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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
8 void Porto_Draw()
9 {
10         vector p, dir, ang, q, nextdir;
11         float idx, portal_number, portal1_idx;
12
13         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
14                 return;
15         if(intermission == 1)
16                 return;
17         if(intermission == 2)
18                 return;
19         if (getstati(STAT_HEALTH) <= 0)
20                 return;
21
22         dir = view_forward;
23
24         if(angles_held_status)
25         {
26                 makevectors(angles_held);
27                 dir = v_forward;
28         }
29
30         p = view_origin;
31
32         polyline[0] = p;
33         idx = 1;
34         portal_number = 0;
35         nextdir = dir;
36
37         for(;;)
38         {
39                 dir = nextdir;
40                 traceline(p, p + 65536 * dir, TRUE, porto);
41                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
42                         return;
43                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
44                 p = trace_endpos;
45                 polyline[idx] = p;
46                 ++idx;
47                 if(idx >= 16)
48                         return;
49                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
50                         continue;
51                 ++portal_number;
52                 ang = vectoangles2(trace_plane_normal, dir);
53                 ang_x = -ang_x;
54                 makevectors(ang);
55                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
56                         return;
57                 if(portal_number == 1)
58                         portal1_idx = idx;
59                 if(portal_number >= 2)
60                         break;
61         }
62
63         while(idx >= 2)
64         {
65                 p = polyline[idx-2];
66                 q = polyline[idx-1];
67                 if(idx == 2)
68                         p = p - view_up * 16;
69                 if(idx-1 >= portal1_idx)
70                 {
71                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
72                 }
73                 else
74                 {
75                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
76                 }
77                 --idx;
78         }
79 }
80
81 /**
82  * Checks whether the server initiated a map restart (stat_game_starttime changed)
83  *
84  * TODO: Use a better solution where a common shared entitiy is used that contains
85  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
86  * and STAT_FRAGLIMIT to be auto-sent)
87  */
88 void CheckForGamestartChange() {
89         float startTime;
90         startTime = getstatf(STAT_GAMESTARTTIME);
91         if (previous_game_starttime != startTime) {
92                 if ((time + 5.0) < startTime) {
93                         //if connecting to server while restart was active don't always play prepareforbattle
94                         sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
95                 }
96                 if (time < startTime) {
97                         restartAnnouncer = spawn();
98                         restartAnnouncer.think = restartAnnouncer_Think;
99                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
100                 }
101         }
102         previous_game_starttime = startTime;
103 }
104
105 void Porto_Init()
106 {
107         porto = spawn();
108         porto.classname = "porto";
109         porto.draw = Porto_Draw;
110         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
111 }
112
113 float drawtime;
114 float avgspeed;
115 vector GetCurrentFov(float fov)
116 {
117         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
118         float velocityzoom, curspeed;
119
120         zoomsensitivity = autocvar_cl_zoomsensitivity;
121         zoomfactor = autocvar_cl_zoomfactor;
122         if(zoomfactor < 1 || zoomfactor > 16)
123                 zoomfactor = 2.5;
124         zoomspeed = autocvar_cl_zoomspeed;
125         if(zoomspeed >= 0)
126                 if(zoomspeed < 0.5 || zoomspeed > 16)
127                         zoomspeed = 3.5;
128
129         zoomdir = button_zoom;
130         if(hud == HUD_NORMAL)
131         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
132                 zoomdir += button_attack2;
133         if(spectatee_status > 0 || isdemo())
134         {
135                 if(spectatorbutton_zoom)
136                 {
137                         if(zoomdir)
138                                 zoomdir = 0;
139                         else
140                                 zoomdir = 1;
141                 }
142                 // fteqcc failed twice here already, don't optimize this
143         }
144
145         if(zoomdir)
146                 zoomin_effect = 0;
147
148         if(zoomin_effect || camera_active)
149         {
150                 current_viewzoom = min(1, current_viewzoom + drawframetime);
151         }
152         else
153         {
154                 if(zoomspeed < 0) // instant zoom
155                 {
156                         if(zoomdir)
157                                 current_viewzoom = 1 / zoomfactor;
158                         else
159                                 current_viewzoom = 1;
160                 }
161                 else
162                 {
163                         if(zoomdir)
164                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
165                         else
166                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
167                 }
168         }
169
170         if(almost_equals(current_viewzoom, 1))
171                 current_zoomfraction = 0;
172         else if(almost_equals(current_viewzoom, 1/zoomfactor))
173                 current_zoomfraction = 1;
174         else
175                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
176
177         if(zoomsensitivity < 1)
178                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
179         else
180                 setsensitivityscale(1);
181                 
182         makevectors(view_angles);
183
184         if(autocvar_cl_velocityzoom)
185         {
186                 switch(autocvar_cl_velocityzoom_type)
187                 {
188                         case 3: curspeed = max(0, v_forward * pmove_vel); break;
189                         case 2: curspeed = (v_forward * pmove_vel); break;
190                         case 1: default: curspeed = vlen(pmove_vel); break;
191                 }
192                 
193                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
194                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
195                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
196                 
197                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
198         }
199         else
200                 velocityzoom = 1;
201
202         float frustumx, frustumy, fovx, fovy;
203         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
204         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
205         fovx = atan2(frustumx, 1) / M_PI * 360.0;
206         fovy = atan2(frustumy, 1) / M_PI * 360.0;
207
208         return '1 0 0' * fovx + '0 1 0' * fovy;
209 }
210
211 // this function must match W_SetupShot!
