.entnum, t);
+                       bIsNewEntity = 1;
+               }
+       }
+ #endif
+       self.enttype = t;
+       switch(t)
+       {
+               case ENT_CLIENT_ENTCS: Ent_ReadEntCS(); break;
+               case ENT_CLIENT_SCORES: Ent_ReadPlayerScore(); break;
+               case ENT_CLIENT_TEAMSCORES: Ent_ReadTeamScore(); break;
+               case ENT_CLIENT_POINTPARTICLES: Ent_PointParticles(); break;
+               case ENT_CLIENT_RAINSNOW: Ent_RainOrSnow(); break;
+               case ENT_CLIENT_LASER: Ent_Laser(); break;
+               case ENT_CLIENT_NAGGER: Ent_Nagger(); break;
+               case ENT_CLIENT_ELIMINATEDPLAYERS: Ent_EliminatedPlayers(); break;
+               case ENT_CLIENT_WAYPOINT: Ent_WaypointSprite(); break;
+               case ENT_CLIENT_RADARLINK: Ent_RadarLink(); break;
+               case ENT_CLIENT_PROJECTILE: Ent_Projectile(); break;
+               case ENT_CLIENT_GIBSPLASH: Ent_GibSplash(bIsNewEntity); break;
+               case ENT_CLIENT_DAMAGEINFO: Ent_DamageInfo(bIsNewEntity); break;
+               case ENT_CLIENT_CASING: Ent_Casing(bIsNewEntity); break;
+               case ENT_CLIENT_INIT: Ent_Init(); break;
+               case ENT_CLIENT_SCORES_INFO: Ent_ScoresInfo(); break;
+               case ENT_CLIENT_MAPVOTE: Ent_MapVote(); break;
+               case ENT_CLIENT_CLIENTDATA: Ent_ClientData(); break;
+               case ENT_CLIENT_RANDOMSEED: Ent_RandomSeed(); break;
+               case ENT_CLIENT_WALL: Ent_Wall(); break;
+               case ENT_CLIENT_MODELEFFECT: Ent_ModelEffect(bIsNewEntity); break;
+               case ENT_CLIENT_TUBANOTE: Ent_TubaNote(bIsNewEntity); break;
+               case ENT_CLIENT_WARPZONE: WarpZone_Read(bIsNewEntity); break;
+               case ENT_CLIENT_WARPZONE_CAMERA: WarpZone_Camera_Read(bIsNewEntity); break;
+               case ENT_CLIENT_WARPZONE_TELEPORTED: WarpZone_Teleported_Read(bIsNewEntity); break;
+               case ENT_CLIENT_TRIGGER_MUSIC: Ent_ReadTriggerMusic(); break;
+               case ENT_CLIENT_HOOK: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_HOOK); break;
+               case ENT_CLIENT_ARC_BEAM: Ent_ReadArcBeam(bIsNewEntity); break;
+               case ENT_CLIENT_ACCURACY: Ent_ReadAccuracy(); break;
+               case ENT_CLIENT_AUXILIARYXHAIR: Net_AuXair2(bIsNewEntity); break;
+               case ENT_CLIENT_TURRET: ent_turret(); break;
+               case ENT_CLIENT_MODEL: CSQCModel_Read(bIsNewEntity); break;
+               case ENT_CLIENT_ITEM: ItemRead(bIsNewEntity); break;
+               case ENT_CLIENT_BUMBLE_RAYGUN: bumble_raygun_read(bIsNewEntity); break;
+               case ENT_CLIENT_SPAWNPOINT: Ent_ReadSpawnPoint(bIsNewEntity); break;
+               case ENT_CLIENT_SPAWNEVENT: Ent_ReadSpawnEvent(bIsNewEntity); break;
+               case ENT_CLIENT_NOTIFICATION: Read_Notification(bIsNewEntity); break;
+               case ENT_CLIENT_HEALING_ORB: ent_healer(); break;
+               default:
+                       //error(strcat(_("unknown entity type in CSQC_Ent_Update: %d\n"), self.enttype));
+                       error(sprintf("Unknown entity type in CSQC_Ent_Update (enttype: %d, edict: %d, classname: %s)\n", self.enttype, num_for_edict(self), self.classname));
+                       break;
+       }
+       time = savetime;
+ }
+ // Destructor, but does NOT deallocate the entity by calling remove(). Also
+ // used when an entity changes its type. For an entity that someone interacts
+ // with others, make sure it can no longer do so.
+ void Ent_Remove()
+ {
+       if(self.entremove)
+               self.entremove();
+       if(self.skeletonindex)
+       {
+               skel_delete(self.skeletonindex);
+               self.skeletonindex = 0;
+       }
+       if(self.snd_looping > 0)
+       {
+               sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
+               self.snd_looping = 0;
+       }
+       self.enttype = 0;
+       self.classname = "";
+       self.draw = menu_sub_null;
+       self.entremove = menu_sub_null;
+       // TODO possibly set more stuff to defaults
+ }
+ // CSQC_Ent_Remove : Called when the server requests a SSQC / CSQC entity to be removed.  Essentially call remove(self) as well.
+ void CSQC_Ent_Remove()
+ {
+       if(autocvar_developer_csqcentities)
+               printf("CSQC_Ent_Remove() with self=%i self.entnum=%d self.enttype=%d\n", self, self.entnum, self.enttype);
+       if(wasfreed(self))
+       {
+               print("WARNING: CSQC_Ent_Remove called for already removed entity. Packet loss?\n");
+               return;
+       }
+       if(self.enttype)
+               Ent_Remove();
+       remove(self);
+ }
+ void Gamemode_Init()
+ {
+       if (!isdemo())
+       {
+               if(!(calledhooks & HOOK_START))
+                       localcmd("\n_cl_hook_gamestart ", MapInfo_Type_ToString(gametype), "\n");
+               calledhooks |= HOOK_START;
+       }
+ }
+ // CSQC_Parse_StuffCmd : Provides the stuffcmd string in the first parameter that the server provided.  To execute standard behavior, simply execute localcmd with the string.
+ void CSQC_Parse_StuffCmd(string strMessage)
+ {
+       if(autocvar_developer_csqcentities)
+               printf("CSQC_Parse_StuffCmd(\"%s\")\n", strMessage);
+       localcmd(strMessage);
+ }
+ // CSQC_Parse_Print : Provides the print string in the first parameter that the server provided.  To execute standard behavior, simply execute print with the string.
+ void CSQC_Parse_Print(string strMessage)
+ {
+       if(autocvar_developer_csqcentities)
+               printf("CSQC_Parse_Print(\"%s\")\n", strMessage);
+       print(ColorTranslateRGB(strMessage));
+ }
+ // CSQC_Parse_CenterPrint : Provides the centerprint_hud string in the first parameter that the server provided.
+ void CSQC_Parse_CenterPrint(string strMessage)
+ {
+       if(autocvar_developer_csqcentities)
+               printf("CSQC_Parse_CenterPrint(\"%s\")\n", strMessage);
+       centerprint_hud(strMessage);
+ }
+ string notranslate_fogcmd1 = "\nfog ";
+ string notranslate_fogcmd2 = "\nr_fog_exp2 0\nr_drawfog 1\n";
+ void Fog_Force()
+ {
+       // TODO somehow thwart prvm_globalset client ...
+       if(autocvar_cl_orthoview && autocvar_cl_orthoview_nofog)
+               { localcmd("\nr_drawfog 0\n"); }
+       else if(forcefog != "")
+               { localcmd(strcat(notranslate_fogcmd1, forcefog, notranslate_fogcmd2)); }
+ }
+ void Gamemode_Init();
+ void Ent_ScoresInfo()
+ {
+     int i;
+       self.classname = "ent_client_scores_info";
+       gametype = ReadInt24_t();
+       HUD_ModIcons_SetFunc();
+       for(i = 0; i < MAX_SCORE; ++i)
+       {
+               if(scores_label[i])
+                       strunzone(scores_label[i]);
+               scores_label[i] = strzone(ReadString());
+               scores_flags[i] = ReadByte();
+       }
+       for(i = 0; i < MAX_TEAMSCORE; ++i)
+       {
+               if(teamscores_label[i])
+                       strunzone(teamscores_label[i]);
+               teamscores_label[i] = strzone(ReadString());
+               teamscores_flags[i] = ReadByte();
+       }
+       HUD_InitScores();
+       Gamemode_Init();
+ }
+ void Ent_Init()
+ {
+       self.classname = "ent_client_init";
+       nb_pb_period = ReadByte() / 32; //Accuracy of 1/32th
+       hook_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
+       hook_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
+       hook_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
+       hook_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
+       arc_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
+       arc_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
+       arc_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
+       arc_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
+       if(forcefog)
+               strunzone(forcefog);
+       forcefog = strzone(ReadString());
+       armorblockpercent = ReadByte() / 255.0;
+       g_balance_mortar_bouncefactor = ReadCoord();
+       g_balance_mortar_bouncestop = ReadCoord();
+       g_balance_electro_secondary_bouncefactor = ReadCoord();
+       g_balance_electro_secondary_bouncestop = ReadCoord();
+       vortex_scope = !ReadByte();
+       rifle_scope = !ReadByte();
+       serverflags = ReadByte();
+       minelayer_maxmines = ReadByte();
+       hagar_maxrockets = ReadByte();
+       g_trueaim_minrange = ReadCoord();
+       g_balance_porto_secondary = ReadByte();
+       if(!postinit)
+               PostInit();
+ }
+ void Net_ReadRace()
+ {
+       float b;
+       b = ReadByte();
+       switch(b)
+       {
+               case RACE_NET_CHECKPOINT_HIT_QUALIFYING:
+                       race_checkpoint = ReadByte();
+                       race_time = ReadInt24_t();
+                       race_previousbesttime = ReadInt24_t();
+                       if(race_previousbestname)
+                               strunzone(race_previousbestname);
+                       race_previousbestname = strzone(ColorTranslateRGB(ReadString()));
+                       race_checkpointtime = time;
+                       if(race_checkpoint == 0 || race_checkpoint == 254)
+                       {
+                               race_penaltyaccumulator = 0;
+                               race_laptime = time; // valid
+                       }
+                       break;
+               case RACE_NET_CHECKPOINT_CLEAR:
+                       race_laptime = 0;
+                       race_checkpointtime = 0;
+                       break;
+               case RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING:
+                       race_laptime = ReadCoord();
+                       race_checkpointtime = -99999;
+                       // fall through
+               case RACE_NET_CHECKPOINT_NEXT_QUALIFYING:
+                       race_nextcheckpoint = ReadByte();
+                       race_nextbesttime = ReadInt24_t();
+                       if(race_nextbestname)
+                               strunzone(race_nextbestname);
+                       race_nextbestname = strzone(ColorTranslateRGB(ReadString()));
+                       break;
+               case RACE_NET_CHECKPOINT_HIT_RACE:
+                       race_mycheckpoint = ReadByte();
+                       race_mycheckpointtime = time;
+                       race_mycheckpointdelta = ReadInt24_t();
+                       race_mycheckpointlapsdelta = ReadByte();
+                       if(race_mycheckpointlapsdelta >= 128)
+                               race_mycheckpointlapsdelta -= 256;
+                       if(race_mycheckpointenemy)
+                               strunzone(race_mycheckpointenemy);
+                       race_mycheckpointenemy = strzone(ColorTranslateRGB(ReadString()));
+                       break;
+               case RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT:
+                       race_othercheckpoint = ReadByte();
+                       race_othercheckpointtime = time;
+                       race_othercheckpointdelta = ReadInt24_t();
+                       race_othercheckpointlapsdelta = ReadByte();
+                       if(race_othercheckpointlapsdelta >= 128)
+                               race_othercheckpointlapsdelta -= 256;
+                       if(race_othercheckpointenemy)
+                               strunzone(race_othercheckpointenemy);
+                       race_othercheckpointenemy = strzone(ColorTranslateRGB(ReadString()));
+                       break;
+               case RACE_NET_PENALTY_RACE:
+                       race_penaltyeventtime = time;
+                       race_penaltytime = ReadShort();
+                       //race_penaltyaccumulator += race_penaltytime;
+                       if(race_penaltyreason)
+                               strunzone(race_penaltyreason);
+                       race_penaltyreason = strzone(ReadString());
+                       break;
+               case RACE_NET_PENALTY_QUALIFYING:
+                       race_penaltyeventtime = time;
+                       race_penaltytime = ReadShort();
+                       race_penaltyaccumulator += race_penaltytime;
+                       if(race_penaltyreason)
+                               strunzone(race_penaltyreason);
+                       race_penaltyreason = strzone(ReadString());
+                       break;
+               case RACE_NET_SERVER_RECORD:
+                       race_server_record = ReadInt24_t();
+                       break;
+               case RACE_NET_SPEED_AWARD:
+                       race_speedaward = ReadInt24_t();
+                       if(race_speedaward_holder)
+                               strunzone(race_speedaward_holder);
+                       race_speedaward_holder = strzone(ReadString());
+                       break;
+               case RACE_NET_SPEED_AWARD_BEST:
+                       race_speedaward_alltimebest = ReadInt24_t();
+                       if(race_speedaward_alltimebest_holder)
+                               strunzone(race_speedaward_alltimebest_holder);
+                       race_speedaward_alltimebest_holder = strzone(ReadString());
+                       break;
+               case RACE_NET_SERVER_RANKINGS:
+                       float prevpos, del;
+             int pos = ReadShort();
+                       prevpos = ReadShort();
+                       del = ReadShort();
+                       // move other rankings out of the way
+             int i;
+                       if (prevpos) {
+                               for (i=prevpos-1;i>pos-1;--i) {
+                                       grecordtime[i] = grecordtime[i-1];
+                                       if(grecordholder[i])
+                                               strunzone(grecordholder[i]);
+                                       grecordholder[i] = strzone(grecordholder[i-1]);
+                               }
+                       } else if (del) { // a record has been deleted by the admin
+                               for (i=pos-1; i<= RANKINGS_CNT-1; ++i) {
+                                       if (i == RANKINGS_CNT-1) { // clear out last record
+                                               grecordtime[i] = 0;
+                                               if (grecordholder[i])
+                                                       strunzone(grecordholder[i]);
+                                               grecordholder[i] = string_null;
+                                       }
+                                       else {
+                                               grecordtime[i] = grecordtime[i+1];
+                                               if (grecordholder[i])
+                                                       strunzone(grecordholder[i]);
+                                               grecordholder[i] = strzone(grecordholder[i+1]);
+                                       }
+                               }
+                       } else { // player has no ranked record yet
+                               for (i=RANKINGS_CNT-1;i>pos-1;--i) {
+                                       grecordtime[i] = grecordtime[i-1];
+                                       if(grecordholder[i])
+                                               strunzone(grecordholder[i]);
+                                       grecordholder[i] = strzone(grecordholder[i-1]);
+                               }
+                       }
+                       // store new ranking
+                       if(grecordholder[pos-1] != "")
+                               strunzone(grecordholder[pos-1]);
+                       grecordholder[pos-1] = strzone(ReadString());
+                       grecordtime[pos-1] = ReadInt24_t();
+                       if(grecordholder[pos-1] == GetPlayerName(player_localnum))
+                               race_myrank = pos;
+                       break;
+               case RACE_NET_SERVER_STATUS:
+                       race_status = ReadShort();
+                       if(race_status_name)
+                               strunzone(race_status_name);
+                       race_status_name = strzone(ReadString());
+       }
+ }
+ void Net_TeamNagger()
+ {
+       teamnagger = 1;
+ }
+ void Net_ReadPingPLReport()
+ {
+       int e, pi, pl, ml;
+       e = ReadByte();
+       pi = ReadShort();
+       pl = ReadByte();
+       ml = ReadByte();
+       if (!(playerslots[e]))
+               return;
+       playerslots[e].ping = pi;
+       playerslots[e].ping_packetloss = pl / 255.0;
+       playerslots[e].ping_movementloss = ml / 255.0;
+ }
+ void Net_WeaponComplain()
+ {
+       complain_weapon = ReadByte();
+       if(complain_weapon_name)
+               strunzone(complain_weapon_name);
+       complain_weapon_name = strzone(WEP_NAME(complain_weapon));
+       complain_weapon_type = ReadByte();
+       complain_weapon_time = time;
+       weapontime = time; // ping the weapon panel
+       switch(complain_weapon_type)
+       {
+               case 0: Local_Notification(MSG_MULTI, ITEM_WEAPON_NOAMMO, complain_weapon); break;
+               case 1: Local_Notification(MSG_MULTI, ITEM_WEAPON_DONTHAVE, complain_weapon); break;
+               default: Local_Notification(MSG_MULTI, ITEM_WEAPON_UNAVAILABLE, complain_weapon); break;
+       }
+ }
+ // CSQC_Parse_TempEntity : Handles all temporary entity network data in the CSQC layer.
+ // You must ALWAYS first acquire the temporary ID, which is sent as a byte.
+ // Return value should be 1 if CSQC handled the temporary entity, otherwise return 0 to have the engine process the event.
+ float CSQC_Parse_TempEntity()
+ {
+       float bHandled;
+               bHandled  = true;
+       // Acquire TE ID
+       float nTEID;
+               nTEID = ReadByte();
+       if(autocvar_developer_csqcentities)
+               printf("CSQC_Parse_TempEntity() with nTEID=%d\n", nTEID);
+               // NOTE: Could just do return instead of break...
+       switch(nTEID)
+       {
+               case TE_CSQC_TARGET_MUSIC:
+                       Net_TargetMusic();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_PICTURE:
+                       Net_MapVote_Picture();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_RACE:
+                       Net_ReadRace();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_VORTEXBEAMPARTICLE:
+                       Net_ReadVortexBeamParticle();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_TEAMNAGGER:
+                       Net_TeamNagger();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_ARC:
+                       Net_ReadArc();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_PINGPLREPORT:
+                       Net_ReadPingPLReport();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_WEAPONCOMPLAIN:
+                       Net_WeaponComplain();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_VEHICLESETUP:
+                       Net_VehicleSetup();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_SVNOTICE:
+                       cl_notice_read();
+                       bHandled = true;
+                       break;
+               case TE_CSQC_SHOCKWAVEPARTICLE:
+                       Net_ReadShockwaveParticle();
+                       bHandled = true;
+                       break;
+               default:
+                       // No special logic for this temporary entity; return 0 so the engine can handle it
+                       bHandled = false;
+                       break;
+       }
+       return bHandled;
+ }
+ string getcommandkey(string text, string command)
+ {
+       string keys;
+       float n, j, k, l = 0;
+       if (!autocvar_hud_showbinds)
+               return text;
+       keys = db_get(binddb, command);
+       if (keys == "")
+       {
+               n = tokenize(findkeysforcommand(command, 0)); // uses '...' strings
+               for(j = 0; j < n; ++j)
+               {
+                       k = stof(argv(j));
+                       if(k != -1)
+                       {
+                               if ("" == keys)
+                                       keys = keynumtostring(k);
+                               else
+                                       keys = strcat(keys, ", ", keynumtostring(k));
+                               ++l;
+                               if (autocvar_hud_showbinds_limit > 0 && autocvar_hud_showbinds_limit <= l)
+                                       break;
+                       }
+               }
+               if (keys == "")
+                       keys = "NO_KEY";
+               db_put(binddb, command, keys);
+       }
+       if (keys == "NO_KEY") {
+               if (autocvar_hud_showbinds > 1)
+                       return sprintf(_("%s (not bound)"), text);
+               else
+                       return text;
+       }
+       else if (autocvar_hud_showbinds > 1)
+               return sprintf("%s (%s)", text, keys);
+       else
+               return keys;
+ }
  ../../csprogs.dat
  
