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fix it ;)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = cvar("cl_zoomsensitivity");
131         zoomfactor = cvar("cl_zoomfactor");
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = cvar("cl_zoomspeed");
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_CAMPINGRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         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
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // 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
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard ();
342 float view_set;
343 float camera_mode;
344 float reticle_type;
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
348
349 vector freeze_pmove_org, freeze_input_angles;
350 entity nightvision_noise, nightvision_noise2;
351
352 void CSQC_UpdateView(float w, float h)
353 {
354         entity e;
355         float fov;
356         float f, i, j;
357         vector v, vo;
358         vector vf_size, vf_min;
359
360         vf_size = R_SetView3fv(VF_SIZE);
361         vf_min = R_SetView3fv(VF_MIN);
362         vid_width = vf_size_x;
363         vid_height = vf_size_y;
364
365         vector reticle_pos, reticle_size;
366
367         WaypointSprite_Load();
368
369         if(spectatee_status)
370                 myteam = GetPlayerColor(spectatee_status - 1);
371         else
372                 myteam = GetPlayerColor(player_localentnum - 1);
373
374         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
375         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
376
377         warpzone_fixview_origin = pmove_org + vo;
378         warpzone_fixview_cl_viewangles = input_angles;
379         warpzone_fixview_angles = view_angles;
380         WarpZone_FixView();
381         pmove_org = warpzone_fixview_origin - vo;
382         input_angles = warpzone_fixview_cl_viewangles;
383         view_angles = warpzone_fixview_angles;
384
385         if(cvar("cl_lockview") || autocvar__hud_configure)
386         {
387                 pmove_org = freeze_pmove_org;
388                 input_angles = view_angles = freeze_input_angles;
389                 R_SetView(VF_ORIGIN, pmove_org + vo);
390                 R_SetView(VF_ANGLES, view_angles);
391                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
392         }
393         freeze_pmove_org = pmove_org;
394         freeze_input_angles = input_angles;
395
396         // Render the Scene
397         if(!intermission || !view_set)
398         {
399                 view_origin = pmove_org + vo;
400                 view_angles = input_angles;
401                 makevectors(view_angles);
402                 view_forward = v_forward;
403                 view_right = v_right;
404                 view_up = v_up;
405                 view_set = 1;
406         }
407
408 #ifdef BLURTEST
409         if(time > blurtest_time0 && time < blurtest_time1)
410         {
411                 float r, t;
412
413                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
414                 r = t * blurtest_radius;
415                 f = 1 / pow(t, blurtest_power) - 1;
416
417                 cvar_set("r_glsl_postprocess", "1");
418                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
419         }
420         else
421         {
422                 cvar_set("r_glsl_postprocess", "0");
423                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
424         }
425 #endif
426
427         TargetMusic_Advance();
428         Fog_Force();
429
430         drawframetime = max(0.000001, time - drawtime);
431         drawtime = time;
432
433         // watch for gametype changes here...
434         // in ParseStuffCMD the cmd isn't executed yet :/
435         // might even be better to add the gametype to TE_CSQC_INIT...?
436         if(!postinit)
437                 PostInit();
438
439         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
440                 if(calledhooks & HOOK_START)
441                 {
442                         localcmd("\ncl_hook_gameend\n");
443                         calledhooks |= HOOK_END;
444                 }
445
446         CheckForGamestartChange();
447         serverAnnouncer();
448         maptimeAnnouncer();
449         carrierAnnouncer();
450
451         fov = cvar("fov");
452         if(button_zoom || fov <= 59.5)
453         {
454                 if(!zoomscript_caught)
455                 {
456                         localcmd("+button4\n");
457                         zoomscript_caught = 1;
458                         ignore_plus_zoom += 1;
459                 }
460         }
461         else
462         {
463                 if(zoomscript_caught)
464                 {
465                         localcmd("-button4\n");
466                         zoomscript_caught = 0;
467                         ignore_minus_zoom += 1;
468                 }
469         }
470
471         hud_accuracy_hud = cvar_or("hud_accuracy_hud", 1);
472         ColorTranslateMode = cvar("cl_stripcolorcodes");
473         activeweapon = getstati(STAT_SWITCHWEAPON);
474         f = cvar("teamplay");
475         if(f != teamplay)
476         {
477                 teamplay = f;
478                 HUD_InitScores();
479         }
480
481         if(last_weapon != activeweapon) {
482                 weapontime = time;
483                 last_weapon = activeweapon;
484
485                 e = get_weaponinfo(activeweapon);
486                 if(e.netname != "")
487                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
488                 else
489                         localcmd("\ncl_hook_activeweapon none\n");
490         }
491
492         // ALWAYS Clear Current Scene First
493         R_ClearScene();
494
495         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
496         R_SetView(VF_SIZE, vf_size);
497         R_SetView(VF_MIN, vf_min);
498
499         // Assign Standard Viewflags
500         // Draw the World (and sky)
501         R_SetView(VF_DRAWWORLD, 1);
502
503         // Set the console size vars
504         vid_conwidth = cvar("vid_conwidth");
505         vid_conheight = cvar("vid_conheight");
506         vid_pixelheight = cvar("vid_pixelheight");
507
508         R_SetView(VF_FOV, GetCurrentFov(fov));
509
510         // Camera for demo playback
511         if(camera_active)
512         {
513                 if(cvar("camera_enable"))
514                         CSQC_Demo_Camera();
515                 else