212 float zoomscript_caught;
213
214 vector wcross_origin;
215 float wcross_scale_prev, wcross_alpha_prev;
216 vector wcross_color_prev;
217 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
218 vector wcross_color_goal_prev;
219 float wcross_changedonetime;
220
221 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
222 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
223 float wcross_name_changestarttime, wcross_name_changedonetime;
224 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
225 entity trueaim;
226 entity trueaim_rifle;
227
228 #define SHOTTYPE_HITTEAM 1
229 #define SHOTTYPE_HITOBSTRUCTION 2
230 #define SHOTTYPE_HITWORLD 3
231 #define SHOTTYPE_HITENEMY 4
232
233 void TrueAim_Init()
234 {
235         trueaim = spawn();
236         trueaim.classname = "trueaim";
237         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
238         trueaim_rifle = spawn();
239         trueaim_rifle.classname = "trueaim_rifle";
240         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
241 }
242
243 float EnemyHitCheck()
244 {
245         float t;
246         wcross_origin = project_3d_to_2d(trace_endpos);
247         wcross_origin_z = 0;
248         if(trace_networkentity < 1)
249                 return SHOTTYPE_HITWORLD;
250         if(trace_networkentity > maxclients)
251                 return SHOTTYPE_HITWORLD;
252         t = GetPlayerColor(trace_networkentity - 1);
253         if(teamplay)
254                 if(t == myteam)
255                         return SHOTTYPE_HITTEAM;
256         if(t == COLOR_SPECTATOR)
257                 return SHOTTYPE_HITWORLD;
258         return SHOTTYPE_HITENEMY;
259 }
260
261 float TrueAimCheck()
262 {
263         float nudge = 1; // added to traceline target and subtracted from result
264         vector vecs, trueaimpoint, w_shotorg;
265         vector mi, ma, dv;
266         float shottype;
267         entity ta;
268         float mv;
269
270         mi = ma = '0 0 0';
271         ta = trueaim;
272         mv = MOVE_NOMONSTERS;
273
274         switch(activeweapon)
275         {
276                 case WEP_TUBA: // no aim
277                 case WEP_PORTO: // shoots from eye
278                 case WEP_HOOK: // no trueaim
279                 case WEP_GRENADE_LAUNCHER: // toss curve
280                         return SHOTTYPE_HITWORLD;
281                 case WEP_NEX:
282                 case WEP_MINSTANEX:
283                         mv = MOVE_NORMAL;
284                         break;
285                 case WEP_RIFLE:
286                         ta = trueaim_rifle;
287                         mv = MOVE_NORMAL;
288                         if(zoomscript_caught)
289                         {
290                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
291                                 return EnemyHitCheck();
292                         }
293                         break;
294                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
295                         mi = '-3 -3 -3';
296                         ma = '3 3 3';
297                         break;
298                 case WEP_FIREBALL: // projectile has a size!
299                         mi = '-16 -16 -16';
300                         ma = '16 16 16';
301                         break;
302                 case WEP_SEEKER: // projectile has a size!
303                         mi = '-2 -2 -2';
304                         ma = '2 2 2';
305                         break;
306                 case WEP_ELECTRO: // projectile has a size!
307                         mi = '0 0 -3';
308                         ma = '0 0 -3';
309                         break;
310         }
311
312         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
313
314         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
315         trueaimpoint = trace_endpos;
316
317         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
318                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
319
320         if(vecs_x > 0)
321                 vecs_y = -vecs_y;
322         else
323                 vecs = '0 0 0';
324
325         dv = view_right * vecs_y + view_up * vecs_z;
326         w_shotorg = view_origin + dv;
327
328         // now move the vecs forward as much as requested if possible
329         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
330         w_shotorg = trace_endpos - view_forward * nudge;
331
332         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
333         shottype = EnemyHitCheck();
334         if(shottype != SHOTTYPE_HITWORLD)
335                 return shottype;
336
337 #if 0
338         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
339         // or rather, I know why, but see no fix
340         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
341                 // 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
342                 return SHOTTYPE_HITOBSTRUCTION;
343 #endif
344
345         return SHOTTYPE_HITWORLD;
346 }
347
348 void CSQC_common_hud(void);
349
350 void PostInit(void);
351 void CSQC_Demo_Camera();
352 float HUD_WouldDrawScoreboard();
353 float camera_mode;
354 float reticle_type;
355 string NextFrameCommand;
356 void CSQC_SPIDER_HUD();
357 void CSQC_RAPTOR_HUD();
358
359 vector freeze_org, freeze_ang;
360 entity nightvision_noise, nightvision_noise2;
361
362 #define MAX_TIME_DIFF 5
363 float pickup_crosshair_time, pickup_crosshair_size;
364 float hit_time, typehit_time;
365 float nextsound_hit_time, nextsound_typehit_time;
366 float hitindication_crosshair_time, hitindication_crosshair_size;
367 float use_nex_chargepool;
368
369 float myhealth, myhealth_prev;
370 float myhealth_flash;
371
372 float old_blurradius, old_bluralpha;
373 float old_sharpen_intensity;
374
375 vector myhealth_gentlergb;
376
377 float contentavgalpha, liquidalpha_prev;
378 vector liquidcolor_prev;
379
380 float eventchase_current_distance;
381
382 vector damage_blurpostprocess, content_blurpostprocess;
383
384 float checkfail[16];
385
386 void CSQC_UpdateView(float w, float h)
387 {
388         entity e;
389         float fov;
390         float f, i, j;
391         vector v;
392         vector vf_size, vf_min;
393         float a;
394         hud = getstati(STAT_HUD);
395
396         button_attack2 = (input_buttons & BUTTON_3);
397         button_zoom = (input_buttons & BUTTON_4);
398
399         // FIXME do we need this hack?
