]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge branch 'master' into terencehill/newpanelhud
[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/", autocvar_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 = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_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_SNIPERRIFLE && sniperrifle_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, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " 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_SNIPERRIFLE:
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(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         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
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // 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
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float use_nex_chargepool;
357
358 float myhealth, myhealth_prev;
359 float myhealth_flash;
360
361 vector myhealth_gentlergb;
362
363 float contentavgalpha, liquidalpha_prev;
364 vector liquidcolor_prev;
365
366 void CSQC_UpdateView(float w, float h)
367 {
368         entity e;
369         float fov;
370         float f, i, j;
371         vector v, vo;
372         vector vf_size, vf_min;
373         float a;
374
375         vf_size = R_SetView3fv(VF_SIZE);
376         vf_min = R_SetView3fv(VF_MIN);
377         vid_width = vf_size_x;
378         vid_height = vf_size_y;
379
380         vector reticle_pos, reticle_size;
381
382         WaypointSprite_Load();
383
384         if(spectatee_status)
385                 myteam = GetPlayerColor(spectatee_status - 1);
386         else
387                 myteam = GetPlayerColor(player_localentnum - 1);
388
389         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
390         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
391
392         warpzone_fixview_origin = pmove_org + vo;
393         warpzone_fixview_cl_viewangles = input_angles;
394         warpzone_fixview_angles = view_angles;
395         WarpZone_FixView();
396         pmove_org = warpzone_fixview_origin - vo;
397         input_angles = warpzone_fixview_cl_viewangles;
398         view_angles = warpzone_fixview_angles;
399
400         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
401         {
402                 pmove_org = freeze_pmove_org;
403                 input_angles = view_angles = freeze_input_angles;
404                 R_SetView(VF_ORIGIN, pmove_org + vo);
405                 R_SetView(VF_ANGLES, view_angles);
406                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
407         }
408         freeze_pmove_org = pmove_org;
409         freeze_input_angles = input_angles;
410
411         // Render the Scene
412         if(!intermission || !view_set)
413         {
414                 view_origin = pmove_org + vo;
415                 view_angles = input_angles;
416                 makevectors(view_angles);
417                 view_forward = v_forward;
418                 view_right = v_right;
419                 view_up = v_up;
420                 view_set = 1;
421         }
422
423 #ifdef BLURTEST
424         if(time > blurtest_time0 && time < blurtest_time1)
425         {
426                 float r, t;
427
428                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
429                 r = t * blurtest_radius;
430                 f = 1 / pow(t, blurtest_power) - 1;
431
432                 cvar_set("r_glsl_postprocess", "1");
433                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
434         }
435         else
436         {
437                 cvar_set("r_glsl_postprocess", "0");
438                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
439         }
440 #endif
441
442         TargetMusic_Advance();
443         Fog_Force();
444
445         drawframetime = max(0.000001, time - drawtime);
446         drawtime = time;
447
448         // watch for gametype changes here...
449         // in ParseStuffCMD the cmd isn't executed yet :/
450         // might even be better to add the gametype to TE_CSQC_INIT...?
451         if(!postinit)
452                 PostInit();
453
454         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
455                 if(calledhooks & HOOK_START)
456                 {
457                         localcmd("\ncl_hook_gameend\n");
458                         calledhooks |= HOOK_END;
459                 }
460
461         CheckForGamestartChange();
462         serverAnnouncer();
463         maptimeAnnouncer();
464         carrierAnnouncer();
465
466         fov = autocvar_fov;
467         if(button_zoom || fov <= 59.5)
468         {
469                 if(!zoomscript_caught)
470                 {
471                         localcmd("+button4\n");
472                         zoomscript_caught = 1;
473                         ignore_plus_zoom += 1;
474                 }
475         }
476         else
477         {
478                 if(zoomscript_caught)
479                 {
480                         localcmd("-button4\n");
481                         zoomscript_caught = 0;
482                         ignore_minus_zoom += 1;
483                 }
484         }
485
486         ColorTranslateMode = autocvar_cl_stripcolorcodes;
487         activeweapon = getstati(STAT_SWITCHWEAPON);
488         f = (serverflags & SERVERFLAG_TEAMPLAY);
489         if(f != teamplay)
490         {
491                 teamplay = f;
492                 HUD_InitScores();
493         }
494
495         if(last_weapon != activeweapon) {
496                 weapontime = time;
497                 last_weapon = activeweapon;
498
499                 e = get_weaponinfo(activeweapon);
500                 if(e.netname != "")
501                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
502                 else
503                         localcmd("\ncl_hook_activeweapon none\n");
504         }
505
506         // ALWAYS Clear Current Scene First
507         R_ClearScene();
508
509         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
510         R_SetView(VF_SIZE, vf_size);
511         R_SetView(VF_MIN, vf_min);
512
513         // Assign Standard Viewflags
514         // Draw the World (and sky)
515         R_SetView(VF_DRAWWORLD, 1);
516
517         // Set the console size vars
518         vid_conwidth = autocvar_vid_conwidth;
519         vid_conheight = autocvar_vid_conheight;
520         vid_pixelheight = autocvar_vid_pixelheight;
521
522         R_SetView(VF_FOV, GetCurrentFov(fov));
523
524         // Camera for demo playback
525         if(camera_active)
526         {
527                 if(autocvar_camera_enable)
528                         CSQC_Demo_Camera();
529                 else
530                 {