516                 {
517                         cvar_set("chase_active", ftos(chase_active_backup));
518                         cvar_set("cl_demo_mousegrab", "0");
519                         camera_active = FALSE;
520                 }
521         }
522 #ifdef CAMERATEST
523         else if(cvar("camera_enable"))
524 #else
525         else if(cvar("camera_enable") && isdemo())
526 #endif
527         {
528                 // Enable required Darkplaces cvars
529                 chase_active_backup = cvar("chase_active");
530                 cvar_set("chase_active", "2");
531                 cvar_set("cl_demo_mousegrab", "1");
532                 camera_active = TRUE;
533                 camera_mode = FALSE;
534         }
535
536         // Draw the Crosshair
537         float scoreboard_active;
538         scoreboard_active = HUD_WouldDrawScoreboard();
539         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
540
541         // Draw the Engine Status Bar (the default Quake HUD)
542         R_SetView(VF_DRAWENGINEHUD, 0);
543
544         // fetch this one only once per frame
545         hud_showbinds = cvar("hud_showbinds");
546         hud_showbinds_limit = cvar("hud_showbinds_limit");
547
548         // Update the mouse position
549         /*
550            mousepos_x = vid_conwidth;
551            mousepos_y = vid_conheight;
552            mousepos = mousepos*0.5 + getmousepos();
553          */
554
555         e = self;
556         for(self = world; (self = nextent(self)); )
557                 if(self.draw)
558                         self.draw();
559         self = e;
560
561         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
562         R_RenderScene();
563
564         // now switch to 2D drawing mode by calling a 2D drawing function
565         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
566         // next R_RenderScene call
567         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
568
569         if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
570         {
571                 // apply night vision effect
572                 vector rgb, tc_00, tc_01, tc_10, tc_11;
573                 float a;
574
575                 if(!nightvision_noise)
576                 {
577                         nightvision_noise = spawn();
578                         nightvision_noise.classname = "nightvision_noise";
579                 }
580                 if(!nightvision_noise2)
581                 {
582                         nightvision_noise2 = spawn();
583                         nightvision_noise2.classname = "nightvision_noise2";
584                 }
585
586                 // color tint in yellow
587                 drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
588
589                 // draw BG
590                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
591                 rgb = '1 1 1';
592                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
593                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
594                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
595                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
596                 tc_11 = tc_01 + tc_10 - tc_00;
597                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
598                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
599                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
600                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
601                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
602                 R_EndPolygon();
603
604                 // draw FG
605                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
606                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
607                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
608                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
609                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
610                 tc_11 = tc_01 + tc_10 - tc_00;
611                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
612                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
613                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
614                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
615                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
616                 R_EndPolygon();
617         }
618
619         // Draw the aiming reticle for weapons that use it
620         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
621         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
622         // the view to go back to normal, so reticle_type would become 0 as we fade out)
623         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
624                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
625         else if(button_zoom || zoomscript_caught)
626                 reticle_type = 1; // normal zoom
627         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
628                 reticle_type = 2; // nex zoom
629
630         if(cvar("cl_reticle_stretch"))
631         {
632                 reticle_size_x = vid_conwidth;
633                 reticle_size_y = vid_conheight;
634                 reticle_pos_x = 0;
635                 reticle_pos_y = 0;
636         }
637         else
638         {
639                 reticle_size_x = max(vid_conwidth, vid_conheight);
640                 reticle_size_y = max(vid_conwidth, vid_conheight);
641                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
642                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
643         }
644
645         f = current_zoomfraction;
646         if(zoomscript_caught)
647                 f = 1;
648         if(cvar("cl_reticle_item_normal"))
649         {
650                 precache_pic("gfx/reticle_normal");
651                 if(reticle_type == 1 && f)
652                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
653         }
654         if(cvar("cl_reticle_item_nex"))
655         {
656                 precache_pic("gfx/reticle_nex");
657                 if(reticle_type == 2 && f)
658                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
659         }
660
661         // Draw the mouse cursor
662         // NOTE: drawpic must happen after R_RenderScene for some reason
663         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
