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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 void Porto_Draw()
11 {
12         vector p, dir, ang, q, nextdir;
13         float idx, portal_number, portal1_idx;
14
15         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                         portal1_idx = idx;
61                 if(portal_number >= 2)
62                         break;
63         }
64
65         while(idx >= 2)
66         {
67                 p = polyline[idx-2];
68                 q = polyline[idx-1];
69                 if(idx == 2)
70                         p = p - view_up * 16;
71                 if(idx-1 >= portal1_idx)
72                 {
73                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74                 }
75                 else
76                 {
77                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
78                 }
79                 --idx;
80         }
81 }
82
83 /**
84  * Checks whether the server initiated a map restart (stat_game_starttime changed)
85  *
86  * TODO: Use a better solution where a common shared entitiy is used that contains
87  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88  * and STAT_FRAGLIMIT to be auto-sent)
89  */
90 void CheckForGamestartChange() {
91         float startTime;
92         startTime = getstatf(STAT_GAMESTARTTIME);
93         if (previous_game_starttime != startTime) {
94                 if ((time + 5.0) < startTime) {
95                         //if connecting to server while restart was active don't always play prepareforbattle
96                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
97                 }
98                 if (time < startTime) {
99                         restartAnnouncer = spawn();
100                         restartAnnouncer.think = restartAnnouncer_Think;
101                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
102                 }
103         }
104         previous_game_starttime = startTime;
105 }
106
107 void Porto_Init()
108 {
109         porto = spawn();
110         porto.classname = "porto";
111         porto.draw = Porto_Draw;
112         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
113 }
114
115 float drawtime;
116 float avgspeed;
117 vector GetCurrentFov(float fov)
118 {
119         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
120
121         zoomsensitivity = autocvar_cl_zoomsensitivity;
122         zoomfactor = autocvar_cl_zoomfactor;
123         if(zoomfactor < 1 || zoomfactor > 16)
124                 zoomfactor = 2.5;
125         zoomspeed = autocvar_cl_zoomspeed;
126         if(zoomspeed >= 0)
127                 if(zoomspeed < 0.5 || zoomspeed > 16)
128                         zoomspeed = 3.5;
129
130         zoomdir = button_zoom;
131         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
132                 zoomdir += button_attack2;
133         if(spectatee_status > 0 || isdemo())
134         {
135                 if(spectatorbutton_zoom)
136                         zoomdir = 0 + !zoomdir;
137                 // do not even THINK about removing this 0
138                 // _I_ know what I am doing
139                 // fteqcc does not
140         }
141
142         if(zoomdir)
143                 zoomin_effect = 0;
144
145         if(zoomin_effect || camera_active)
146         {
147                 current_viewzoom = min(1, current_viewzoom + drawframetime);
148         }
149         else
150         {
151                 if(zoomspeed < 0) // instant zoom
152                 {
153                         if(zoomdir)
154                                 current_viewzoom = 1 / zoomfactor;
155                         else
156                                 current_viewzoom = 1;
157                 }
158                 else
159                 {
160                         if(zoomdir)
161                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
162                         else
163                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
164                 }
165         }
166
167         if(almost_equals(current_viewzoom, 1))
168                 current_zoomfraction = 0;
169         else if(almost_equals(current_viewzoom, 1/zoomfactor))
170                 current_zoomfraction = 1;
171         else
172                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
173
174         if(zoomsensitivity < 1)
175                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
176         else
177                 setsensitivityscale(1);
178
179         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
180         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
181         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
182
183         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
184
185         float frustumx, frustumy, fovx, fovy;
186         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
187         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
188         fovx = atan2(frustumx, 1) / M_PI * 360.0;
189         fovy = atan2(frustumy, 1) / M_PI * 360.0;
190
191         return '1 0 0' * fovx + '0 1 0' * fovy;
192 }
193
194 // this function must match W_SetupShot!
