]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge branch 'master' into Mario/ons_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 void Porto_Draw()
4 {
5         vector p, dir, ang, q, nextdir;
6         float idx, portal_number, portal1_idx;
7
8         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
9                 return;
10         if(g_balance_porto_secondary)
11                 return;
12         if(intermission == 1)
13                 return;
14         if(intermission == 2)
15                 return;
16         if (getstati(STAT_HEALTH) <= 0)
17                 return;
18
19         dir = view_forward;
20
21         if(angles_held_status)
22         {
23                 makevectors(angles_held);
24                 dir = v_forward;
25         }
26
27         p = view_origin;
28
29         polyline[0] = p;
30         idx = 1;
31         portal_number = 0;
32         nextdir = dir;
33
34         for(;;)
35         {
36                 dir = nextdir;
37                 traceline(p, p + 65536 * dir, TRUE, porto);
38                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
39                         return;
40                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
41                 p = trace_endpos;
42                 polyline[idx] = p;
43                 ++idx;
44                 if(idx >= 16)
45                         return;
46                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
47                         continue;
48                 ++portal_number;
49                 ang = vectoangles2(trace_plane_normal, dir);
50                 ang_x = -ang_x;
51                 makevectors(ang);
52                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
53                         return;
54                 if(portal_number == 1)
55                 {
56                         portal1_idx = idx;
57                         if(portal_number >= 2)
58                                 break;
59                 }
60         }
61
62         while(idx >= 2)
63         {
64                 p = polyline[idx-2];
65                 q = polyline[idx-1];
66                 if(idx == 2)
67                         p = p - view_up * 16;
68                 if(idx-1 >= portal1_idx)
69                 {
70                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
71                 }
72                 else
73                 {
74                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
75                 }
76                 --idx;
77         }
78 }
79
80 void Porto_Init()
81 {
82         porto = spawn();
83         porto.classname = "porto";
84         porto.draw = Porto_Draw;
85         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
86 }
87
88 float drawtime;
89 float avgspeed;
90 vector GetCurrentFov(float fov)
91 {
92         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
93         float velocityzoom, curspeed;
94         vector v;
95
96         zoomsensitivity = autocvar_cl_zoomsensitivity;
97         zoomfactor = autocvar_cl_zoomfactor;
98         if(zoomfactor < 1 || zoomfactor > 16)
99                 zoomfactor = 2.5;
100         zoomspeed = autocvar_cl_zoomspeed;
101         if(zoomspeed >= 0)
102         if(zoomspeed < 0.5 || zoomspeed > 16)
103                         zoomspeed = 3.5;
104
105         zoomdir = button_zoom;
106         if(hud == HUD_NORMAL)
107         if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
108                 zoomdir += button_attack2;
109         if(spectatee_status > 0 || isdemo())
110         {
111                 if(spectatorbutton_zoom)
112                 {
113                         if(zoomdir)
114                                 zoomdir = 0;
115                         else
116                                 zoomdir = 1;
117                 }
118                 // fteqcc failed twice here already, don't optimize this
119         }
120
121         if(zoomdir) { zoomin_effect = 0; }
122
123         if(camera_active)
124         {
125                 current_viewzoom = min(1, current_viewzoom + drawframetime);
126         }
127         else if(autocvar_cl_spawnzoom && zoomin_effect)
128         {
129                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
130
131                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
132                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
133                 if(current_viewzoom == 1) { zoomin_effect = 0; }
134         }
135         else
136         {
137                 if(zoomspeed < 0) // instant zoom
138                 {
139                         if(zoomdir)
140                                 current_viewzoom = 1 / zoomfactor;
141                         else
142                                 current_viewzoom = 1;
143                 }
144                 else
145                 {
146                         if(zoomdir)
147                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
148                         else
149                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
150                 }
151         }
152
153         if(almost_equals(current_viewzoom, 1))
154                 current_zoomfraction = 0;
155         else if(almost_equals(current_viewzoom, 1/zoomfactor))
156                 current_zoomfraction = 1;
157         else
158                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
159
160         if(zoomsensitivity < 1)
161                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
162         else
163                 setsensitivityscale(1);
164
165         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
166         {
167                 if(intermission) { curspeed = 0; }
168                 else
169                 {
170
171                         makevectors(view_angles);
172                         v = pmove_vel;
173                         if(csqcplayer)
174                                 v = csqcplayer.velocity;
175
176                         switch(autocvar_cl_velocityzoom_type)
177                         {
178                                 case 3: curspeed = max(0, v_forward * v); break;
179                                 case 2: curspeed = (v_forward * v); break;
180                                 case 1: default: curspeed = vlen(v); break;
181                         }
182                 }
183
184                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
185                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
186                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
187
188                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
189         }
190         else
191                 velocityzoom = 1;
192
193         float frustumx, frustumy, fovx, fovy;
194         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
195         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
196         fovx = atan2(frustumx, 1) / M_PI * 360.0;
197         fovy = atan2(frustumy, 1) / M_PI * 360.0;
198
199         return '1 0 0' * fovx + '0 1 0' * fovy;
200 }
201
202 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
203 {
204         float fovx, fovy;
205         float width = (ov_worldmax_x - ov_worldmin_x);
206         float height = (ov_worldmax_y - ov_worldmin_y);
207         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
208         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
209         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
210         return '1 0 0' * fovx + '0 1 0' * fovy;
211 }
212
213 // this function must match W_SetupShot!
214 float zoomscript_caught;
215
216 vector wcross_origin;
217 float wcross_scale_prev, wcross_alpha_prev;
218 vector wcross_color_prev;
219 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
220 vector wcross_color_goal_prev;
221 float wcross_changedonetime;
222
223 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
224 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
225 float wcross_name_changestarttime, wcross_name_changedonetime;
226 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
227
228 float wcross_ring_prev;
229
230 entity trueaim;
231 entity trueaim_rifle;
232
233 #define SHOTTYPE_HITTEAM 1
234 #define SHOTTYPE_HITOBSTRUCTION 2
235 #define SHOTTYPE_HITWORLD 3
236 #define SHOTTYPE_HITENEMY 4
237
238 void TrueAim_Init()
239 {
240         trueaim = spawn();
241         trueaim.classname = "trueaim";
242         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
243         trueaim_rifle = spawn();
244         trueaim_rifle.classname = "trueaim_rifle";
245         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
246 }
247
248 float EnemyHitCheck()
249 {
250         float t, n;
251         wcross_origin = project_3d_to_2d(trace_endpos);
252         wcross_origin_z = 0;
253         if(trace_ent)
254                 n = trace_ent.entnum;
255         else
256                 n = trace_networkentity;
257         if(n < 1)
258                 return SHOTTYPE_HITWORLD;
259         if(n > maxclients)
260                 return SHOTTYPE_HITWORLD;
261         t = GetPlayerColor(n - 1);
262         if(teamplay)
263                 if(t == myteam)
264                         return SHOTTYPE_HITTEAM;
265         if(t == NUM_SPECTATOR)
266                 return SHOTTYPE_HITWORLD;
267         return SHOTTYPE_HITENEMY;
268 }
269
270 float TrueAimCheck()
271 {
272         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?