531                         cvar_set("chase_active", ftos(chase_active_backup));
532                         cvar_set("cl_demo_mousegrab", "0");
533                         camera_active = FALSE;
534                 }
535         }
536 #ifdef CAMERATEST
537         else if(autocvar_camera_enable)
538 #else
539         else if(autocvar_camera_enable && isdemo())
540 #endif
541         {
542                 // Enable required Darkplaces cvars
543                 chase_active_backup = autocvar_chase_active;
544                 cvar_set("chase_active", "2");
545                 cvar_set("cl_demo_mousegrab", "1");
546                 camera_active = TRUE;
547                 camera_mode = FALSE;
548         }
549
550         // Draw the Crosshair
551         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
552
553         // Draw the Engine Status Bar (the default Quake HUD)
554         R_SetView(VF_DRAWENGINEHUD, 0);
555
556         // Update the mouse position
557         /*
558            mousepos_x = vid_conwidth;
559            mousepos_y = vid_conheight;
560            mousepos = mousepos*0.5 + getmousepos();
561          */
562
563         e = self;
564         for(self = world; (self = nextent(self)); )
565                 if(self.draw)
566                         self.draw();
567         self = e;
568
569         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
570         R_RenderScene();
571
572         // now switch to 2D drawing mode by calling a 2D drawing function
573         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
574         // next R_RenderScene call
575         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
576
577         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
578         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
579         {
580                 // apply night vision effect
581                 vector rgb, tc_00, tc_01, tc_10, tc_11;
582
583                 if(!nightvision_noise)
584                 {
585                         nightvision_noise = spawn();
586                         nightvision_noise.classname = "nightvision_noise";
587                 }
588                 if(!nightvision_noise2)
589                 {
590                         nightvision_noise2 = spawn();
591                         nightvision_noise2.classname = "nightvision_noise2";
592                 }
593
594                 // color tint in yellow
595                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
596
597                 // draw BG
598                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
599                 rgb = '1 1 1';
600                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
601                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
602                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
603                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
604                 tc_11 = tc_01 + tc_10 - tc_00;
605                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
606                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
607                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
608                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
609                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
610                 R_EndPolygon();
611
612                 // draw FG
613                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
614                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
615                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
616                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
617                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
618                 tc_11 = tc_01 + tc_10 - tc_00;
619                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
620                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
621                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
622                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
623                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
624                 R_EndPolygon();
625         }
626
627         // Draw the aiming reticle for weapons that use it
628         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
629         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
630         // the view to go back to normal, so reticle_type would become 0 as we fade out)
631         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
632                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
633         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
634                 reticle_type = 2; // nex zoom
635         else if(button_zoom || zoomscript_caught)
636                 reticle_type = 1; // normal zoom
637         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
638                 reticle_type = 2; // nex zoom
639
640         if(autocvar_cl_reticle_stretch)
641         {
642                 reticle_size_x = vid_conwidth;
643                 reticle_size_y = vid_conheight;
644                 reticle_pos_x = 0;
645                 reticle_pos_y = 0;
646         }
647         else
648         {
649                 reticle_size_x = max(vid_conwidth, vid_conheight);
650                 reticle_size_y = max(vid_conwidth, vid_conheight);
651                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
652                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
653         }
654
655         f = current_zoomfraction;
656         if(zoomscript_caught)
657                 f = 1;
658         if(autocvar_cl_reticle_item_normal)
659         {
660                 precache_pic("gfx/reticle_normal");
661                 if(reticle_type == 1 && f)
662                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
663         }
664         if(autocvar_cl_reticle_item_nex)
665         {
666                 precache_pic("gfx/reticle_nex");
667                 if(reticle_type == 2 && f)
668                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
669         }
670
671
672         // improved polyblend
673         vector rgb;
674         if(autocvar_hud_contents)
675         {
676                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
677                 vector liquidcolor;
678                 
679                 switch(pointcontents(view_origin))
680                 {
681                         case CONTENT_WATER:
682                                 liquidalpha = autocvar_hud_contents_water_alpha;
683                                 liquidcolor = stov(autocvar_hud_contents_water_color);
684                                 incontent = 1;