400         if(isdemo())
401         {
402                 // in demos, input_buttons do not work
403                 button_zoom = (autocvar__togglezoom == "-");
404         }
405
406 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; 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; } } ENDS_WITH_CURLY_BRACE
407         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
408         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
409         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);
410         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
411         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
412         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
413         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
414
415         vf_size = R_SetView3fv(VF_SIZE);
416         vf_min = R_SetView3fv(VF_MIN);
417         vid_width = vf_size_x;
418         vid_height = vf_size_y;
419
420         vector reticle_pos, reticle_size;
421         vector splash_pos, splash_size;
422
423         WaypointSprite_Load();
424
425         if(spectatee_status)
426                 myteam = GetPlayerColor(spectatee_status - 1);
427         else
428                 myteam = GetPlayerColor(player_localentnum - 1);
429
430         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
431
432         // event chase camera
433         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
434         {
435                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
436                 {
437                         // 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.)
438                         vector current_view_origin = R_SetView3fv(VF_ORIGIN);
439                         
440                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
441                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
442                         if(!autocvar_chase_active)
443                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
444
445                         // make the camera smooth back
446                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
447                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
448                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
449                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
450
451                         vector eventchase_target_origin;
452                         makevectors(view_angles);
453                         // pass 1, used to check where the camera would go and obtain the trace_fraction
454                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
455                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
456                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
457                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
458                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
459                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
460
461                         R_SetView(VF_ORIGIN, trace_endpos);
462                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
463                 }
464                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
465                 {
466                         cvar_set("chase_active", "0");
467                         eventchase_current_distance = 0; // start from 0 next time
468                 }
469         }
470         
471         // do lockview after event chase camera so that it still applies whenever necessary.
472         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
473         {
474                 R_SetView(VF_ORIGIN, freeze_org);
475                 R_SetView(VF_ANGLES, freeze_ang);
476         }
477         else
478         {
479                 freeze_org = R_SetView3fv(VF_ORIGIN);
480                 freeze_ang = R_SetView3fv(VF_ANGLES);
481         }
482
483         WarpZone_FixView();
484         //WarpZone_FixPMove();
485
486         // Render the Scene
487         view_origin = R_SetView3fv(VF_ORIGIN);
488         view_angles = R_SetView3fv(VF_ANGLES);
489         makevectors(view_angles);
490         view_forward = v_forward;
491         view_right = v_right;
492         view_up = v_up;
493
494 #ifdef BLURTEST
495         if(time > blurtest_time0 && time < blurtest_time1)
496         {
497                 float r, t;
498
499                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
500                 r = t * blurtest_radius;
501                 f = 1 / pow(t, blurtest_power) - 1;
502
503                 cvar_set("r_glsl_postprocess", "1");
504                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
505         }
506         else
507         {
508                 cvar_set("r_glsl_postprocess", "0");
509                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
510         }
511 #endif
512
513         TargetMusic_Advance();
514         Fog_Force();
515
516         if(drawtime == 0)
517                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
518         else
519                 drawframetime = bound(0.000001, time - drawtime, 1);
520         drawtime = time;
521
522         // watch for gametype changes here...
523         // in ParseStuffCMD the cmd isn't executed yet :/
524         // might even be better to add the gametype to TE_CSQC_INIT...?
525         if(!postinit)
526                 PostInit();
527
528         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
529                 if(calledhooks & HOOK_START)
530                 {
531                         localcmd("\ncl_hook_gameend\n");
532                         calledhooks |= HOOK_END;
533                 }
534
535         CheckForGamestartChange();
536         serverAnnouncer();
537         maptimeAnnouncer();
538         carrierAnnouncer();
539
540         fov = autocvar_fov;
541         if(fov <= 59.5)
542         {
543                 if(!zoomscript_caught)
544                 {
545                         localcmd("+button9\n");
546                         zoomscript_caught = 1;
547                 }
548         }
549         else
550         {
551                 if(zoomscript_caught)
552                 {
553                         localcmd("-button9\n");
554                         zoomscript_caught = 0;
555                 }
556         }
557
558         ColorTranslateMode = autocvar_cl_stripcolorcodes;
559
560         // next WANTED weapon (for HUD)
561         switchweapon = getstati(STAT_SWITCHWEAPON);
562
563         // currently switching-to weapon (for crosshair)
564         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
565
566         // actually active weapon (for zoom)
567         activeweapon = getstati(STAT_ACTIVEWEAPON);
568
569         f = (serverflags & SERVERFLAG_TEAMPLAY);
570         if(f != teamplay)
571         {
572                 teamplay = f;
573                 HUD_InitScores();
574         }
575
576         if(last_switchweapon != switchweapon) {
577                 weapontime = time;
578                 last_switchweapon = switchweapon;
579         }
580         if(last_activeweapon != activeweapon) {
581                 last_activeweapon = activeweapon;
582
583                 e = get_weaponinfo(activeweapon);
584                 if(e.netname != "")
585                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
586                 else
587                         localcmd("\ncl_hook_activeweapon none\n");
588         }
589
590         // ALWAYS Clear Current Scene First
591         R_ClearScene();
592 #ifdef WORKAROUND_XON010
593         if(checkextension("DP_CSQC_ROTATEMOVES"))
594         {
595 #endif
596         R_SetView(VF_ORIGIN, view_origin);
597         R_SetView(VF_ANGLES, view_angles);
598 #ifdef WORKAROUND_XON010
599         }
600 #endif
601
602         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
603         R_SetView(VF_SIZE, vf_size);
604         R_SetView(VF_MIN, vf_min);
605
606         // Assign Standard Viewflags
607         // Draw the World (and sky)
608         R_SetView(VF_DRAWWORLD, 1);
609
610         // Set the console size vars
611         vid_conwidth = autocvar_vid_conwidth;
612         vid_conheight = autocvar_vid_conheight;
613         vid_pixelheight = autocvar_vid_pixelheight;
614
615         R_SetView(VF_FOV, GetCurrentFov(fov));
616
617         // Camera for demo playback
618         if(camera_active)
619         {
620                 if(autocvar_camera_enable)
621                         CSQC_Demo_Camera();
622                 else
623                 {
624                         cvar_set("chase_active", ftos(chase_active_backup));
625                         cvar_set("cl_demo_mousegrab", "0");
626                         camera_active = FALSE;
627                 }
628         }
629 #ifdef CAMERATEST
630         else if(autocvar_camera_enable)
631 #else
632         else if(autocvar_camera_enable && isdemo())
633 #endif
634         {
635                 // Enable required Darkplaces cvars
636                 chase_active_backup = autocvar_chase_active;
637                 cvar_set("chase_active", "2");
638                 cvar_set("cl_demo_mousegrab", "1");
639                 camera_active = TRUE;
640                 camera_mode = FALSE;
641         }
642
643         // Draw the Crosshair
644         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
645
646         // Draw the Engine Status Bar (the default Quake HUD)
647         R_SetView(VF_DRAWENGINEHUD, 0);
648
649         // Update the mouse position
650         /*
651            mousepos_x = vid_conwidth;
652            mousepos_y = vid_conheight;
653            mousepos = mousepos*0.5 + getmousepos();
654          */
655
656         e = self;
657         for(self = world; (self = nextent(self)); )
658                 if(self.draw)
659                         self.draw();
660         self = e;
661
662         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
663         R_RenderScene();
664