  ../common/util-pre.qh
- sys-pre.qh
- ../dpdefs/csprogsdefs.qc
- sys-post.qh
+ ../dpdefs/csprogsdefs.qh
  
- Defs.qc
- ../dpdefs/keycodes.qc
- ../common/constants.qh
- ../common/stats.qh
- ../warpzonelib/anglestransform.qh
- ../warpzonelib/mathlib.qh
- ../warpzonelib/common.qh
- ../warpzonelib/client.qh
- ../common/playerstats.qh
- ../common/teams.qh
- ../common/util.qh
- ../common/nades.qh
- ../common/buffs.qh
- ../common/test.qh
- ../common/counting.qh
- ../common/weapons/weapons.qh // TODO
- ../common/mapinfo.qh
- ../common/command/markup.qh
- ../common/command/rpn.qh
- ../common/command/generic.qh
- ../common/command/shared_defs.qh
- ../common/urllib.qh
- ../common/animdecide.qh
- command/cl_cmd.qh
- ../common/monsters/monsters.qh
- autocvars.qh
- ../common/notifications.qh // must be after autocvars
- ../common/deathtypes.qh // must be after notifications
- damage.qh
- ../csqcmodellib/interpolate.qh
- teamradar.qh
- hud.qh
- scoreboard.qh
- waypointsprites.qh
- movetypes.qh
- prandom.qh
- bgmscript.qh
- noise.qh
- tturrets.qh
- ../server/tturrets/include/turrets_early.qh
- ../server/movelib.qc
- main.qh
- ../common/vehicles/vehicles_include.qh
- ../common/csqcmodel_settings.qh
- ../csqcmodellib/common.qh
- ../csqcmodellib/cl_model.qh
- ../csqcmodellib/cl_player.qh
- weapons/projectile.qh // TODO
- player_skeleton.qh
- sortlist.qc
- miscfunctions.qc
- ../server/t_items.qh
- ../server/t_items.qc
- teamradar.qc
- hud_config.qc
- hud.qc
- scoreboard.qc
- mapvoting.qc
+ announcer.qc
+ bgmscript.qc
+ casings.qc
  csqcmodel_hooks.qc
- ../common/net_notice.qc
- rubble.qc
- hook.qc
- particles.qc
- laser.qc
- weapons/projectile.qc // TODO
- gibs.qc
  damage.qc
- casings.qc
- ../csqcmodellib/cl_model.qc
- ../csqcmodellib/cl_player.qc
  effects.qc
- wall.qc
+ gibs.qc
+ hook.qc
+ hud_config.qc
+ hud.qc
+ laser.qc
+ main.qc
+ mapvoting.qc
+ miscfunctions.qc
  modeleffects.qc
- tuba.qc
+ movetypes.qc
+ noise.qc
+ particles.qc
+ player_skeleton.qc
+ prandom.qc
+ rubble.qc
+ scoreboard.qc
+ shownames.qc
+ sortlist.qc
  target_music.qc
 -vehicles/vehicles.qc
+ teamradar.qc
+ tturrets.qc
+ tuba.qc
+ view.qc
+ wall.qc
+ waypointsprites.qc
  
- ../common/vehicles/vehicles_include.qc
- shownames.qh
- shownames.qc
+ command/cl_cmd.qc
  
- announcer.qc
- Main.qc
- View.qc
- ../csqcmodellib/interpolate.qc
- waypointsprites.qc
- movetypes.qc
- prandom.qc
- bgmscript.qc
- noise.qc
+ weapons/projectile.qc // TODO
  
+ ../common/animdecide.qc
+ ../common/buffs.qc
+ ../common/mapinfo.qc
+ ../common/nades.qc
+ ../common/net_notice.qc
+ ../common/notifications.qc
+ ../common/playerstats.qc
  ../common/test.qc
+ ../common/urllib.qc
  ../common/util.qc
- ../common/playerstats.qc
- ../common/notifications.qc
+ ../common/command/generic.qc
  ../common/command/markup.qc
  ../common/command/rpn.qc
- ../common/command/generic.qc
- ../common/mapinfo.qc
- ../common/weapons/weapons.qc // TODO
- ../common/urllib.qc
- command/cl_cmd.qc
  
  ../common/monsters/monsters.qc
  
- ../common/nades.qc
- ../common/buffs.qc
+ ../common/weapons/weapons.qc // TODO
+ ../csqcmodellib/cl_model.qc
+ ../csqcmodellib/cl_player.qc
+ ../csqcmodellib/interpolate.qc
+ ../server/movelib.qc
+ ../server/t_items.qc
 -../server/vehicles/bumblebee.qc
++../common/vehicles/vehicles_include.qc
  
  ../warpzonelib/anglestransform.qc
- ../warpzonelib/mathlib.qc
- ../warpzonelib/common.qc
  ../warpzonelib/client.qc
- tturrets.qc
- player_skeleton.qc
- ../common/animdecide.qc
+ ../warpzonelib/common.qc
+ ../warpzonelib/mathlib.qc
@@@ -248,22 -253,30 +253,22 @@@ void turret_draw2d(
        {
          // TODO: Vehicle tactical hud
          o = project_3d_to_2d(self.origin + '0 0 32');
-         if(o_z < 0
-         || o_x < (vid_conwidth * waypointsprite_edgeoffset_left)
-         || o_y < (vid_conheight * waypointsprite_edgeoffset_top)
-         || o_x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
-         || o_y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
+         if(o.z < 0
+         || o.x < (vid_conwidth * waypointsprite_edgeoffset_left)
+         || o.y < (vid_conheight * waypointsprite_edgeoffset_top)
+         || o.x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
+         || o.y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
              return; // Dont draw wp's for turrets out of view
-         o_z = 0;
+         o.z = 0;
          if(hud != HUD_NORMAL)
 -        {
 -            switch(hud)
 -            {
 -                case HUD_SPIDERBOT:
 -                case HUD_WAKIZASHI:
 -                case HUD_RAPTOR:
 -                case HUD_BUMBLEBEE:
 -                    if(self.turret_type == TID_EWHEEL || self.turret_type == TID_WALKER)
 -                        txt = "gfx/vehicles/vth-mover.tga";
 -                    else
 -                        txt = "gfx/vehicles/vth-stationary.tga";
 -
 -                    vector pz = drawgetimagesize(txt) * 0.25;
 -                    drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.75, DRAWFLAG_NORMAL);
 -                    break;
 -            }
 +        {        
 +                      if(self.turret_type == TID_EWHEEL || self.turret_type == TID_WALKER)
 +                              txt = "gfx/vehicles/vth-mover.tga";
 +                      else
 +                              txt = "gfx/vehicles/vth-stationary.tga";
 +
 +                      vector pz = drawgetimagesize(txt) * 0.25;
 +                      drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.75, DRAWFLAG_NORMAL);
          }
        }
  