685                                 break;
686                                 
687                         case CONTENT_LAVA:
688                                 liquidalpha = autocvar_hud_contents_lava_alpha;
689                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
690                                 incontent = 1;
691                                 break;  
692                                                         
693                         case CONTENT_SLIME:
694                                 liquidalpha = autocvar_hud_contents_slime_alpha;
695                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
696                                 incontent = 1;
697                                 break;
698                                 
699                         default:
700                                 liquidalpha = 0;
701                                 liquidcolor = '0 0 0';
702                                 incontent = 0;
703                                 break;
704                 }
705                 
706                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
707                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
708                         contentfadetime = autocvar_hud_contents_fadeintime;
709                         liquidalpha_prev = liquidalpha;
710                         liquidcolor_prev = liquidcolor;
711                 }
712                 else
713                         contentfadetime = autocvar_hud_contents_fadeouttime;
714                         
715                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
716                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
717                 
718                 if(contentavgalpha)
719                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
720         }
721         
722         if(autocvar_hud_damage)
723         {
724                 float myhealth_flash_temp;
725                 myhealth = getstati(STAT_HEALTH);
726
727                 // fade out
728                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
729                 // add new damage
730                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
731
732                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
733                 pain_threshold = autocvar_hud_damage_pain_threshold;
734                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
735                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
736
737                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
738                 {
739                         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);
740                 }
741
742                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
743
744                 if(myhealth_prev < 1)
745                 {
746                         if(myhealth >= 1)
747                         {
748                                 myhealth_flash = 0; // just spawned, clear the flash immediately
749                                 myhealth_flash_temp = 0;
750                         }
751                         else
752                         {
753                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
754                         }
755                 }
756
757                 if(spectatee_status == -1 || intermission)
758                 {
759                         myhealth_flash = 0; // observing, or match ended
760                         myhealth_flash_temp = 0;
761                 }
762
763                 myhealth_prev = myhealth;
764
765                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
766                 {
767                         if(autocvar_cl_gentle_damage == 2)
768                         {
769                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
770                                 {
771                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
772                                 }
773                         }
774                         else
775                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
776
777                         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);
778                 }
779                 else
780                         drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
781         }
782
783         // Draw the mouse cursor
784         // NOTE: drawpic must happen after R_RenderScene for some reason
785         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
786         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
787         //self = edict_num(player_localnum);
788         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
789         //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);
790         // as long as the ctf part isn't in, this is useless
791         if(menu_visible)
792                 menu_show();
793
794         /*if(gametype == GAME_CTF)
795           {
796           ctf_view();
797           } else */
798
799         // draw 2D entities
800         e = self;
801         for(self = world; (self = nextent(self)); )
802                 if(self.draw2d)
803                         self.draw2d();
804         self = e;
805
806         scoreboard_active = HUD_WouldDrawScoreboard();
807
808         float hud;
809         hud = getstati(STAT_HUD);
810         if(hud == HUD_SPIDERBOT)
811                 CSQC_SPIDER_HUD();
812         else if(hud == HUD_WAKIZASHI)
813         CSQC_WAKIZASHI_HUD();
814     else if(hud == HUD_RAPTOR)
815         CSQC_RAPTOR_HUD();
816         else
817         {
818                 if(gametype == GAME_FREEZETAG)
819                 {
820                         if(getstati(STAT_FROZEN))
821                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
822                         if(getstatf(STAT_REVIVE_PROGRESS))
823                         {
824                                 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);
825                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
826                         }
827                 }
828
829                 if(autocvar_r_letterbox == 0)
830                         if(autocvar_viewsize < 120)
831                                 CSQC_common_hud();
832
833                 // crosshair goes VERY LAST
834                 if(!scoreboard_active && !camera_active && intermission != 2) {
835                         string wcross_style;
836                         float wcross_alpha, wcross_resolution;
837                         wcross_style = autocvar_crosshair;
838                         if (wcross_style == "0")
839                                 return;
840                         wcross_resolution = autocvar_crosshair_size;