273         vector vecs, trueaimpoint, w_shotorg;
274         vector mi, ma, dv;
275         float shottype;
276         entity ta;
277         float mv;
278
279         mi = ma = '0 0 0';
280         ta = trueaim;
281         mv = MOVE_NOMONSTERS;
282
283         switch(activeweapon) // WEAPONTODO
284         {
285                 case WEP_TUBA: // no aim
286                 case WEP_PORTO: // shoots from eye
287                 case WEP_HOOK: // no trueaim
288                 case WEP_MORTAR: // toss curve
289                         return SHOTTYPE_HITWORLD;
290                 case WEP_VORTEX:
291                 case WEP_VAPORIZER:
292                         mv = MOVE_NORMAL;
293                         break;
294                 case WEP_RIFLE:
295                         ta = trueaim_rifle;
296                         mv = MOVE_NORMAL;
297                         if(zoomscript_caught)
298                         {
299                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
300                                 return EnemyHitCheck();
301                         }
302                         break;
303                 case WEP_DEVASTATOR: // projectile has a size!
304                         mi = '-3 -3 -3';
305                         ma = '3 3 3';
306                         break;
307                 case WEP_FIREBALL: // projectile has a size!
308                         mi = '-16 -16 -16';
309                         ma = '16 16 16';
310                         break;
311                 case WEP_SEEKER: // projectile has a size!
312                         mi = '-2 -2 -2';
313                         ma = '2 2 2';
314                         break;
315                 case WEP_ELECTRO: // projectile has a size!
316                         mi = '0 0 -3';
317                         ma = '0 0 -3';
318                         break;
319         }
320
321         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
322
323         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
324
325         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
326         trueaimpoint = trace_endpos;
327
328         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
329                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
330
331         if(vecs_x > 0)
332                 vecs_y = -vecs_y;
333         else
334                 vecs = '0 0 0';
335
336         dv = view_right * vecs_y + view_up * vecs_z;
337         w_shotorg = traceorigin + dv;
338
339         // now move the vecs forward as much as requested if possible
340         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
341         w_shotorg = trace_endpos - view_forward * nudge;
342
343         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
344         shottype = EnemyHitCheck();
345         if(shottype != SHOTTYPE_HITWORLD)
346                 return shottype;
347
348 #if 0
349         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
350         // or rather, I know why, but see no fix
351         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
352                 // 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
353                 return SHOTTYPE_HITOBSTRUCTION;
354 #endif
355
356         return SHOTTYPE_HITWORLD;
357 }
358
359 void CSQC_common_hud(void);
360
361 void PostInit(void);
362 void CSQC_Demo_Camera();
363 float HUD_WouldDrawScoreboard();
364 float camera_mode;
365 const float CAMERA_FREE = 1;
366 const float CAMERA_CHASE = 2;
367 float reticle_type;
368 string reticle_image;
369 string NextFrameCommand;
370 void CSQC_SPIDER_HUD();
371 void CSQC_RAPTOR_HUD();
372
373 vector freeze_org, freeze_ang;
374 entity nightvision_noise, nightvision_noise2;
375
376 #define MAX_TIME_DIFF 5
377 float pickup_crosshair_time, pickup_crosshair_size;
378 float hitindication_crosshair_size;
379 float use_vortex_chargepool;
380
381 float myhealth, myhealth_prev;
382 float myhealth_flash;
383
384 float old_blurradius, old_bluralpha;
385 float old_sharpen_intensity;
386
387 vector myhealth_gentlergb;
388
389 float contentavgalpha, liquidalpha_prev;
390 vector liquidcolor_prev;
391
392 float eventchase_current_distance;
393 float eventchase_running;
394 float WantEventchase()
395 {
396         if(autocvar_cl_orthoview)
397                 return FALSE;
398         if(intermission)
399                 return TRUE;
400         if(spectatee_status >= 0)
401         {
402                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
403                         return TRUE;
404                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
405                 {
406                         if(autocvar_cl_eventchase_death == 2)
407                         {
408                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
409                                 if(self.velocity == '0 0 0' || eventchase_running)
410                                         return TRUE;
411                         }
412                         else return TRUE;
413                 }
414         }
415         return FALSE;
416 }
417
418 vector damage_blurpostprocess, content_blurpostprocess;
419
420 float checkfail[16];
421
422 float unaccounted_damage = 0;
423 void UpdateDamage()
424 {
425         // accumulate damage with each stat update
426         static float damage_total_prev = 0;
427         float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
428         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
429         damage_total_prev = damage_total;
430
431         static float damage_dealt_time_prev = 0;
432         float damage_dealt_time = getstatf(STAT_HIT_TIME);
433         if (damage_dealt_time != damage_dealt_time_prev)
434         {
435                 unaccounted_damage += unaccounted_damage_new;
436                 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
437         }
438         damage_dealt_time_prev = damage_dealt_time;
439
440         // prevent hitsound when switching spectatee
441         static float spectatee_status_prev = 0;
442         if (spectatee_status != spectatee_status_prev)
443                 unaccounted_damage = 0;
444         spectatee_status_prev = spectatee_status;
445 }
446
447 void UpdateHitsound()
448 {
449         // varying sound pitch
450
451         static float hitsound_time_prev = 0;
452         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
453         float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
454         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
455         {
456                 if (autocvar_cl_hitsound && unaccounted_damage)
457                 {
458                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
459                         float a = autocvar_cl_hitsound_max_pitch;
460                         float b = autocvar_cl_hitsound_min_pitch;
461                         float c = autocvar_cl_hitsound_nom_damage;
462                         float x = unaccounted_damage;
463                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
464
465                         // if sound variation is disabled, set pitch_shift to 1
466                         if (autocvar_cl_hitsound == 1)
467                                 pitch_shift = 1;
468
469                         // if pitch shift is reversed, mirror in (max-min)/2 + min
470                         if (autocvar_cl_hitsound == 3)
471                         {
472                                 float mirror_value = (a-b)/2 + b;
473                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
474                         }
475
476                         dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
477
478                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
479                         // todo: normalize sound pressure levels? seems unnecessary
480
481                         sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
482                 }
483                 unaccounted_damage = 0;
484                 hitsound_time_prev = time;
485         }
486
487         static float typehit_time_prev = 0;
488         float typehit_time = getstatf(STAT_TYPEHIT_TIME);
489         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
490         {
491                 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
492                 typehit_time_prev = typehit_time;
493         }
494 }
495
496 void UpdateCrosshair()
497 {
498         static float rainbow_last_flicker;
499     static vector rainbow_prev_color;
500         entity e = self;
501         float f, i, j;
502         vector v;
503         if(getstati(STAT_FROZEN))
504                 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);
505         else if (getstatf(STAT_HEALING_ORB)>time)
506                 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);
507         if(!intermission)
508         if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
509         {
510                 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);
511                 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);
512         }
513         else if(getstatf(STAT_REVIVE_PROGRESS))
514         {
515                 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);
516                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
517         }
518
519         if(autocvar_r_letterbox == 0)
520                 if(autocvar_viewsize < 120)
521                         CSQC_common_hud();
522
523         // crosshair goes VERY LAST
524         if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
525         {
526                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
527                         return;
528
529                 string wcross_style;
530                 float wcross_alpha, wcross_resolution;
531                 wcross_style = autocvar_crosshair;
532                 if (wcross_style == "0")
533                         return;
534                 wcross_resolution = autocvar_crosshair_size;
535                 if (wcross_resolution == 0)
536                         return;