195 float zoomscript_caught;
196
197 vector wcross_origin;
198 float wcross_scale_prev, wcross_alpha_prev;
199 vector wcross_color_prev;
200 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
201 vector wcross_color_goal_prev;
202 float wcross_changedonetime;
203
204 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
205 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
206 float wcross_name_changestarttime, wcross_name_changedonetime;
207 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
208 entity trueaim;
209 entity trueaim_rifle;
210
211 #define SHOTTYPE_HITTEAM 1
212 #define SHOTTYPE_HITOBSTRUCTION 2
213 #define SHOTTYPE_HITWORLD 3
214 #define SHOTTYPE_HITENEMY 4
215
216 void TrueAim_Init()
217 {
218         trueaim = spawn();
219         trueaim.classname = "trueaim";
220         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
221         trueaim_rifle = spawn();
222         trueaim_rifle.classname = "trueaim_rifle";
223         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
224 }
225
226 float EnemyHitCheck()
227 {
228         float t;
229         wcross_origin = project_3d_to_2d(trace_endpos);
230         wcross_origin_z = 0;
231         if(trace_networkentity < 1)
232                 return SHOTTYPE_HITWORLD;
233         if(trace_networkentity > maxclients)
234                 return SHOTTYPE_HITWORLD;
235         t = GetPlayerColor(trace_networkentity - 1);
236         if(teamplay)
237                 if(t == myteam)
238                         return SHOTTYPE_HITTEAM;
239         if(t == COLOR_SPECTATOR)
240                 return SHOTTYPE_HITWORLD;
241         return SHOTTYPE_HITENEMY;
242 }
243
244 float TrueAimCheck()
245 {
246         float nudge = 1; // added to traceline target and subtracted from result
247         vector vecs, trueaimpoint, w_shotorg;
248         vector mi, ma, dv;
249         float shottype;
250         entity ta;
251         float mv;
252
253         mi = ma = '0 0 0';
254         ta = trueaim;
255         mv = MOVE_NOMONSTERS;
256
257         switch(activeweapon)
258         {
259                 case WEP_TUBA: // no aim
260                 case WEP_PORTO: // shoots from eye
261                 case WEP_HOOK: // no trueaim
262                 case WEP_GRENADE_LAUNCHER: // toss curve
263                         return SHOTTYPE_HITWORLD;
264                 case WEP_NEX:
265                 case WEP_MINSTANEX:
266                         mv = MOVE_NORMAL;
267                         break;
268                 case WEP_SNIPERRIFLE:
269                         ta = trueaim_rifle;
270                         mv = MOVE_NORMAL;
271                         if(zoomscript_caught)
272                         {
273                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
274                                 return EnemyHitCheck();
275                         }
276                         break;
277                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
278                         mi = '-3 -3 -3';
279                         ma = '3 3 3';
280                         break;
281                 case WEP_FIREBALL: // projectile has a size!
282                         mi = '-16 -16 -16';
283                         ma = '16 16 16';
284                         break;
285                 case WEP_SEEKER: // projectile has a size!
286                         mi = '-2 -2 -2';
287                         ma = '2 2 2';
288                         break;
289                 case WEP_ELECTRO: // projectile has a size!
290                         mi = '0 0 -3';
291                         ma = '0 0 -3';
292                         break;
293         }
294
295         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
296
297         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
298         trueaimpoint = trace_endpos;
299
300         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
301                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
302
303         if(vecs_x > 0)
304                 vecs_y = -vecs_y;
305         else
306                 vecs = '0 0 0';
307
308         dv = view_right * vecs_y + view_up * vecs_z;
309         w_shotorg = view_origin + dv;
310
311         // now move the vecs forward as much as requested if possible
312         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
313         w_shotorg = trace_endpos - view_forward * nudge;
314
315         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
316         shottype = EnemyHitCheck();
317         if(shottype != SHOTTYPE_HITWORLD)
318                 return shottype;
319
320 #if 0
321         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
322         // or rather, I know why, but see no fix
323         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
324                 // 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
325                 return SHOTTYPE_HITOBSTRUCTION;
326 #endif
327
328         return SHOTTYPE_HITWORLD;
329 }
330
331 void CSQC_common_hud(void);
332
333 void PostInit(void);
334 void CSQC_Demo_Camera();
335 float HUD_WouldDrawScoreboard();
336 float view_set;
337 float camera_mode;
338 float reticle_type;
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
342
343 vector freeze_pmove_org, freeze_input_angles;
344 entity nightvision_noise, nightvision_noise2;
345
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
351
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
354
355 vector myhealth_gentlergb;
356
357 float contentavgalpha, liquidalpha_prev;
358 vector liquidcolor_prev;
359
360 float checkfail[16];
361
362 void CSQC_UpdateView(float w, float h)
363 {
364         entity e;
365         float fov;
366         float f, i, j;
367         vector v, vo;
368         vector vf_size, vf_min;
369         float a;
370         float hud;
371         hud = getstati(STAT_HUD);
372
373 #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
374         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
375         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
376         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);
377         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
378         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
379         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
380
381         vf_size = R_SetView3fv(VF_SIZE);
382         vf_min = R_SetView3fv(VF_MIN);
383         vid_width = vf_size_x;
384         vid_height = vf_size_y;
385
386         vector reticle_pos, reticle_size;
387         vector splash_pos, splash_size;
388
389         WaypointSprite_Load();
390
391         if(spectatee_status)
392                 myteam = GetPlayerColor(spectatee_status - 1);
393         else
394                 myteam = GetPlayerColor(player_localentnum - 1);
395
396         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
397         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
398
399         warpzone_fixview_origin = pmove_org + vo;
400         warpzone_fixview_cl_viewangles = input_angles;
401         warpzone_fixview_angles = view_angles;
402         WarpZone_FixView();
403         pmove_org = warpzone_fixview_origin - vo;
404         input_angles = warpzone_fixview_cl_viewangles;
405         view_angles = warpzone_fixview_angles;
406
407
408
409         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
410         {
411                 pmove_org = freeze_pmove_org;
412                 input_angles = view_angles = freeze_input_angles;
413                 R_SetView(VF_ORIGIN, pmove_org + vo);
414                 R_SetView(VF_ANGLES, view_angles);
415                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
416         }
417         freeze_pmove_org = pmove_org;
418         freeze_input_angles = input_angles;
419
420         // Render the Scene
421         if(!intermission || !view_set)
422         {
423             if(hud)
424             {
425             view_origin = vehicle_hudmodel.origin; //pmove_org + vo + randomvec() * 20;
426             view_angles = input_angles;
427             R_SetView(VF_ORIGIN, view_origin);