841                         if (wcross_resolution == 0)
842                                 return;
843                         wcross_alpha = autocvar_crosshair_alpha;
844                         if (wcross_alpha == 0)
845                                 return;
846
847                         // TrueAim check
848                         float shottype;
849                         float bullets, ring_scale;
850                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
851                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
852                         wcross_origin_z = 0;
853                         if(autocvar_crosshair_hittest)
854                         {
855                                 vector wcross_oldorigin;
856                                 wcross_oldorigin = wcross_origin;
857                                 shottype = TrueAimCheck();
858                                 if(shottype == SHOTTYPE_HITWORLD)
859                                 {
860                                         v = wcross_origin - wcross_oldorigin;
861                                         v_x /= vid_conwidth;
862                                         v_y /= vid_conheight;
863                                         if(vlen(v) > 0.01)
864                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
865                                 }
866                                 if(!autocvar_crosshair_hittest_showimpact)
867                                         wcross_origin = wcross_oldorigin;
868                         }
869                         else
870                                 shottype = SHOTTYPE_HITWORLD;
871
872                         vector wcross_color, wcross_size;
873                         string wcross_wep, wcross_name;
874                         float wcross_scale, wcross_blur;
875
876                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
877                                 e = get_weaponinfo(activeweapon);
878                                 if (e && e.netname != "")
879                                 {
880                                         wcross_wep = e.netname;
881                                         if(autocvar_crosshair_per_weapon)
882                                         {
883                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
884                                                 if (wcross_resolution == 0)
885                                                         return;
886                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
887                                                 if (wcross_alpha == 0)
888                                                         return;
889
890                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
891                                                 if(wcross_style == "" || wcross_style == "0")
892                                                         wcross_style = wcross_wep;
893                                         }
894                                 }
895                         }
896                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
897                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
898                         else
899                                 wcross_color = stov(autocvar_crosshair_color);
900
901                         wcross_name = strcat("gfx/crosshair", wcross_style);
902
903                         if(autocvar_crosshair_effect_scalefade)
904                         {
905                                 wcross_scale = wcross_resolution;
906                                 wcross_resolution = 1;
907                         }
908                         else
909                         {
910                                 wcross_scale = 1;
911                         }
912
913                         if(autocvar_crosshair_pickup)
914                         {
915                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
916                                 {
917                                         pickup_crosshair_size = 1;
918                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
919                                 }
920
921                                 if(pickup_crosshair_size > 0)
922                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
923                                 else
924                                         pickup_crosshair_size = 0;
925
926                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
927                         }
928
929                         if(shottype == SHOTTYPE_HITENEMY)
930                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
931                         if(shottype == SHOTTYPE_HITTEAM)
932                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
933
934                         f = autocvar_crosshair_effect_speed;
935                         if(f < 0)
936                                 f *= -2 * g_weaponswitchdelay;
937                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
938                         {
939                                 wcross_changedonetime = time + f;
940                         }
941                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
942                         {
943                                 wcross_name_changestarttime = time;
944                                 wcross_name_changedonetime = time + f;
945                                 if(wcross_name_goal_prev_prev)
946                                         strunzone(wcross_name_goal_prev_prev);
947                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
948                                 wcross_name_goal_prev = strzone(wcross_name);
949                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
950                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
951                                 wcross_resolution_goal_prev = wcross_resolution;
952                         }
953
954                         wcross_scale_goal_prev = wcross_scale;
955                         wcross_alpha_goal_prev = wcross_alpha;
956                         wcross_color_goal_prev = wcross_color;
957
958                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
959                         {
960                                 wcross_blur = 1;
961                                 wcross_alpha *= 0.75;
962                         }
963                         else
964                                 wcross_blur = 0;
965                         // *_prev is at time-frametime
966                         // * is at wcross_changedonetime+f
967                         // what do we have at time?