664         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
665         //self = edict_num(player_localnum);
666         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
667         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
668         // as long as the ctf part isn't in, this is useless
669         if(menu_visible)
670                 menu_show();
671
672         /*if(gametype == GAME_CTF)
673           {
674           ctf_view();
675           } else */
676
677         // draw 2D entities
678         e = self;
679         for(self = world; (self = nextent(self)); )
680                 if(self.draw2d)
681                         self.draw2d();
682         self = e;
683
684         float hud;
685         hud = getstati(STAT_HUD);
686         if(hud == HUD_SPIDERBOT)
687         {
688                 CSQC_SPIDER_HUD();
689         }
690         else if(hud == HUD_WAKIZASHI)
691         CSQC_WAKIZASHI_HUD();
692     else if(hud == HUD_RAPTOR)
693         CSQC_RAPTOR_HUD();
694         else
695         {
696                 if(cvar("r_letterbox") == 0)
697                         if(cvar("viewsize") < 120)
698                                 CSQC_common_hud();
699
700
701                 // ring around crosshair representing velocity-dependent damage for the nex
702                 if (activeweapon == WEP_NEX)
703                 {
704                         float x, y, x0, y0, q, d;
705                         vector ringorigin, ringsize, t;
706                         ringorigin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
707                         ringsize = 64 * '1 1 0'; // testing only
708
709                         // TODO send from server
710                         float maxvel, minvel, curvel;
711                         minvel = 400;
712                         maxvel = 1000;
713                         curvel = vlen(pmove_vel);
714
715                         f = bound(0, (curvel - minvel) / (maxvel - minvel), 1);
716                         x = cos(f * 2 * M_PI);
717                         y = sin(f * 2 * M_PI);
718                         q = fabs(x) + fabs(y);
719                         x /= q;
720                         y /= q;
721
722                         if(f >= 1)
723                         {
724                                 // draw full rectangle
725                                 R_BeginPolygon("gfx/nex_ring.tga", DRAWFLAG_ADDITIVE);
726                                         v = ringorigin;                 t = '0.5 0.5 0';
727                                         v_x += 0.5 * ringsize_x;        t += '0.5 0.5 0';
728                                         R_PolygonVertex(v, t, '1 1 1', 1);
729
730                                         v = ringorigin;                 t = '0.5 0.5 0';
731                                         v_y += 0.5 * ringsize_y;        t += '0.5 -0.5 0';
732                                         R_PolygonVertex(v, t, '1 1 1', 1);
733
734                                         v = ringorigin;                 t = '0.5 0.5 0';
735                                         v_x -= 0.5 * ringsize_y;        t -= '0.5 0.5 0';
736                                         R_PolygonVertex(v, t, '1 1 1', 1);
737
738                                         v = ringorigin;                 t = '0.5 0.5 0';
739                                         v_y -= 0.5 * ringsize_y;        t -= '0.5 -0.5 0';
740                                         R_PolygonVertex(v, t, '1 1 1', 1);
741                                 R_EndPolygon();
742
743                                 x0 = 1;
744                                 y0 = 0;
745                                 d = q - 1;
746                         }
747                         else if(f > 0.75)
748                         {
749                                 // draw upper and first triangle
750                                 R_BeginPolygon("gfx/nex_ring.tga", DRAWFLAG_ADDITIVE);
751                                         v = ringorigin;                 t = '0.5 0.5 0';
752                                         v_x += 0.5 * ringsize_x;        t += '0.5 0.5 0';
753                                         R_PolygonVertex(v, t, '1 1 1', 1);
754
755                                         v = ringorigin;                 t = '0.5 0.5 0';
756                                         v_y += 0.5 * ringsize_y;        t += '0.5 -0.5 0';
757                                         R_PolygonVertex(v, t, '1 1 1', 1);
758
759                                         v = ringorigin;                 t = '0.5 0.5 0';
760                                         v_x -= 0.5 * ringsize_y;        t -= '0.5 0.5 0';
761                                         R_PolygonVertex(v, t, '1 1 1', 1);
762                                 R_EndPolygon();
763                                 R_BeginPolygon("gfx/nex_ring.tga", DRAWFLAG_ADDITIVE);
764                                         v = ringorigin;                 t = '0.5 0.5 0';
765                                         R_PolygonVertex(v, t, '1 1 1', 1);
766
767                                         v = ringorigin;                 t = '0.5 0.5 0';
768                                         v_x -= 0.5 * ringsize_y;        t -= '0.5 0.5 0';
769                                         R_PolygonVertex(v, t, '1 1 1', 1);
770
771                                         v = ringorigin;                 t = '0.5 0.5 0';
772                                         v_y -= 0.5 * ringsize_y;        t -= '0.5 -0.5 0';
773                                         R_PolygonVertex(v, t, '1 1 1', 1);
774                                 R_EndPolygon();
775
776                                 x0 = 0;
777                                 y0 = -1;
778                                 d = q - 0.75;
779                         }
780                         else if(f > 0.5)
781                         {
782                                 // draw upper triangle
783                                 R_BeginPolygon("gfx/nex_ring.tga", DRAWFLAG_ADDITIVE);
784                                         v = ringorigin;                 t = '0.5 0.5 0';
785                                         v_x += 0.5 * ringsize_x;        t += '0.5 0.5 0';
786                                         R_PolygonVertex(v, t, '1 1 1', 1);
787
788                                         v = ringorigin;                 t = '0.5 0.5 0';
789                                         v_y += 0.5 * ringsize_y;        t += '0.5 -0.5 0';