428             makevectors(view_angles);
429             view_forward = v_forward;
430             view_right = v_right;
431             view_up = v_up;
432             view_set = 1;
433             }
434             else
435             {
436             view_origin = pmove_org + vo;
437             view_angles = input_angles;
438             makevectors(view_angles);
439             view_forward = v_forward;
440             view_right = v_right;
441             view_up = v_up;
442             view_set = 1;
443             dprint("Bong!\n");
444             }
445         }
446
447 #ifdef BLURTEST
448         if(time > blurtest_time0 && time < blurtest_time1)
449         {
450                 float r, t;
451
452                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
453                 r = t * blurtest_radius;
454                 f = 1 / pow(t, blurtest_power) - 1;
455
456                 cvar_set("r_glsl_postprocess", "1");
457                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
458         }
459         else
460         {
461                 cvar_set("r_glsl_postprocess", "0");
462                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
463         }
464 #endif
465
466         TargetMusic_Advance();
467         Fog_Force();
468
469         drawframetime = max(0.000001, time - drawtime);
470         drawtime = time;
471
472         // watch for gametype changes here...
473         // in ParseStuffCMD the cmd isn't executed yet :/
474         // might even be better to add the gametype to TE_CSQC_INIT...?
475         if(!postinit)
476                 PostInit();
477
478         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
479                 if(calledhooks & HOOK_START)
480                 {
481                         localcmd("\ncl_hook_gameend\n");
482                         calledhooks |= HOOK_END;
483                 }
484
485         CheckForGamestartChange();
486         serverAnnouncer();
487         maptimeAnnouncer();
488         carrierAnnouncer();
489
490         fov = autocvar_fov;
491         if(button_zoom || fov <= 59.5)
492         {
493                 if(!zoomscript_caught)
494                 {
495                         localcmd("+button4\n");
496                         zoomscript_caught = 1;
497                         ignore_plus_zoom += 1;
498                 }
499         }
500         else
501         {
502                 if(zoomscript_caught)
503                 {
504                         localcmd("-button4\n");
505                         zoomscript_caught = 0;
506                         ignore_minus_zoom += 1;
507                 }
508         }
509
510         ColorTranslateMode = autocvar_cl_stripcolorcodes;
511         activeweapon = getstati(STAT_SWITCHWEAPON);
512         f = (serverflags & SERVERFLAG_TEAMPLAY);
513         if(f != teamplay)
514         {
515                 teamplay = f;
516                 HUD_InitScores();
517         }
518
519         if(last_weapon != activeweapon) {
520                 weapontime = time;
521                 last_weapon = activeweapon;
522
523                 e = get_weaponinfo(activeweapon);
524                 if(e.netname != "")
525                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
526                 else
527                         localcmd("\ncl_hook_activeweapon none\n");
528         }
529
530         // ALWAYS Clear Current Scene First
531         R_ClearScene();
532
533         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
534         R_SetView(VF_SIZE, vf_size);
535         R_SetView(VF_MIN, vf_min);
536
537         // Assign Standard Viewflags
538         // Draw the World (and sky)
539         R_SetView(VF_DRAWWORLD, 1);
540
541         // Set the console size vars
542         vid_conwidth = autocvar_vid_conwidth;
543         vid_conheight = autocvar_vid_conheight;
544         vid_pixelheight = autocvar_vid_pixelheight;
545
546         R_SetView(VF_FOV, GetCurrentFov(fov));
547
548         // Camera for demo playback
549         if(camera_active)
550         {
551                 if(autocvar_camera_enable)
552                         CSQC_Demo_Camera();
553                 else
554                 {
555                         cvar_set("chase_active", ftos(chase_active_backup));
556                         cvar_set("cl_demo_mousegrab", "0");
557                         camera_active = FALSE;
558                 }
559         }
560 #ifdef CAMERATEST
561         else if(autocvar_camera_enable)
562 #else
563         else if(autocvar_camera_enable && isdemo())
564 #endif
565         {
566                 // Enable required Darkplaces cvars
567                 chase_active_backup = autocvar_chase_active;
568                 cvar_set("chase_active", "2");
569                 cvar_set("cl_demo_mousegrab", "1");
570                 camera_active = TRUE;
571                 camera_mode = FALSE;
572         }
573
574         // Draw the Crosshair
575         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
576
577         // Draw the Engine Status Bar (the default Quake HUD)
578         R_SetView(VF_DRAWENGINEHUD, 0);
579
580         // fetch this one only once per frame
581         hud_showbinds = autocvar_hud_showbinds;
582         hud_showbinds_limit = autocvar_hud_showbinds_limit;
583
584         // Update the mouse position
585         /*
586            mousepos_x = vid_conwidth;
587            mousepos_y = vid_conheight;
588            mousepos = mousepos*0.5 + getmousepos();
589          */
590
591         e = self;
592         for(self = world; (self = nextent(self)); )
593                 if(self.draw)
594                         self.draw();
595         self = e;
596
597         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
598         R_RenderScene();
599
600         // now switch to 2D drawing mode by calling a 2D drawing function
601         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
602         // next R_RenderScene call
603         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
604
605         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
606         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
607         {
608                 // apply night vision effect
609                 vector rgb, tc_00, tc_01, tc_10, tc_11;
610
611                 if(!nightvision_noise)
612                 {
613                         nightvision_noise = spawn();
614                         nightvision_noise.classname = "nightvision_noise";
615                 }
616                 if(!nightvision_noise2)
617                 {
618                         nightvision_noise2 = spawn();
619                         nightvision_noise2.classname = "nightvision_noise2";
620                 }
621
622                 // color tint in yellow
623                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
624
625                 // draw BG
626                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
627                 rgb = '1 1 1';
628                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
629                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
630                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
631                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
632                 tc_11 = tc_01 + tc_10 - tc_00;
633                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
634                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
635                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
636                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
637                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
638                 R_EndPolygon();
639
640                 // draw FG
641                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
642                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
643                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
644                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