968                         if(time < wcross_changedonetime)
969                         {
970                                 f = frametime / (wcross_changedonetime - time + frametime);
971                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
972                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
973                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
974                         }
975
976                         wcross_scale_prev = wcross_scale;
977                         wcross_alpha_prev = wcross_alpha;
978                         wcross_color_prev = wcross_color;
979
980                         wcross_scale *= 1 - autocvar__menu_alpha;
981                         wcross_alpha *= 1 - autocvar__menu_alpha;
982
983                         ring_scale = autocvar_crosshair_ring_size;
984
985                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
986
987                         float nex_charge, nex_chargepool;
988                         nex_charge = getstatf(STAT_NEX_CHARGE);
989                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
990
991                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
992                                 nex_charge_movingavg = nex_charge;
993
994                         // ring around crosshair representing bullets left in camping rifle clip
995                         if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
996                         {
997                                 bullets = getstati(STAT_BULLETS_LOADED);
998                                 f = bound(0, bullets / cr_maxbullets, 1);
999
1000                                 a = autocvar_crosshair_ring_sniperrifle_alpha;
1001                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1002                         }
1003                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
1004                         {
1005                                 if(nex_chargepool || use_nex_chargepool)
1006                                 {
1007                                         use_nex_chargepool = 1;
1008
1009                                         a = autocvar_crosshair_ring_nex_inner_alpha;
1010                                         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;
1011                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1012                                 }
1013                                 else
1014                                 {
1015                                         // indicate how much we're charging right now with an inner circle
1016                                         a = autocvar_crosshair_ring_nex_inner_alpha;
1017                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1018
1019                                         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;
1020                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1021                                 }
1022
1023                                 // draw the charge
1024                                 a = autocvar_crosshair_ring_nex_outer_alpha;
1025                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1026                         }
1027
1028 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1029                         do \
1030                         { \
1031                                 if(wcross_blur > 0) \
1032                                 { \
1033                                         for(i = -2; i <= 2; ++i) \
1034                                                 for(j = -2; j <= 2; ++j) \
1035                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1036                                 } \
1037                                 else \
1038                                 { \
1039                                         M(0,0,sz,wcross_name,wcross_alpha); \
1040                                 } \
1041                         } \
1042                         while(0)
1043
1044 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1045                         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)
1046
1047 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1048                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1049
1050                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1051                         {
1052                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1053                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1054                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1055                                 f = 1 - f;
1056                         }
1057                         else
1058                         {
1059                                 f = 1;
1060                         }
1061
1062                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1063                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1064
1065                         if(autocvar_crosshair_dot)
1066             {
1067                 vector wcross_color_old;
1068                 wcross_color_old = wcross_color;
1069                 if(autocvar_crosshair_dot_color != "0")
1070                     wcross_color = stov(autocvar_crosshair_dot_color);
1071                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1072                 wcross_color = wcross_color_old;
1073             }
1074
1075                         wcross_name_alpha_goal_prev = f;
1076                 }
1077                 else
1078                 {
1079                         wcross_scale_prev = 0;
1080                         wcross_alpha_prev = 0;
1081                         wcross_scale_goal_prev = 0;
1082                         wcross_alpha_goal_prev = 0;
1083                         wcross_changedonetime = 0;
1084                         if(wcross_name_goal_prev)
1085                                 strunzone(wcross_name_goal_prev);
1086                         wcross_name_goal_prev = string_null;
1087                         if(wcross_name_goal_prev_prev)
1088                                 strunzone(wcross_name_goal_prev_prev);
1089                         wcross_name_goal_prev_prev = string_null;
1090                         wcross_name_changestarttime = 0;
1091                         wcross_name_changedonetime = 0;
1092                         wcross_name_alpha_goal_prev = 0;
1093                         wcross_name_alpha_goal_prev_prev = 0;
1094                         wcross_resolution_goal_prev = 0;
1095                         wcross_resolution_goal_prev_prev = 0;
1096                 }
1097         }
1098
1099         if(NextFrameCommand)
1100         {
1101                 localcmd("\n", NextFrameCommand, "\n");
1102                 NextFrameCommand = string_null;
1103         }
1104
1105         // we must do this check AFTER a frame was rendered, or it won't work