index 0000000,ee8ef32..4947e9d
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,1962 +1,1952 @@@
 -void CSQC_SPIDER_HUD();
 -void CSQC_RAPTOR_HUD();
+ #if defined(CSQC)
+       #include "../dpdefs/csprogsdefs.qh"
+       #include "defs.qh"
+       #include "../common/constants.qh"
+       #include "../common/stats.qh"
+       #include "../warpzonelib/mathlib.qh"
+       #include "../warpzonelib/common.qh"
+       #include "../warpzonelib/client.qh"
+       #include "../common/teams.qh"
+       #include "../common/util.qh"
+       #include "../common/nades.qh"
+       #include "../common/weapons/weapons.qh"
+       #include "../common/mapinfo.qh"
+       #include "autocvars.qh"
+       #include "hud.qh"
+       #include "scoreboard.qh"
+       #include "noise.qh"
+       #include "main.qh"
+       #include "../csqcmodellib/cl_player.qh"
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #endif
+ entity porto;
+ vector polyline[16];
+ void Porto_Draw()
+ {
+       vector p, dir, ang, q, nextdir;
+       float portal_number, portal1_idx;
+       if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
+               return;
+       if(g_balance_porto_secondary)
+               return;
+       if(intermission == 1)
+               return;
+       if(intermission == 2)
+               return;
+       if (getstati(STAT_HEALTH) <= 0)
+               return;
+       dir = view_forward;
+       if(angles_held_status)
+       {
+               makevectors(angles_held);
+               dir = v_forward;
+       }
+       p = view_origin;
+       polyline[0] = p;
+       int idx = 1;
+       portal_number = 0;
+       nextdir = dir;
+       for (;;)
+       {
+               dir = nextdir;
+               traceline(p, p + 65536 * dir, true, porto);
+               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+                       return;
+               nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
+               p = trace_endpos;
+               polyline[idx] = p;
+               ++idx;
+               if(idx >= 16)
+                       return;
+               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+                       continue;
+               ++portal_number;
+               ang = vectoangles2(trace_plane_normal, dir);
+               ang.x = -ang.x;
+               makevectors(ang);
+               if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+                       return;
+               if(portal_number == 1)
+               {
+                       portal1_idx = idx;
+                       if(portal_number >= 2)
+                               break;
+               }
+       }
+       while(idx >= 2)
+       {
+               p = polyline[idx-2];
+               q = polyline[idx-1];
+               if(idx == 2)
+                       p = p - view_up * 16;
+               if(idx-1 >= portal1_idx)
+               {
+                       Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
+               }
+               else
+               {
+                       Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
+               }
+               --idx;
+       }
+ }
+ void Porto_Init()
+ {
+       porto = spawn();
+       porto.classname = "porto";
+       porto.draw = Porto_Draw;
+       porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+ }
+ float drawtime;
+ float avgspeed;
+ vector GetCurrentFov(float fov)
+ {
+       float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
+       float velocityzoom, curspeed;
+       vector v;
+       zoomsensitivity = autocvar_cl_zoomsensitivity;
+       zoomfactor = autocvar_cl_zoomfactor;
+       if(zoomfactor < 1 || zoomfactor > 16)
+               zoomfactor = 2.5;
+       zoomspeed = autocvar_cl_zoomspeed;
+       if(zoomspeed >= 0)
+       if(zoomspeed < 0.5 || zoomspeed > 16)
+                       zoomspeed = 3.5;
+       zoomdir = button_zoom;
+       if(hud == HUD_NORMAL)
+       if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+               zoomdir += button_attack2;
+       if(spectatee_status > 0 || isdemo())
+       {
+               if(spectatorbutton_zoom)
+               {
+                       if(zoomdir)
+                               zoomdir = 0;
+                       else
+                               zoomdir = 1;
+               }
+               // fteqcc failed twice here already, don't optimize this
+       }
+       if(zoomdir) { zoomin_effect = 0; }
+       if(camera_active)
+       {
+               current_viewzoom = min(1, current_viewzoom + drawframetime);
+       }
+       else if(autocvar_cl_spawnzoom && zoomin_effect)
+       {
+               float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
+               current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
+               current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
+               if(current_viewzoom == 1) { zoomin_effect = 0; }
+       }
+       else
+       {
+               if(zoomspeed < 0) // instant zoom
+               {
+                       if(zoomdir)
+                               current_viewzoom = 1 / zoomfactor;
+                       else
+                               current_viewzoom = 1;
+               }
+               else
+               {
+                       if(zoomdir)
+                               current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
+                       else
+                               current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
+               }
+       }
+       if(almost_equals(current_viewzoom, 1))
+               current_zoomfraction = 0;
+       else if(almost_equals(current_viewzoom, 1/zoomfactor))
+               current_zoomfraction = 1;
+       else
+               current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
+       if(zoomsensitivity < 1)
+               setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
+       else
+               setsensitivityscale(1);
+       if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
+       {
+               if(intermission) { curspeed = 0; }
+               else
+               {
+                       makevectors(view_angles);
+                       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 1: default: curspeed = vlen(v); break;
+                       }
+               }
+               velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
+               avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
+               velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
+               //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
+       }
+       else
+               velocityzoom = 1;
+       float frustumx, frustumy, fovx, fovy;
+       frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
+       frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
+       fovx = atan2(frustumx, 1) / M_PI * 360.0;
+       fovy = atan2(frustumy, 1) / M_PI * 360.0;
+       return '1 0 0' * fovx + '0 1 0' * fovy;
+ }
+ vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
+ {
+       float fovx, fovy;
+       float width = (ov_worldmax.x - ov_worldmin.x);
+       float height = (ov_worldmax.y - ov_worldmin.y);
+       float distance_to_middle_of_world = vlen(ov_mid - ov_org);
+       fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
+       fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
+       return '1 0 0' * fovx + '0 1 0' * fovy;
+ }
+ // this function must match W_SetupShot!
+ float zoomscript_caught;
+ 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 = spawn();
+       trueaim.classname = "trueaim";
+       trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+       trueaim_rifle = spawn();
+       trueaim_rifle.classname = "trueaim_rifle";
+       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 = GetPlayerColor(n - 1);
+       if(teamplay)
+               if(t == myteam)
+                       return SHOTTYPE_HITTEAM;
+       if(t == NUM_SPECTATOR)
+               return SHOTTYPE_HITWORLD;
+       return SHOTTYPE_HITENEMY;
+ }
+ float TrueAimCheck()
+ {
+       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(activeweapon) // WEAPONTODO
+       {
+               case WEP_TUBA: // no aim
+               case WEP_PORTO: // shoots from eye
+               case WEP_HOOK: // no trueaim
+               case WEP_MORTAR: // toss curve
+                       return SHOTTYPE_HITWORLD;
+               case WEP_VORTEX:
+               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 = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
+       vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
+       traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+       trueaimpoint = trace_endpos;
+       if(vlen(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;
+ }
+ void CSQC_common_hud(void);
+ void PostInit(void);
+ void CSQC_Demo_Camera();
+ float HUD_WouldDrawScoreboard();
+ float camera_mode;
+ const float CAMERA_FREE = 1;
+ const float CAMERA_CHASE = 2;
+ float reticle_type;
+ string reticle_image;
+ string NextFrameCommand;
 -    {
 -        if(hud == HUD_SPIDERBOT)
 -            CSQC_SPIDER_HUD();
 -        else if(hud == HUD_WAKIZASHI)
 -            CSQC_WAKIZASHI_HUD();
 -        else if(hud == HUD_RAPTOR)
 -            CSQC_RAPTOR_HUD();
 -        else if(hud == HUD_BUMBLEBEE)
 -            CSQC_BUMBLE_HUD();
 -        else if(hud == HUD_BUMBLEBEE_GUN)
 -            CSQC_BUMBLE_GUN_HUD();
 -    }
+ 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;
+ float old_blurradius, old_bluralpha;
+ float old_sharpen_intensity;
+ vector myhealth_gentlergb;
+ float contentavgalpha, liquidalpha_prev;
+ vector liquidcolor_prev;
+ float eventchase_current_distance;
+ float eventchase_running;
+ float WantEventchase()
+ {
+       if(autocvar_cl_orthoview)
+               return false;
+       if(intermission)
+               return true;
+       if(spectatee_status >= 0)
+       {
+               if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
+                       return true;
+               if(autocvar_cl_eventchase_death && (getstati(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)
+                                       return true;
+                       }
+                       else return true;
+               }
+       }
+       return false;
+ }
+ vector damage_blurpostprocess, content_blurpostprocess;
+ float checkfail[16];
+ float unaccounted_damage = 0;
+ void UpdateDamage()
+ {
+       // accumulate damage with each stat update
+       static float damage_total_prev = 0;
+       float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
+       float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
+       damage_total_prev = damage_total;
+       static float damage_dealt_time_prev = 0;
+       float damage_dealt_time = getstatf(STAT_HIT_TIME);
+       if (damage_dealt_time != damage_dealt_time_prev)
+       {
+               unaccounted_damage += unaccounted_damage_new;
+               dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+       }
+       damage_dealt_time_prev = damage_dealt_time;
+       // prevent hitsound when switching spectatee
+       static float spectatee_status_prev = 0;
+       if (spectatee_status != spectatee_status_prev)
+               unaccounted_damage = 0;
+       spectatee_status_prev = spectatee_status;
+ }
+ void UpdateHitsound()
+ {
+       // varying sound pitch
+       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 && autocvar_cl_hitsound >= 2;
+       if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
+       {
+               if (autocvar_cl_hitsound && unaccounted_damage)
+               {
+                       // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
+                       float a = autocvar_cl_hitsound_max_pitch;
+                       float b = autocvar_cl_hitsound_min_pitch;
+                       float c = autocvar_cl_hitsound_nom_damage;
+                       float x = unaccounted_damage;
+                       float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
+                       // if sound variation is disabled, set pitch_shift to 1
+                       if (autocvar_cl_hitsound == 1)
+                               pitch_shift = 1;
+                       // if pitch shift is reversed, mirror in (max-min)/2 + min
+                       if (autocvar_cl_hitsound == 3)
+                       {
+                               float mirror_value = (a-b)/2 + b;
+                               pitch_shift = mirror_value + (mirror_value - pitch_shift);
+                       }
+                       dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+                       // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
+                       // todo: normalize sound pressure levels? seems unnecessary
+                       sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+               }
+               unaccounted_damage = 0;
+               hitsound_time_prev = time;
+       }
+       static float typehit_time_prev = 0;
+       float typehit_time = getstatf(STAT_TYPEHIT_TIME);
+       if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
+       {
+               sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+               typehit_time_prev = typehit_time;
+       }
+ }
+ void UpdateCrosshair()
+ {
+       static float rainbow_last_flicker;
+     static vector rainbow_prev_color;
+       entity e = self;
+       float f, i, j;
+       vector v;
+       if(getstati(STAT_FROZEN))
+               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+       else if (getstatf(STAT_HEALING_ORB)>time)
+               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
+       if(!intermission)
+       if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
+       {
+               DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+               drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+       }
+       else if(getstatf(STAT_REVIVE_PROGRESS))
+       {
+               DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+               drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+       }
+       if(autocvar_r_letterbox == 0)
+               if(autocvar_viewsize < 120)
+                       CSQC_common_hud();
+       // crosshair goes VERY LAST
+       if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
+       {
+               if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
+                       return;
+               string wcross_style;
+               float wcross_alpha, wcross_resolution;
+               wcross_style = autocvar_crosshair;
+               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;
+               wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
+               wcross_origin.z = 0;
+               if(autocvar_crosshair_hittest)
+               {
+                       vector wcross_oldorigin;
+                       wcross_oldorigin = wcross_origin;
+                       shottype = TrueAimCheck();
+                       if(shottype == SHOTTYPE_HITWORLD)
+                       {
+                               v = wcross_origin - wcross_oldorigin;
+                               v.x /= vid_conwidth;
+                               v.y /= vid_conheight;
+                               if(vlen(v) > 0.01)
+                                       shottype = SHOTTYPE_HITOBSTRUCTION;
+                       }
+                       if(!autocvar_crosshair_hittest_showimpact)
+                               wcross_origin = wcross_oldorigin;
+               }
+               else
+                       shottype = SHOTTYPE_HITWORLD;
+               vector wcross_color = '0 0 0', wcross_size = '0 0 0';
+               string wcross_name = "";
+               float wcross_scale, wcross_blur;
+               if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+               {
+                       e = get_weaponinfo(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
+               switch(autocvar_crosshair_color_special)
+               {
+                       case 1: // crosshair_color_per_weapon
+                       {
+                               if(e)
+                               {
+                                       wcross_color = e.wpcolor;
+                                       break;
+                               }
+                               else { goto normalcolor; }
+                       }
+                       case 2: // crosshair_color_by_health
+                       {
+                               float x = getstati(STAT_HEALTH);
+                               //x = red
+                               //y = green
+                               //z = blue
+                               wcross_color.z = 0;
+                               if(x > 200)
+                               {
+                                       wcross_color.x = 0;
+                                       wcross_color.y = 1;
+                               }
+                               else if(x > 150)
+                               {
+                                       wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
+                                       wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
+                               }
+                               else if(x > 100)
+                               {
+                                       wcross_color.x = 1 - (x-100)*0.02 * 0.6;
+                                       wcross_color.y = 1 - (x-100)*0.02 * 0.1;
+                                       wcross_color.z = 1 - (x-100)*0.02;
+                               }
+                               else if(x > 50)
+                               {
+                                       wcross_color.x = 1;
+                                       wcross_color.y = 1;
+                                       wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
+                               }
+                               else if(x > 20)
+                               {
+                                       wcross_color.x = 1;
+                                       wcross_color.y = (x-20)*90/27/100;
+                                       wcross_color.z = (x-20)*90/27/100 * 0.2;
+                               }
+                               else
+                               {
+                                       wcross_color.x = 1;
+                                       wcross_color.y = 0;
+                               }
+                               break;
+                       }
+                       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;
+                       }
+                       :normalcolor
+                       default: { wcross_color = stov(autocvar_crosshair_color); break; }
+               }
+               if(autocvar_crosshair_effect_scalefade)
+               {
+                       wcross_scale = wcross_resolution;
+                       wcross_resolution = 1;
+               }
+               else
+               {
+                       wcross_scale = 1;
+               }
+               if(autocvar_crosshair_pickup)
+               {
+                       float stat_pickup_time = getstatf(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;
+               }
+               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(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;
+               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;
+                               float weapon_clipload, weapon_clipsize;
+                               weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+                               weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+                               float ok_ammo_charge, ok_ammo_chargepool;
+                               ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
+                               ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
+                               float vortex_charge, vortex_chargepool;
+                               vortex_charge = getstatf(STAT_VORTEX_CHARGE);
+                               vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
+                               float arc_heat = getstatf(STAT_ARC_HEAT);
+                               if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                       vortex_charge_movingavg = vortex_charge;
+                               // handle the values
+                               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;
+                                               ring_inner_value = vortex_chargepool;
+                                       } else {
+                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
+                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_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 = vortex_charge;
+                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
+                               }
+                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+                               {
+                                       ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+                                       ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring.tga";
+                               }
+                               else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                               {
+                                       ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+                                       ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring.tga";
+                               }
+                               else if (ok_ammo_charge)
+                               {
+                                       ring_value = ok_ammo_chargepool;
+                                       ring_alpha = autocvar_crosshair_ring_reload_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 ((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 )
+                               {
+                                       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) \
+                       do \
+                       { \
+                               if(wcross_blur > 0) \
+                               { \
+                                       for(i = -2; i <= 2; ++i) \
+                                       for(j = -2; j <= 2; ++j) \
+                                       M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+                               } \
+                               else \
+                               { \
+                                       M(0,0,sz,wcross_name,wcross_alpha); \
+                               } \
+                       } \
+                       while(0)
+ #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)
+ #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?cl_notice_run();
+                               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;
+               if(wcross_name_goal_prev)
+                       strunzone(wcross_name_goal_prev);
+               wcross_name_goal_prev = string_null;
+               if(wcross_name_goal_prev_prev)
+                       strunzone(wcross_name_goal_prev_prev);
+               wcross_name_goal_prev_prev = string_null;
+               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 BUTTON_3 = 4;
+ const int BUTTON_4 = 8;
+ float cl_notice_run();
+ float prev_myteam;
+ void CSQC_UpdateView(float w, float h)
+ {
+       entity e;
+       float fov;
+       float f;
+       int i;
+       vector vf_size, vf_min;
+       float a;
+       execute_next_frame();
+       ++framecount;
+       hud = getstati(STAT_HUD);
+       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 = (input_buttons & BUTTON_3);
+       button_zoom = (input_buttons & BUTTON_4);
+ #define CHECKFAIL_ASSERT(flag,func,parm,val) do {                                                                   \
+       float checkfailv = (func)(parm);                                                                                \
+       if (checkfailv != (val)) {                                                                                      \
+               if (!checkfail[(flag)])                                                                                     \
+               localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv));                           \
+               checkfail[(flag)] = 1;                                                                                      \
+       }                                                                                                               \
+ } while(0)
+       CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
+       CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
+       CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
+       CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
+       CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
+       CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
+       CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
+       vf_size = getpropertyvec(VF_SIZE);
+       vf_min = getpropertyvec(VF_MIN);
+       vid_width = vf_size.x;
+       vid_height = vf_size.y;
+       vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
+       vector splash_pos = '0 0 0', splash_size = '0 0 0';
+       WaypointSprite_Load();
+       CSQCPlayer_SetCamera();
+       myteam = GetPlayerColor(player_localentnum - 1);
+       if(myteam != prev_myteam)
+       {
+               myteamcolors = colormapPaletteColor(myteam, 1);
+               for(i = 0; i < HUD_PANEL_NUM; ++i)
+                       hud_panel[i].update_time = time;
+               prev_myteam = myteam;
+       }
+       ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
+       float is_dead = (getstati(STAT_HEALTH) <= 0);
+       // FIXME do we need this hack?
+       if(isdemo())
+       {
+               // 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;
+       }
+       // event chase camera
+       if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
+       {
+               if(WantEventchase())
+               {
+                       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);
+                       // detect maximum viewoffset and use it
+                       if(autocvar_cl_eventchase_viewoffset)
+                       {
+                               WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+                               if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
+                               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
+                       if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
+                               eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
+                       else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
+                               eventchase_current_distance = autocvar_cl_eventchase_distance;
+                       makevectors(view_angles);
+                       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, self);
+                       // If the boxtrace fails, revert back to line tracing.
+                       if(trace_startsolid)
+                       {
+                               eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
+                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+                               setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
+                       }
+                       else { setproperty(VF_ORIGIN, trace_endpos); }
+                       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
+               {
+                       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)
+       {
+               cvar_settemp("chase_active", "-1");
+               eventchase_current_distance = 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)))
+       {
+               setproperty(VF_ORIGIN, freeze_org);
+               setproperty(VF_ANGLES, freeze_ang);
+       }
+       else
+       {
+               freeze_org = getpropertyvec(VF_ORIGIN);
+               freeze_ang = getpropertyvec(VF_ANGLES);
+       }
+       WarpZone_FixView();
+       //WarpZone_FixPMove();
+       vector ov_org = '0 0 0';
+       vector ov_mid = '0 0 0';
+       vector ov_worldmin = '0 0 0';
+       vector ov_worldmax = '0 0 0';
+       if(autocvar_cl_orthoview)
+       {
+               ov_worldmin = mi_picmin;
+               ov_worldmax = mi_picmax;
+               float ov_width = (ov_worldmax.x - ov_worldmin.x);
+               float ov_height = (ov_worldmax.y - ov_worldmin.y);
+               float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
+               ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
+               ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
+               float ov_nearest = vlen(ov_org - vec3(
+                       bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
+                       bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
+                       bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
+               ));
+               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; }
+               cvar_settemp("r_nearclip", ftos(ov_nearest));
+               cvar_settemp("r_farclip_base", ftos(ov_furthest));
+               cvar_settemp("r_farclip_world", "0");
+               cvar_settemp("r_novis", "1");
+               cvar_settemp("r_useportalculling", "0");
+               cvar_settemp("r_useinfinitefarclip", "0");
+               setproperty(VF_ORIGIN, ov_org);
+               setproperty(VF_ANGLES, '90 0 0');
+               #if 0
+               printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
+                       vtos(ov_org),
+                       vtos(getpropertyvec(VF_ANGLES)),
+                       ov_distance,
+                       ov_nearest,
+                       ov_furthest);
+               #endif
+       }
+       // Render the Scene
+       view_origin = getpropertyvec(VF_ORIGIN);
+       view_angles = getpropertyvec(VF_ANGLES);
+       makevectors(view_angles);
+       view_forward = v_forward;
+       view_right = v_right;
+       view_up = v_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 / pow(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
+       TargetMusic_Advance();
+       Fog_Force();
+       if(drawtime == 0)
+               drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
+       else
+               drawframetime = bound(0.000001, time - drawtime, 1);
+       drawtime = time;
+       // watch for gametype changes here...
+       // in ParseStuffCMD the cmd isn't executed yet :/
+       // might even be better to add the gametype to TE_CSQC_INIT...?
+       if(!postinit)
+               PostInit();
+       if(intermission && !isdemo() && !(calledhooks & HOOK_END))
+       {
+               if(calledhooks & HOOK_START)
+               {
+                       localcmd("\ncl_hook_gameend\n");
+                       calledhooks |= HOOK_END;
+               }
+       }
+       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;
+               }
+       }
+       ColorTranslateMode = autocvar_cl_stripcolorcodes;
+       // next WANTED weapon (for HUD)
+       switchweapon = getstati(STAT_SWITCHWEAPON);
+       // currently switching-to weapon (for crosshair)
+       switchingweapon = getstati(STAT_SWITCHINGWEAPON);
+       // actually active weapon (for zoom)
+       activeweapon = getstati(STAT_ACTIVEWEAPON);
+       f = (serverflags & SERVERFLAG_TEAMPLAY);
+       if(f != teamplay)
+       {
+               teamplay = f;
+               HUD_InitScores();
+       }
+       if(last_switchweapon != switchweapon)
+       {
+               weapontime = time;
+               last_switchweapon = switchweapon;
+               if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+               {
+                       localcmd("-zoom\n");
+                       button_zoom = false;
+               }
+               if(autocvar_cl_unpress_attack_on_weapon_switch)
+               {
+                       localcmd("-fire\n");
+                       localcmd("-fire2\n");
+                       button_attack2 = false;
+               }
+       }
+       if(last_activeweapon != activeweapon)
+       {
+               last_activeweapon = activeweapon;
+               e = get_weaponinfo(activeweapon);
+               if(e.netname != "")
+                       localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
+               else
+                       localcmd("\ncl_hook_activeweapon none\n");
+       }
+       // ALWAYS Clear Current Scene First
+       clearscene();
+       setproperty(VF_ORIGIN, view_origin);
+       setproperty(VF_ANGLES, view_angles);
+       // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
+       setproperty(VF_SIZE, vf_size);
+       setproperty(VF_MIN, vf_min);
+       // Assign Standard Viewflags
+       // Draw the World (and sky)
+       setproperty(VF_DRAWWORLD, 1);
+       // Set the console size vars
+       vid_conwidth = autocvar_vid_conwidth;
+       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 { setproperty(VF_FOV, GetCurrentFov(fov)); }
+       // Camera for demo playback
+       if(camera_active)
+       {
+               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;
+               }
+       }
+       // Draw the Crosshair
+       setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
+       // Draw the Engine Status Bar (the default Quake HUD)
+       setproperty(VF_DRAWENGINESBAR, 0);
+       // Update the mouse position
+       /*
+          mousepos_x = vid_conwidth;
+          mousepos_y = vid_conheight;
+          mousepos = mousepos*0.5 + getmousepos();
+        */
+       e = self;
+       for(self = world; (self = nextent(self)); )
+               if(self.draw)
+                       self.draw();
+       self = e;
+       addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
+       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 = spawn();
+                       nightvision_noise.classname = "nightvision_noise";
+               }
+               if(!nightvision_noise2)
+               {
+                       nightvision_noise2 = spawn();
+                       nightvision_noise2.classname = "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)
+       {
+               // 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)
+               {
+                       // no zoom reticle while dead
+                       reticle_type = 0;
+               }
+               else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && 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: 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)
+       {
+               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', eX * vid_conwidth + eY * 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 && !getstati(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 = getstati(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 = eX * random() + eY * random() + eZ * random();
+                               }
+                       }
+                       else
+                               myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
+                       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+               }
+               else
+                       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 = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(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, ((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.
+               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");
+       if(menu_visible)
+               menu_show();
+       /*if(gametype == MAPINFO_TYPE_CTF)
+         {
+         ctf_view();
+         } else */
+       // draw 2D entities
+       e = self;
+       for(self = world; (self = nextent(self)); )
+               if(self.draw2d)
+                       self.draw2d();
+       self = e;
+       Draw_ShowNames_All();
+       scoreboard_active = HUD_WouldDrawScoreboard();
+       UpdateDamage();
+       UpdateCrosshair();
+       UpdateHitsound();
+       if(NextFrameCommand)
+       {
+               localcmd("\n", NextFrameCommand, "\n");
+               NextFrameCommand = string_null;
+       }
+       // we must do this check AFTER a frame was rendered, or it won't work
+       if(cs_project_is_b0rked == 0)
+       {
+               string w0, h0;
+               w0 = ftos(autocvar_vid_conwidth);
+               h0 = ftos(autocvar_vid_conheight);
+               //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
+               //setproperty(VF_FOV, '90 90 0');
+               setproperty(VF_ORIGIN, '0 0 0');
+               setproperty(VF_ANGLES, '0 0 0');
+               setproperty(VF_PERSPECTIVE, 1);
+               makevectors('0 0 0');
+               vector v1, v2;
+               cvar_set("vid_conwidth", "800");
+               cvar_set("vid_conheight", "600");
+               v1 = cs_project(v_forward);
+               cvar_set("vid_conwidth", "640");
+               cvar_set("vid_conheight", "480");
+               v2 = cs_project(v_forward);
+               if(v1 == v2)
+                       cs_project_is_b0rked = 1;
+               else
+                       cs_project_is_b0rked = -1;
+               cvar_set("vid_conwidth", w0);
+               cvar_set("vid_conheight", h0);
+       }
+       if(autocvar__hud_configure)
+               HUD_Panel_Mouse();
+     if(hud && !intermission)
++    if(hud == HUD_BUMBLEBEE_GUN)
++      CSQC_BUMBLE_GUN_HUD();
++    else
++              VEH_ACTION(hud, VR_HUD);
+       cl_notice_run();
+       // let's reset the view back to normal for the end
+       setproperty(VF_MIN, '0 0 0');
+       setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+ }
+ void CSQC_common_hud(void)
+ {
+       if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
+               Accuracy_LoadLevels();
+       HUD_Main(); // always run these functions for alpha checks
+       HUD_DrawScoreboard();
+       if (scoreboard_active) // scoreboard/accuracy
+               HUD_Reset();
+       else if (intermission == 2) // map voting screen
+       {
+               MapVote_Draw();
+               HUD_Reset();
+       }
+ }
+ // following vectors must be global to allow seamless switching between camera modes
+ vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
+ void CSQC_Demo_Camera()
+ {
+       float speed, attenuation, dimensions;
+       vector tmp, delta;
+       if( autocvar_camera_reset || !camera_mode )
+       {
+               camera_offset = '0 0 0';
+               current_angles = '0 0 0';
+               camera_direction = '0 0 0';
+               camera_offset.z += 30;
+               camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
+               camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
+               current_origin = view_origin;
+               current_camera_offset  = camera_offset;
+               cvar_set("camera_reset", "0");
+               camera_mode = CAMERA_CHASE;
+       }
+       // Camera angles
+       if( camera_roll )
+               mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
+       if(autocvar_camera_look_player)
+       {
+               vector dir;
+               float n;
+               dir = normalize(view_origin - current_position);
+               n = mouse_angles.z;
+               mouse_angles = vectoangles(dir);
+               mouse_angles.x = mouse_angles.x * -1;
+               mouse_angles.z = n;
+       }
+       else
+       {
+               tmp = getmousepos() * 0.1;
+               if(vlen(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));
+               }
+       }
+       while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
+       while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
+       while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
+       while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
+       // Fix difference when angles don't have the same sign
+       delta = '0 0 0';
+       if(mouse_angles.y < -60 && current_angles.y > 60)
+               delta = '0 360 0';
+       if(mouse_angles.y > 60 && current_angles.y < -60)
+               delta = '0 -360 0';
+       if(autocvar_camera_look_player)
+               attenuation = autocvar_camera_look_attenuation;
+       else
+               attenuation = autocvar_camera_speed_attenuation;
+       attenuation = 1 / max(1, attenuation);
+       current_angles += (mouse_angles - current_angles + delta) * attenuation;
+       while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
+       while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
+       while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
+       while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
+       // Camera position
+       tmp = '0 0 0';
+       dimensions = 0;
+       if( camera_direction.x )
+       {
+               tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
+               tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
+               if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
+                       tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
+               ++dimensions;
+       }
+       if( camera_direction.y )
+       {
+               tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
+               tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
+               tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
+               ++dimensions;
+       }
+       if( camera_direction.z )
+       {
+               tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
+               ++dimensions;
+       }
+       if(autocvar_camera_free)
+               speed = autocvar_camera_speed_free;
+       else
+               speed = autocvar_camera_speed_chase;
+       if(dimensions)
+       {
+               speed = speed * sqrt(1 / dimensions);
+               camera_offset += tmp * speed;
+       }
+       current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
+       // Camera modes
+       if( autocvar_camera_free )
+       {
+               if ( camera_mode == CAMERA_CHASE )
+               {
+                       current_camera_offset = current_origin + current_camera_offset;
+                       camera_offset = current_origin + camera_offset;
+               }
+               camera_mode = CAMERA_FREE;
+               current_position = current_camera_offset;
+       }
+       else
+       {
+               if ( camera_mode == CAMERA_FREE )
+               {
+                       current_origin = view_origin;
+                       camera_offset = camera_offset - current_origin;
+                       current_camera_offset = current_camera_offset - current_origin;
+               }
+               camera_mode = CAMERA_CHASE;
+               if(autocvar_camera_chase_smoothly)
+                       current_origin += (view_origin - current_origin) * attenuation;
+               else
+                       current_origin = view_origin;
+               current_position = current_origin + current_camera_offset;
+       }
+       setproperty(VF_ANGLES, current_angles);
+       setproperty(VF_ORIGIN, current_position);
+ }
Simple merge
@@@ -140,12 -119,18 +119,12 @@@ const int CVAR_READONLY = 4
  ///////////////////////////
  // csqc communication stuff
  