790                                         R_PolygonVertex(v, t, '1 1 1', 1);
791
792                                         v = ringorigin;                 t = '0.5 0.5 0';
793                                         v_x -= 0.5 * ringsize_y;        t -= '0.5 0.5 0';
794                                         R_PolygonVertex(v, t, '1 1 1', 1);
795                                 R_EndPolygon();
796
797                                 x0 = -1;
798                                 y0 = 0;
799                                 d = q - 0.5;
800                         }
801                         else if(f > 0.25)
802                         {
803                                 // draw first triangle
804                                 R_BeginPolygon("gfx/nex_ring.tga", DRAWFLAG_ADDITIVE);
805                                         v = ringorigin;                 t = '0.5 0.5 0';
806                                         R_PolygonVertex(v, t, '1 1 1', 1);
807
808                                         v = ringorigin;                 t = '0.5 0.5 0';
809                                         v_x += 0.5 * ringsize_y;        t += '0.5 0.5 0';
810                                         R_PolygonVertex(v, t, '1 1 1', 1);
811
812                                         v = ringorigin;                 t = '0.5 0.5 0';
813                                         v_y += 0.5 * ringsize_y;        t += '0.5 -0.5 0';
814                                         R_PolygonVertex(v, t, '1 1 1', 1);
815                                 R_EndPolygon();
816
817                                 x0 = 0;
818                                 y0 = 1;
819                                 d = q - 0.25;
820                         }
821                         else
822                         {
823                                 x0 = 1;
824                                 y0 = 0;
825                         }
826
827                         if(d >= 0)
828                         {
829                                 R_BeginPolygon("gfx/nex_ring.tga", DRAWFLAG_ADDITIVE);
830                                 v = ringorigin;                 t = '0.5 0.5 0';
831                                 R_PolygonVertex(v, t, '1 1 1', 1);
832
833                                 v = ringorigin;                 t = '0.5 0.5 0';
834                                 v_x += x0 * 0.5 * ringsize_x;   t += x0 * '0.5 0.5 0';
835                                 v_y += y0 * 0.5 * ringsize_x;   t += y0 * '0.5 -0.5 0';
836                                 R_PolygonVertex(v, t, '1 1 1', 1);
837
838                                 v = ringorigin;                 t = '0.5 0.5 0';
839                                 v_x += x * 0.5 * ringsize_x;    t += x * '0.5 0.5 0';
840                                 v_y += y * 0.5 * ringsize_y;    t += y * '0.5 -0.5 0';
841                                 R_PolygonVertex(v, t, '1 1 1', 1);
842                                 R_EndPolygon();
843                         }
844                 }
845
846                 // crosshair goes VERY LAST
847                 if(!scoreboard_active && !camera_active && intermission != 2) {
848                         // TrueAim check
849                         float shottype;
850                         float bullets, ring_scale;
851                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
852                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
853                         wcross_origin_z = 0;
854                         if(cvar("crosshair_hittest"))
855                         {
856                                 vector wcross_oldorigin;
857                                 wcross_oldorigin = wcross_origin;
858                                 shottype = TrueAimCheck();
859                                 if(shottype == SHOTTYPE_HITWORLD)
860                                 {
861                                         v = wcross_origin - wcross_oldorigin;
862                                         v_x /= vid_conwidth;
863                                         v_y /= vid_conheight;
864                                         if(vlen(v) > 0.01)
865                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
866                                 }
867                                 if(!cvar("crosshair_hittest_showimpact"))
868                                         wcross_origin = wcross_oldorigin;
869                         }
870                         else
871                                 shottype = SHOTTYPE_HITWORLD;
872
873                         string wcross_style;
874                         wcross_style = cvar_string("crosshair");
875
876                         if (wcross_style != "0") {
877                                 vector wcross_color, wcross_size;
878                                 string wcross_wep, wcross_name;
879                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
880
881                                 wcross_color_x = cvar("crosshair_color_red");
882                                 wcross_color_y = cvar("crosshair_color_green");
883                                 wcross_color_z = cvar("crosshair_color_blue");
884                                 wcross_alpha = cvar("crosshair_color_alpha");
885                                 wcross_resolution = cvar("crosshair_size");
886                                 if (cvar("crosshair_per_weapon")) {
887                                         e = get_weaponinfo(activeweapon);
888                                         if (e && e.netname != "")
889                                         {
890                                                 wcross_wep = e.netname;
891                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
892                                                 if(wcross_style == "")
893                                                         wcross_style = e.netname;
894
895                                                 if(!cvar("crosshair_color_override"))
896                                                 {
897                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
898                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
899                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
900                                                 }
901
902                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
903                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
904                                         }
905                                 }