665         // now switch to 2D drawing mode by calling a 2D drawing function
666         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
667         // next R_RenderScene call
668         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
669
670         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
671         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
672         {
673                 // apply night vision effect
674                 vector rgb, tc_00, tc_01, tc_10, tc_11;
675
676                 if(!nightvision_noise)
677                 {
678                         nightvision_noise = spawn();
679                         nightvision_noise.classname = "nightvision_noise";
680                 }
681                 if(!nightvision_noise2)
682                 {
683                         nightvision_noise2 = spawn();
684                         nightvision_noise2.classname = "nightvision_noise2";
685                 }
686
687                 // color tint in yellow
688                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
689
690                 // draw BG
691                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
692                 rgb = '1 1 1';
693                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
694                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
695                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
696                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
697                 tc_11 = tc_01 + tc_10 - tc_00;
698                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
699                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
700                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
701                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
702                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
703                 R_EndPolygon();
704
705                 // draw FG
706                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
707                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
708                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
709                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
710                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
711                 tc_11 = tc_01 + tc_10 - tc_00;
712                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
713                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
714                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
715                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
716                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
717                 R_EndPolygon();
718         }
719         
720         // Draw the aiming reticle for weapons that use it
721         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
722         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
723         // the view to go back to normal, so reticle_type would become 0 as we fade out)
724         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
725                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
726         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
727                 reticle_type = 2; // nex zoom
728         else if(button_zoom || zoomscript_caught)
729                 reticle_type = 1; // normal zoom
730         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
731                 reticle_type = 2; // nex zoom
732     
733         if(reticle_type && autocvar_cl_reticle)
734         {
735                 if(autocvar_cl_reticle_stretch)
736                 {
737                         reticle_size_x = vid_conwidth;
738                         reticle_size_y = vid_conheight;
739                         reticle_pos_x = 0;
740                         reticle_pos_y = 0;
741                 }
742                 else
743                 {
744                         reticle_size_x = max(vid_conwidth, vid_conheight);
745                         reticle_size_y = max(vid_conwidth, vid_conheight);
746                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
747                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
748                 }
749
750                 f = current_zoomfraction;
751                 if(zoomscript_caught)
752                         f = 1;
753                 if(autocvar_cl_reticle_item_normal)
754                 {
755                         if(reticle_type == 1 && f)
756                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
757                 }
758                 if(autocvar_cl_reticle_item_nex)
759                 {
760                         if(reticle_type == 2 && f)
761                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
762                 }
763         }
764
765
766         // improved polyblend
767         vector rgb;
768         if(autocvar_hud_contents)
769         {
770                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
771                 vector liquidcolor;
772
773                 switch(pointcontents(view_origin))
774                 {
775                         case CONTENT_WATER:
776                                 liquidalpha = autocvar_hud_contents_water_alpha;
777                                 liquidcolor = stov(autocvar_hud_contents_water_color);
778                                 incontent = 1;
779                                 break;
780
781                         case CONTENT_LAVA:
782                                 liquidalpha = autocvar_hud_contents_lava_alpha;
783                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
784                                 incontent = 1;
785                                 break;
786
787                         case CONTENT_SLIME:
788                                 liquidalpha = autocvar_hud_contents_slime_alpha;
789                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
790                                 incontent = 1;
791                                 break;
792
793                         default:
794                                 liquidalpha = 0;
795                                 liquidcolor = '0 0 0';
796                                 incontent = 0;
797                                 break;
798                 }
799
800                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
801                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
802                         contentfadetime = autocvar_hud_contents_fadeintime;
803                         liquidalpha_prev = liquidalpha;
804                         liquidcolor_prev = liquidcolor;
805                 }
806                 else
807                         contentfadetime = autocvar_hud_contents_fadeouttime;
808
809                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
810                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
811
812                 if(contentavgalpha)
813                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
814
815                 if(autocvar_hud_postprocessing)
816                 {
817                         if(autocvar_hud_contents_blur && contentavgalpha)
818                         {
819                                 content_blurpostprocess_x = 1;
820                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
821                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
822                         }
823                         else
824                         {
825                                 content_blurpostprocess_x = 0;
826                                 content_blurpostprocess_y = 0;
827                                 content_blurpostprocess_z = 0;
828                         }
829                 }
830         }
831         
832         if(autocvar_hud_damage)
833         {
834                 splash_size_x = max(vid_conwidth, vid_conheight);
835                 splash_size_y = max(vid_conwidth, vid_conheight);
836                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
837                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
838
839                 float myhealth_flash_temp;
840                 myhealth = getstati(STAT_HEALTH);
841
842                 // fade out
843                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
844                 // add new damage
845                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
846
847                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
848                 pain_threshold = autocvar_hud_damage_pain_threshold;
849                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
850                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
851
852                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
853                 {
854                         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);
855                 }
856
857                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
858
859                 if(myhealth_prev < 1)
860                 {
861                         if(myhealth >= 1)
862                         {
863                                 myhealth_flash = 0; // just spawned, clear the flash immediately
864                                 myhealth_flash_temp = 0;
865                         }
866                         else
867                         {
868                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
869                         }
870                 }
871
872                 if(spectatee_status == -1 || intermission)
873                 {
874                         myhealth_flash = 0; // observing, or match ended
875                         myhealth_flash_temp = 0;
876                 }
877
878                 myhealth_prev = myhealth;
879
880                 // IDEA: change damage color/picture based on player model for robot/alien species?