537                 wcross_alpha = autocvar_crosshair_alpha;
538                 if (wcross_alpha == 0)
539                         return;
540
541                 // TrueAim check
542                 float shottype;
543
544                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
545                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
546                 wcross_origin_z = 0;
547                 if(autocvar_crosshair_hittest)
548                 {
549                         vector wcross_oldorigin;
550                         wcross_oldorigin = wcross_origin;
551                         shottype = TrueAimCheck();
552                         if(shottype == SHOTTYPE_HITWORLD)
553                         {
554                                 v = wcross_origin - wcross_oldorigin;
555                                 v_x /= vid_conwidth;
556                                 v_y /= vid_conheight;
557                                 if(vlen(v) > 0.01)
558                                         shottype = SHOTTYPE_HITOBSTRUCTION;
559                         }
560                         if(!autocvar_crosshair_hittest_showimpact)
561                                 wcross_origin = wcross_oldorigin;
562                 }
563                 else
564                         shottype = SHOTTYPE_HITWORLD;
565
566                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
567                 string wcross_name = "";
568                 float wcross_scale, wcross_blur;
569
570                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
571                 {
572                         e = get_weaponinfo(switchingweapon);
573                         if(e)
574                         {
575                                 if(autocvar_crosshair_per_weapon)
576                                 {
577                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
578                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
579                                         //if (wcross_resolution == 0)
580                                                 //return;
581
582                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
583                                         wcross_resolution *= e.w_crosshair_size;
584                                         wcross_name = e.w_crosshair;
585                                 }
586                         }
587                 }
588
589                 if(wcross_name == "")
590                         wcross_name = strcat("gfx/crosshair", wcross_style);
591
592                 // MAIN CROSSHAIR COLOR DECISION
593                 switch(autocvar_crosshair_color_special)
594                 {
595                         case 1: // crosshair_color_per_weapon
596                         {
597                                 if(e)
598                                 {
599                                         wcross_color = e.wpcolor;
600                                         break;
601                                 }
602                                 else { goto normalcolor; }
603                         }
604
605                         case 2: // crosshair_color_by_health
606                         {
607                                 float x = getstati(STAT_HEALTH);
608
609                                 //x = red
610                                 //y = green
611                                 //z = blue
612
613                                 wcross_color_z = 0;
614
615                                 if(x > 200)
616                                 {
617                                         wcross_color_x = 0;
618                                         wcross_color_y = 1;
619                                 }
620                                 else if(x > 150)
621                                 {
622                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
623                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
624                                 }
625                                 else if(x > 100)
626                                 {
627                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
628                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
629                                         wcross_color_z = 1 - (x-100)*0.02;
630                                 }
631                                 else if(x > 50)
632                                 {
633                                         wcross_color_x = 1;
634                                         wcross_color_y = 1;
635                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
636                                 }
637                                 else if(x > 20)
638                                 {
639                                         wcross_color_x = 1;
640                                         wcross_color_y = (x-20)*90/27/100;
641                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
642                                 }
643                                 else
644                                 {
645                                         wcross_color_x = 1;
646                                         wcross_color_y = 0;
647                                 }
648                                 break;
649                         }
650
651                         case 3: // crosshair_color_rainbow
652                         {
653                                 if(time >= rainbow_last_flicker)
654                                 {
655                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
656                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
657                                 }
658                                 wcross_color = rainbow_prev_color;
659                                 break;
660                         }
661                         :normalcolor
662                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
663                 }
664
665                 if(autocvar_crosshair_effect_scalefade)
666                 {
667                         wcross_scale = wcross_resolution;
668                         wcross_resolution = 1;
669                 }
670                 else
671                 {
672                         wcross_scale = 1;
673                 }
674
675                 if(autocvar_crosshair_pickup)
676                 {
677                         float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
678
679                         if(pickup_crosshair_time < stat_pickup_time)
680                         {
681                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
682                                         pickup_crosshair_size = 1;
683
684                                 pickup_crosshair_time = stat_pickup_time;
685                         }
686
687                         if(pickup_crosshair_size > 0)
688                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
689                         else
690                                 pickup_crosshair_size = 0;
691
692                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
693                 }
694
695                 // todo: make crosshair hit indication dependent on damage dealt
696                 if(autocvar_crosshair_hitindication)
697                 {
698                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
699
700                         if(unaccounted_damage)
701                         {
702                                 hitindication_crosshair_size = 1;
703                         }
704
705                         if(hitindication_crosshair_size > 0)
706                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
707                         else
708                                 hitindication_crosshair_size = 0;
709
710                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
711                         wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
712                         wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
713                         wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
714                 }
715
716                 if(shottype == SHOTTYPE_HITENEMY)
717                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
718                 if(shottype == SHOTTYPE_HITTEAM)
719                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
720
721                 f = fabs(autocvar_crosshair_effect_time);
722                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
723                 {
724                         wcross_changedonetime = time + f;
725                 }
726                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
727                 {
728                         wcross_name_changestarttime = time;
729                         wcross_name_changedonetime = time + f;
730                         if(wcross_name_goal_prev_prev)
731                                 strunzone(wcross_name_goal_prev_prev);
732                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
733                         wcross_name_goal_prev = strzone(wcross_name);
734                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
735                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
736                         wcross_resolution_goal_prev = wcross_resolution;
737                 }
738
739                 wcross_scale_goal_prev = wcross_scale;
740                 wcross_alpha_goal_prev = wcross_alpha;
741                 wcross_color_goal_prev = wcross_color;
742
743                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
744                 {
745                         wcross_blur = 1;
746                         wcross_alpha *= 0.75;
747                 }
748                 else
749                         wcross_blur = 0;
750                 // *_prev is at time-frametime
751                 // * is at wcross_changedonetime+f
752                 // what do we have at time?