645                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
646                 tc_11 = tc_01 + tc_10 - tc_00;
647                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
648                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
649                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
650                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
651                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
652                 R_EndPolygon();
653         }
654
655         // Draw the aiming reticle for weapons that use it
656         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
657         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
658         // the view to go back to normal, so reticle_type would become 0 as we fade out)
659         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
660                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
661         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
662                 reticle_type = 2; // nex zoom
663         else if(button_zoom || zoomscript_caught)
664                 reticle_type = 1; // normal zoom
665         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
666                 reticle_type = 2; // nex zoom
667
668         if (reticle_type)
669         {
670                 if(autocvar_cl_reticle_stretch)
671                 {
672                         reticle_size_x = vid_conwidth;
673                         reticle_size_y = vid_conheight;
674                         reticle_pos_x = 0;
675                         reticle_pos_y = 0;
676                 }
677                 else
678                 {
679                         reticle_size_x = max(vid_conwidth, vid_conheight);
680                         reticle_size_y = max(vid_conwidth, vid_conheight);
681                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
682                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
683                 }
684
685                 f = current_zoomfraction;
686                 if(zoomscript_caught)
687                         f = 1;
688                 if(autocvar_cl_reticle_item_normal)
689                 {
690                         if(reticle_type == 1 && f)
691                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
692                 }
693                 if(autocvar_cl_reticle_item_nex)
694                 {
695                         if(reticle_type == 2 && f)
696                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
697                 }
698         }
699
700
701         // improved polyblend
702         vector rgb;
703         if(autocvar_hud_contents)
704         {
705                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
706                 vector liquidcolor;
707
708                 switch(pointcontents(view_origin))
709                 {
710                         case CONTENT_WATER:
711                                 liquidalpha = autocvar_hud_contents_water_alpha;
712                                 liquidcolor = stov(autocvar_hud_contents_water_color);
713                                 incontent = 1;
714                                 break;
715
716                         case CONTENT_LAVA:
717                                 liquidalpha = autocvar_hud_contents_lava_alpha;
718                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
719                                 incontent = 1;
720                                 break;
721
722                         case CONTENT_SLIME:
723                                 liquidalpha = autocvar_hud_contents_slime_alpha;
724                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
725                                 incontent = 1;
726                                 break;
727
728                         default:
729                                 liquidalpha = 0;
730                                 liquidcolor = '0 0 0';
731                                 incontent = 0;
732                                 break;
733                 }
734
735                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
736                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
737                         contentfadetime = autocvar_hud_contents_fadeintime;
738                         liquidalpha_prev = liquidalpha;
739                         liquidcolor_prev = liquidcolor;
740                 }
741                 else
742                         contentfadetime = autocvar_hud_contents_fadeouttime;
743
744                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
745                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
746
747                 if(contentavgalpha)
748                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
749         }
750
751         if(autocvar_hud_damage)
752         {
753                 splash_size_x = max(vid_conwidth, vid_conheight);
754                 splash_size_y = max(vid_conwidth, vid_conheight);
755                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
756                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
757
758                 float myhealth_flash_temp;
759                 myhealth = getstati(STAT_HEALTH);
760
761                 // fade out
762                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
763                 // add new damage
764                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
765
766                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
767                 pain_threshold = autocvar_hud_damage_pain_threshold;
768                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
769                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
770
771                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
772                 {
773                         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);
774                 }
775
776                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
777
778                 if(myhealth_prev < 1)
779                 {
780                         if(myhealth >= 1)
781                         {
782                                 myhealth_flash = 0; // just spawned, clear the flash immediately
783                                 myhealth_flash_temp = 0;
784                         }
785                         else
786                         {
787                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
788                         }
789                 }
790
791                 if(spectatee_status == -1 || intermission)
792                 {
793                         myhealth_flash = 0; // observing, or match ended
794                         myhealth_flash_temp = 0;
795                 }
796
797                 myhealth_prev = myhealth;
798
799                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
800                 {
801                         if(autocvar_cl_gentle_damage == 2)
802                         {
803                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
804                                 {
805                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
806                                 }
807                         }
808                         else
809                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
810
811                         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);
812                 }
813                 else
814                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
815         }
816
817         // Draw the mouse cursor
818         // NOTE: drawpic must happen after R_RenderScene for some reason
819         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
820         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
821         //self = edict_num(player_localnum);
822         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
823         //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);