1106         if(cs_project_is_b0rked == 0)
1107         {
1108                 string w0, h0;
1109                 w0 = ftos(autocvar_vid_conwidth);
1110                 h0 = ftos(autocvar_vid_conheight);
1111                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1112                 //R_SetView(VF_FOV, '90 90 0');
1113                 R_SetView(VF_ORIGIN, '0 0 0');
1114                 R_SetView(VF_ANGLES, '0 0 0');
1115                 R_SetView(VF_PERSPECTIVE, 1);
1116                 makevectors('0 0 0');
1117                 vector v1, v2;
1118                 cvar_set("vid_conwidth", "800");
1119                 cvar_set("vid_conheight", "600");
1120                 v1 = cs_project(v_forward);
1121                 cvar_set("vid_conwidth", "640");
1122                 cvar_set("vid_conheight", "480");
1123                 v2 = cs_project(v_forward);
1124                 if(v1 == v2)
1125                         cs_project_is_b0rked = 1;
1126                 else
1127                         cs_project_is_b0rked = -1;
1128                 cvar_set("vid_conwidth", w0);
1129                 cvar_set("vid_conheight", h0);
1130         }
1131
1132         prev_spectatee_status = spectatee_status;
1133
1134         if(autocvar__hud_configure)
1135                 HUD_Panel_Mouse();
1136
1137         // let's reset the view back to normal for the end
1138         R_SetView(VF_MIN, '0 0 0');
1139         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1140 }
1141
1142 #define spider_h "gfx/vehicles/hud_bg.tga"
1143 #define spider_b "gfx/vehicles/sbot.tga"
1144 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1145 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1146 #define spider_s "gfx/vehicles/shiled.tga"
1147 #define spider_a1 "gfx/hud/sb_rocket.tga"
1148 #define spider_a2 "gfx/sb_bullets.tga"
1149
1150 void CSQC_SPIDER_HUD()
1151 {
1152         float rockets, reload, heat, hp, shield;
1153         vector picsize, hudloc;
1154
1155     // Fetch health & ammo stats
1156     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1157         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1158         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1159         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1160         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1161
1162     // Draw the crosshairs
1163     picsize = drawgetimagesize(SPIDER_CROSS);
1164     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1165     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1166     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1167
1168     hudloc_y =  4;
1169     hudloc_x = 4;
1170
1171     picsize = drawgetimagesize(spider_h) * 0.5;
1172     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1173
1174     picsize = drawgetimagesize(spider_a2) * 0.5;
1175     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1176
1177     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1178     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1179     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1180
1181     picsize = drawgetimagesize(spider_a1) * 0.85;
1182     if(rockets == 9)
1183     {
1184         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1185         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1186     }
1187     else
1188     {
1189         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1190         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1191     }
1192
1193     picsize = drawgetimagesize(spider_b) * 0.5;
1194     hudloc_y = 10.5;
1195     hudloc_x = 10.5;
1196
1197     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1198     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1199     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1200     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1201
1202
1203         /*
1204         // Draw health bar
1205         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1206         p = p + '0 1 0' * vid_conheight - '0 32 0';
1207         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1208         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1209         p_y += 8;
1210         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1211         p_x += 256 * hp;
1212         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1213
1214         // Draw minigun heat indicator
1215         p = '0.5 0 0' * (vid_conwidth - 256);
1216         p = p + '0 1 0' * vid_conheight - '0 34  0';
1217         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1218         p_x += 256 * (1-heat);
1219         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1220
1221
1222         // Draw rocket icons for loaded/empty tubes.
1223         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1224         pp += '0 1 0' * vid_conheight - '0 64 0';
1225         for(i = 0; i < 8; ++i)
1226         {
1227                 p = pp + '1 0 0' * (rkt_size * i);
1228                 if(rockets == 8)
1229                 {
1230                         if(floor(reload * 8) == i)
1231                         {
1232                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1233                         }
1234                         else if(i < reload * 8)
1235                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1236                         else
1237                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1238                 }
1239                 else
1240                 {
1241                         if(i < rockets)
1242                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1243                         else
1244                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1245                 }
1246         }
1247         */
1248
1249         if (scoreboard_showscores)
1250         {
1251                 HUD_DrawScoreboard();
1252                 HUD_DrawCenterPrint();
1253         }
1254
1255 }
1256
1257 #define raptor_h "gfx/vehicles/hud_bg.tga"
1258 #define raptor_b "gfx/vehicles/raptor.tga"
1259 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1260 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1261 #define raptor_s "gfx/vehicles/shiled.tga"
1262
1263 void CSQC_RAPTOR_HUD()
1264 {
1265         float reload, hp, shield, energy;
1266         vector picsize, hudloc;
1267
1268     // Fetch health & ammo stats
1269     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1270         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1271         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1272         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1273
1274     // Draw the crosshairs
1275     picsize = drawgetimagesize(SPIDER_CROSS);
1276     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1277     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1278     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1279