881                 // pro: matches model better
882                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
883                 // maybe different reddish pics?
884                 if(autocvar_chase_active >= 0) // not while the event chase camera is active
885                 {
886                         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
887                         {
888                                 if(autocvar_cl_gentle_damage == 2)
889                                 {
890                                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
891                                         {
892                                                 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
893                                         }
894                                 }
895                                 else
896                                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
897
898                                 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);
899                         }
900                         else
901                                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
902                 }
903
904                 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.
905                 {
906                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
907                         {
908                                 damage_blurpostprocess_x = 1;
909                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
910                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
911                         }
912                         else
913                         {
914                                 damage_blurpostprocess_x = 0;
915                                 damage_blurpostprocess_y = 0;
916                                 damage_blurpostprocess_z = 0;
917                         }
918                 }
919         }
920
921         if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
922         {
923                 // enable or disable rendering types if they are used or not
924                 if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
925                 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
926                 
927                 // blur postprocess handling done first (used by hud_damage and hud_contents)
928                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
929                 {
930                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
931                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
932                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
933                         {
934                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
935                                 old_blurradius = blurradius;
936                                 old_bluralpha = bluralpha;
937                         }
938                 }
939                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
940                 {
941                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
942                         old_blurradius = 0;
943                         old_bluralpha = 0;
944                 }
945
946                 // edge detection postprocess handling done second (used by hud_powerup) 
947                 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
948                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
949                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
950                 
951                 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.
952                 
953                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
954                 {
955                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
956                         {
957                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
958                                 old_sharpen_intensity = sharpen_intensity;
959                         }
960                 }
961                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
962                 {
963                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
964                         old_sharpen_intensity = 0;
965                 }
966         }
967
968         if(menu_visible)
969                 menu_show();
970
971         /*if(gametype == GAME_CTF)
972           {
973           ctf_view();
974           } else */
975
976         // draw 2D entities
977         e = self;
978         for(self = world; (self = nextent(self)); )
979                 if(self.draw2d)
980                         self.draw2d();
981         self = e;
982         Draw_ShowNames_All();
983
984         scoreboard_active = HUD_WouldDrawScoreboard();
985
986         hit_time = getstatf(STAT_HIT_TIME);
987         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
988         {
989                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
990                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
991                         
992                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
993         }
994         typehit_time = getstatf(STAT_TYPEHIT_TIME);
995         if(typehit_time > nextsound_typehit_time) 
996         {
997                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
998                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
999                         
1000                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1001         }
1002
1003         //else
1004         {
1005                 if(gametype == GAME_FREEZETAG)
1006                 {
1007                         if(getstati(STAT_FROZEN))
1008                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1009                         if(getstatf(STAT_REVIVE_PROGRESS))
1010                         {
1011                                 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);
1012                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1013                         }
1014                 }
1015
1016                 if(autocvar_r_letterbox == 0)
1017                         if(autocvar_viewsize < 120)
1018                                 CSQC_common_hud();
1019
1020                 // crosshair goes VERY LAST
1021                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
1022                         string wcross_style;
1023                         float wcross_alpha, wcross_resolution;
1024                         wcross_style = autocvar_crosshair;
1025                         if (wcross_style == "0")
1026                                 return;
1027                         wcross_resolution = autocvar_crosshair_size;
1028                         if (wcross_resolution == 0)
1029                                 return;
1030                         wcross_alpha = autocvar_crosshair_alpha;
1031                         if (wcross_alpha == 0)
1032                                 return;
1033
1034                         // TrueAim check
1035                         float shottype;
1036
1037                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1038                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1039                         wcross_origin_z = 0;
1040                         if(autocvar_crosshair_hittest)
1041                         {
1042                                 vector wcross_oldorigin;
1043                                 wcross_oldorigin = wcross_origin;
1044                                 shottype = TrueAimCheck();
1045                                 if(shottype == SHOTTYPE_HITWORLD)
1046                                 {
1047                                         v = wcross_origin - wcross_oldorigin;
1048                                         v_x /= vid_conwidth;
1049                                         v_y /= vid_conheight;
1050                                         if(vlen(v) > 0.01)
1051                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1052                                 }
1053                                 if(!autocvar_crosshair_hittest_showimpact)
1054                                         wcross_origin = wcross_oldorigin;
1055                         }
1056                         else
1057                                 shottype = SHOTTYPE_HITWORLD;
1058
1059                         vector wcross_color, wcross_size;
1060                         string wcross_wep, wcross_name;
1061                         float wcross_scale, wcross_blur;
1062
1063                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1064                                 e = get_weaponinfo(switchingweapon);
1065                                 if (e && e.netname != "")
1066                                 {
1067                                         wcross_wep = e.netname;
1068                                         if(autocvar_crosshair_per_weapon)
1069                                         {
1070                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1071                                                 if (wcross_resolution == 0)
1072                                                         return;
1073                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1074                                                 if (wcross_alpha == 0)
1075                                                         return;
1076
1077                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1078                                                 if(wcross_style == "" || wcross_style == "0")
1079                                                         wcross_style = wcross_wep;
1080                                         }
1081                                 }
1082                         }
1083                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1084                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1085                         else if(autocvar_crosshair_color_by_health)
1086                         {
1087                                 float x = getstati(STAT_HEALTH);
1088
1089                                 //x = red
1090                                 //y = green
1091                                 //z = blue
1092
1093                                 wcross_color_z = 0;
1094
1095                                 if(x > 200)
1096                                 {
1097                                         wcross_color_x = 0;