824         // as long as the ctf part isn't in, this is useless
825         if(menu_visible)
826                 menu_show();
827
828         /*if(gametype == GAME_CTF)
829           {
830           ctf_view();
831           } else */
832
833         // draw 2D entities
834         e = self;
835         for(self = world; (self = nextent(self)); )
836                 if(self.draw2d)
837                         self.draw2d();
838         self = e;
839
840         scoreboard_active = HUD_WouldDrawScoreboard();
841
842         hit_time = getstatf(STAT_HIT_TIME);
843         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
844         {
845                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
846                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
847         }
848         typehit_time = getstatf(STAT_TYPEHIT_TIME);
849         if(typehit_time > nextsound_typehit_time)
850         {
851                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
852                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
853         }
854
855         if(hud == HUD_SPIDERBOT)
856                 CSQC_SPIDER_HUD();
857         else if(hud == HUD_WAKIZASHI)
858         CSQC_WAKIZASHI_HUD();
859     else if(hud == HUD_RAPTOR)
860         CSQC_RAPTOR_HUD();
861     else if(hud == HUD_BUMBLEBEE)
862         CSQC_BUMBLE_HUD();
863         else
864         {
865                 if(gametype == GAME_FREEZETAG)
866                 {
867                         if(getstati(STAT_FROZEN))
868                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
869                         if(getstatf(STAT_REVIVE_PROGRESS))
870                         {
871                                 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);
872                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
873                         }
874                 }
875
876                 if(autocvar_r_letterbox == 0)
877                         if(autocvar_viewsize < 120)
878                                 CSQC_common_hud();
879
880                 // crosshair goes VERY LAST
881                 if(!scoreboard_active && !camera_active && intermission != 2) {
882                         string wcross_style;
883                         float wcross_alpha, wcross_resolution;
884                         wcross_style = autocvar_crosshair;
885                         if (wcross_style == "0")
886                                 return;
887                         wcross_resolution = autocvar_crosshair_size;
888                         if (wcross_resolution == 0)
889                                 return;
890                         wcross_alpha = autocvar_crosshair_alpha;
891                         if (wcross_alpha == 0)
892                                 return;
893
894                         // TrueAim check
895                         float shottype;
896
897                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
898                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
899                         wcross_origin_z = 0;
900                         if(autocvar_crosshair_hittest)
901                         {
902                                 vector wcross_oldorigin;
903                                 wcross_oldorigin = wcross_origin;
904                                 shottype = TrueAimCheck();
905                                 if(shottype == SHOTTYPE_HITWORLD)
906                                 {
907                                         v = wcross_origin - wcross_oldorigin;
908                                         v_x /= vid_conwidth;
909                                         v_y /= vid_conheight;
910                                         if(vlen(v) > 0.01)
911                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
912                                 }
913                                 if(!autocvar_crosshair_hittest_showimpact)
914                                         wcross_origin = wcross_oldorigin;
915                         }
916                         else
917                                 shottype = SHOTTYPE_HITWORLD;
918
919                         vector wcross_color, wcross_size;
920                         string wcross_wep, wcross_name;
921                         float wcross_scale, wcross_blur;
922
923                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
924                                 e = get_weaponinfo(activeweapon);
925                                 if (e && e.netname != "")
926                                 {
927                                         wcross_wep = e.netname;
928                                         if(autocvar_crosshair_per_weapon)
929                                         {
930                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
931                                                 if (wcross_resolution == 0)
932                                                         return;
933                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
934                                                 if (wcross_alpha == 0)
935                                                         return;
936
937                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
938                                                 if(wcross_style == "" || wcross_style == "0")
939                                                         wcross_style = wcross_wep;
940                                         }
941                                 }
942                         }
943                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
944                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
945                         else if(autocvar_crosshair_color_by_health)
946                         {
947                                 local float x = getstati(STAT_HEALTH);
948
949                                 //x = red
950                                 //y = green
951                                 //z = blue
952
953                                 wcross_color_z = 0;
954
955                                 if(x > 200)
956                                 {
957                                         wcross_color_x = 0;
958                                         wcross_color_y = 1;
959                                 }
960                                 else if(x > 150)
961                                 {
962                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
963                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
964                                 }
965                                 else if(x > 100)
966                                 {
967                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
968                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
969                                         wcross_color_z = 1 - (x-100)*0.02;
970                                 }
971                                 else if(x > 50)
972                                 {
973                                         wcross_color_x = 1;
974                                         wcross_color_y = 1;
975                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
976                                 }
977                                 else if(x > 20)
978                                 {
979                                         wcross_color_x = 1;
980                                         wcross_color_y = (x-20)*90/27/100;
981                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
982                                 }
983                                 else
984                                 {
985                                         wcross_color_x = 1;
986                                         wcross_color_y = 0;
987                                 }
988                         }
989                         else
990                                 wcross_color = stov(autocvar_crosshair_color);
991
992                         wcross_name = strcat("gfx/crosshair", wcross_style);