753                 if(time < wcross_changedonetime)
754                 {
755                         f = frametime / (wcross_changedonetime - time + frametime);
756                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
757                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
758                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
759                 }
760
761                 wcross_scale_prev = wcross_scale;
762                 wcross_alpha_prev = wcross_alpha;
763                 wcross_color_prev = wcross_color;
764
765                 wcross_scale *= 1 - autocvar__menu_alpha;
766                 wcross_alpha *= 1 - autocvar__menu_alpha;
767                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
768
769                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
770                 {
771                         // crosshair rings for weapon stats
772                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
773                         {
774                                 // declarations and stats
775                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
776                                 string ring_image = string_null, ring_inner_image = string_null;
777                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
778
779                                 ring_scale = autocvar_crosshair_ring_size;
780
781                                 float weapon_clipload, weapon_clipsize;
782                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
783                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
784
785                                 float ok_ammo_charge, ok_ammo_chargepool;
786                                 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
787                                 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOl);
788
789                                 float vortex_charge, vortex_chargepool;
790                                 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
791                                 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
792
793                                 float arc_heat = getstatf(STAT_ARC_HEAT);
794
795                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
796                                         vortex_charge_movingavg = vortex_charge;
797
798
799                                 // handle the values
800                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
801                                 {
802                                         if (vortex_chargepool || use_vortex_chargepool) {
803                                                 use_vortex_chargepool = 1;
804                                                 ring_inner_value = vortex_chargepool;
805                                         } else {
806                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
807                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
808                                         }
809
810                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
811                                         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;
812                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
813
814                                         // draw the outer ring to show the current charge of the weapon
815                                         ring_value = vortex_charge;
816                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
817                                         ring_rgb = wcross_color;
818                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
819                                 }
820                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
821                                 {
822                                         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.
823                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
824                                         ring_rgb = wcross_color;
825                                         ring_image = "gfx/crosshair_ring.tga";
826                                 }
827                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
828                                 {
829                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
830                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
831                                         ring_rgb = wcross_color;
832                                         ring_image = "gfx/crosshair_ring.tga";
833                                 }
834                                 else if (ok_ammo_charge)
835                                 {
836                                         ring_value = ok_ammo_chargepool;
837                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
838                                         ring_rgb = wcross_color;
839                                         ring_image = "gfx/crosshair_ring.tga";
840                                 }
841                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
842                                 {
843                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
844                                         ring_scale = autocvar_crosshair_ring_reload_size;
845                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
846                                         ring_rgb = wcross_color;
847
848                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
849                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
850                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
851                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
852                                         else
853                                                 ring_image = "gfx/crosshair_ring.tga";
854                                 }
855                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
856                                 {
857                                         ring_value = arc_heat;
858                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
859                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
860                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
861                                         ring_image = "gfx/crosshair_ring.tga";
862                                 }
863
864                                 // if in weapon switch animation, fade ring out/in
865                                 if(autocvar_crosshair_effect_time > 0)
866                                 {
867                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
868                                         if (!(f < 1))
869                                         {
870                                                 wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
871                                         }
872
873                                         if(wcross_ring_prev)
874                                         {
875                                                 if(f < 1)
876                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
877                                         }
878                                         else
879                                         {
880                                                 if(f < 1)
881                                                         ring_alpha *= bound(0, f, 1);
882                                         }
883                                 }
884
885                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
886                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
887
888                                 if (ring_value)
889                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
890                         }
891
892 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
893                         do \
894                         { \
895                                 if(wcross_blur > 0) \
896                                 { \
897                                         for(i = -2; i <= 2; ++i) \
898                                         for(j = -2; j <= 2; ++j) \
899                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
900                                 } \
901                                 else \
902                                 { \
903                                         M(0,0,sz,wcross_name,wcross_alpha); \
904                                 } \
905                         } \
906                         while(0)
907
908 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
909                         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)
910
911 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
912                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
913
914                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
915                         {
916                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
917                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
918                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
919                                 f = 1 - f;
920                         }
921                         else
922                         {
923                                 f = 1;
924                         }
925                         wcross_name_alpha_goal_prev = f;
926
927                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
928                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
929
930                         if(autocvar_crosshair_dot)
931                         {
932                                 vector wcross_color_old;
933                                 wcross_color_old = wcross_color;
934
935                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
936                                         wcross_color = stov(autocvar_crosshair_dot_color);
937
938                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
939                                 // FIXME why don't we use wcross_alpha here?cl_notice_run();
940                                 wcross_color = wcross_color_old;
941                         }
942                 }
943         }
944         else
945         {
946                 wcross_scale_prev = 0;
947                 wcross_alpha_prev = 0;
948                 wcross_scale_goal_prev = 0;
949                 wcross_alpha_goal_prev = 0;
950                 wcross_changedonetime = 0;
951                 if(wcross_name_goal_prev)
952                         strunzone(wcross_name_goal_prev);
953                 wcross_name_goal_prev = string_null;
954                 if(wcross_name_goal_prev_prev)
955                         strunzone(wcross_name_goal_prev_prev);
956                 wcross_name_goal_prev_prev = string_null;
957                 wcross_name_changestarttime = 0;
958                 wcross_name_changedonetime = 0;
959                 wcross_name_alpha_goal_prev = 0;
960                 wcross_name_alpha_goal_prev_prev = 0;
961                 wcross_resolution_goal_prev = 0;
962                 wcross_resolution_goal_prev_prev = 0;
963         }
964 }
965
966 #define BUTTON_3 4
967 #define BUTTON_4 8
968 float cl_notice_run();
969 float prev_myteam;
970 .float health;
971 void CSQC_UpdateView(float w, float h)
972 {
973         entity e;
974         float fov;
975         float f, i;
976         vector vf_size, vf_min;
977         float a;
978
979         execute_next_frame();
980
981         ++framecount;
982
983         hud = getstati(STAT_HUD);
984
985         if(autocvar__hud_showbinds_reload) // menu can set this one
986         {
987                 db_close(binddb);
988                 binddb = db_create();
989                 cvar_set("_hud_showbinds_reload", "0");
990         }
991
992         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
993                 view_quality = getproperty(VF_MINFPS_QUALITY);
994         else
995                 view_quality = 1;
996
997         button_attack2 = (input_buttons & BUTTON_3);
998         button_zoom = (input_buttons & BUTTON_4);
999
1000 #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
1001         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1002         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1003         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);
1004         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1005         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1006         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1007         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1008
1009         vf_size = getpropertyvec(VF_SIZE);
1010         vf_min = getpropertyvec(VF_MIN);
1011         vid_width = vf_size_x;
1012         vid_height = vf_size_y;
1013
1014         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1015         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1016
1017         WaypointSprite_Load();
1018
1019         CSQCPlayer_SetCamera();
1020
1021         myteam = GetPlayerColor(player_localentnum - 1);
1022
1023         if(myteam != prev_myteam)
1024         {
1025                 myteamcolors = colormapPaletteColor(myteam, 1);
1026                 for(i = 0; i < HUD_PANEL_NUM; ++i)
1027                         hud_panel[i].update_time = time;
1028                 prev_myteam = myteam;
1029         }
1030
1031         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1032
1033         float is_dead = (getstati(STAT_HEALTH) <= 0);
1034
1035         // FIXME do we need this hack?