906
907                                 wcross_name = strcat("gfx/crosshair", wcross_style);
908
909                                 if(cvar("crosshair_effect_scalefade"))
910                                 {
911                                         wcross_scale = wcross_resolution;
912                                         wcross_resolution = 1;
913                                 }
914                                 else
915                                 {
916                                         wcross_scale = 1;
917                                 }
918
919                                 if(shottype == SHOTTYPE_HITENEMY)
920                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
921                                 if(shottype == SHOTTYPE_HITTEAM)
922                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
923
924                                 f = cvar("crosshair_effect_speed");
925                                 if(f < 0)
926                                         f *= -2 * g_weaponswitchdelay;
927                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
928                                 {
929                                         wcross_changedonetime = time + f;
930                                 }
931                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
932                                 {
933                                         wcross_name_changestarttime = time;
934                                         wcross_name_changedonetime = time + f;
935                                         if(wcross_name_goal_prev_prev)
936                                                 strunzone(wcross_name_goal_prev_prev);
937                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
938                                         wcross_name_goal_prev = strzone(wcross_name);
939                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
940                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
941                                         wcross_resolution_goal_prev = wcross_resolution;
942                                 }
943
944                                 wcross_scale_goal_prev = wcross_scale;
945                                 wcross_alpha_goal_prev = wcross_alpha;
946                                 wcross_color_goal_prev = wcross_color;
947
948                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
949                                 {
950                                         wcross_blur = 1;
951                                         wcross_alpha *= 0.75;
952                                 }
953                                 else
954                                         wcross_blur = 0;
955                                 // *_prev is at time-frametime
956                                 // * is at wcross_changedonetime+f
957                                 // what do we have at time?
958                                 if(time < wcross_changedonetime)
959                                 {
960                                         f = frametime / (wcross_changedonetime - time + frametime);
961                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
962                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
963                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
964                                 }
965
966                                 wcross_scale_prev = wcross_scale;
967                                 wcross_alpha_prev = wcross_alpha;
968                                 wcross_color_prev = wcross_color;
969
970                                 wcross_scale *= 1 - cvar("_menu_alpha");
971                                 wcross_alpha *= 1 - cvar("_menu_alpha");
972
973                                 // ring around crosshair representing bullets left in camping rifle clip
974                                 if (activeweapon == WEP_CAMPINGRIFLE)
975                                 {
976                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
977                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 4);
978                                 }
979                                 else
980                                         bullets = 0;
981
982 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
983                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
984
985 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
986                                 do \
987                                 { \
988                                         if(wcross_blur > 0) \
989                                         { \
990                                                 for(i = -2; i <= 2; ++i) \
991                                                         for(j = -2; j <= 2; ++j) \
992                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
993                                         } \
994                                         else \
995                                         { \
996                                                 M(0,0,sz,wcross_name,wcross_alpha); \
997                                         } \
998                                 } \
999                                 while(0)
1000
1001 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1002                                 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)
1003
1004 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1005                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1006
1007                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1008                                 {
1009                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1010                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1011                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1012                                         f = 1 - f;
1013                                 }
1014                                 else
1015                                 {
1016                                         f = 1;
1017                                 }
1018
1019                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1020                                 if(bullets)
1021                                 {
1022                                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
1023                                 }