993
994                         if(autocvar_crosshair_effect_scalefade)
995                         {
996                                 wcross_scale = wcross_resolution;
997                                 wcross_resolution = 1;
998                         }
999                         else
1000                         {
1001                                 wcross_scale = 1;
1002                         }
1003
1004                         if(autocvar_crosshair_pickup)
1005                         {
1006                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1007                                 {
1008                                         pickup_crosshair_size = 1;
1009                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1010                                 }
1011
1012                                 if(pickup_crosshair_size > 0)
1013                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1014                                 else
1015                                         pickup_crosshair_size = 0;
1016
1017                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1018                         }
1019
1020                         vector hitindication_color;
1021                         if(autocvar_crosshair_hitindication)
1022                         {
1023                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1024                                 if(hitindication_crosshair_time < hit_time)
1025                                 {
1026                                         hitindication_crosshair_size = 1;
1027                                         hitindication_crosshair_time = hit_time;
1028                                 }
1029
1030                                 if(hitindication_crosshair_size > 0)
1031                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1032                                 else
1033                                         hitindication_crosshair_size = 0;
1034
1035                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1036                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1037                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1038                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1039                         }
1040
1041                         if(shottype == SHOTTYPE_HITENEMY)
1042                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1043                         if(shottype == SHOTTYPE_HITTEAM)
1044                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1045
1046                         f = autocvar_crosshair_effect_speed;
1047                         if(f < 0)
1048                                 f *= -2 * g_weaponswitchdelay;
1049                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1050                         {
1051                                 wcross_changedonetime = time + f;
1052                         }
1053                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1054                         {
1055                                 wcross_name_changestarttime = time;
1056                                 wcross_name_changedonetime = time + f;
1057                                 if(wcross_name_goal_prev_prev)
1058                                         strunzone(wcross_name_goal_prev_prev);
1059                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1060                                 wcross_name_goal_prev = strzone(wcross_name);
1061                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1062                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1063                                 wcross_resolution_goal_prev = wcross_resolution;
1064                         }
1065
1066                         wcross_scale_goal_prev = wcross_scale;
1067                         wcross_alpha_goal_prev = wcross_alpha;
1068                         wcross_color_goal_prev = wcross_color;
1069
1070                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1071                         {
1072                                 wcross_blur = 1;
1073                                 wcross_alpha *= 0.75;
1074                         }
1075                         else
1076                                 wcross_blur = 0;
1077                         // *_prev is at time-frametime
1078                         // * is at wcross_changedonetime+f
1079                         // what do we have at time?
1080                         if(time < wcross_changedonetime)
1081                         {
1082                                 f = frametime / (wcross_changedonetime - time + frametime);
1083                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1084                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1085                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1086                         }
1087
1088                         wcross_scale_prev = wcross_scale;
1089                         wcross_alpha_prev = wcross_alpha;
1090                         wcross_color_prev = wcross_color;
1091
1092                         wcross_scale *= 1 - autocvar__menu_alpha;
1093                         wcross_alpha *= 1 - autocvar__menu_alpha;
1094                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1095
1096                         // crosshair rings for weapon stats
1097                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1098                         {
1099                                 // declarations and stats
1100                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1101                                 string ring_image, ring_inner_image;
1102                                 vector ring_rgb, ring_inner_rgb;
1103
1104                                 ring_scale = autocvar_crosshair_ring_size;
1105
1106                                 float weapon_clipload, weapon_clipsize;
1107                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1108                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1109
1110                                 float nex_charge, nex_chargepool;
1111                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1112                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1113
1114                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1115                                         nex_charge_movingavg = nex_charge;
1116
1117
1118                                 // handle the values
1119                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1120                                 {
1121                                         if (nex_chargepool || use_nex_chargepool) {
1122                                                 use_nex_chargepool = 1;
1123                                                 ring_inner_value = nex_chargepool;
1124                                         } else {
1125                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1126                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1127                                         }
1128
1129                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1130                                         ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1131                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1132
1133                                         // draw the outer ring to show the current charge of the weapon
1134                                         ring_value = nex_charge;
1135                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1136                                         ring_rgb = wcross_color;
1137                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1138                                 }
1139                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1140                                 {
1141                                         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.