- const float CTF_STATE_ATTACK = 1;
- const float CTF_STATE_DEFEND = 2;
- const float CTF_STATE_COMMANDER = 3;
+ const int CTF_STATE_ATTACK = 1;
+ const int CTF_STATE_DEFEND = 2;
+ const int CTF_STATE_COMMANDER = 3;
  
- const float HUD_NORMAL = 0;
- const float HUD_BUMBLEBEE_GUN = 25;
+ const int HUD_NORMAL = 0;
 -const int HUD_VEHICLE_FIRST = 10;
 -const int HUD_SPIDERBOT = 10;
 -const int HUD_WAKIZASHI = 11;
 -const int HUD_RAPTOR = 12;
 -const int HUD_BUMBLEBEE = 13;
 -const int HUD_BUMBLEBEE_GUN = 14;
 -const int HUD_VEHICLE_LAST = 14;
++const int HUD_BUMBLEBEE_GUN = 25;
  
  const vector eX = '1 0 0';
  const vector eY = '0 1 0';
        CSQCMODEL_PROPERTY(64, float, ReadByte, WriteByte, solid) \
        CSQCMODEL_IF(!isplayer) \
                CSQCMODEL_PROPERTY(128, TAG_ENTITY_TYPE, ReadShort, WriteEntity, TAG_ENTITY_NAME) \
 -              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, glowmod_x, 255, 0, 255) \
 -              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, glowmod_y, 255, 0, 255) \
 -              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, glowmod_z, 255, 0, 255) \
 -              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, colormod_x, 255, 0, 255) \
 -              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, colormod_y, 255, 0, 255) \
 -              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, colormod_z, 255, 0, 255) \
 +              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, glowmod_x, 254, -1, 254) \
 +              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, glowmod_y, 254, -1, 254) \
 +              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, glowmod_z, 254, -1, 254) \
 +              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, colormod_x, 254, -1, 254) \
 +              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, colormod_y, 254, -1, 254) \
 +              CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, colormod_z, 254, -1, 254) \
        CSQCMODEL_ENDIF \
        CSQCMODEL_IF(isplayer) \
-               CSQCMODEL_PROPERTY(128, float, ReadByte, WriteByte, anim_state) \
+               CSQCMODEL_PROPERTY(128, int, ReadByte, WriteByte, anim_state) \
                CSQCMODEL_PROPERTY(128, float, ReadApproxPastTime, WriteApproxPastTime, anim_time) \
                CSQCMODEL_IF(!islocalplayer) \
                        CSQCMODEL_PROPERTY(256, float, ReadChar, WriteChar, anim_lower_action) \
@@@ -1,3 -1,29 +1,29 @@@
 -    #include "../../server/vehicles/vehicles_def.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+       #include "../../dpdefs/progsdefs.qh"
+     #include "../../dpdefs/dpextensions.qh"
+     #include "../../warpzonelib/common.qh"
+     #include "../constants.qh"
+     #include "../teams.qh"
+     #include "../util.qh"
+     #include "monsters.qh"
+     #include "sv_monsters.qh"
+     #include "../weapons/weapons.qh"
+     #include "../../server/autocvars.qh"
+     #include "../../server/defs.qh"
+     #include "../deathtypes.qh"
+     #include "../../server/mutators/mutators_include.qh"
+     #include "../../server/tturrets/include/turrets_early.qh"
++    #include "../vehicles/sv_vehicles.qh"
+     #include "../../server/campaign.qh"
+     #include "../../server/command/common.qh"
+     #include "../../server/command/cmd.qh"
+     #include "../../csqcmodellib/sv_model.qh"
+     #include "../../server/round_handler.qh"
+     #include "../../server/tturrets/include/turrets.qh"
+ #endif
  // =========================
  //    SVQC Monster Properties
  // =========================
@@@ -728,12 -734,7 +734,12 @@@ void Send_Notification_WOCOVA
      MSG_CENTER_NOTIF(1, CENTER_TEAMCHANGE_SUICIDE,          0, 1, "",              CPID_TEAMCHANGE,       "1 f1", _("^K1Suicide in ^COUNT"), "") \
      MSG_CENTER_NOTIF(1, CENTER_TIMEOUT_BEGINNING,           0, 1, "",              CPID_TIMEOUT,          "1 f1", _("^F4Timeout begins in ^COUNT"), "") \
      MSG_CENTER_NOTIF(1, CENTER_TIMEOUT_ENDING,              0, 1, "",              CPID_TIMEOUT,          "1 f1", _("^F4Timeout ends in ^COUNT"), "") \
-     MSG_CENTER_NOTIF(1, CENTER_WEAPON_MINELAYER_LIMIT,      0, 1, "f1",            NO_CPID,               "0 0",  _("^BGYou cannot place more than ^F2%s^BG mines at a time"), "") 
 +    MSG_CENTER_NOTIF(1, CENTER_VEHICLE_ENTER,               0, 0, "pass_key",      CPID_VEHICLES,         "0 0",  _("^BGPress ^F2DROPFLAG%s^BG to enter/exit the vehicle"), "") \
 +    MSG_CENTER_NOTIF(1, CENTER_VEHICLE_ENTER_GUNNER,        0, 0, "pass_key",      CPID_VEHICLES,         "0 0",  _("^BGPress ^F2DROPFLAG%s^BG to enter the vehicle gunner"), "") \
 +    MSG_CENTER_NOTIF(1, CENTER_VEHICLE_ENTER_STEAL,         0, 0, "pass_key",      CPID_VEHICLES,         "0 0",  _("^BGPress ^F2DROPFLAG%s^BG to steal this vehicle"), "") \
 +    MSG_CENTER_NOTIF(1, CENTER_VEHICLE_STEAL,               0, 0, "",              CPID_VEHICLES_OTHER,   "0 0",  _("^F2The enemy is stealing one of your vehicles!\n^F4Stop them!"), "") \
 +    MSG_CENTER_NOTIF(1, CENTER_VEHICLE_STEAL_SELF,          0, 0, "",              CPID_VEHICLES_OTHER,   "4 0",  _("^F2You have stolen the enemy's vehicle, you are now visible on their radar!"), "") \
+     MSG_CENTER_NOTIF(1, CENTER_WEAPON_MINELAYER_LIMIT,      0, 1, "f1",            NO_CPID,               "0 0",  _("^BGYou cannot place more than ^F2%s^BG mines at a time"), "")
  
  #define MULTITEAM_MULTI2(default,prefix,anncepre,infopre,centerpre) \
      MSG_MULTI_NOTIF(default, prefix##RED, anncepre##RED, infopre##RED, centerpre##RED) \
@@@ -1274,8 -1277,40 +1282,42 @@@ string notif_arg_spree_inf(float type, 
  //  Initialization/Create Declarations
  // ====================================
  