1024                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1025                                 wcross_name_alpha_goal_prev = f;
1026                         }
1027                 }
1028                 else
1029                 {
1030                         wcross_scale_prev = 0;
1031                         wcross_alpha_prev = 0;
1032                         wcross_scale_goal_prev = 0;
1033                         wcross_alpha_goal_prev = 0;
1034                         wcross_changedonetime = 0;
1035                         if(wcross_name_goal_prev)
1036                                 strunzone(wcross_name_goal_prev);
1037                         wcross_name_goal_prev = string_null;
1038                         if(wcross_name_goal_prev_prev)
1039                                 strunzone(wcross_name_goal_prev_prev);
1040                         wcross_name_goal_prev_prev = string_null;
1041                         wcross_name_changestarttime = 0;
1042                         wcross_name_changedonetime = 0;
1043                         wcross_name_alpha_goal_prev = 0;
1044                         wcross_name_alpha_goal_prev_prev = 0;
1045                         wcross_resolution_goal_prev = 0;
1046                         wcross_resolution_goal_prev_prev = 0;
1047                 }
1048         }
1049
1050         if(NextFrameCommand)
1051         {
1052                 localcmd("\n", NextFrameCommand, "\n");
1053                 NextFrameCommand = string_null;
1054         }
1055
1056         // we must do this check AFTER a frame was rendered, or it won't work
1057         if(cs_project_is_b0rked == 0)
1058         {
1059                 string w0, h0;
1060                 w0 = cvar_string("vid_conwidth");
1061                 h0 = cvar_string("vid_conheight");
1062                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1063                 //R_SetView(VF_FOV, '90 90 0');
1064                 R_SetView(VF_ORIGIN, '0 0 0');
1065                 R_SetView(VF_ANGLES, '0 0 0');
1066                 R_SetView(VF_PERSPECTIVE, 1);
1067                 makevectors('0 0 0');
1068                 vector v1, v2;
1069                 cvar_set("vid_conwidth", "800");
1070                 cvar_set("vid_conheight", "600");
1071                 v1 = cs_project(v_forward);
1072                 cvar_set("vid_conwidth", "640");
1073                 cvar_set("vid_conheight", "480");
1074                 v2 = cs_project(v_forward);
1075                 if(v1 == v2)
1076                         cs_project_is_b0rked = 1;
1077                 else
1078                         cs_project_is_b0rked = -1;
1079                 cvar_set("vid_conwidth", w0);
1080                 cvar_set("vid_conheight", h0);
1081         }
1082
1083         if(autocvar__hud_configure)
1084                 HUD_Panel_Mouse();
1085
1086         // let's reset the view back to normal for the end
1087         R_SetView(VF_MIN, '0 0 0');
1088         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1089
1090         // be safe against triggerbots until everyone has the fixed engine
1091         // this call is meant to overwrite the trace globals by something
1092         // unsuspicious
1093         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
1094 }
1095
1096 #define spider_h "gfx/vehicles/hud_bg.tga"
1097 #define spider_b "gfx/vehicles/sbot.tga"
1098 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1099 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1100 #define spider_s "gfx/vehicles/shiled.tga"
1101 #define spider_a1 "gfx/hud/sb_rocket.tga"
1102 #define spider_a2 "gfx/sb_bullets.tga"
1103
1104 void CSQC_SPIDER_HUD()
1105 {
1106         float rockets, reload, heat, hp, shield;
1107         vector picsize, hudloc;
1108
1109     // Fetch health & ammo stats
1110     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1111         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1112         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1113         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1114         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1115
1116     // Draw the crosshairs
1117     picsize = drawgetimagesize(SPIDER_CROSS);
1118     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1119     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1120     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1121
1122     hudloc_y =  4;
1123     hudloc_x = 4;
1124
1125     picsize = drawgetimagesize(spider_h) * 0.5;
1126     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1127
1128     picsize = drawgetimagesize(spider_a2) * 0.5;
1129     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1130
1131     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1132     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1133     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1134
1135     picsize = drawgetimagesize(spider_a1) * 0.85;
1136     if(rockets == 9)
1137     {
1138         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1139         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1140     }
1141     else
1142     {
1143         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1144         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1145     }
1146
1147     picsize = drawgetimagesize(spider_b) * 0.5;
1148     hudloc_y = 10.5;
1149     hudloc_x = 10.5;
1150
1151     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1152     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1153     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1154     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1155
1156
1157         /*
1158         // Draw health bar
1159         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1160         p = p + '0 1 0' * vid_conheight - '0 32 0';
1161         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1162         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1163         p_y += 8;
1164         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1165         p_x += 256 * hp;
1166         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1167
1168         // Draw minigun heat indicator
1169         p = '0.5 0 0' * (vid_conwidth - 256);
1170         p = p + '0 1 0' * vid_conheight - '0 34  0';
1171         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1172         p_x += 256 * (1-heat);
1173         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1174
1175
1176         // Draw rocket icons for loaded/empty tubes.