1142                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1143                                         ring_rgb = wcross_color;
1144                                         ring_image = "gfx/crosshair_ring.tga";
1145                                 }
1146
1147                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1148                                 {
1149                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1150                                         ring_scale = autocvar_crosshair_ring_reload_size;
1151                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1152                                         ring_rgb = wcross_color;
1153
1154                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1155                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1156                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1157                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1158                                         else
1159                                                 ring_image = "gfx/crosshair_ring.tga";
1160                                 }
1161
1162                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1163                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1164
1165                                 if (ring_value)
1166                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1167                         }
1168
1169 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1170                         do \
1171                         { \
1172                                 if(wcross_blur > 0) \
1173                                 { \
1174                                         for(i = -2; i <= 2; ++i) \
1175                                                 for(j = -2; j <= 2; ++j) \
1176                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1177                                 } \
1178                                 else \
1179                                 { \
1180                                         M(0,0,sz,wcross_name,wcross_alpha); \
1181                                 } \
1182                         } \
1183                         while(0)
1184
1185 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1186                         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)
1187
1188 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1189                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1190
1191                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1192                         {
1193                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1194                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1195                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1196                                 f = 1 - f;
1197                         }
1198                         else
1199                         {
1200                                 f = 1;
1201                         }
1202
1203                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1204                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1205
1206                         if(autocvar_crosshair_dot)
1207             {
1208                 vector wcross_color_old;
1209                 wcross_color_old = wcross_color;
1210                 if(autocvar_crosshair_dot_color != "0")
1211                     wcross_color = stov(autocvar_crosshair_dot_color);
1212                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1213                 wcross_color = wcross_color_old;
1214             }
1215
1216                         wcross_name_alpha_goal_prev = f;
1217                 }
1218                 else
1219                 {
1220                         wcross_scale_prev = 0;
1221                         wcross_alpha_prev = 0;
1222                         wcross_scale_goal_prev = 0;
1223                         wcross_alpha_goal_prev = 0;
1224                         wcross_changedonetime = 0;
1225                         if(wcross_name_goal_prev)
1226                                 strunzone(wcross_name_goal_prev);
1227                         wcross_name_goal_prev = string_null;
1228                         if(wcross_name_goal_prev_prev)
1229                                 strunzone(wcross_name_goal_prev_prev);
1230                         wcross_name_goal_prev_prev = string_null;
1231                         wcross_name_changestarttime = 0;
1232                         wcross_name_changedonetime = 0;
1233                         wcross_name_alpha_goal_prev = 0;
1234                         wcross_name_alpha_goal_prev_prev = 0;
1235                         wcross_resolution_goal_prev = 0;
1236                         wcross_resolution_goal_prev_prev = 0;
1237                 }
1238         }
1239
1240         if(NextFrameCommand)
1241         {
1242                 localcmd("\n", NextFrameCommand, "\n");
1243                 NextFrameCommand = string_null;
1244         }
1245
1246         // we must do this check AFTER a frame was rendered, or it won't work
1247         if(cs_project_is_b0rked == 0)
1248         {
1249                 string w0, h0;
1250                 w0 = ftos(autocvar_vid_conwidth);
1251                 h0 = ftos(autocvar_vid_conheight);
1252                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1253                 //R_SetView(VF_FOV, '90 90 0');
1254                 R_SetView(VF_ORIGIN, '0 0 0');
1255                 R_SetView(VF_ANGLES, '0 0 0');
1256                 R_SetView(VF_PERSPECTIVE, 1);
1257                 makevectors('0 0 0');
1258                 vector v1, v2;
1259                 cvar_set("vid_conwidth", "800");
1260                 cvar_set("vid_conheight", "600");
1261                 v1 = cs_project(v_forward);
1262                 cvar_set("vid_conwidth", "640");
1263                 cvar_set("vid_conheight", "480");
1264                 v2 = cs_project(v_forward);
1265                 if(v1 == v2)
1266                         cs_project_is_b0rked = 1;
1267                 else
1268                         cs_project_is_b0rked = -1;
1269                 cvar_set("vid_conwidth", w0);
1270                 cvar_set("vid_conheight", h0);
1271         }
1272
1273         if(autocvar__hud_configure)
1274                 HUD_Panel_Mouse();
1275
1276         // let's reset the view back to normal for the end
1277         R_SetView(VF_MIN, '0 0 0');
1278         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1279 }
1280
1281 void CSQC_common_hud(void)
1282 {
1283         // HUD_SortFrags(); done in HUD_Draw
1284         float hud;
1285         hud = getstati(STAT_HUD);
1286
1287         //hud = 10;
1288         switch(hud)
1289         {
1290                 case HUD_NORMAL:
1291                         // do some accuracy var caching
1292                         float i;
1293                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1294                         {
1295                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1296                                 {
1297                                         if(acc_color_levels)
1298                                                 strunzone(acc_color_levels);
1299                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1300                                         acc_levels = tokenize(acc_color_levels);
1301                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1302                                                 acc_levels = MAX_ACCURACY_LEVELS;
1303