1036         if(isdemo())
1037         {
1038                 // in demos, input_buttons do not work
1039                 button_zoom = (autocvar__togglezoom == "-");
1040         }
1041         else if(button_zoom
1042                 && autocvar_cl_unpress_zoom_on_death
1043                 && (spectatee_status >= 0)
1044                 && (is_dead || intermission))
1045         {
1046                 // no zoom while dead or in intermission please
1047                 localcmd("-zoom\n");
1048                 button_zoom = FALSE;
1049         }
1050
1051         // event chase camera
1052         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1053         {
1054                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1055                 entity gen = world;
1056                 
1057                 if(ons_roundlost)
1058                 {
1059                         entity e;
1060                         for(e = world; (e = find(e, classname, "onslaught_generator")); )
1061                         {
1062                                 if(e.health <= 0)
1063                                 {
1064                                         gen = e;
1065                                         break;
1066                                 }
1067                         }
1068                         if(!gen)
1069                                 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1070                 }
1071                 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1072                 {
1073                         eventchase_running = TRUE;
1074
1075                         // 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.)
1076                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1077                         if(ons_roundlost) { current_view_origin = gen.origin; }
1078
1079                         // detect maximum viewoffset and use it
1080                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1081                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1082
1083                         if(view_offset)
1084                         {
1085                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
1086                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1087                                 else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
1088                         }
1089
1090                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1091                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1092                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1093                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1094
1095                         // make the camera smooth back
1096                         float chase_distance = autocvar_cl_eventchase_distance;
1097                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1098
1099                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1100                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1101                         else if(eventchase_current_distance != chase_distance)
1102                                 eventchase_current_distance = chase_distance;
1103
1104                         makevectors(view_angles);
1105
1106                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1107                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1108
1109                         // If the boxtrace fails, revert back to line tracing.
1110                         if(trace_startsolid)
1111                         {
1112                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1113                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1114                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
1115                         }
1116                         else { setproperty(VF_ORIGIN, trace_endpos); }
1117
1118                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1119                 }
1120                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1121                 {
1122                         eventchase_running = FALSE;
1123                         cvar_set("chase_active", "0");
1124                         eventchase_current_distance = 0; // start from 0 next time
1125                 }
1126         }
1127         // workaround for camera stuck between player's legs when using chase_active 1
1128         // because the engine stops updating the chase_active camera when the game ends
1129         else if(intermission)
1130         {
1131                 cvar_settemp("chase_active", "-1");
1132                 eventchase_current_distance = 0;
1133         }
1134
1135         // do lockview after event chase camera so that it still applies whenever necessary.
1136         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1137         {
1138                 setproperty(VF_ORIGIN, freeze_org);
1139                 setproperty(VF_ANGLES, freeze_ang);
1140         }
1141         else
1142         {
1143                 freeze_org = getpropertyvec(VF_ORIGIN);
1144                 freeze_ang = getpropertyvec(VF_ANGLES);
1145         }
1146
1147         WarpZone_FixView();
1148         //WarpZone_FixPMove();
1149
1150         vector ov_org = '0 0 0';
1151         vector ov_mid = '0 0 0';
1152         vector ov_worldmin = '0 0 0';
1153         vector ov_worldmax = '0 0 0';
1154         if(autocvar_cl_orthoview)
1155         {
1156                 ov_worldmin = mi_picmin;
1157                 ov_worldmax = mi_picmax;
1158
1159                 float ov_width = (ov_worldmax_x - ov_worldmin_x);
1160                 float ov_height = (ov_worldmax_y - ov_worldmin_y);
1161                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1162
1163                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1164                 ov_org = vec3(ov_mid_x, ov_mid_y, (ov_mid_z + ov_distance));
1165
1166                 float ov_nearest = vlen(ov_org - vec3(
1167                         bound(ov_worldmin_x, ov_org_x, ov_worldmax_x),
1168                         bound(ov_worldmin_y, ov_org_y, ov_worldmax_y),
1169                         bound(ov_worldmin_z, ov_org_z, ov_worldmax_z)
1170                 ));
1171
1172                 float ov_furthest = 0;
1173                 float dist = 0;
1174
1175                 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1176                 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1177                 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1178                 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1179                 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1180                 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1181                 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1182                 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1183
1184                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1185                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1186                 cvar_settemp("r_farclip_world", "0");
1187                 cvar_settemp("r_novis", "1");
1188                 cvar_settemp("r_useportalculling", "0");
1189                 cvar_settemp("r_useinfinitefarclip", "0");
1190
1191                 setproperty(VF_ORIGIN, ov_org);
1192                 setproperty(VF_ANGLES, '90 0 0');
1193
1194                 #if 0
1195                 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1196                         vtos(ov_org),
1197                         vtos(getpropertyvec(VF_ANGLES)),
1198                         ov_distance,
1199                         ov_nearest,
1200                         ov_furthest);
1201                 #endif
1202         }
1203
1204         // Render the Scene
1205         view_origin = getpropertyvec(VF_ORIGIN);
1206         view_angles = getpropertyvec(VF_ANGLES);
1207         makevectors(view_angles);
1208         view_forward = v_forward;
1209         view_right = v_right;
1210         view_up = v_up;
1211
1212 #ifdef BLURTEST
1213         if(time > blurtest_time0 && time < blurtest_time1)
1214         {
1215                 float r, t;
1216
1217                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1218                 r = t * blurtest_radius;
1219                 f = 1 / pow(t, blurtest_power) - 1;
1220
1221                 cvar_set("r_glsl_postprocess", "1");
1222                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1223         }
1224         else
1225         {
1226                 cvar_set("r_glsl_postprocess", "0");
1227                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1228         }
1229 #endif
1230
1231         TargetMusic_Advance();
1232         Fog_Force();
1233
1234         if(drawtime == 0)
1235                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1236         else
1237                 drawframetime = bound(0.000001, time - drawtime, 1);
1238         drawtime = time;
1239
1240         // watch for gametype changes here...