1177         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1178         pp += '0 1 0' * vid_conheight - '0 64 0';
1179         for(i = 0; i < 8; ++i)
1180         {
1181                 p = pp + '1 0 0' * (rkt_size * i);
1182                 if(rockets == 8)
1183                 {
1184                         if(floor(reload * 8) == i)
1185                         {
1186                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1187                         }
1188                         else if(i < reload * 8)
1189                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1190                         else
1191                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1192                 }
1193                 else
1194                 {
1195                         if(i < rockets)
1196                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1197                         else
1198                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1199                 }
1200         }
1201         */
1202
1203         if (scoreboard_showscores)
1204         {
1205                 HUD_DrawScoreboard();
1206                 HUD_DrawCenterPrint();
1207         }
1208
1209 }
1210
1211 #define raptor_h "gfx/vehicles/hud_bg.tga"
1212 #define raptor_b "gfx/vehicles/raptor.tga"
1213 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1214 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1215 #define raptor_s "gfx/vehicles/shiled.tga"
1216
1217 void CSQC_RAPTOR_HUD()
1218 {
1219         float rockets, reload, heat, hp, shield, energy;
1220         vector picsize, hudloc;
1221
1222     // Fetch health & ammo stats
1223     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1224         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1225         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1226         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1227
1228     // Draw the crosshairs
1229     picsize = drawgetimagesize(SPIDER_CROSS);
1230     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1231     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1232     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1233
1234     hudloc_y =  4;
1235     hudloc_x = 4;
1236
1237     picsize = drawgetimagesize(raptor_h) * 0.5;
1238     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1239
1240     picsize = drawgetimagesize(spider_a2) * 0.5;
1241     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1242
1243     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1244     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1245     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1246
1247
1248     picsize = drawgetimagesize(spider_a1) * 0.85;
1249     if(reload == 1)
1250     {
1251         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1252         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1253     }
1254     else
1255     {
1256         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1257         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1258     }
1259
1260     picsize = drawgetimagesize(raptor_b) * 0.5;
1261     hudloc_y = 10.5;
1262     hudloc_x = 10.5;
1263
1264     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1265     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1266     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1267     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1268
1269
1270         if (scoreboard_showscores)
1271         {
1272                 HUD_DrawScoreboard();
1273                 HUD_DrawCenterPrint();
1274         }
1275
1276 }
1277
1278 #define waki_h "gfx/vehicles/hud_bg.tga"
1279 #define waki_b "gfx/vehicles/waki.tga"
1280 #define waki_e "gfx/vehicles/waki_e.tga"
1281 #define waki_g "gfx/vehicles/waki_guns.tga"
1282 #define waki_r "gfx/vehicles/waki_rockets.tga"
1283 #define waki_s "gfx/vehicles/shiled.tga"
1284
1285 #define waki_a1 "gfx/hud/sb_rocket.tga"
1286 #define waki_a2 "gfx/sb_cells.tga"
1287
1288 void CSQC_WAKIZASHI_HUD()
1289 {
1290         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1291         float health, shield, energy, rockets;
1292         vector picsize, hudloc;
1293
1294     picsize = drawgetimagesize(SPIDER_CROSS);
1295     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1296     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1297     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1298
1299 /*
1300 const float STAT_VEHICLESTAT_HEALTH  = 60;
1301 const float STAT_VEHICLESTAT_SHIELD  = 61;
1302 const float STAT_VEHICLESTAT_ENERGY  = 62;
1303 const float STAT_VEHICLESTAT_AMMO1   = 63;
1304 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1305 const float STAT_VEHICLESTAT_AMMO2   = 65;
1306 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1307 */
1308     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1309         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1310         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1311         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1312
1313     hudloc_y =  4;
1314     hudloc_x = 4;
1315
1316     picsize = drawgetimagesize(waki_h) * 0.5;
1317     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1318
1319     picsize = drawgetimagesize(waki_a2) * 0.7;
1320     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1321
1322
1323     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1324     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1325
1326     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1327
1328     picsize = drawgetimagesize(waki_a1) * 0.75;
1329     if(rockets == 1)
1330     {
1331         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1332         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1333     }
1334     else
1335     {
1336         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1337         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1338         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1339     }
1340
1341     picsize = drawgetimagesize(waki_b) * 0.5;
1342     hudloc_y = 10.5;
1343     hudloc_x = 10.5;
1344
1345     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1346     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1347     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1348     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1349
1350
1351
1352         /*
1353         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1354         p = p + '0 1 0' * vid_conheight - '0 32 0';
1355
1356         // Draw health bar
1357         p_y += 8;
1358         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1359         p_x += 256 * health;
1360         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1361
1362         // Draw shiled bar
1363         p_x -= 256 * health;
1364         p_y += 4;
1365         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1366
1367         // Draw energy
1368         //p_x -= 256 * health;
1369         p_y -= 8;
1370         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1371
1372         // Draw rockets bar
1373         p_y += 12;
1374         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1375         */
1376
1377
1378
1379
1380         if (scoreboard_showscores)
1381         {
1382                 HUD_DrawScoreboard();
1383                 HUD_DrawCenterPrint();
1384         }
1385
1386 }
1387
1388
1389 void CSQC_common_hud(void)
1390 {
1391         // HUD_SortFrags(); done in HUD_Draw
1392         float hud;
1393         hud = getstati(STAT_HUD);
1394
1395         //hud = 10;
1396         switch(hud)
1397         {
1398                 case HUD_NORMAL:
1399                         // do some accuracy var caching
1400                         float i;