+ enum {
+     NO_CPID
+ ,   CPID_ASSAULT_ROLE
+ ,   CPID_ROUND
+ ,   CPID_CAMPCHECK
+ ,   CPID_CTF_CAPSHIELD
+ ,   CPID_CTF_LOWPRIO
+ ,   CPID_CTF_PASS
+ ,   CPID_STALEMATE
+ ,   CPID_NADES
+ ,   CPID_IDLING
+ ,   CPID_ITEM
+ ,   CPID_PREVENT_JOIN
+ ,   CPID_KEEPAWAY
+ ,   CPID_KEEPAWAY_WARN
+ ,   CPID_KEYHUNT
+ ,   CPID_KEYHUNT_OTHER
+ ,   CPID_LMS
+ ,   CPID_MISSING_TEAMS
+ ,   CPID_MISSING_PLAYERS
+ ,   CPID_INSTAGIB_FINDAMMO
+ ,   CPID_MOTD
+ ,   CPID_NIX
+ ,   CPID_ONSLAUGHT
+ ,   CPID_OVERTIME
+ ,   CPID_POWERUP
+ ,   CPID_RACE_FINISHLAP
+ ,   CPID_TEAMCHANGE
+ ,   CPID_TIMEOUT
++,   CPID_VEHICLES
++,   CPID_VEHICLES_OTHER
+ // always last
+ ,   NOTIF_CPID_COUNT
+ };
  // notification counts
- #define NOTIF_FIRST 1
+ const float NOTIF_FIRST = 1;
  float NOTIF_ANNCE_COUNT;
  float NOTIF_INFO_COUNT;
  float NOTIF_CENTER_COUNT;
index 67701e4,0000000..62682e2
mode 100644,000000..100644
--- /dev/null
@@@ -1,15 -1,0 +1,26 @@@
++#ifndef CL_VEHICLES_H
++#define CL_VEHICLES_H
++
 +// vehicle cvars
 +var float autocvar_cl_vehicles_alarm = 1;
 +var float autocvar_cl_vehicles_hud_tactical = 1;
 +
++void Net_AuXair2(float bIsNew);
++void bumble_raygun_read(float bIsNew);
++void Net_VehicleSetup();
++void CSQC_BUMBLE_GUN_HUD();
++
 +void RaptorCBShellfragDraw();
 +void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang);
 +
 +#define HUD_GETVEHICLESTATS \
 +      local noref float vh_health     = getstati(STAT_VEHICLESTAT_HEALTH); \
 +      local noref float shield        = getstati(STAT_VEHICLESTAT_SHIELD); \
 +      local noref float energy        = getstati(STAT_VEHICLESTAT_ENERGY); \
 +      local noref float ammo1         = getstati(STAT_VEHICLESTAT_AMMO1); \
 +      local noref float reload1       = getstati(STAT_VEHICLESTAT_RELOAD1); \
 +      local noref float ammo2         = getstati(STAT_VEHICLESTAT_AMMO2); \
 +      local noref float reload2       = getstati(STAT_VEHICLESTAT_RELOAD2);
++
++#endif
++      
index bbb2bed,0000000..c108098
mode 100644,000000..100644
--- /dev/null
@@@ -1,103 -1,0 +1,110 @@@
- #define VOL_VEHICLEENGINE 1
++#ifndef VEHICLES_DEF_H
++#define VEHICLES_DEF_H
++
++#include "../server/tturrets/include/turrets_early.qh"
++
 +// #define VEHICLES_USE_ODE
 +
 +// vehicle cvars
 +float autocvar_g_vehicles;
 +float autocvar_g_vehicles_enter;
 +float autocvar_g_vehicles_enter_radius;
 +float autocvar_g_vehicles_steal;
 +float autocvar_g_vehicles_steal_show_waypoint;
 +float autocvar_g_vehicles_crush_dmg;
 +float autocvar_g_vehicles_crush_force;
 +float autocvar_g_vehicles_delayspawn;
 +float autocvar_g_vehicles_delayspawn_jitter;
 +float autocvar_g_vehicles_allow_bots;
 +float autocvar_g_vehicles_teams;
 +float autocvar_g_vehicles_teleportable;
 +var float autocvar_g_vehicles_vortex_damagerate = 0.5;
 +var float autocvar_g_vehicles_machinegun_damagerate = 0.5;
 +var float autocvar_g_vehicles_rifle_damagerate = 0.75;
 +var float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
 +var float autocvar_g_vehicles_tag_damagerate = 5;
 +
 +// vehicle definitions
 +.entity gun1;
 +.entity gun2;
 +.entity gun3;
 +.entity vehicle_shieldent;  /// Entity to disply the shild effect on damage
 +.entity vehicle;
 +.entity vehicle_viewport;
 +.entity vehicle_hudmodel;
 +.entity vehicle_controller;
 +
 +.entity gunner1;
 +.entity gunner2;
 +
 +.float vehicle_health;      /// If self is player this is 0..100 indicating precentage of health left on vehicle. If self is vehile, this is the real health value.
 +.float vehicle_energy;      /// If self is player this is 0..100 indicating precentage of energy left on vehicle. If self is vehile, this is the real energy value.
 +.float vehicle_shield;      /// If self is player this is 0..100 indicating precentage of shield left on vehicle. If self is vehile, this is the real shield value.
 +
 +.float vehicle_ammo1;   /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo1 value.
 +.float vehicle_reload1; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload1 value.
 +.float vehicle_ammo2;   /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo2 value.
 +.float vehicle_reload2; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload2 value.
 +
 +.float sound_nexttime;
- #define VHSF_NORMAL 0
- #define VHSF_FACTORY 2
++const float VOL_VEHICLEENGINE = 1;
 +
 +const float SVC_SETVIEWPORT   = 5;   // Net.Protocol 0x05
 +const float SVC_SETVIEWANGLES = 10;  // Net.Protocol 0x0A
 +const float SVC_UPDATEENTITY  = 128; // Net.Protocol 0x80
 +
- .float hud;
++const float VHSF_NORMAL = 0;
++const float VHSF_FACTORY = 2;
 +
- const float MAX_AXH = 4;
++.int hud;
 +.float dmg_time;
 +
 +.float volly_counter;
 +
- void vehicles_exit(float eject);
++const int MAX_AXH = 4;
 +.entity AuxiliaryXhair[MAX_AXH];
 +
 +.entity wps_intruder;
 +
 +.entity lock_target;
 +.float  lock_strength;
 +.float  lock_time;
 +.float  lock_soundtime;
 +const float   DAMAGE_TARGETDRONE = 10;
 +
 +float  force_fromtag_power;
 +float  force_fromtag_normpower;
 +vector force_fromtag_origin;
 +
 +float vehicles_exit_running;
 +
 +#ifdef VEHICLES_USE_ODE
 +void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
 +void(entity e, vector force, vector force_pos) physics_addforce = #541; // apply a force from certain origin, length of force vector is power of force
 +void(entity e, vector torque) physics_addtorque = #542; // add relative torque
 +#endif  // VEHICLES_USE_ODE
 +
 +// functions used outside the vehicle code
- .void(float _spawnflag) vehicle_spawn;  /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
- .float(float _imp) vehicles_impulse;
++void vehicles_exit(bool eject);
 +void vehicles_enter(entity pl, entity veh);
 +
 +// vehicle functions
- .void(float exit_flags) vehicle_exit;
++.void(int _spawnflag) vehicle_spawn;  /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
++.int(int _imp) vehicles_impulse;
 +.float vehicle_weapon2mode;
- const float VHEF_NORMAL = 0;  /// User pressed exit key
- const float VHEF_EJECT  = 1;  /// User pressed exit key 3 times fast (not implemented) or vehile is dying
- const float VHEF_RELEASE = 2;  /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
++.void(int exit_flags) vehicle_exit;
 +.float() vehicle_enter;
++const int VHEF_NORMAL = 0;  /// User pressed exit key
++const int VHEF_EJECT  = 1;  /// User pressed exit key 3 times fast (not implemented) or vehile is dying
++const int VHEF_RELEASE = 2;  /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
 +
 +// macros
 +#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
 +      ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
 +
 +#define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
 +      traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
 +      if(trace_fraction != 1) \
 +              acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
++
++#endif
index d01d192,0000000..17669b6
mode 100644,000000..100644
--- /dev/null
@@@ -1,1388 -1,0 +1,1386 @@@
- float bumble_raygun_send(entity to, float sf);
 +#ifdef REGISTER_VEHICLE
 +REGISTER_VEHICLE(
 +/* VEH_##id   */ BUMBLEBEE,
 +/* function   */ v_bumblebee,
 +/* spawnflags */ VHF_DMGSHAKE,
 +/* mins,maxs  */ '-245 -130 -130', '230 130 130',
 +/* model        */ "models/vehicles/bumblebee_body.dpm",
 +/* head_model */ "",
 +/* hud_model  */ "models/vehicles/spiderbot_cockpit.dpm",
 +/* tags                 */ "", "", "tag_viewport",
 +/* netname      */ "bumblebee",
 +/* fullname   */ _("Bumblebee")
 +);
 +#else
 +
 +const float BRG_SETUP = 2;
 +const float BRG_START = 4;
 +const float BRG_END = 8;
 +
 +#ifdef SVQC
 +float autocvar_g_vehicle_bumblebee_speed_forward;
 +float autocvar_g_vehicle_bumblebee_speed_strafe;
 +float autocvar_g_vehicle_bumblebee_speed_up;
 +float autocvar_g_vehicle_bumblebee_speed_down;
 +float autocvar_g_vehicle_bumblebee_turnspeed;
 +float autocvar_g_vehicle_bumblebee_pitchspeed;
 +float autocvar_g_vehicle_bumblebee_pitchlimit;
 +float autocvar_g_vehicle_bumblebee_friction;
 +
 +float autocvar_g_vehicle_bumblebee_energy;
 +float autocvar_g_vehicle_bumblebee_energy_regen;
 +float autocvar_g_vehicle_bumblebee_energy_regen_pause;
 +
 +float autocvar_g_vehicle_bumblebee_health;
 +float autocvar_g_vehicle_bumblebee_health_regen;
 +float autocvar_g_vehicle_bumblebee_health_regen_pause;
 +
 +float autocvar_g_vehicle_bumblebee_shield;
 +float autocvar_g_vehicle_bumblebee_shield_regen;
 +float autocvar_g_vehicle_bumblebee_shield_regen_pause;
 +
 +float autocvar_g_vehicle_bumblebee_cannon_cost;
 +float autocvar_g_vehicle_bumblebee_cannon_damage;
 +float autocvar_g_vehicle_bumblebee_cannon_radius;
 +float autocvar_g_vehicle_bumblebee_cannon_refire;
 +float autocvar_g_vehicle_bumblebee_cannon_speed;
 +float autocvar_g_vehicle_bumblebee_cannon_spread;
 +float autocvar_g_vehicle_bumblebee_cannon_force;
 +
 +float autocvar_g_vehicle_bumblebee_cannon_ammo;
 +float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
 +float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
 +
 +var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
 +
 +float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
 +float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
 +float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
 +float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
 +float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
 +
 +
 +float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
 +float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
 +float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
 +float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
 +
 +float autocvar_g_vehicle_bumblebee_raygun_range;
 +float autocvar_g_vehicle_bumblebee_raygun_dps;
 +float autocvar_g_vehicle_bumblebee_raygun_aps;
 +float autocvar_g_vehicle_bumblebee_raygun_fps;
 +
 +float autocvar_g_vehicle_bumblebee_raygun;
 +float autocvar_g_vehicle_bumblebee_healgun_hps;
 +float autocvar_g_vehicle_bumblebee_healgun_hmax;
 +float autocvar_g_vehicle_bumblebee_healgun_aps;
 +float autocvar_g_vehicle_bumblebee_healgun_amax;
 +float autocvar_g_vehicle_bumblebee_healgun_sps;
 +float autocvar_g_vehicle_bumblebee_healgun_locktime;
 +
 +float autocvar_g_vehicle_bumblebee_respawntime;
 +
 +float autocvar_g_vehicle_bumblebee_blowup_radius;
 +float autocvar_g_vehicle_bumblebee_blowup_coredamage;
 +float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
 +float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
 +var vector autocvar_g_vehicle_bumblebee_bouncepain;
 +
 +var float autocvar_g_vehicle_bumblebee = 0;
 +
-                                               DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
++float bumble_raygun_send(entity to, int sf);
 +
 +void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
 +{
 +      vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
 +      vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
 +                                              v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
 +                                              autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
-                       _vel_z *= 0.1;
++                                              DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
 +}
 +
 +float bumblebee_gunner_frame()
 +{
 +      entity vehic    = self.vehicle.owner;
 +      entity gun      = self.vehicle;
 +      entity gunner   = self;
 +      self = vehic;
 +
 +      vehic.solid = SOLID_NOT;
 +      //setorigin(gunner, vehic.origin);
 +      gunner.velocity = vehic.velocity;
 +
 +      float _in, _out;
 +      vehic.angles_x *= -1;
 +      makevectors(vehic.angles);
 +      vehic.angles_x *= -1;
 +      if((gun == vehic.gun1))
 +      {
 +              _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
 +              _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
 +              setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
 +      }
 +      else
 +      {
 +              _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
 +              _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
 +              setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
 +      }
 +
 +      crosshair_trace(gunner);
 +      vector _ct = trace_endpos;
 +      vector ad;
 +
 +      if(autocvar_g_vehicle_bumblebee_cannon_lock)
 +      {
 +              if(gun.lock_time < time)
 +                      gun.enemy = world;
 +
 +              if(trace_ent)
 +                      if(trace_ent.movetype)
 +                              if(trace_ent.takedamage)
 +                                      if(!trace_ent.deadflag)
 +                                      {
 +                                              if(teamplay)
 +                                              {
 +                                                      if(trace_ent.team != gunner.team)
 +                                                      {
 +                                                              gun.enemy = trace_ent;
 +                                                              gun.lock_time = time + 5;
 +                                                      }
 +                                              }
 +                                              else
 +                                              {
 +                                                      gun.enemy = trace_ent;
 +                                                      gun.lock_time = time + 5;
 +                                              }
 +                                      }
 +      }
 +
 +      if(gun.enemy)
 +      {
 +              float distance, impact_time;
 +
 +              vector vf = real_origin(gun.enemy);
 +              vector _vel = gun.enemy.velocity;
 +              if(gun.enemy.movetype == MOVETYPE_WALK)
-               WriteAngle(MSG_ONE, self.vehicle.angles_y);
++                      _vel.z *= 0.1;
 +
 +
 +              ad = vf;
 +              distance = vlen(ad - gunner.origin);
 +              impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
 +              ad = vf + _vel * impact_time;
 +              trace_endpos = ad;
 +
 +
 +              UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
 +              vehicle_aimturret(vehic, trace_endpos, gun, "fire",
 +                                                autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
 +                                                _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
 +
 +      }
 +      else
 +              vehicle_aimturret(vehic, _ct, gun, "fire",
 +                                                autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
 +                                                _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
 +
 +      if(!forbidWeaponUse(gunner))
 +      if(gunner.BUTTON_ATCK)
 +              if(time > gun.attack_finished_single)
 +                      if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
 +                      {
 +                              gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
 +                              bumblebee_fire_cannon(gun, "fire", gunner);
 +                              gun.delay = time;
 +                              gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
 +                      }
 +
 +      VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
 +
 +      if(vehic.vehicle_flags & VHF_HASSHIELD)
 +              VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
 +
 +      ad = gettaginfo(gun, gettagindex(gun, "fire"));
 +      traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
 +
 +      UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
 +
 +      if(vehic.owner)
 +              UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
 +
 +      vehic.solid = SOLID_BBOX;
 +      gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
 +      gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
 +
 +      self = gunner;
 +      return 1;
 +}
 +
 +void bumblebee_gunner_exit(float _exitflag)
 +{
 +      if(IS_REAL_CLIENT(self))
 +      {
 +              msg_entity = self;
 +              WriteByte(MSG_ONE, SVC_SETVIEWPORT);
 +              WriteEntity(MSG_ONE, self);
 +
 +              WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
 +              WriteAngle(MSG_ONE, 0);
-               return FALSE;
++              WriteAngle(MSG_ONE, self.vehicle.angles.y);
 +              WriteAngle(MSG_ONE, 0);
 +      }
 +
 +      CSQCVehicleSetup(self, HUD_NORMAL);
 +      setsize(self, PL_MIN, PL_MAX);
 +
 +      self.takedamage     = DAMAGE_AIM;
 +      self.solid          = SOLID_SLIDEBOX;
 +      self.movetype       = MOVETYPE_WALK;
 +      self.effects        &= ~EF_NODRAW;
 +      self.alpha          = 1;
 +      self.PlayerPhysplug = func_null;
 +      self.view_ofs       = PL_VIEW_OFS;
 +      self.event_damage   = PlayerDamage;
 +      self.hud            = HUD_NORMAL;
 +      self.teleportable       = TELEPORT_NORMAL;
 +      self.switchweapon   = self.vehicle.switchweapon;
 +
 +    vh_player = self;
 +    vh_vehicle = self.vehicle;
 +    MUTATOR_CALLHOOK(VehicleExit);
 +    self = vh_player;
 +    self.vehicle = vh_vehicle;
 +
 +      self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
 +
 +      fixedmakevectors(self.vehicle.owner.angles);
 +
 +      if(self == self.vehicle.owner.gunner1)
 +      {
 +              self.vehicle.owner.gunner1 = world;
 +      }
 +      else if(self == self.vehicle.owner.gunner2)
 +      {
 +              self.vehicle.owner.gunner2 = world;
 +              v_right *= -1;
 +      }
 +      else
 +              dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
 +
 +      vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
 +      spot = vehicles_findgoodexit(spot);
 +      //setorigin(self , spot);
 +
 +      self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
 +      self.velocity_z += 10;
 +
 +      self.vehicle.phase = time + 5;
 +      self.vehicle        = world;
 +}
 +
 +float bumblebee_gunner_enter()
 +{
 +      RemoveGrapplingHook(other);
 +      entity _gun, _gunner;
 +      if(!self.gunner1)
 +      {
 +              _gun = self.gun1;
 +              _gunner = self.gunner1;
 +              self.gunner1 = other;
 +      }
 +      else if(!self.gunner2)
 +      {
 +              _gun = self.gun2;
 +              _gunner = self.gunner2;
 +              self.gunner2 = other;
 +      }
 +      else
 +      {
 +              dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
-       other.teleportable              = FALSE;
++              return false;
 +      }
 +
 +      _gunner            = other;
 +      _gunner.vehicle    = _gun;
 +      _gun.switchweapon  = other.switchweapon;
 +      _gun.vehicle_exit  = bumblebee_gunner_exit;
 +
 +      other.angles            = self.angles;
 +      other.takedamage        = DAMAGE_NO;
 +      other.solid             = SOLID_NOT;
 +      other.movetype          = MOVETYPE_NOCLIP;
 +      other.alpha             = -1;
 +      other.event_damage      = func_null;
 +      other.view_ofs          = '0 0 0';
 +      other.hud               = _gun.hud;
-       
++      other.teleportable              = false;
 +      other.PlayerPhysplug    = _gun.PlayerPhysplug;
 +      other.vehicle_ammo1     = self.vehicle_ammo1;
 +      other.vehicle_ammo2     = self.vehicle_ammo2;
 +      other.vehicle_reload1   = self.vehicle_reload1;
 +      other.vehicle_reload2   = self.vehicle_reload2;
 +      other.vehicle_energy    = self.vehicle_energy;
 +      other.PlayerPhysplug    = bumblebee_gunner_frame;
 +      other.flags             &= ~FL_ONGROUND;
 +
 +      if(IS_REAL_CLIENT(other))
 +      {
 +              msg_entity = other;
 +              WriteByte(MSG_ONE, SVC_SETVIEWPORT);
 +              WriteEntity(MSG_ONE, _gun.vehicle_viewport);
 +              WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
 +              WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x);    // tilt
 +              WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y);    // yaw
 +              WriteAngle(MSG_ONE, 0);                             // roll
 +      }
-       return TRUE;
++
 +      _gun.vehicle_hudmodel.viewmodelforclient = other;
 +
 +      CSQCVehicleSetup(other, other.hud);
 +
 +    vh_player = other;
 +    vh_vehicle = _gun;
 +    MUTATOR_CALLHOOK(VehicleEnter);
 +    other = vh_player;
 +    _gun = vh_vehicle;
 +
-               return FALSE;
++      return true;
 +}
 +
 +float vehicles_valid_pilot()
 +{
 +      if (!IS_PLAYER(other))
-               return FALSE;
++              return false;
 +
 +      if(other.deadflag != DEAD_NO)
-               return FALSE;
++              return false;
 +
 +      if(other.vehicle != world)
-                       return FALSE;
++              return false;
 +
 +      if (!IS_REAL_CLIENT(other))
 +              if(!autocvar_g_vehicles_allow_bots)
-               return FALSE;
++                      return false;
 +
 +      if(teamplay && other.team != self.team)
-       return TRUE;
++              return false;
 +
-               vehicles_regen(self.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, TRUE);
++      return true;
 +}
 +
 +void bumblebee_touch()
 +{
 +      if(autocvar_g_vehicles_enter) { return; }
 +
 +      if(self.gunner1 != world && self.gunner2 != world)
 +      {
 +              vehicles_touch();
 +              return;
 +      }
 +
 +      if(vehicles_valid_pilot())
 +      {
 +              if(self.gun1.phase <= time)
 +                      if(bumblebee_gunner_enter())
 +                              return;
 +
 +              if(self.gun2.phase <= time)
 +                      if(bumblebee_gunner_enter())
 +                              return;
 +      }
 +
 +      vehicles_touch();
 +}
 +
 +void bumblebee_regen()
 +{
 +      if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
 +              self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
 +                                                                         self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
 +
 +      if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
 +              self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
 +                                                                         self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
 +
 +      if(self.vehicle_flags  & VHF_SHIELDREGEN)
-               vehicles_regen(self.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, FALSE);
++              vehicles_regen(self.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, true);
 +
 +      if(self.vehicle_flags  & VHF_HEALTHREGEN)
-               vehicles_regen(self.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, FALSE);
++              vehicles_regen(self.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
 +
 +      if(self.vehicle_flags  & VHF_ENERGYREGEN)
-       vang_x *= -1;
-       newvel_x *= -1;
-       if(newvel_x > 180)  newvel_x -= 360;
-       if(newvel_x < -180) newvel_x += 360;
-       if(newvel_y > 180)  newvel_y -= 360;
-       if(newvel_y < -180) newvel_y += 360;
-       ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
++              vehicles_regen(self.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, false);
 +
 +}
 +
 +float bumblebee_pilot_frame()
 +{
 +      entity pilot, vehic;
 +      vector newvel;
 +      
 +      if(intermission_running)
 +      {
 +              self.vehicle.velocity = '0 0 0';
 +              self.vehicle.avelocity = '0 0 0';
 +              return 1;
 +      }
 +
 +      pilot = self;
 +      vehic = self.vehicle;
 +      self   = vehic;
 +
 +      if(vehic.deadflag != DEAD_NO)
 +      {
 +              self = pilot;
 +              pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
 +              return 1;
 +      }
 +
 +      bumblebee_regen();
 +
 +      crosshair_trace(pilot);
 +
 +      vector vang;
 +      float ftmp;
 +
 +      vang = vehic.angles;
 +      newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
-       vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
++      vang.x *= -1;
++      newvel.x *= -1;
++      if(newvel.x > 180)  newvel.x -= 360;
++      if(newvel.x < -180) newvel.x += 360;
++      if(newvel.y > 180)  newvel.y -= 360;
++      if(newvel.y < -180) newvel.y += 360;
++
++      ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
 +      if(ftmp > 180)  ftmp -= 360;
 +      if(ftmp < -180) ftmp += 360;
-       if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit)
++      vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
 +
 +      // Pitch
 +      ftmp = 0;
-       else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit)
++      if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
 +              ftmp = 4;
-       newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
-       ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
-       vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
++      else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
 +              ftmp = -8;
 +
-       vehic.angles_x = anglemods(vehic.angles_x);
-       vehic.angles_y = anglemods(vehic.angles_y);
-       vehic.angles_z = anglemods(vehic.angles_z);
++      newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
++      ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
++      vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
 +
-       makevectors('0 1 0' * vehic.angles_y);
++      vehic.angles_x = anglemods(vehic.angles.x);
++      vehic.angles_y = anglemods(vehic.angles.y);
++      vehic.angles_z = anglemods(vehic.angles.z);
 +
-       if(pilot.movement_x != 0)
++      makevectors('0 1 0' * vehic.angles.y);
 +      newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
 +
-               if(pilot.movement_x > 0)
++      if(pilot.movement.x != 0)
 +      {
-               else if(pilot.movement_x < 0)
++              if(pilot.movement.x > 0)
 +                      newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
-       if(pilot.movement_y != 0)
++              else if(pilot.movement.x < 0)
 +                      newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
 +      }
 +
-               if(pilot.movement_y < 0)
++      if(pilot.movement.y != 0)
 +      {
-               else if(pilot.movement_y > 0)
++              if(pilot.movement.y < 0)
 +                      newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
-               vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
++              else if(pilot.movement.y > 0)
 +                      newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
 +              ftmp = newvel * v_right;
 +              ftmp *= frametime * 0.1;
-               if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
++              vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
 +      }
 +      else
 +      {
 +              vehic.angles_z *= 0.95;
-       return TRUE;
++              if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
 +                      vehic.angles_z = 0;
 +      }
 +
 +      if(pilot.BUTTON_CROUCH)
 +              newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
 +      else if(pilot.BUTTON_JUMP)
 +              newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
 +
 +      vehic.velocity  += newvel * frametime;
 +      pilot.velocity = pilot.movement  = vehic.velocity;
 +
 +
 +      if(autocvar_g_vehicle_bumblebee_healgun_locktime)
 +      {
 +              if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
 +                      vehic.tur_head.enemy = world;
 +
 +              if(trace_ent)
 +              if(trace_ent.movetype)
 +              if(trace_ent.takedamage)
 +              if(!trace_ent.deadflag)
 +              {
 +                      if(teamplay)
 +                      {
 +                              if(trace_ent.team == pilot.team)
 +                              {
 +                                      vehic.tur_head.enemy = trace_ent;
 +                                      vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
 +                              }
 +                      }
 +                      else
 +                      {
 +                              vehic.tur_head.enemy = trace_ent;
 +                              vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
 +                      }
 +              }
 +
 +              if(vehic.tur_head.enemy)
 +              {
 +                      trace_endpos = real_origin(vehic.tur_head.enemy);
 +                      UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
 +              }
 +      }
 +
 +      vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
 +                                        autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
 +                                        autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
 +
 +      if(!forbidWeaponUse(pilot))
 +      if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
 +      {
 +              vehic.gun3.enemy.realowner = pilot;
 +              vehic.gun3.enemy.effects &= ~EF_NODRAW;
 +
 +              vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
 +              vehic.gun3.enemy.SendFlags |= BRG_START;
 +
 +              traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
 +
 +              if(trace_ent)
 +              {
 +                      if(autocvar_g_vehicle_bumblebee_raygun)
 +                      {
 +                              Damage(trace_ent, vehic, pilot, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
 +                              vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
 +                      }
 +                      else
 +                      {
 +                              if(trace_ent.deadflag == DEAD_NO)
 +                                      if((teamplay && trace_ent.team == pilot.team) || !teamplay)
 +                                      {
 +
 +                                              if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
 +                                              {
 +                                                      if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
 +                                                              trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
 +
 +                                                      if(autocvar_g_vehicle_bumblebee_healgun_hps)
 +                                                              trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
 +                                              }
 +                                              else if(IS_CLIENT(trace_ent))
 +                                              {
 +                                                      if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
 +                                                              trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
 +
 +                                                      if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
 +                                                              trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
 +
 +                                                      trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
 +                                              }
 +                                              else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
 +                                              {
 +                                                      if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
 +                                                              trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
 +                                                      //else ..hmmm what? ammo?
 +
 +                                                      trace_ent.SendFlags |= TNSF_STATUS;
 +                                              }
 +                                      }
 +                      }
 +              }
 +
 +              vehic.gun3.enemy.hook_end = trace_endpos;
 +              setorigin(vehic.gun3.enemy, trace_endpos);
 +              vehic.gun3.enemy.SendFlags |= BRG_END;
 +
 +              vehic.wait = time + 1;
 +      }
 +      else
 +              vehic.gun3.enemy.effects |= EF_NODRAW;
 +      /*{
 +              if(vehic.gun3.enemy)
 +                      remove(vehic.gun3.enemy);
 +
 +              vehic.gun3.enemy = world;
 +      }
 +      */
 +
 +      VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
 +      VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
 +
 +      pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
 +      pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
 +
 +      if(vehic.vehicle_flags & VHF_HASSHIELD)
 +              VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
 +
 +      vehic.angles_x *= -1;
 +      makevectors(vehic.angles);
 +      vehic.angles_x *= -1;
 +      setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
 +
 +      pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
 +      self = pilot;
 +
 +      return 1;
 +}
 +
 +void bumblebee_land()
 +{
 +      float hgt;
 +
 +      hgt = raptor_altitude(512);
 +      self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
 +      self.angles_x *= 0.95;
 +      self.angles_z *= 0.95;
 +
 +      if(hgt < 16)
 +              self.think      = vehicles_think;
 +
 +      self.nextthink = time;
 +      
 +      CSQCMODEL_AUTOUPDATE();
 +}
 +
 +void bumblebee_exit(float eject)
 +{
 +      if(self.owner.vehicleid == VEH_BUMBLEBEE)
 +      {
 +              bumblebee_gunner_exit(eject);
 +              return;
 +      }
 +
 +      self.touch = vehicles_touch;
 +
 +      if(self.deadflag == DEAD_NO)
 +      {
 +              self.think = bumblebee_land;
 +              self.nextthink  = time;
 +      }
 +      
 +      self.movetype = MOVETYPE_TOSS;
 +
 +      if(!self.owner)
 +              return;
 +
 +      fixedmakevectors(self.angles);
 +      vector spot;
 +      if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
 +              spot = self.origin + v_up * 128 + v_forward * 300;
 +      else
 +              spot = self.origin + v_up * 128 - v_forward * 300;
 +
 +      spot = vehicles_findgoodexit(spot);
 +
 +      // Hide beam
 +      if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
 +              self.gun3.enemy.effects |= EF_NODRAW;
 +    }
 +
 +      self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
 +      self.owner.velocity_z += 10;
 +      setorigin(self.owner, spot);
 +
 +      antilag_clear(self.owner);
 +    self.owner = world;
 +}
 +
 +void bumblebee_blowup()
 +{
 +      RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
 +                               autocvar_g_vehicle_bumblebee_blowup_edgedamage,
 +                               autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
 +                               autocvar_g_vehicle_bumblebee_blowup_forceintensity,
 +                               DEATH_VH_BUMB_DEATH, world);
 +
 +      sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
 +      pointparticles(particleeffectnum("explosion_big"), (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
 +
 +      if(self.owner.deadflag == DEAD_DYING)
 +              self.owner.deadflag = DEAD_DEAD;
 +
 +      remove(self);
 +}
 +
 +void bumblebee_diethink()
 +{
 +      if(time >= self.wait)
 +              self.think = bumblebee_blowup;
 +
 +      if(random() < 0.1)
 +      {
 +              sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
 +              pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
 +      }
 +
 +      self.nextthink = time + 0.1;
 +}
 +
 +float bumble_raygun_send(entity to, float sf)
 +{
 +      WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
 +
 +      WriteByte(MSG_ENTITY, sf);
 +      if(sf & BRG_SETUP)
 +      {
 +              WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
 +              WriteByte(MSG_ENTITY, self.realowner.team);
 +              WriteByte(MSG_ENTITY, self.cnt);
 +      }