1241         // in ParseStuffCMD the cmd isn't executed yet :/
1242         // might even be better to add the gametype to TE_CSQC_INIT...?
1243         if(!postinit)
1244                 PostInit();
1245
1246         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1247         {
1248                 if(calledhooks & HOOK_START)
1249                 {
1250                         localcmd("\ncl_hook_gameend\n");
1251                         calledhooks |= HOOK_END;
1252                 }
1253         }
1254
1255         Announcer();
1256
1257         fov = autocvar_fov;
1258         if(fov <= 59.5)
1259         {
1260                 if(!zoomscript_caught)
1261                 {
1262                         localcmd("+button9\n");
1263                         zoomscript_caught = 1;
1264                 }
1265         }
1266         else
1267         {
1268                 if(zoomscript_caught)
1269                 {
1270                         localcmd("-button9\n");
1271                         zoomscript_caught = 0;
1272                 }
1273         }
1274
1275         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1276
1277         // next WANTED weapon (for HUD)
1278         switchweapon = getstati(STAT_SWITCHWEAPON);
1279
1280         // currently switching-to weapon (for crosshair)
1281         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1282
1283         // actually active weapon (for zoom)
1284         activeweapon = getstati(STAT_ACTIVEWEAPON);
1285
1286         f = (serverflags & SERVERFLAG_TEAMPLAY);
1287         if(f != teamplay)
1288         {
1289                 teamplay = f;
1290                 HUD_InitScores();
1291         }
1292
1293         if(last_switchweapon != switchweapon)
1294         {
1295                 weapontime = time;
1296                 last_switchweapon = switchweapon;
1297                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1298                 {
1299                         localcmd("-zoom\n");
1300                         button_zoom = FALSE;
1301                 }
1302                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1303                 {
1304                         localcmd("-fire\n");
1305                         localcmd("-fire2\n");
1306                         button_attack2 = FALSE;
1307                 }
1308         }
1309         if(last_activeweapon != activeweapon)
1310         {
1311                 last_activeweapon = activeweapon;
1312
1313                 e = get_weaponinfo(activeweapon);
1314                 if(e.netname != "")
1315                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1316                 else
1317                         localcmd("\ncl_hook_activeweapon none\n");
1318         }
1319
1320         // ALWAYS Clear Current Scene First
1321         clearscene();
1322
1323         setproperty(VF_ORIGIN, view_origin);
1324         setproperty(VF_ANGLES, view_angles);
1325
1326         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1327         setproperty(VF_SIZE, vf_size);
1328         setproperty(VF_MIN, vf_min);
1329
1330         // Assign Standard Viewflags
1331         // Draw the World (and sky)
1332         setproperty(VF_DRAWWORLD, 1);
1333
1334         // Set the console size vars
1335         vid_conwidth = autocvar_vid_conwidth;
1336         vid_conheight = autocvar_vid_conheight;
1337         vid_pixelheight = autocvar_vid_pixelheight;
1338
1339         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1340         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1341
1342         // Camera for demo playback
1343         if(camera_active)
1344         {
1345                 if(autocvar_camera_enable)
1346                         CSQC_Demo_Camera();
1347                 else
1348                 {
1349                         cvar_set("chase_active", ftos(chase_active_backup));
1350                         cvar_set("cl_demo_mousegrab", "0");
1351                         camera_active = FALSE;
1352                 }
1353         }
1354 #ifdef CAMERATEST
1355         else if(autocvar_camera_enable)
1356 #else
1357         else if(autocvar_camera_enable && isdemo())
1358 #endif
1359         {
1360                 // Enable required Darkplaces cvars
1361                 chase_active_backup = autocvar_chase_active;
1362                 cvar_set("chase_active", "2");
1363                 cvar_set("cl_demo_mousegrab", "1");
1364                 camera_active = TRUE;
1365                 camera_mode = FALSE;
1366         }
1367
1368         // Draw the Crosshair
1369         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1370
1371         // Draw the Engine Status Bar (the default Quake HUD)
1372         setproperty(VF_DRAWENGINESBAR, 0);
1373
1374         // Update the mouse position
1375         /*
1376            mousepos_x = vid_conwidth;
1377            mousepos_y = vid_conheight;
1378            mousepos = mousepos*0.5 + getmousepos();
1379          */
1380
1381         e = self;
1382         for(self = world; (self = nextent(self)); )
1383                 if(self.draw)
1384                         self.draw();
1385         self = e;
1386
1387         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1388         renderscene();
1389
1390         // now switch to 2D drawing mode by calling a 2D drawing function
1391         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1392         // next R_RenderScene call
1393         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1394
1395         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1396         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1397         {
1398                 // apply night vision effect
1399                 vector tc_00, tc_01, tc_10, tc_11;
1400                 vector rgb = '0 0 0';
1401
1402                 if(!nightvision_noise)
1403                 {
1404                         nightvision_noise = spawn();
1405                         nightvision_noise.classname = "nightvision_noise";
1406                 }
1407                 if(!nightvision_noise2)
1408                 {
1409                         nightvision_noise2 = spawn();
1410                         nightvision_noise2.classname = "nightvision_noise2";
1411                 }
1412
1413                 // color tint in yellow
1414                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1415
1416                 // draw BG
1417                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1418                 rgb = '1 1 1';
1419                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1420                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1421                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1422                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1423                 tc_11 = tc_01 + tc_10 - tc_00;
1424                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1425                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1426                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1427                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1428                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1429                 R_EndPolygon();
1430
1431                 // draw FG
1432                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1433                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1434                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1435                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1436                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1437                 tc_11 = tc_01 + tc_10 - tc_00;
1438                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1439                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1440                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1441                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1442                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1443                 R_EndPolygon();
1444         }
1445
1446         if(autocvar_cl_reticle)
1447         {
1448                 // Draw the aiming reticle for weapons that use it
1449                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1450                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1451                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1452                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1453                 {
1454                         // no zoom reticle while dead
1455                         reticle_type = 0;
1456                 }
1457                 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1458                 {
1459                         if(reticle_image != "") { reticle_type = 2; }
1460                         else { reticle_type = 0; }
1461                 }
1462                 else if(button_zoom || zoomscript_caught)
1463                 {
1464                         // normal zoom
1465                         reticle_type = 1;
1466                 }
1467
1468                 if(reticle_type)
1469                 {
1470                         if(autocvar_cl_reticle_stretch)
1471                         {
1472                                 reticle_size_x = vid_conwidth;
1473                                 reticle_size_y = vid_conheight;
1474                                 reticle_pos_x = 0;
1475                                 reticle_pos_y = 0;
1476                         }
1477                         else
1478                         {
1479                                 reticle_size_x = max(vid_conwidth, vid_conheight);