1401                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1402                         {
1403                                 acc_levels = tokenize(cvar_string("hud_panel_weapons_accuracy_color_levels"));
1404                                 if (acc_levels > MAX_ACCURACY_LEVELS)
1405                                         acc_levels = MAX_ACCURACY_LEVELS;
1406
1407                                 for (i = 0; i < acc_levels; ++i)
1408                                         acc_lev[i] = stof(argv(i));
1409                         }
1410
1411                         HUD_Main(); // always run these functions for alpha checks
1412                         HUD_DrawScoreboard();
1413
1414                         if (scoreboard_showscores || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1) // scoreboard/accuracy
1415                         {       
1416                                 HUD_Reset();
1417                                 // HUD_DrawScoreboard takes care of centerprint_start
1418                         }
1419                         else if (intermission == 2) // map voting screen
1420                         {
1421                                 HUD_FinaleOverlay();
1422                                 HUD_Reset();
1423
1424                                 centerprint_start_x = 0;
1425                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1426                         }
1427                         else // hud
1428                         {
1429                                 centerprint_start_x = 0;
1430                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1431                         }
1432
1433                         HUD_DrawCenterPrint();
1434                         break;
1435
1436                 case HUD_SPIDERBOT:
1437                         CSQC_SPIDER_HUD();
1438                         break;
1439
1440                 case HUD_WAKIZASHI:
1441                         CSQC_WAKIZASHI_HUD();
1442                         break;
1443         }
1444 }
1445
1446
1447 // following vectors must be global to allow seamless switching between camera modes
1448 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1449 void CSQC_Demo_Camera()
1450 {
1451         float speed, attenuation, dimensions;
1452         vector tmp, delta;
1453
1454         if( cvar("camera_reset") || !camera_mode )
1455         {
1456                 camera_offset = '0 0 0';
1457                 current_angles = '0 0 0';
1458                 camera_direction = '0 0 0';
1459                 camera_offset_z += 30;
1460                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1461                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1462                 current_origin = view_origin;
1463                 current_camera_offset  = camera_offset;
1464                 cvar_set("camera_reset", "0");
1465                 camera_mode = CAMERA_CHASE;
1466         }
1467
1468         // Camera angles
1469         if( camera_roll )
1470                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1471
1472         if(cvar("camera_look_player"))
1473         {
1474                 local vector dir;
1475                 local float n;
1476
1477                 dir = normalize(view_origin - current_position);
1478                 n = mouse_angles_z;
1479                 mouse_angles = vectoangles(dir);
1480                 mouse_angles_x = mouse_angles_x * -1;
1481                 mouse_angles_z = n;
1482         }
1483         else
1484         {
1485                 tmp = getmousepos() * 0.1;
1486                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1487                 {
1488                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1489                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1490                 }
1491         }
1492
1493         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1494         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1495         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1496         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1497
1498         // Fix difference when angles don't have the same sign
1499         delta = '0 0 0';
1500         if(mouse_angles_y < -60 && current_angles_y > 60)
1501                 delta = '0 360 0';
1502         if(mouse_angles_y > 60 && current_angles_y < -60)
1503                 delta = '0 -360 0';
1504
1505         if(cvar("camera_look_player"))
1506                 attenuation = cvar("camera_look_attenuation");
1507         else
1508                 attenuation = cvar("camera_speed_attenuation");
1509
1510         attenuation = 1 / max(1, attenuation);
1511         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1512
1513         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1514         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1515         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1516         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1517
1518         // Camera position
1519         tmp = '0 0 0';
1520         dimensions = 0;
1521
1522         if( camera_direction_x )
1523         {
1524                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1525                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1526                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1527                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1528                 ++dimensions;
1529         }
1530
1531         if( camera_direction_y )
1532         {
1533                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1534                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1535                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1536                 ++dimensions;
1537         }
1538
1539         if( camera_direction_z )
1540         {
1541                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1542                 ++dimensions;
1543         }
1544
1545         if(cvar("camera_free"))
1546                 speed = cvar("camera_speed_free");
1547         else
1548                 speed = cvar("camera_speed_chase");
1549
1550         if(dimensions)
1551         {
1552                 speed = speed * sqrt(1 / dimensions);
1553                 camera_offset += tmp * speed;
1554         }
1555
1556         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1557
1558         // Camera modes
1559         if( cvar("camera_free") )
1560         {
1561                 if ( camera_mode == CAMERA_CHASE )
1562                 {
1563                         current_camera_offset = current_origin + current_camera_offset;
1564                         camera_offset = current_origin + camera_offset;
1565                 }
1566
1567                 camera_mode = CAMERA_FREE;
1568                 current_position = current_camera_offset;
1569         }
1570         else
1571         {
1572                 if ( camera_mode == CAMERA_FREE )
1573                 {
1574                         current_origin = view_origin;
1575                         camera_offset = camera_offset - current_origin;
1576                         current_camera_offset = current_camera_offset - current_origin;
1577                 }
1578
1579                 camera_mode = CAMERA_CHASE;
1580
1581                 if(cvar("camera_chase_smoothly"))
1582                         current_origin += (view_origin - current_origin) * attenuation;
1583                 else
1584                         current_origin = view_origin;
1585
1586                 current_position = current_origin + current_camera_offset;
1587         }
1588
1589         R_SetView(VF_ANGLES, current_angles);
1590         R_SetView(VF_ORIGIN, current_position);
1591 }