1280     hudloc_y =  4;
1281     hudloc_x = 4;
1282
1283     picsize = drawgetimagesize(raptor_h) * 0.5;
1284     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1285
1286     picsize = drawgetimagesize(spider_a2) * 0.5;
1287     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1288
1289     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1290     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1291     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1292
1293
1294     picsize = drawgetimagesize(spider_a1) * 0.85;
1295     if(reload == 1)
1296     {
1297         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1298         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1299     }
1300     else
1301     {
1302         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1303         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1304     }
1305
1306     picsize = drawgetimagesize(raptor_b) * 0.5;
1307     hudloc_y = 10.5;
1308     hudloc_x = 10.5;
1309
1310     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1311     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1312     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1313     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1314
1315
1316         if (scoreboard_showscores)
1317         {
1318                 HUD_DrawScoreboard();
1319                 HUD_DrawCenterPrint();
1320         }
1321
1322 }
1323
1324 #define waki_h "gfx/vehicles/hud_bg.tga"
1325 #define waki_b "gfx/vehicles/waki.tga"
1326 #define waki_e "gfx/vehicles/waki_e.tga"
1327 #define waki_g "gfx/vehicles/waki_guns.tga"
1328 #define waki_r "gfx/vehicles/waki_rockets.tga"
1329 #define waki_s "gfx/vehicles/shiled.tga"
1330
1331 #define waki_a1 "gfx/hud/sb_rocket.tga"
1332 #define waki_a2 "gfx/sb_cells.tga"
1333
1334 void CSQC_WAKIZASHI_HUD()
1335 {
1336         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1337         float health, shield, energy, rockets;
1338         vector picsize, hudloc;
1339
1340     picsize = drawgetimagesize(SPIDER_CROSS);
1341     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1342     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1343     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1344
1345 /*
1346 const float STAT_VEHICLESTAT_HEALTH  = 60;
1347 const float STAT_VEHICLESTAT_SHIELD  = 61;
1348 const float STAT_VEHICLESTAT_ENERGY  = 62;
1349 const float STAT_VEHICLESTAT_AMMO1   = 63;
1350 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1351 const float STAT_VEHICLESTAT_AMMO2   = 65;
1352 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1353 */
1354     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1355         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1356         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1357         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1358
1359     hudloc_y =  4;
1360     hudloc_x = 4;
1361
1362     picsize = drawgetimagesize(waki_h) * 0.5;
1363     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1364
1365     picsize = drawgetimagesize(waki_a2) * 0.7;
1366     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1367
1368
1369     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1370     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1371
1372     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1373
1374     picsize = drawgetimagesize(waki_a1) * 0.75;
1375     if(rockets == 1)
1376     {
1377         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1378         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1379     }
1380     else
1381     {
1382         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1383         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1384         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1385     }
1386
1387     picsize = drawgetimagesize(waki_b) * 0.5;
1388     hudloc_y = 10.5;
1389     hudloc_x = 10.5;
1390
1391     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1392     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1393     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1394     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1395
1396
1397
1398         /*
1399         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1400         p = p + '0 1 0' * vid_conheight - '0 32 0';
1401
1402         // Draw health bar
1403         p_y += 8;
1404         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1405         p_x += 256 * health;
1406         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1407
1408         // Draw shiled bar
1409         p_x -= 256 * health;
1410         p_y += 4;
1411         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1412
1413         // Draw energy
1414         //p_x -= 256 * health;
1415         p_y -= 8;
1416         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1417
1418         // Draw rockets bar
1419         p_y += 12;
1420         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1421         */
1422
1423
1424
1425
1426         if (scoreboard_showscores)
1427         {
1428                 HUD_DrawScoreboard();
1429                 HUD_DrawCenterPrint();
1430         }
1431
1432 }
1433
1434
1435 void CSQC_common_hud(void)
1436 {
1437         // HUD_SortFrags(); done in HUD_Draw
1438         float hud;
1439         hud = getstati(STAT_HUD);
1440
1441         //hud = 10;
1442         switch(hud)
1443         {
1444                 case HUD_NORMAL:
1445                         // do some accuracy var caching
1446                         float i;
1447                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1448                         {
1449                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1450                                 {
1451                                         if(acc_color_levels)
1452                                                 strunzone(acc_color_levels);
1453                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1454                                         acc_levels = tokenize(acc_color_levels);
1455                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1456                                                 acc_levels = MAX_ACCURACY_LEVELS;
1457
1458                                         for (i = 0; i < acc_levels; ++i)
1459                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1460                                 }
1461                                 // let know that acc_col[] needs to be loaded
1462                                 acc_col_x[0] = -1;
1463                         }
1464
1465                         HUD_Main(); // always run these functions for alpha checks
1466                         HUD_DrawScoreboard();
1467
1468                         if (scoreboard_active) // scoreboard/accuracy
1469                         {       