 +
 +      if(sf & BRG_START)
 +      {
 +              WriteCoord(MSG_ENTITY, self.hook_start_x);
 +              WriteCoord(MSG_ENTITY, self.hook_start_y);
 +              WriteCoord(MSG_ENTITY, self.hook_start_z);
 +      }
 +
 +      if(sf & BRG_END)
 +      {
 +              WriteCoord(MSG_ENTITY, self.hook_end_x);
 +              WriteCoord(MSG_ENTITY, self.hook_end_y);
 +              WriteCoord(MSG_ENTITY, self.hook_end_z);
 +      }
 +
-       if(!vehicle_initialize(VEH_BUMBLEBEE, FALSE)) { remove(self); return; }
++      return true;
 +}
 +
 +void spawnfunc_vehicle_bumblebee()
 +{
 +      if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
-                       return TRUE;
++      if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
 +}
 +
 +float v_bumblebee(float req)
 +{
 +      switch(req)
 +      {
 +              case VR_IMPACT:
 +              {
 +                      if(autocvar_g_vehicle_bumblebee_bouncepain)
 +                              vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
 +                              
-                       return TRUE;
++                      return true;
 +              }
 +              case VR_ENTER:
 +              {
 +                      self.touch = bumblebee_touch;
 +                      self.nextthink = 0;
 +                      self.movetype = MOVETYPE_BOUNCEMISSILE;
-                                       return TRUE;
++                      return true;
 +              }
 +              case VR_THINK:
 +              {
 +                      self.angles_z *= 0.8;
 +                      self.angles_x *= 0.8;
 +                      
 +                      self.nextthink = time;
 +                      
 +                      if(!self.owner)
 +                      {
 +                              entity oldself = self;          
 +                              if(self.gunner1)
 +                              {
 +                                      self = self.gunner1;
 +                                      oldself.gun1.vehicle_exit(VHEF_EJECT);
 +                                      entity oldother = other;
 +                                      other = self;
 +                                      self = oldself;
 +                                      self.phase = 0;
 +                                      self.touch();
 +                                      other = oldother;
-                                       return TRUE;
++                                      return true;
 +                              }
 +                              
 +                              if(self.gunner2)
 +                              {
 +                                      self = self.gunner2;
 +                                      oldself.gun2.vehicle_exit(VHEF_EJECT);
 +                                      entity oldother = other;
 +                                      other = self;
 +                                      self = oldself;
 +                                      self.phase = 0;
 +                                      self.touch();
 +                                      other = oldother;
-                       return TRUE;
++                                      return true;
 +                              }               
 +                      }
 +                      
-                       return TRUE;
++                      return true;
 +              }
 +              case VR_DEATH:
 +              {
 +                      entity oldself = self;
 +
 +                      CSQCModel_UnlinkEntity();
 +
 +                      // Hide beam
 +                      if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
 +                              self.gun3.enemy.effects |= EF_NODRAW;
 +                      
 +                      if(self.gunner1)
 +                      {
 +                              self = self.gunner1;
 +                              oldself.gun1.vehicle_exit(VHEF_EJECT);
 +                              self = oldself;
 +                      }
 +
 +                      if(self.gunner2)
 +                      {
 +                              self = self.gunner2;
 +                              oldself.gun2.vehicle_exit(VHEF_EJECT);
 +                              self = oldself;
 +                      }
 +
 +                      self.vehicle_exit(VHEF_EJECT);
 +
 +                      fixedmakevectors(self.angles);
 +                      vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
 +                      vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
 +                      vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
 +
 +                      entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
 +
 +                      if(random() > 0.5)
 +                              _body.touch = bumblebee_blowup;
 +                      else
 +                              _body.touch = func_null;
 +                              
 +                      _body.think = bumblebee_diethink;
 +                      _body.nextthink = time;
 +                      _body.wait = time + 2 + (random() * 8);
 +                      _body.owner = self;
 +                      _body.enemy = self.enemy;
 +                      _body.scale = 1.5;
 +                      _body.angles = self.angles;
 +                      
 +                      pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
 +                      
 +                      self.health                     = 0;
 +                      self.event_damage       = func_null;
 +                      self.solid                      = SOLID_NOT;
 +                      self.takedamage         = DAMAGE_NO;
 +                      self.deadflag           = DEAD_DYING;
 +                      self.movetype           = MOVETYPE_NONE;
 +                      self.effects            = EF_NODRAW;
 +                      self.colormod           = '0 0 0';
 +                      self.avelocity          = '0 0 0';
 +                      self.velocity           = '0 0 0';
 +                      self.touch                      = func_null;
 +                      self.nextthink          = 0;
 +
 +                      setorigin(self, self.pos1);
-                                       Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
++                      return true;
 +              }
 +              case VR_SPAWN:
 +              {
 +                      if(!self.gun1)
 +                      {
 +                              // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
 +                              self.vehicle_shieldent = spawn();
 +                              self.vehicle_shieldent.effects = EF_LOWPRECISION;
 +                              setmodel(self.vehicle_shieldent, "models/vhshield.md3");
 +                              setattachment(self.vehicle_shieldent, self, "");
 +                              setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
 +                              self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
 +                              self.vehicle_shieldent.think       = shieldhit_think;
 +                              self.vehicle_shieldent.alpha = -1;
 +                              self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
 +
 +                              self.gun1 = spawn();
 +                              self.gun2 = spawn();
 +                              self.gun3 = spawn();
 +
 +                              self.vehicle_flags |= VHF_MULTISLOT;
 +
 +                              self.gun1.owner = self;
 +                              self.gun2.owner = self;
 +                              self.gun3.owner = self;
 +
 +                              setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
 +                              setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
 +                              setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
 +
 +                              setattachment(self.gun1, self, "cannon_right");
 +                              setattachment(self.gun2, self, "cannon_left");
 +
 +                              // Angled bones are no fun, messes up gun-aim; so work arround it.
 +                              self.gun3.pos1 = self.angles;
 +                              self.angles = '0 0 0';
 +                              vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
 +                              ofs -= self.origin;
 +                              setattachment(self.gun3, self, "");
 +                              setorigin(self.gun3, ofs);
 +                              self.angles = self.gun3.pos1;
 +
 +                              vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
 +                              vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
 +
 +                              setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
 +                              setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
 +
 +                              //fixme-model-bones
 +                              setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
 +                              setorigin(self.gun1.vehicle_viewport, '-85 0 50');
 +                              //fixme-model-bones
 +                              setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
 +                              setorigin(self.gun2.vehicle_viewport, '-85 0 50');
 +
 +                              self.scale = 1.5;
 +                              
 +                              // Raygun beam
 +                              if(self.gun3.enemy == world)
 +                              {                       
 +                                      self.gun3.enemy = spawn();
-                       return TRUE;
++                                      Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
 +                                      self.gun3.enemy.SendFlags = BRG_SETUP;                  
 +                                      self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
 +                                      self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
 +                              }
 +                      }
 +
 +                      self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
 +                      self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
 +                      self.solid = SOLID_BBOX;
 +                      self.movetype = MOVETYPE_TOSS;
 +                      self.damageforcescale = 0.025;
 +                      
 +                      self.PlayerPhysplug = bumblebee_pilot_frame;
 +                      
 +                      setorigin(self, self.origin + '0 0 25');
-                       return TRUE;
++                      return true;
 +              }
 +              case VR_SETUP:
 +              {
 +                      if(autocvar_g_vehicle_bumblebee_energy)
 +                      if(autocvar_g_vehicle_bumblebee_energy_regen)
 +                              self.vehicle_flags |= VHF_ENERGYREGEN;
 +
 +                      if(autocvar_g_vehicle_bumblebee_shield)
 +                              self.vehicle_flags |= VHF_HASSHIELD;
 +
 +                      if(autocvar_g_vehicle_bumblebee_shield_regen)
 +                              self.vehicle_flags |= VHF_SHIELDREGEN;
 +
 +                      if(autocvar_g_vehicle_bumblebee_health_regen)
 +                              self.vehicle_flags |= VHF_HEALTHREGEN;
 +                              
 +                      self.vehicle_exit = bumblebee_exit;
 +                      self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
 +                      self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
 +                      self.max_health = self.vehicle_health;
 +                      self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
 +                              
-                       return TRUE;
++                      return true;
 +              }
 +              case VR_PRECACHE:
 +              {
 +                      precache_model("models/vehicles/bumblebee_body.dpm");
 +                      precache_model("models/vehicles/bumblebee_plasma_left.dpm");
 +                      precache_model("models/vehicles/bumblebee_plasma_right.dpm");
 +                      precache_model("models/vehicles/bumblebee_ray.dpm");
 +                      precache_model("models/vehicles/wakizashi_cockpit.dpm");
 +                      precache_model("models/vehicles/spiderbot_cockpit.dpm");
 +                      precache_model("models/vehicles/raptor_cockpit.dpm");
-       return TRUE;
++                      return true;
 +              }
 +      }
 +
++      return true;
 +}
 +
 +#endif // SVQC
 +#ifdef CSQC
 +
 +#define bumb_ico  "gfx/vehicles/bumb.tga"
 +#define bumb_lgun  "gfx/vehicles/bumb_lgun.tga"
 +#define bumb_rgun  "gfx/vehicles/bumb_rgun.tga"
 +
 +#define bumb_gun_ico  "gfx/vehicles/bumb_side.tga"
 +#define bumb_gun_gun  "gfx/vehicles/bumb_side_gun.tga"
 +
 +void CSQC_BUMBLE_GUN_HUD()
 +{
-       float sf = ReadByte();
 +      if(autocvar_r_letterbox)
 +              return;
 +
 +      vector picsize, hudloc = '0 0 0', pic2size, picloc;
 +
 +      // Fetch health & ammo stats
 +      HUD_GETVEHICLESTATS
 +
 +      picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
 +      hudloc_y = vid_conheight - picsize_y;
 +      hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
 +
 +      drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
 +
 +      shield  *= 0.01;
 +      vh_health  *= 0.01;
 +      energy  *= 0.01;
 +      reload1 *= 0.01;
 +
 +      pic2size = draw_getimagesize(bumb_gun_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
 +      picloc = picsize * 0.5 - pic2size * 0.5;
 +
 +      if(vh_health < 0.25)
 +              drawpic(hudloc + picloc, bumb_gun_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
 +      else
 +              drawpic(hudloc + picloc, bumb_gun_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
 +
 +      drawpic(hudloc + picloc, bumb_gun_gun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
 +      drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
 +
 +// Health bar
 +      picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
 +      picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
 +      drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
 +      drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
 +      drawresetcliparea();
 +// ..  and icon
 +      picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
 +      picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
 +      if(vh_health < 0.25)
 +      {
 +              if(alarm1time < time)
 +              {
 +                      alarm1time = time + 2;
 +                      vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
 +              }
 +
 +              drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
 +      }
 +      else
 +      {
 +              drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +              if(alarm1time)
 +              {
 +                      vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
 +                      alarm1time = 0;
 +              }
 +      }
 +
 +// Shield bar
 +      picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
 +      picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
 +      drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
 +      drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +      drawresetcliparea();
 +// ..  and icon
 +      picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
 +      picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
 +      if(shield < 0.25)
 +      {
 +              if(alarm2time < time)
 +              {
 +                      alarm2time = time + 1;
 +                      vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
 +              }
 +              drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
 +      }
 +      else
 +      {
 +              drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +              if(alarm2time)
 +              {
 +                      vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
 +                      alarm2time = 0;
 +              }
 +      }
 +
 +// Gun bar
 +      picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
 +      picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
 +      drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * energy, vid_conheight);
 +      drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +      drawresetcliparea();
 +
 +// ..  and icon
 +      picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
 +      picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
 +      if(energy < 0.2)
 +              drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
 +      else
 +              drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +
 +      if (scoreboard_showscores)
 +              HUD_DrawScoreboard();
 +      /*
 +      else
 +      {
 +              picsize = draw_getimagesize(waki_xhair);
 +              picsize_x *= 0.5;
 +              picsize_y *= 0.5;
 +
 +
 +              drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +      }
 +      */
 +}
 +
 +void bumble_raygun_draw()
 +{
 +      float _len;
 +      vector _dir;
 +      vector _vtmp1, _vtmp2;
 +
 +      _len = vlen(self.origin - self.move_origin);
 +      _dir = normalize(self.move_origin - self.origin);
 +
 +      if(self.total_damages < time)
 +      {
 +              boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
 +              boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
 +              self.total_damages = time + 0.1;
 +      }
 +
 +      float i, df, sz, al;
 +      for(i = -0.1; i < 0.2; i += 0.1)
 +      {
 +              df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
 +              sz = 5 + random() * 5;
 +              al = 0.25 + random() * 0.5;
 +              _vtmp1 = self.origin + _dir * _len * (0.25 + i);
 +              _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
 +              Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
 +
 +              _vtmp2 = self.origin + _dir * _len * (0.5 + i);
 +              _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
 +              Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
 +
 +              _vtmp1 = self.origin + _dir * _len * (0.75 + i);
 +              _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
 +              Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
 +
 +              Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
 +      }
 +}
 +
 +void bumble_raygun_read(float bIsNew)
 +{
-                               return TRUE;
++      int sf = ReadByte();
 +
 +      if(sf & BRG_SETUP)
 +      {
 +              self.cnt  = ReadByte();
 +              self.team = ReadByte();
 +              self.cnt  = ReadByte();
 +
 +              if(self.cnt)
 +                      self.colormod = '1 0 0';
 +              else
 +                      self.colormod = '0 1 0';
 +
 +              self.traileffect = particleeffectnum("healray_muzzleflash");
 +              self.lip = particleeffectnum("healray_impact");
 +
 +              self.draw = bumble_raygun_draw;
 +      }
 +
 +
 +      if(sf & BRG_START)
 +      {
 +              self.origin_x = ReadCoord();
 +              self.origin_y = ReadCoord();
 +              self.origin_z = ReadCoord();
 +              setorigin(self, self.origin);
 +      }
 +
 +      if(sf & BRG_END)
 +      {
 +              self.move_origin_x = ReadCoord();
 +              self.move_origin_y = ReadCoord();
 +              self.move_origin_z = ReadCoord();
 +      }
 +}
 +
 +float v_bumblebee(float req)
 +{
 +      switch(req)
 +      {
 +              case VR_HUD:
 +              {
 +                      if(autocvar_r_letterbox)
-                               shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No right gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
++                              return true;
 +
 +                      vector picsize, hudloc = '0 0 0', pic2size, picloc;
 +
 +                      // Fetch health & ammo stats
 +                      HUD_GETVEHICLESTATS
 +
 +                      picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
 +                      hudloc_y = vid_conheight - picsize_y;
 +                      hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
 +
 +                      drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
 +
 +                      shield  *= 0.01;
 +                      vh_health  *= 0.01;
 +                      energy  *= 0.01;
 +                      reload1 *= 0.01;
 +
 +                      pic2size = draw_getimagesize(bumb_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
 +                      picloc = picsize * 0.5 - pic2size * 0.5;
 +
 +                      if(vh_health < 0.25)
 +                              drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
 +                      else
 +                              drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
 +
 +                      drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
 +                      drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
 +                      drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
 +
 +              // Health bar
 +                      picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
 +                      picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
 +                      drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
 +                      drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
 +                      drawresetcliparea();
 +              // ..  and icon
 +                      picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
 +                      picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
 +                      if(vh_health < 0.25)
 +                      {
 +                              if(alarm1time < time)
 +                              {
 +                                      alarm1time = time + 2;
 +                                      vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
 +                              }
 +
 +                              drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
 +                      }
 +                      else
 +                      {
 +                              drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +                              if(alarm1time)
 +                              {
 +                                      vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
 +                                      alarm1time = 0;
 +                              }
 +                      }
 +
 +              // Shield bar
 +                      picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
 +                      picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
 +                      drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
 +                      drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +                      drawresetcliparea();
 +              // ..  and icon
 +                      picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
 +                      picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
 +                      if(shield < 0.25)
 +                      {
 +                              if(alarm2time < time)
 +                              {
 +                                      alarm2time = time + 1;
 +                                      vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
 +                              }
 +                              drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
 +                      }
 +                      else
 +                      {
 +                              drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +                              if(alarm2time)
 +                              {
 +                                      vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
 +                                      alarm2time = 0;
 +                              }
 +                      }
 +
 +                      ammo1 *= 0.01;
 +                      ammo2 *= 0.01;
 +
 +              // Gunner1 bar
 +                      picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
 +                      picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
 +                      drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo1, vid_conheight);
 +                      drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +                      drawresetcliparea();
 +
 +              // Right gunner slot occupied?
 +                      if(!AuxiliaryXhair[1].draw2d)
 +                      {
-                               shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No left gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
++                              shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No right gunner!"), false, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
 +                              drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
 +                              drawstring(hudloc + picloc + '1 0 0' * shield, _("No right gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL);
 +                      }
 +
 +              // ..  and icon
 +                      picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
 +                      picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
 +                      if(ammo1 < 0.2)
 +                              drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
 +                      else
 +                              drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +
 +              // Gunner2 bar
 +                      picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale;
 +                      picloc = '450 140 0' * autocvar_cl_vehicles_hudscale;
 +                      drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo2, vid_conheight);
 +                      drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +                      drawresetcliparea();
 +              // Left gunner slot occupied?
 +                      if(!AuxiliaryXhair[2].draw2d)
 +                      {
-                       return TRUE;
++                              shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No left gunner!"), false, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
 +                              drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
 +                              drawstring(hudloc + picloc + '1 0 0' * shield, _("No left gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL);
 +                      }
 +
 +              // ..  and icon
 +                      picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
 +                      picloc = '664 130 0' * autocvar_cl_vehicles_hudscale;
 +                      if(ammo2 < 0.2)
 +                              drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
 +                      else
 +                              drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +
 +                      if (scoreboard_showscores)
 +                              HUD_DrawScoreboard();
 +                      else
 +                      {
 +                              picsize = draw_getimagesize(waki_xhair);
 +                              picsize_x *= 0.5;
 +                              picsize_y *= 0.5;
 +                              drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
 +                      }
-                       return TRUE;
++                      return true;
 +              }
 +              case VR_SETUP:
 +              {
 +                      // raygun-locked
 +                      AuxiliaryXhair[0].axh_image   = "gfx/vehicles/axh-bracket.tga";
 +                      AuxiliaryXhair[0].axh_scale   = 0.5;
 +
 +                      // Gunner1
 +                      AuxiliaryXhair[1].axh_image   = "gfx/vehicles/axh-target.tga";
 +                      AuxiliaryXhair[1].axh_scale   = 0.75;
 +
 +                      // Gunner2
 +                      AuxiliaryXhair[2].axh_image   = "gfx/vehicles/axh-target.tga";
 +                      AuxiliaryXhair[2].axh_scale   = 0.75;
-                       return TRUE;
++                      return true;
 +              }
 +              case VR_PRECACHE:
 +              {
-       return TRUE;
++                      return true;
 +              }
 +      }
 +
++      return true;
 +}
 +
 +#endif // CSQC
 +#endif // REGISTER_VEHICLE
index db5bb8d,0000000..2436c5c
mode 100644,000000..100644
--- /dev/null
@@@ -1,89 -1,0 +1,94 @@@
- entity get_vehicleinfo(float id);
++#ifndef VEHICLES_H
++#define VEHICLES_H
++
 +// vehicle requests
 +#define VR_SETUP          1 // (BOTH) setup vehicle data
 +#define VR_THINK                2 // (SERVER) logic to run every frame
 +#define VR_DEATH          3 // (SERVER) called when vehicle dies
 +#define VR_PRECACHE       4 // (BOTH) precaches models/sounds used by this vehicle
 +#define VR_ENTER          5 // (SERVER) called when a player enters this vehicle
 +#define VR_SPAWN          6 // (SERVER) called when the vehicle re-spawns
 +#define VR_IMPACT         7 // (SERVER) called when a vehicle hits something
 +#define VR_HUD            8 // (CLIENT) logic to run every frame
 +
 +// functions:
- .float vehicle_flags;
- const float VHF_ISVEHICLE             = 2; /// Indicates vehicle
- const float VHF_HASSHIELD             = 4; /// Vehicle has shileding
- const float VHF_SHIELDREGEN           = 8; /// Vehicles shield regenerates
- const float VHF_HEALTHREGEN           = 16; /// Vehicles health regenerates
- const float VHF_ENERGYREGEN           = 32; /// Vehicles energy regenerates
- const float VHF_DEATHEJECT            = 64; /// Vehicle ejects pilot upon fatal damage
- const float VHF_MOVE_GROUND           = 128; /// Vehicle moves on gound
- const float VHF_MOVE_HOVER            = 256; /// Vehicle hover close to gound
- const float VHF_MOVE_FLY              = 512; /// Vehicle is airborn
- const float VHF_DMGSHAKE              = 1024; /// Add random velocity each frame if health < 50%
- const float VHF_DMGROLL                       = 2048; /// Add random angles each frame if health < 50%
- const float VHF_DMGHEADROLL           = 4096; /// Add random head angles each frame if health < 50%
- const float VHF_MULTISLOT             = 8192; /// Vehicle has multiple player slots
- const float VHF_PLAYERSLOT            = 16384; /// This ent is a player slot on a multi-person vehicle
++entity get_vehicleinfo(int id);
 +
 +// fields:
 +.entity tur_head;
 +
 +// flags:
- .float vehicleid; // VEH_...
++.int vehicle_flags;
++const int VHF_ISVEHICLE                       = 2; /// Indicates vehicle
++const int VHF_HASSHIELD                       = 4; /// Vehicle has shileding
++const int VHF_SHIELDREGEN             = 8; /// Vehicles shield regenerates
++const int VHF_HEALTHREGEN             = 16; /// Vehicles health regenerates
++const int VHF_ENERGYREGEN             = 32; /// Vehicles energy regenerates
++const int VHF_DEATHEJECT              = 64; /// Vehicle ejects pilot upon fatal damage
++const int VHF_MOVE_GROUND             = 128; /// Vehicle moves on gound
++const int VHF_MOVE_HOVER              = 256; /// Vehicle hover close to gound
++const int VHF_MOVE_FLY                        = 512; /// Vehicle is airborn
++const int VHF_DMGSHAKE                        = 1024; /// Add random velocity each frame if health < 50%
++const int VHF_DMGROLL                 = 2048; /// Add random angles each frame if health < 50%
++const int VHF_DMGHEADROLL             = 4096; /// Add random head angles each frame if health < 50%
++const int VHF_MULTISLOT                       = 8192; /// Vehicle has multiple player slots
++const int VHF_PLAYERSLOT              = 16384; /// This ent is a player slot on a multi-person vehicle
 +
 +
 +// entity properties of vehicleinfo:
- .float(float) vehicle_func; // v_...
++.int vehicleid; // VEH_...
 +.string netname; // short name
 +.string vehicle_name; // human readable name
- .float() PlayerPhysplug; // player physics mod
- .float spawnflags;
++.int(int) vehicle_func; // v_...
 +.string mdl; // currently a copy of the model
 +.string model; // full name of model
 +.string head_model; // full name of tur_head model
 +.string hud_model; // cockpit model
 +.string tag_head; // tur_head model tag
 +.string tag_hud; // hud model tag
 +.string tag_view; // cockpit model tag
- float v_null(float dummy);
- void register_vehicle(float id, float(float) func, float vehicleflags, vector min_s, vector max_s, string modelname, string headmodelname, string hudmodelname, string headtag, string hudtag, string viewtag, string shortname, string vname);
++.int() PlayerPhysplug; // player physics mod
++.int spawnflags;
 +.vector mins, maxs; // vehicle hitbox size
 +
 +// other useful macros
 +#define VEH_ACTION(vehicletype,mrequest) (get_vehicleinfo(vehicletype)).vehicle_func(mrequest)
 +#define VEH_NAME(vehicletype) (get_vehicleinfo(vehicletype)).vehicle_name
 +
 +// =====================
 +//  Vehicle Registration
 +// =====================
 +
- const float VEH_MAXCOUNT = 24;
++int v_null(int dummy);
++void register_vehicle(int id, int(int) func, float vehicleflags, vector min_s, vector max_s, string modelname, string headmodelname, string hudmodelname, string headtag, string hudtag, string viewtag, string shortname, string vname);
 +void register_vehicles_done();
 +
- float VEH_COUNT;
- float VEH_LAST;
++const int VEH_MAXCOUNT = 24;
 +#define VEH_FIRST 1
-       float id; \
-       float func(float); \
++int VEH_COUNT;
++int VEH_LAST;
 +
 +#define REGISTER_VEHICLE_2(id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname) \
++      int id; \
++      int func(int); \
 +      void RegisterVehicles_##id() \
 +      { \
 +              VEH_LAST = (id = VEH_FIRST + VEH_COUNT); \
 +              ++VEH_COUNT; \
 +              register_vehicle(id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname); \
 +      } \
 +      ACCUMULATE_FUNCTION(RegisterVehicles, RegisterVehicles_##id)
 +#ifdef MENUQC
 +#define REGISTER_VEHICLE(id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname) \
 +      REGISTER_VEHICLE_2(VEH_##id,v_null,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname)
 +#else
 +#define REGISTER_VEHICLE(id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname) \
 +      REGISTER_VEHICLE_2(VEH_##id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname)
 +#endif
 +
 +#include "all.qh"
 +
 +#undef REGISTER_VEHICLE
 +ACCUMULATE_FUNCTION(RegisterVehicles, register_vehicles_done);
++
++#endif
index d37d749,0000000..409e94c
mode 100644,000000..100644
--- /dev/null
@@@ -1,8 -1,0 +1,13 @@@
++#ifndef VEHICLES_INCLUDE_H
++#define VEHICLES_INCLUDE_H
++
 +#ifdef CSQC
 +#include "vehicles.qh"
 +#include "cl_vehicles.qh"
 +#endif // CSQC
 +#ifdef SVQC
 +#include "vehicles.qh"
 +#include "sv_vehicles.qh"
 +#endif // SVQC
++
++#endif
@@@ -1,7 -1,16 +1,17 @@@
- #define ANTILAG_MAX_ORIGINS 64
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+       #include "../dpdefs/progsdefs.qh"
+     #include "../dpdefs/dpextensions.qh"
 -    #include "vehicles/vehicles_def.qh"
++    #include "../common/vehicles/sv_vehicles.qh"
++    #include "../common/vehicles/vehicles.qh"
+     #include "antilag.qh"
+ #endif
+ const int ANTILAG_MAX_ORIGINS = 64;
  .vector antilag_origins[ANTILAG_MAX_ORIGINS];
  .float antilag_times[ANTILAG_MAX_ORIGINS];
- .float antilag_index;
+ .int antilag_index;
  .vector antilag_saved_origin;
  .float antilag_takenback;
  