1480                                 reticle_size_y = max(vid_conwidth, vid_conheight);
1481                                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
1482                                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
1483                         }
1484
1485                         if(zoomscript_caught)
1486                                 f = 1;
1487                         else 
1488                                 f = current_zoomfraction;
1489
1490                         if(f)
1491                         {
1492                                 switch(reticle_type)
1493                                 {
1494                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1495                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1496                                 }
1497                         }
1498                 }
1499         }
1500         else
1501         {
1502                 if(reticle_type != 0) { reticle_type = 0; }
1503         }
1504
1505
1506         // improved polyblend
1507         if(autocvar_hud_contents)
1508         {
1509                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1510                 vector liquidcolor;
1511
1512                 switch(pointcontents(view_origin))
1513                 {
1514                         case CONTENT_WATER:
1515                                 liquidalpha = autocvar_hud_contents_water_alpha;
1516                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1517                                 incontent = 1;
1518                                 break;
1519
1520                         case CONTENT_LAVA:
1521                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1522                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1523                                 incontent = 1;
1524                                 break;
1525
1526                         case CONTENT_SLIME:
1527                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1528                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1529                                 incontent = 1;
1530                                 break;
1531
1532                         default:
1533                                 liquidalpha = 0;
1534                                 liquidcolor = '0 0 0';
1535                                 incontent = 0;
1536                                 break;
1537                 }
1538
1539                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1540                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1541                         contentfadetime = autocvar_hud_contents_fadeintime;
1542                         liquidalpha_prev = liquidalpha;
1543                         liquidcolor_prev = liquidcolor;
1544                 }
1545                 else
1546                         contentfadetime = autocvar_hud_contents_fadeouttime;
1547
1548                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1549                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1550
1551                 if(contentavgalpha)
1552                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1553
1554                 if(autocvar_hud_postprocessing)
1555                 {
1556                         if(autocvar_hud_contents_blur && contentavgalpha)
1557                         {
1558                                 content_blurpostprocess_x = 1;
1559                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
1560                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1561                         }
1562                         else
1563                         {
1564                                 content_blurpostprocess_x = 0;
1565                                 content_blurpostprocess_y = 0;
1566                                 content_blurpostprocess_z = 0;
1567                         }
1568                 }
1569         }
1570
1571         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1572         {
1573                 splash_size_x = max(vid_conwidth, vid_conheight);
1574                 splash_size_y = max(vid_conwidth, vid_conheight);
1575                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
1576                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
1577
1578                 float myhealth_flash_temp;
1579                 myhealth = getstati(STAT_HEALTH);
1580
1581                 // fade out
1582                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1583                 // add new damage
1584                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1585
1586                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1587                 pain_threshold = autocvar_hud_damage_pain_threshold;
1588                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1589                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1590
1591                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1592                 {
1593                         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);
1594                 }
1595
1596                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1597
1598                 if(myhealth_prev < 1)
1599                 {
1600                         if(myhealth >= 1)
1601                         {
1602                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1603                                 myhealth_flash_temp = 0;
1604                         }
1605                         else
1606                         {
1607                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1608                         }
1609                 }
1610
1611                 if(spectatee_status == -1 || intermission)
1612                 {
1613                         myhealth_flash = 0; // observing, or match ended
1614                         myhealth_flash_temp = 0;
1615                 }
1616
1617                 myhealth_prev = myhealth;
1618
1619                 // IDEA: change damage color/picture based on player model for robot/alien species?
1620                 // pro: matches model better
1621                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1622                 // maybe different reddish pics?
1623                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1624                 {
1625                         if(autocvar_cl_gentle_damage == 2)
1626                         {
1627                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1628                                 {
1629                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1630                                 }
1631                         }
1632                         else
1633                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1634
1635                         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);
1636                 }
1637                 else
1638                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1639
1640                 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.
1641                 {
1642                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1643                         {
1644                                 damage_blurpostprocess_x = 1;
1645                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1646                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1647                         }
1648                         else
1649                         {
1650                                 damage_blurpostprocess_x = 0;
1651                                 damage_blurpostprocess_y = 0;
1652                                 damage_blurpostprocess_z = 0;
1653                         }
1654                 }
1655         }
1656
1657         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1658         float e2 = (autocvar_hud_powerup != 0);
1659         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1660         {
1661                 // enable or disable rendering types if they are used or not
1662                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1663                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1664
1665                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1666                 if((damage_blurpostprocess_x || content_blurpostprocess_x))
1667                 {
1668                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1669                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1670                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1671                         {
1672                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1673                                 old_blurradius = blurradius;
1674                                 old_bluralpha = bluralpha;
1675                         }
1676                 }
1677                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1678                 {
1679                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1680                         old_blurradius = 0;
1681                         old_bluralpha = 0;
1682                 }
1683
1684                 // edge detection postprocess handling done second (used by hud_powerup)
1685                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1686                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1687                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1688
1689                 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.