1470                                 HUD_Reset();
1471                                 // HUD_DrawScoreboard takes care of centerprint_start
1472                         }
1473                         else if (intermission == 2) // map voting screen
1474                         {
1475                                 HUD_FinaleOverlay();
1476                                 HUD_Reset();
1477
1478                                 centerprint_start_x = 0;
1479                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1480                         }
1481                         else // hud
1482                         {
1483                                 centerprint_start_x = 0;
1484                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1485                         }
1486
1487                         HUD_DrawCenterPrint();
1488                         break;
1489
1490                 case HUD_SPIDERBOT:
1491                         CSQC_SPIDER_HUD();
1492                         break;
1493
1494                 case HUD_WAKIZASHI:
1495                         CSQC_WAKIZASHI_HUD();
1496                         break;
1497         }
1498 }
1499
1500
1501 // following vectors must be global to allow seamless switching between camera modes
1502 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1503 void CSQC_Demo_Camera()
1504 {
1505         float speed, attenuation, dimensions;
1506         vector tmp, delta;
1507
1508         if( autocvar_camera_reset || !camera_mode )
1509         {
1510                 camera_offset = '0 0 0';
1511                 current_angles = '0 0 0';
1512                 camera_direction = '0 0 0';
1513                 camera_offset_z += 30;
1514                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1515                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1516                 current_origin = view_origin;
1517                 current_camera_offset  = camera_offset;
1518                 cvar_set("camera_reset", "0");
1519                 camera_mode = CAMERA_CHASE;
1520         }
1521
1522         // Camera angles
1523         if( camera_roll )
1524                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1525
1526         if(autocvar_camera_look_player)
1527         {
1528                 local vector dir;
1529                 local float n;
1530
1531                 dir = normalize(view_origin - current_position);
1532                 n = mouse_angles_z;
1533                 mouse_angles = vectoangles(dir);
1534                 mouse_angles_x = mouse_angles_x * -1;
1535                 mouse_angles_z = n;
1536         }
1537         else
1538         {
1539                 tmp = getmousepos() * 0.1;
1540                 if(vlen(tmp)>autocvar_camera_mouse_treshold)
1541                 {
1542                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1543                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1544                 }
1545         }
1546
1547         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1548         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1549         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1550         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1551
1552         // Fix difference when angles don't have the same sign
1553         delta = '0 0 0';
1554         if(mouse_angles_y < -60 && current_angles_y > 60)
1555                 delta = '0 360 0';
1556         if(mouse_angles_y > 60 && current_angles_y < -60)
1557                 delta = '0 -360 0';
1558
1559         if(autocvar_camera_look_player)
1560                 attenuation = autocvar_camera_look_attenuation;
1561         else
1562                 attenuation = autocvar_camera_speed_attenuation;
1563
1564         attenuation = 1 / max(1, attenuation);
1565         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1566
1567         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1568         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1569         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1570         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1571
1572         // Camera position
1573         tmp = '0 0 0';
1574         dimensions = 0;
1575
1576         if( camera_direction_x )
1577         {
1578                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1579                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1580                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1581                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1582                 ++dimensions;
1583         }
1584
1585         if( camera_direction_y )
1586         {
1587                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1588                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1589                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1590                 ++dimensions;
1591         }
1592
1593         if( camera_direction_z )
1594         {
1595                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1596                 ++dimensions;
1597         }
1598
1599         if(autocvar_camera_free)
1600                 speed = autocvar_camera_speed_free;
1601         else
1602                 speed = autocvar_camera_speed_chase;
1603
1604         if(dimensions)
1605         {
1606                 speed = speed * sqrt(1 / dimensions);
1607                 camera_offset += tmp * speed;
1608         }
1609
1610         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1611
1612         // Camera modes
1613         if( autocvar_camera_free )
1614         {
1615                 if ( camera_mode == CAMERA_CHASE )
1616                 {
1617                         current_camera_offset = current_origin + current_camera_offset;
1618                         camera_offset = current_origin + camera_offset;
1619                 }
1620
1621                 camera_mode = CAMERA_FREE;
1622                 current_position = current_camera_offset;
1623         }
1624         else
1625         {
1626                 if ( camera_mode == CAMERA_FREE )
1627                 {
1628                         current_origin = view_origin;
1629                         camera_offset = camera_offset - current_origin;
1630                         current_camera_offset = current_camera_offset - current_origin;
1631                 }
1632
1633                 camera_mode = CAMERA_CHASE;
1634
1635                 if(autocvar_camera_chase_smoothly)
1636                         current_origin += (view_origin - current_origin) * attenuation;
1637                 else
1638                         current_origin = view_origin;
1639
1640                 current_position = current_origin + current_camera_offset;
1641         }
1642
1643         R_SetView(VF_ANGLES, current_angles);
1644         R_SetView(VF_ORIGIN, current_position);
1645 }