1304                                         for (i = 0; i < acc_levels; ++i)
1305                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1306                                 }
1307                                 // let know that acc_col[] needs to be loaded
1308                                 acc_col_x[0] = -1;
1309                         }
1310
1311                         HUD_Main(); // always run these functions for alpha checks
1312                         HUD_DrawScoreboard();
1313
1314                         if (scoreboard_active) // scoreboard/accuracy
1315                         {
1316                                 HUD_Reset();
1317                                 // HUD_DrawScoreboard takes care of centerprint_start
1318                         }
1319                         else if (intermission == 2) // map voting screen
1320                         {
1321                                 HUD_FinaleOverlay();
1322                                 HUD_Reset();
1323
1324                                 centerprint_start_x = 0;
1325                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1326                         }
1327                         else // hud
1328                         {
1329                                 centerprint_start_x = 0;
1330                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1331                         }
1332
1333                         HUD_DrawCenterPrint();
1334                         break;
1335
1336                 case HUD_SPIDERBOT:
1337                         CSQC_SPIDER_HUD();
1338                         break;
1339
1340                 case HUD_WAKIZASHI:
1341                         CSQC_WAKIZASHI_HUD();
1342                         break;
1343
1344         case HUD_BUMBLEBEE:
1345             CSQC_BUMBLE_HUD();
1346             break;
1347
1348         }
1349 }
1350
1351
1352 // following vectors must be global to allow seamless switching between camera modes
1353 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1354 void CSQC_Demo_Camera()
1355 {
1356         float speed, attenuation, dimensions;
1357         vector tmp, delta;
1358
1359         if( autocvar_camera_reset || !camera_mode )
1360         {
1361                 camera_offset = '0 0 0';
1362                 current_angles = '0 0 0';
1363                 camera_direction = '0 0 0';
1364                 camera_offset_z += 30;
1365                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1366                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1367                 current_origin = view_origin;
1368                 current_camera_offset  = camera_offset;
1369                 cvar_set("camera_reset", "0");
1370                 camera_mode = CAMERA_CHASE;
1371         }
1372
1373         // Camera angles
1374         if( camera_roll )
1375                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1376
1377         if(autocvar_camera_look_player)
1378         {
1379                 local vector dir;
1380                 local float n;
1381
1382                 dir = normalize(view_origin - current_position);
1383                 n = mouse_angles_z;
1384                 mouse_angles = vectoangles(dir);
1385                 mouse_angles_x = mouse_angles_x * -1;
1386                 mouse_angles_z = n;
1387         }
1388         else
1389         {
1390                 tmp = getmousepos() * 0.1;
1391                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1392                 {
1393                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1394                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1395                 }
1396         }
1397
1398         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1399         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1400         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1401         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1402
1403         // Fix difference when angles don't have the same sign
1404         delta = '0 0 0';
1405         if(mouse_angles_y < -60 && current_angles_y > 60)
1406                 delta = '0 360 0';
1407         if(mouse_angles_y > 60 && current_angles_y < -60)
1408                 delta = '0 -360 0';
1409
1410         if(autocvar_camera_look_player)
1411                 attenuation = autocvar_camera_look_attenuation;
1412         else
1413                 attenuation = autocvar_camera_speed_attenuation;
1414
1415         attenuation = 1 / max(1, attenuation);
1416         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1417
1418         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1419         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1420         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1421         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1422
1423         // Camera position
1424         tmp = '0 0 0';
1425         dimensions = 0;
1426
1427         if( camera_direction_x )
1428         {
1429                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1430                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1431                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1432                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1433                 ++dimensions;
1434         }
1435
1436         if( camera_direction_y )
1437         {
1438                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1439                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1440                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1441                 ++dimensions;
1442         }
1443
1444         if( camera_direction_z )
1445         {
1446                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1447                 ++dimensions;
1448         }
1449
1450         if(autocvar_camera_free)
1451                 speed = autocvar_camera_speed_free;
1452         else
1453                 speed = autocvar_camera_speed_chase;
1454
1455         if(dimensions)
1456         {
1457                 speed = speed * sqrt(1 / dimensions);
1458                 camera_offset += tmp * speed;
1459         }
1460
1461         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1462
1463         // Camera modes
1464         if( autocvar_camera_free )
1465         {
1466                 if ( camera_mode == CAMERA_CHASE )
1467                 {
1468                         current_camera_offset = current_origin + current_camera_offset;
1469                         camera_offset = current_origin + camera_offset;
1470                 }
1471
1472                 camera_mode = CAMERA_FREE;
1473                 current_position = current_camera_offset;
1474         }
1475         else
1476         {
1477                 if ( camera_mode == CAMERA_FREE )
1478                 {
1479                         current_origin = view_origin;
1480                         camera_offset = camera_offset - current_origin;
1481                         current_camera_offset = current_camera_offset - current_origin;
1482                 }
1483
1484                 camera_mode = CAMERA_CHASE;
1485
1486                 if(autocvar_camera_chase_smoothly)
1487                         current_origin += (view_origin - current_origin) * attenuation;
1488                 else
1489                         current_origin = view_origin;
1490
1491                 current_position = current_origin + current_camera_offset;
1492         }
1493
1494         R_SetView(VF_ANGLES, current_angles);
1495         R_SetView(VF_ORIGIN, current_position);
1496 }