1690
1691                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1692                 {
1693                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1694                         {
1695                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1696                                 old_sharpen_intensity = sharpen_intensity;
1697                         }
1698                 }
1699                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1700                 {
1701                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1702                         old_sharpen_intensity = 0;
1703                 }
1704
1705                 if(cvar("r_glsl_postprocess") == 0)
1706                         cvar_set("r_glsl_postprocess", "2");
1707         }
1708         else if(cvar("r_glsl_postprocess") == 2)
1709                 cvar_set("r_glsl_postprocess", "0");
1710
1711         if(menu_visible)
1712                 menu_show();
1713
1714         /*if(gametype == MAPINFO_TYPE_CTF)
1715           {
1716           ctf_view();
1717           } else */
1718
1719         // draw 2D entities
1720         e = self;
1721         for(self = world; (self = nextent(self)); )
1722                 if(self.draw2d)
1723                         self.draw2d();
1724         self = e;
1725         Draw_ShowNames_All();
1726
1727         scoreboard_active = HUD_WouldDrawScoreboard();
1728
1729         UpdateDamage();
1730         UpdateCrosshair();
1731         UpdateHitsound();
1732
1733         if(NextFrameCommand)
1734         {
1735                 localcmd("\n", NextFrameCommand, "\n");
1736                 NextFrameCommand = string_null;
1737         }
1738
1739         // we must do this check AFTER a frame was rendered, or it won't work
1740         if(cs_project_is_b0rked == 0)
1741         {
1742                 string w0, h0;
1743                 w0 = ftos(autocvar_vid_conwidth);
1744                 h0 = ftos(autocvar_vid_conheight);
1745                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1746                 //setproperty(VF_FOV, '90 90 0');
1747                 setproperty(VF_ORIGIN, '0 0 0');
1748                 setproperty(VF_ANGLES, '0 0 0');
1749                 setproperty(VF_PERSPECTIVE, 1);
1750                 makevectors('0 0 0');
1751                 vector v1, v2;
1752                 cvar_set("vid_conwidth", "800");
1753                 cvar_set("vid_conheight", "600");
1754                 v1 = cs_project(v_forward);
1755                 cvar_set("vid_conwidth", "640");
1756                 cvar_set("vid_conheight", "480");
1757                 v2 = cs_project(v_forward);
1758                 if(v1 == v2)
1759                         cs_project_is_b0rked = 1;
1760                 else
1761                         cs_project_is_b0rked = -1;
1762                 cvar_set("vid_conwidth", w0);
1763                 cvar_set("vid_conheight", h0);
1764         }
1765
1766         if(autocvar__hud_configure)
1767                 HUD_Panel_Mouse();
1768         else 
1769                 HUD_Radar_Mouse();
1770
1771     if(hud && !intermission)
1772     {
1773         if(hud == HUD_SPIDERBOT)
1774             CSQC_SPIDER_HUD();
1775         else if(hud == HUD_WAKIZASHI)
1776             CSQC_WAKIZASHI_HUD();
1777         else if(hud == HUD_RAPTOR)
1778             CSQC_RAPTOR_HUD();
1779         else if(hud == HUD_BUMBLEBEE)
1780             CSQC_BUMBLE_HUD();
1781         else if(hud == HUD_BUMBLEBEE_GUN)
1782             CSQC_BUMBLE_GUN_HUD();
1783     }
1784
1785         cl_notice_run();
1786
1787         // let's reset the view back to normal for the end
1788         setproperty(VF_MIN, '0 0 0');
1789         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1790 }
1791
1792
1793 void CSQC_common_hud(void)
1794 {
1795         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1796                 Accuracy_LoadLevels();
1797
1798         HUD_Main(); // always run these functions for alpha checks
1799         HUD_DrawScoreboard();
1800
1801         if (scoreboard_active) // scoreboard/accuracy
1802                 HUD_Reset();
1803         else if (intermission == 2) // map voting screen
1804         {
1805                 MapVote_Draw();
1806                 HUD_Reset();
1807         }
1808 }
1809
1810
1811 // following vectors must be global to allow seamless switching between camera modes
1812 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1813 void CSQC_Demo_Camera()
1814 {
1815         float speed, attenuation, dimensions;
1816         vector tmp, delta;
1817
1818         if( autocvar_camera_reset || !camera_mode )
1819         {
1820                 camera_offset = '0 0 0';
1821                 current_angles = '0 0 0';
1822                 camera_direction = '0 0 0';
1823                 camera_offset_z += 30;
1824                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1825                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1826                 current_origin = view_origin;
1827                 current_camera_offset  = camera_offset;
1828                 cvar_set("camera_reset", "0");
1829                 camera_mode = CAMERA_CHASE;
1830         }
1831
1832         // Camera angles
1833         if( camera_roll )
1834                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1835
1836         if(autocvar_camera_look_player)
1837         {
1838                 vector dir;
1839                 float n;
1840
1841                 dir = normalize(view_origin - current_position);
1842                 n = mouse_angles_z;
1843                 mouse_angles = vectoangles(dir);
1844                 mouse_angles_x = mouse_angles_x * -1;
1845                 mouse_angles_z = n;
1846         }
1847         else
1848         {
1849                 tmp = getmousepos() * 0.1;
1850                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1851                 {
1852                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1853                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1854                 }
1855         }
1856
1857         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1858         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1859         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1860         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1861
1862         // Fix difference when angles don't have the same sign
1863         delta = '0 0 0';
1864         if(mouse_angles_y < -60 && current_angles_y > 60)
1865                 delta = '0 360 0';
1866         if(mouse_angles_y > 60 && current_angles_y < -60)
1867                 delta = '0 -360 0';
1868
1869         if(autocvar_camera_look_player)
1870                 attenuation = autocvar_camera_look_attenuation;
1871         else
1872                 attenuation = autocvar_camera_speed_attenuation;
1873
1874         attenuation = 1 / max(1, attenuation);
1875         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1876
1877         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1878         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1879         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1880         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1881
1882         // Camera position
1883         tmp = '0 0 0';
1884         dimensions = 0;
1885
1886         if( camera_direction_x )
1887         {
1888                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1889                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1890                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1891                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1892                 ++dimensions;
1893         }
1894
1895         if( camera_direction_y )
1896         {
1897                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1898                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1899                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1900                 ++dimensions;
1901         }
1902
1903         if( camera_direction_z )
1904         {
1905                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1906                 ++dimensions;
1907         }
1908
1909         if(autocvar_camera_free)
1910                 speed = autocvar_camera_speed_free;
1911         else
1912                 speed = autocvar_camera_speed_chase;
1913
1914         if(dimensions)
1915         {
1916                 speed = speed * sqrt(1 / dimensions);
1917                 camera_offset += tmp * speed;
1918         }
1919
1920         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1921
1922         // Camera modes
1923         if( autocvar_camera_free )
1924         {
1925                 if ( camera_mode == CAMERA_CHASE )
1926                 {
1927                         current_camera_offset = current_origin + current_camera_offset;
1928                         camera_offset = current_origin + camera_offset;
1929                 }
1930
1931                 camera_mode = CAMERA_FREE;
1932                 current_position = current_camera_offset;
1933         }
1934         else
1935         {
1936                 if ( camera_mode == CAMERA_FREE )
1937                 {
1938                         current_origin = view_origin;
1939                         camera_offset = camera_offset - current_origin;
1940                         current_camera_offset = current_camera_offset - current_origin;
1941                 }
1942
1943                 camera_mode = CAMERA_CHASE;
1944
1945                 if(autocvar_camera_chase_smoothly)
1946                         current_origin += (view_origin - current_origin) * attenuation;
1947                 else
1948                         current_origin = view_origin;
1949
1950                 current_position = current_origin + current_camera_offset;
1951         }
1952
1953         setproperty(VF_ANGLES, current_angles);
1954         setproperty(VF_ORIGIN, current_position);
1955 }