@@@ -398,11 -425,14 +425,11 @@@ void PutClientInServer (void
  
                RemoveGrapplingHook(self); // Wazat's Grappling Hook
  
 -              if(self.vehicle)
 -                      vehicles_exit(VHEF_RELESE);
 -
                self.classname = "player";
-               self.wasplayer = TRUE;
-               self.iscreature = TRUE;
+               self.wasplayer = true;
+               self.iscreature = true;
                self.teleportable = TELEPORT_NORMAL;
-               self.damagedbycontents = TRUE;
+               self.damagedbycontents = true;
                self.movetype = MOVETYPE_WALK;
                self.solid = SOLID_SLIDEBOX;
                self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
@@@ -2215,8 -2234,7 +2269,8 @@@ Called every frame for each client befo
  */
  .float usekeypressed;
  void() nexball_setstatus;
- .float items_added;
 +.float last_vehiclecheck;
+ .int items_added;
  void PlayerPreThink (void)
  {
        WarpZone_PlayerPhysics_FixVAngle();
Simple merge
@@@ -1,3 -1,32 +1,32 @@@
 -    #include "../vehicles/vehicles_def.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+       #include "../../dpdefs/progsdefs.qh"
+     #include "../../dpdefs/dpextensions.qh"
+     #include "../../warpzonelib/common.qh"
+     #include "../../common/constants.qh"
+     #include "../../common/teams.qh"
+     #include "../../common/util.qh"
+     #include "../../common/command/shared_defs.qh"
+     #include "../../common/monsters/monsters.qh"
+     #include "../../common/monsters/sv_monsters.qh"
+     #include "../../common/monsters/spawn.qh"
+     #include "../autocvars.qh"
+     #include "../defs.qh"
+     #include "../../common/notifications.qh"
+     #include "../../common/deathtypes.qh"
+     #include "../mutators/mutators_include.qh"
++    #include "../../common/vehicles/sv_vehicles.qh"
+     #include "../campaign.qh"
+     #include "../../common/mapinfo.qh"
+     #include "common.qh"
+     #include "vote.qh"
+     #include "cmd.qh"
+     #include "../cheats.qh"
+     #include "../scores.qh"
+     #include "../ipban.qh"
+ #endif
  // =========================================================
  //  Server side networked commands code, reworked by Samual
  //  Last updated: December 28th, 2011
@@@ -1,7 -1,31 +1,31 @@@
- .float dmg;
- .float dmg_edge;
- .float dmg_force;
- .float dmg_radius;
+ #include "g_damage.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+     #include "../warpzonelib/common.qh"
+     #include "../common/constants.qh"
+     #include "../common/teams.qh"
+     #include "../common/util.qh"
+     #include "../common/weapons/weapons.qh"
+     #include "weapons/accuracy.qh"
+     #include "weapons/csqcprojectile.qh"
+     #include "weapons/selection.qh"
+     #include "t_items.qh"
+     #include "autocvars.qh"
+     #include "constants.qh"
+     #include "defs.qh"
+     #include "../common/notifications.qh"
+     #include "../common/deathtypes.qh"
+     #include "mutators/mutators_include.qh"
+     #include "tturrets/include/turrets_early.qh"
 -    #include "vehicles/vehicles_def.qh"
++    #include "../common/vehicles/sv_vehicles.qh"
+     #include "../csqcmodellib/sv_model.qh"
+     #include "../common/playerstats.qh"
+     #include "g_hook.qh"
+     #include "scores.qh"
+     #include "spawnpoints.qh"
+ #endif
  