1098                                         wcross_color_y = 1;
1099                                 }
1100                                 else if(x > 150)
1101                                 {
1102                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1103                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1104                                 }
1105                                 else if(x > 100)
1106                                 {
1107                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1108                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1109                                         wcross_color_z = 1 - (x-100)*0.02;
1110                                 }
1111                                 else if(x > 50)
1112                                 {
1113                                         wcross_color_x = 1;
1114                                         wcross_color_y = 1;
1115                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1116                                 }
1117                                 else if(x > 20)
1118                                 {
1119                                         wcross_color_x = 1;
1120                                         wcross_color_y = (x-20)*90/27/100;
1121                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1122                                 }
1123                                 else
1124                                 {
1125                                         wcross_color_x = 1;
1126                                         wcross_color_y = 0;
1127                                 }
1128                         }
1129                         else
1130                                 wcross_color = stov(autocvar_crosshair_color);
1131
1132                         wcross_name = strcat("gfx/crosshair", wcross_style);
1133
1134                         if(autocvar_crosshair_effect_scalefade)
1135                         {
1136                                 wcross_scale = wcross_resolution;
1137                                 wcross_resolution = 1;
1138                         }
1139                         else
1140                         {
1141                                 wcross_scale = 1;
1142                         }
1143
1144                         if(autocvar_crosshair_pickup)
1145                         {
1146                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1147                                 
1148                                 if(pickup_crosshair_time < stat_pickup_time)
1149                                 {
1150                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1151                                                 pickup_crosshair_size = 1;
1152                                                 
1153                                         pickup_crosshair_time = stat_pickup_time;
1154                                 }
1155
1156                                 if(pickup_crosshair_size > 0)
1157                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1158                                 else
1159                                         pickup_crosshair_size = 0;
1160
1161                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1162                         }
1163
1164                         if(autocvar_crosshair_hitindication)
1165                         {
1166                                 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1167                                 if(hitindication_crosshair_time < hit_time)
1168                                 {
1169                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1170                                                 hitindication_crosshair_size = 1;
1171                                                 
1172                                         hitindication_crosshair_time = hit_time;
1173                                 }
1174
1175                                 if(hitindication_crosshair_size > 0)
1176                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1177                                 else
1178                                         hitindication_crosshair_size = 0;
1179
1180                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1181                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1182                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1183                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1184                         }
1185
1186                         if(shottype == SHOTTYPE_HITENEMY)
1187                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1188                         if(shottype == SHOTTYPE_HITTEAM)
1189                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1190
1191                         f = autocvar_crosshair_effect_speed;
1192                         if(f < 0)
1193                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1194                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1195                         {
1196                                 wcross_changedonetime = time + f;
1197                         }
1198                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1199                         {
1200                                 wcross_name_changestarttime = time;
1201                                 wcross_name_changedonetime = time + f;
1202                                 if(wcross_name_goal_prev_prev)
1203                                         strunzone(wcross_name_goal_prev_prev);
1204                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1205                                 wcross_name_goal_prev = strzone(wcross_name);
1206                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1207                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1208                                 wcross_resolution_goal_prev = wcross_resolution;
1209                         }
1210
1211                         wcross_scale_goal_prev = wcross_scale;
1212                         wcross_alpha_goal_prev = wcross_alpha;
1213                         wcross_color_goal_prev = wcross_color;
1214
1215                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1216                         {
1217                                 wcross_blur = 1;
1218                                 wcross_alpha *= 0.75;
1219                         }
1220                         else
1221                                 wcross_blur = 0;
1222                         // *_prev is at time-frametime
1223                         // * is at wcross_changedonetime+f
1224                         // what do we have at time?
1225                         if(time < wcross_changedonetime)
1226                         {
1227                                 f = frametime / (wcross_changedonetime - time + frametime);
1228                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1229                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1230                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1231                         }
1232
1233                         wcross_scale_prev = wcross_scale;
1234                         wcross_alpha_prev = wcross_alpha;
1235                         wcross_color_prev = wcross_color;
1236
1237                         wcross_scale *= 1 - autocvar__menu_alpha;
1238                         wcross_alpha *= 1 - autocvar__menu_alpha;
1239                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1240
1241                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1242                         {
1243                                 // crosshair rings for weapon stats
1244                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1245                                 {
1246                                         // declarations and stats
1247                                         float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1248                                         string ring_image, ring_inner_image;
1249                                         vector ring_rgb, ring_inner_rgb;
1250
1251                                         ring_scale = autocvar_crosshair_ring_size;
1252
1253                                         float weapon_clipload, weapon_clipsize;
1254                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1255                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1256
1257                                         float nex_charge, nex_chargepool;
1258                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1259                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1260
1261                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1262                                                 nex_charge_movingavg = nex_charge;
1263
1264
1265                                         // handle the values
1266                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1267                                         {
1268                                                 if (nex_chargepool || use_nex_chargepool) { 
1269                                                         use_nex_chargepool = 1; 
1270                                                         ring_inner_value = nex_chargepool;
1271                                                 } else { 
1272                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1273                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1274                                                 }
1275
1276                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1277                                                 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1278                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1279
1280                                                 // draw the outer ring to show the current charge of the weapon
1281                                                 ring_value = nex_charge;
1282                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1283                                                 ring_rgb = wcross_color;
1284                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1285                                         }
1286                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1287                                         {
1288                                                 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.
1289                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1290                                                 ring_rgb = wcross_color;
1291                                                 ring_image = "gfx/crosshair_ring.tga";
1292                                         }
1293                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1294                                         {
1295                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1296                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1297                                                 ring_rgb = wcross_color;
1298                                                 ring_image = "gfx/crosshair_ring.tga";
1299                                         }
1300
1301                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1302                                         {
1303                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1304                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1305                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1306                                                 ring_rgb = wcross_color;
1307
1308                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1309                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1310                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1311                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1312                                                 else
1313                                                         ring_image = "gfx/crosshair_ring.tga";
1314                                         }
1315
1316                                         // if in weapon switch animation, fade ring out/in
1317                                         if(g_weaponswitchdelay > 0)
1318                                         {
1319                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1320                                                 if(f > 0 && f < 2)
1321                                                         ring_alpha *= fabs(1 - f);
1322                                         }
1323
1324                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1325                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1326
1327                                         if (ring_value)
1328                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1329                                 }
1330
1331 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1332                                 do \
1333                                 { \
1334                                         if(wcross_blur > 0) \
1335                                         { \
1336                                                 for(i = -2; i <= 2; ++i) \
1337                                                 for(j = -2; j <= 2; ++j) \
1338                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1339                                         } \
1340                                         else \
1341                                         { \
1342                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1343                                         } \
1344                                 } \
1345                                 while(0)
1346
1347 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1348                                 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)
1349
1350 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1351                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1352
1353                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1354                                 {
1355                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1356                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1357                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1358                                         f = 1 - f;
1359                                 }
1360                                 else
1361                                 {
1362                                         f = 1;
1363                                 }
1364                                 wcross_name_alpha_goal_prev = f;
1365
1366                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1367                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1368
1369                                 if(autocvar_crosshair_dot)
1370                                 {
1371                                         vector wcross_color_old;
1372                                         wcross_color_old = wcross_color;
1373                                         if(autocvar_crosshair_dot_color != "0")
1374                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1375                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1376                                         // FIXME why don't we use wcross_alpha here?
1377                                         wcross_color = wcross_color_old;
1378                                 }
1379                         }
1380                 }
1381                 else
1382                 {
1383                         wcross_scale_prev = 0;
1384                         wcross_alpha_prev = 0;
1385                         wcross_scale_goal_prev = 0;
1386                         wcross_alpha_goal_prev = 0;
1387                         wcross_changedonetime = 0;
1388                         if(wcross_name_goal_prev)
1389                                 strunzone(wcross_name_goal_prev);
1390                         wcross_name_goal_prev = string_null;
1391                         if(wcross_name_goal_prev_prev)
1392                                 strunzone(wcross_name_goal_prev_prev);
1393                         wcross_name_goal_prev_prev = string_null;
1394                         wcross_name_changestarttime = 0;
1395                         wcross_name_changedonetime = 0;
1396                         wcross_name_alpha_goal_prev = 0;
1397                         wcross_name_alpha_goal_prev_prev = 0;
1398                         wcross_resolution_goal_prev = 0;
1399                         wcross_resolution_goal_prev_prev = 0;
1400                 }
1401         }
1402
1403         if(NextFrameCommand)
1404         {
1405                 localcmd("\n", NextFrameCommand, "\n");
1406                 NextFrameCommand = string_null;
1407         }
1408
1409         // we must do this check AFTER a frame was rendered, or it won't work
1410         if(cs_project_is_b0rked == 0)
1411         {
1412                 string w0, h0;
1413                 w0 = ftos(autocvar_vid_conwidth);
1414                 h0 = ftos(autocvar_vid_conheight);
1415                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1416                 //R_SetView(VF_FOV, '90 90 0');
1417                 R_SetView(VF_ORIGIN, '0 0 0');
1418                 R_SetView(VF_ANGLES, '0 0 0');
1419                 R_SetView(VF_PERSPECTIVE, 1);
1420                 makevectors('0 0 0');
1421                 vector v1, v2;
1422                 cvar_set("vid_conwidth", "800");
1423                 cvar_set("vid_conheight", "600");
1424                 v1 = cs_project(v_forward);
1425                 cvar_set("vid_conwidth", "640");
1426                 cvar_set("vid_conheight", "480");
1427                 v2 = cs_project(v_forward);
1428                 if(v1 == v2)
1429                         cs_project_is_b0rked = 1;
1430                 else
1431                         cs_project_is_b0rked = -1;
1432                 cvar_set("vid_conwidth", w0);
1433                 cvar_set("vid_conheight", h0);
1434         }
1435
1436         if(autocvar__hud_configure)
1437                 HUD_Panel_Mouse();
1438     