  float Damage_DamageInfo_SendEntity(entity to, float sf)
  {
index 0000000,4cc3f6f..a82a675
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,123 +1,123 @@@
 -    #include "vehicles/vehicles_def.qh"
+ #ifndef G_DAMAGE_H
+ #define G_DAMAGE_H
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+       #include "../dpdefs/progsdefs.qh"
+     #include "../dpdefs/dpextensions.qh"
+     #include "../warpzonelib/common.qh"
+     #include "../common/constants.qh"
+     #include "../common/teams.qh"
+     #include "../common/util.qh"
+     #include "../common/weapons/weapons.qh"
+     #include "weapons/accuracy.qh"
+     #include "weapons/csqcprojectile.qh"
+     #include "weapons/selection.qh"
+     #include "t_items.qh"
+     #include "autocvars.qh"
+     #include "constants.qh"
+     #include "defs.qh"
+     #include "../common/notifications.qh"
+     #include "../common/deathtypes.qh"
+     #include "mutators/mutators_include.qh"
+     #include "tturrets/include/turrets_early.qh"
++    #include "../common/vehicles/sv_vehicles.qh"
+     #include "../csqcmodellib/sv_model.qh"
+     #include "../common/playerstats.qh"
+     #include "g_hook.qh"
+     #include "scores.qh"
+     #include "spawnpoints.qh"
+ #endif
+ .float dmg;
+ .float dmg_edge;
+ .float dmg_force;
+ .float dmg_radius;
+ float Damage_DamageInfo_SendEntity(entity to, float sf);
+ void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner);
+ float checkrules_firstblood;
+ float yoda;
+ float damage_goodhits;
+ float damage_gooddamage;
+ .float dmg_team;
+ .float teamkill_complain;
+ .float teamkill_soundtime;
+ .entity teamkill_soundsource;
+ .entity pusher;
+ .float istypefrag;
+ .float taunt_soundtime;
+ float IsFlying(entity a);
+ void UpdateFrags(entity player, float f);
+ // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
+ void W_SwitchWeapon_Force(entity e, float w);
+ entity GiveFrags_randomweapons;
+ void GiveFrags (entity attacker, entity targ, float f, float deathtype);
+ string AppendItemcodes(string s, entity player);
+ void LogDeath(string mode, float deathtype, entity killer, entity killed);
+ void Obituary_SpecialDeath(
+       entity notif_target,
+       float murder,
+       float deathtype,
+       string s1, string s2, string s3,
+       float f1, float f2, float f3);
+ float w_deathtype;
+ float Obituary_WeaponDeath(
+       entity notif_target,
+       float murder,
+       float deathtype,
+       string s1, string s2, string s3,
+       float f1, float f2);
+ void Obituary(entity attacker, entity inflictor, entity targ, float deathtype);
+ void Ice_Think();
+ void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint);
+ void Unfreeze (entity targ);
+ // these are updated by each Damage call for use in button triggering and such
+ entity damage_targ;
+ entity damage_inflictor;
+ entity damage_attacker;
+ void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+ float RadiusDamage_running;
+ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity);
+       // Returns total damage applies to creatures
+ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity);
+ .float fire_damagepersec;
+ .float fire_endtime;
+ .float fire_deathtype;
+ .entity fire_owner;
+ .float fire_hitsound;
+ .entity fire_burner;
+ void fireburner_think();
+ float Fire_IsBurning(entity e);
+ float Fire_AddDamage(entity e, entity o, float d, float t, float dt);
+ void Fire_ApplyDamage(entity e);
+ void Fire_ApplyEffect(entity e);
+ void fireburner_think();
+ #endif
@@@ -1,3 -1,22 +1,22 @@@
 -    #include "vehicles/vehicles_def.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+       #include "../dpdefs/progsdefs.qh"
+     #include "../dpdefs/dpextensions.qh"
+     #include "../warpzonelib/common.qh"
+     #include "../warpzonelib/server.qh"
+     #include "../common/constants.qh"
+     #include "../common/util.qh"
+     #include "../common/weapons/weapons.qh"
+     #include "autocvars.qh"
+     #include "constants.qh"
+     #include "defs.qh"
++    #include "../common/vehicles/sv_vehicles.qh"
+     #include "command/common.qh"
+     #include "g_hook.qh"
+     #include "round_handler.qh"
+ #endif
  /*============================================
  
        Wazat's Xonotic Grappling Hook
@@@ -1,4 -1,41 +1,42 @@@
- #define LATENCY_THINKRATE 10
+ #include "g_world.qh"
+ #include "../common/buffs.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+     #include "../common/constants.qh"
+     #include "../common/stats.qh"
+     #include "../common/teams.qh"
+     #include "../common/util.qh"
+     #include "../common/monsters/sv_monsters.qh"
++    #include "../common/vehicles/vehicles.qh"
+     #include "../common/weapons/weapons.qh"
+     #include "weapons/weaponstats.qh"
+     #include "autocvars.qh"
+     #include "constants.qh"
+     #include "defs.qh"
+     #include "../common/notifications.qh"
+     #include "mutators/mutators_include.qh"
+     #include "campaign.qh"
+     #include "../common/mapinfo.qh"
+     #include "command/common.qh"
+     #include "command/vote.qh"
+     #include "command/getreplies.qh"
+     #include "command/sv_cmd.qh"
+     #include "anticheat.qh"
+     #include "cheats.qh"
+     #include "../common/playerstats.qh"
+     #include "g_hook.qh"
+     #include "scores.qh"
+     #include "mapvoting.qh"
+     #include "ipban.qh"
+     #include "race.qh"
+     #include "antilag.qh"
+     #include "secret.qh"
+ #endif
+ const float LATENCY_THINKRATE = 10;
  .float latency_sum;
  .float latency_cnt;
  .float latency_time;
@@@ -831,24 -831,24 +831,24 @@@ void nade_prime(
  float CanThrowNade()
  {
        if(self.vehicle)
-               return FALSE;
+               return false;
  
        if(gameover)
-               return FALSE;
+               return false;
  
        if(self.deadflag != DEAD_NO)
-               return FALSE;
+               return false;
  
        if (!autocvar_g_nades)
-               return FALSE; // allow turning them off mid match
+               return false; // allow turning them off mid match
  
 -      if(forbidWeaponUse())
 +      if(forbidWeaponUse(self))
-               return FALSE;
+               return false;
  
        if (!IS_PLAYER(self))
-               return FALSE;
+               return false;
  
-       return TRUE;
+       return true;
  }
  
  void nades_CheckThrow()
@@@ -1,3 -1,85 +1,84 @@@
 -    #include "../vehicles/vehicles_def.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+     #include "../../dpdefs/progsdefs.qh"
+     #include "../../dpdefs/dpextensions.qh"
+     #include "../../warpzonelib/anglestransform.qh"
+     #include "../../warpzonelib/mathlib.qh"
+     #include "../../warpzonelib/common.qh"
+     #include "../../warpzonelib/util_server.qh"
+     #include "../../warpzonelib/server.qh"
+     #include "../../common/constants.qh"
+     #include "../../common/stats.qh"
+     #include "../../common/teams.qh"
+     #include "../../common/util.qh"
+     #include "../../common/nades.qh"
+     #include "../../common/buffs.qh"
+     #include "../../common/test.qh"
+     #include "../../common/counting.qh"
+     #include "../../common/urllib.qh"
+     #include "../../common/command/markup.qh"
+     #include "../../common/command/rpn.qh"
+     #include "../../common/command/generic.qh"
+     #include "../../common/command/shared_defs.qh"
+     #include "../../common/net_notice.qh"
+     #include "../../common/animdecide.qh"
+     #include "../../common/monsters/monsters.qh"
+     #include "../../common/monsters/sv_monsters.qh"
+     #include "../../common/monsters/spawn.qh"
+     #include "../../common/weapons/config.qh"
+     #include "../../common/weapons/weapons.qh"
+     #include "../weapons/accuracy.qh"
+     #include "../weapons/common.qh"
+     #include "../weapons/csqcprojectile.qh"
+     #include "../weapons/hitplot.qh"
+     #include "../weapons/selection.qh"
+     #include "../weapons/spawning.qh"
+     #include "../weapons/throwing.qh"
+     #include "../weapons/tracing.qh"
+     #include "../weapons/weaponstats.qh"
+     #include "../weapons/weaponsystem.qh"
+     #include "../t_items.qh"
+     #include "../autocvars.qh"
+     #include "../constants.qh"
+     #include "../defs.qh"
+     #include "../../common/notifications.qh"
+     #include "../../common/deathtypes.qh"
+     #include "mutators_include.qh"
+     #include "../tturrets/include/turrets_early.qh"
 -    #include "../vehicles/vehicles.qh"
++    #include "../../common/vehicles/sv_vehicles.qh"
+     #include "../campaign.qh"
+     #include "../../common/campaign_common.qh"
+     #include "../../common/mapinfo.qh"
+     #include "../command/common.qh"
+     #include "../command/banning.qh"
+     #include "../command/radarmap.qh"
+     #include "../command/vote.qh"
+     #include "../command/getreplies.qh"
+     #include "../command/cmd.qh"
+     #include "../command/sv_cmd.qh"
+     #include "../../common/csqcmodel_settings.qh"
+     #include "../../csqcmodellib/common.qh"
+     #include "../../csqcmodellib/sv_model.qh"
+     #include "../anticheat.qh"
+     #include "../cheats.qh"
+     #include "../../common/playerstats.qh"
+     #include "../portals.qh"
+     #include "../g_hook.qh"
+     #include "../scores.qh"
+     #include "../spawnpoints.qh"
+     #include "../mapvoting.qh"
+     #include "../ipban.qh"
+     #include "../race.qh"
+     #include "../antilag.qh"
+     #include "../playerdemo.qh"
+     #include "../round_handler.qh"
+     #include "../item_key.qh"
+     #include "../secret.qh"
+     #include "../pathlib/pathlib.qh"
+     #include "../tturrets/include/turrets.qh"
+ #endif
  #include "base.qc"
  #include "gamemode_assault.qc"
  #include "gamemode_ca.qc"
Simple merge
@@@ -160,100 -83,32 +83,33 @@@ weapons/throwing.q
  weapons/tracing.qc
  weapons/weaponstats.qc
  weapons/weaponsystem.qc
- ../common/weapons/config.qc
- ../common/weapons/weapons.qc // TODO
  
- t_items.qc
- cl_impulse.qc
- ent_cs.qc
- cl_player.qc
- cl_client.qc
- t_plats.qc
- antilag.qc
- //ctf.qc
- //domination.qc
- //mode_onslaught.qc
- //nexball.qc
- g_hook.qc
- t_swamp.qc
- campaign.qc
+ ../common/animdecide.qc
+ ../common/buffs.qc
  ../common/campaign_file.qc
  ../common/campaign_setup.qc
- ../common/urllib.qc
+ ../common/command/generic.qc
  ../common/command/markup.qc
  ../common/command/rpn.qc
- ../common/command/generic.qc
- ../common/net_notice.qc
- command/common.qc
- command/banning.qc
- command/radarmap.qc
- command/vote.qc
- command/getreplies.qc
- command/cmd.qc
- command/sv_cmd.qc
- //assault.qc
- ipban.qc
  ../common/mapinfo.qc
- t_quake3.qc
- t_halflife.qc
- t_quake.qc
- race.qc
- //// tZork Turrets ////
- tturrets/include/turrets.qh
- scores.qc
- spawnpoints.qc
- portals.qc
- target_spawn.qc
- func_breakable.qc
- target_music.qc
- ../common/vehicles/vehicles_include.qc
- ../common/nades.qc
- ../common/buffs.qc
- ../csqcmodellib/sv_model.qc
- playerdemo.qc
- anticheat.qc
- cheats.qc
- ../common/playerstats.qc
- round_handler.qc
- ../common/monsters/sv_monsters.qc
  ../common/monsters/monsters.qc
  ../common/monsters/spawn.qc
+ ../common/monsters/sv_monsters.qc
+ ../common/nades.qc
+ ../common/net_notice.qc
+ ../common/notifications.qc
+ ../common/playerstats.qc
+ ../common/test.qc
+ ../common/urllib.qc
+ ../common/util.qc
++../common/vehicles/vehicles_include.qc
+ ../common/weapons/config.qc
+ ../common/weapons/weapons.qc // TODO
  
mutators/mutators_include.qc
../csqcmodellib/sv_model.qc
  
  ../warpzonelib/anglestransform.qc
- ../warpzonelib/mathlib.qc
  ../warpzonelib/common.qc
- ../warpzonelib/util_server.qc
+ ../warpzonelib/mathlib.qc
  ../warpzonelib/server.qc
- ../common/animdecide.qc
- ../common/test.qc
- ../common/util.qc
- ../common/notifications.qc
+ ../warpzonelib/util_server.qc
@@@ -1,3 -1,27 +1,27 @@@
 -    #include "vehicles/vehicles_def.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+       #include "../dpdefs/progsdefs.qh"
+     #include "../dpdefs/dpextensions.qh"
+     #include "../warpzonelib/common.qh"
+     #include "../warpzonelib/server.qh"
+     #include "../common/constants.qh"
+     #include "../common/util.qh"
+     #include "../common/weapons/weapons.qh"
+     #include "weapons/csqcprojectile.qh"
+     #include "autocvars.qh"
+     #include "constants.qh"
+     #include "defs.qh"
+     #include "../common/deathtypes.qh"
+     #include "mutators/mutators_include.qh"
++    #include "../common/vehicles/sv_vehicles.qh"
+     #include "../common/mapinfo.qh"
+     #include "command/common.qh"
+     #include "../csqcmodellib/sv_model.qh"
+     #include "anticheat.qh"
+     #include "g_hook.qh"
+ #endif
  void CreatureFrame (void)
  {
        entity oldself;
@@@ -1,3 -1,11 +1,11 @@@
 -    #include "vehicles/vehicles_def.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+       #include "../dpdefs/progsdefs.qh"
+     #include "../warpzonelib/util_server.qh"
+     #include "defs.qh"
++    #include "../common/vehicles/sv_vehicles.qh"
+ #endif
  
  .float  roomtype;
  .float  radius;
@@@ -1,3 -1,24 +1,24 @@@
 -    #include "vehicles/vehicles_def.qh"
+ #include "t_teleporters.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+     #include "../warpzonelib/common.qh"
+     #include "../warpzonelib/util_server.qh"
+     #include "../warpzonelib/server.qh"
+     #include "../common/constants.qh"
+     #include "../common/util.qh"
+     #include "weapons/csqcprojectile.qh"
+     #include "autocvars.qh"
+     #include "constants.qh"
+     #include "defs.qh"
+     #include "../common/deathtypes.qh"
+     #include "tturrets/include/turrets_early.qh"
++    #include "../common/vehicles/sv_vehicles.qh"
+     #include "../common/mapinfo.qh"
+     #include "anticheat.qh"
+ #endif
  void trigger_teleport_use()
  {
        if(teamplay)
Simple merge
Simple merge
@@@ -1,6 -1,43 +1,43 @@@
- float weaponswapping;
+ #ifndef WEAPONSYSTEM_H
+ #define WEAPONSYSTEM_H
+ .float wframe;
  float internalteam;
+ float weaponswapping;
+ entity weapon_dropevent_item;
  
- void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item);
+ // VorteX: static frame globals
+ const float WFRAME_DONTCHANGE = -1;
+ const float WFRAME_FIRE1 = 0;
+ const float WFRAME_FIRE2 = 1;
+ const float WFRAME_IDLE = 2;
+ const float WFRAME_RELOAD = 3;
+ void CL_SpawnWeaponentity();
+ vector CL_Weapon_GetShotOrg(float wpn);
  
 -float forbidWeaponUse();
 +float forbidWeaponUse(entity player);
+ void W_AttachToShotorg(entity flash, vector offset);
+ void W_DecreaseAmmo(float ammo_use);
+ void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item);
+ void W_Reload(float sent_ammo_min, string sent_sound);
+ void W_WeaponFrame();
+ float W_WeaponRateFactor();
+ float weapon_prepareattack(float secondary, float attacktime);
+ float weapon_prepareattack_check(float secondary, float attacktime);
+ float weapon_prepareattack_do(float secondary, float attacktime);
+ void weapon_thinkf(float fr, float t, void() func);
+ #endif