1439     if(hud && !intermission)
1440     {        
1441         if(hud == HUD_SPIDERBOT)
1442             CSQC_SPIDER_HUD();
1443         else if(hud == HUD_WAKIZASHI)
1444             CSQC_WAKIZASHI_HUD();
1445         else if(hud == HUD_RAPTOR)
1446             CSQC_RAPTOR_HUD();
1447         else if(hud == HUD_BUMBLEBEE)
1448             CSQC_BUMBLE_HUD();
1449     }
1450         // let's reset the view back to normal for the end
1451         R_SetView(VF_MIN, '0 0 0');
1452         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1453 }
1454
1455
1456 void CSQC_common_hud(void)
1457 {
1458     // do some accuracy var caching
1459     float i;
1460     if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1461     {
1462         if(autocvar_accuracy_color_levels != acc_color_levels)
1463         {
1464             if(acc_color_levels)
1465                 strunzone(acc_color_levels);
1466             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1467             acc_levels = tokenize_console(acc_color_levels);
1468             if (acc_levels > MAX_ACCURACY_LEVELS)
1469                 acc_levels = MAX_ACCURACY_LEVELS;
1470
1471             for (i = 0; i < acc_levels; ++i)
1472                 acc_lev[i] = stof(argv(i)) / 100.0;
1473         }
1474         // let know that acc_col[] needs to be loaded
1475         acc_col_x[0] = -1;
1476     }
1477
1478     HUD_Main(); // always run these functions for alpha checks
1479     HUD_DrawScoreboard();
1480
1481     if (scoreboard_active) // scoreboard/accuracy
1482         HUD_Reset();
1483     else if (intermission == 2) // map voting screen
1484     {
1485         HUD_FinaleOverlay();
1486         HUD_Reset();
1487     }
1488         /*
1489         switch(hud)
1490         {
1491                 case HUD_SPIDERBOT:
1492                         CSQC_SPIDER_HUD();
1493                         break;
1494
1495                 case HUD_WAKIZASHI:
1496                         CSQC_WAKIZASHI_HUD();
1497                         break;
1498
1499         case HUD_BUMBLEBEE:
1500             CSQC_BUMBLE_HUD();
1501             break;
1502         }
1503         */
1504 }
1505
1506
1507 // following vectors must be global to allow seamless switching between camera modes
1508 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1509 void CSQC_Demo_Camera()
1510 {
1511         float speed, attenuation, dimensions;
1512         vector tmp, delta;
1513
1514         if( autocvar_camera_reset || !camera_mode )
1515         {
1516                 camera_offset = '0 0 0';
1517                 current_angles = '0 0 0';
1518                 camera_direction = '0 0 0';
1519                 camera_offset_z += 30;
1520                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1521                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1522                 current_origin = view_origin;
1523                 current_camera_offset  = camera_offset;
1524                 cvar_set("camera_reset", "0");
1525                 camera_mode = CAMERA_CHASE;
1526         }
1527
1528         // Camera angles
1529         if( camera_roll )
1530                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1531
1532         if(autocvar_camera_look_player)
1533         {
1534                 vector dir;
1535                 float n;
1536
1537                 dir = normalize(view_origin - current_position);
1538                 n = mouse_angles_z;
1539                 mouse_angles = vectoangles(dir);
1540                 mouse_angles_x = mouse_angles_x * -1;
1541                 mouse_angles_z = n;
1542         }
1543         else
1544         {
1545                 tmp = getmousepos() * 0.1;
1546                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1547                 {
1548                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1549                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1550                 }
1551         }
1552
1553         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1554         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1555         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1556         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1557
1558         // Fix difference when angles don't have the same sign
1559         delta = '0 0 0';
1560         if(mouse_angles_y < -60 && current_angles_y > 60)
1561                 delta = '0 360 0';
1562         if(mouse_angles_y > 60 && current_angles_y < -60)
1563                 delta = '0 -360 0';
1564
1565         if(autocvar_camera_look_player)
1566                 attenuation = autocvar_camera_look_attenuation;
1567         else
1568                 attenuation = autocvar_camera_speed_attenuation;
1569
1570         attenuation = 1 / max(1, attenuation);
1571         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1572
1573         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1574         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1575         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1576         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1577
1578         // Camera position
1579         tmp = '0 0 0';
1580         dimensions = 0;
1581
1582         if( camera_direction_x )
1583         {
1584                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1585                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1586                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1587                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1588                 ++dimensions;
1589         }
1590
1591         if( camera_direction_y )
1592         {
1593                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1594                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1595                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1596                 ++dimensions;
1597         }
1598
1599         if( camera_direction_z )
1600         {
1601                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1602                 ++dimensions;
1603         }
1604
1605         if(autocvar_camera_free)
1606                 speed = autocvar_camera_speed_free;
1607         else
1608                 speed = autocvar_camera_speed_chase;
1609
1610         if(dimensions)
1611         {
1612                 speed = speed * sqrt(1 / dimensions);
1613                 camera_offset += tmp * speed;
1614         }
1615
1616         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1617
1618         // Camera modes
1619         if( autocvar_camera_free )
1620         {
1621                 if ( camera_mode == CAMERA_CHASE )
1622                 {
1623                         current_camera_offset = current_origin + current_camera_offset;
1624                         camera_offset = current_origin + camera_offset;
1625                 }
1626
1627                 camera_mode = CAMERA_FREE;
1628                 current_position = current_camera_offset;
1629         }
1630         else
1631         {
1632                 if ( camera_mode == CAMERA_FREE )
1633                 {
1634                         current_origin = view_origin;
1635                         camera_offset = camera_offset - current_origin;
1636                         current_camera_offset = current_camera_offset - current_origin;
1637                 }
1638
1639                 camera_mode = CAMERA_CHASE;
1640
1641                 if(autocvar_camera_chase_smoothly)
1642                         current_origin += (view_origin - current_origin) * attenuation;
1643                 else
1644                         current_origin = view_origin;
1645
1646                 current_position = current_origin + current_camera_offset;
1647         }
1648
1649         R_SetView(VF_ANGLES, current_angles);
1650         R_SetView(VF_ORIGIN, current_position);
1651 }