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Dynamic hud: HUD moves around following player's movement (effect shared with cl_foll...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1
2 #include "announcer.qh"
3 #include "hud/all.qh"
4 #include "mapvoting.qh"
5 #include "scoreboard.qh"
6 #include "shownames.qh"
7 #include "quickmenu.qh"
8
9 #include "mutators/events.qh"
10
11 #include "../common/anim.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include <common/gamemodes/all.qh>
16 #include "../common/physics/player.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
20
21 #include <common/vehicles/all.qh>
22 #include <common/weapons/all.qh>
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
26
27 #include "../lib/csqcmodel/cl_player.qh"
28
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
31
32 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
33
34 float autocvar_cl_viewmodel_scale;
35
36 bool autocvar_cl_bobmodel;
37 float autocvar_cl_bobmodel_speed;
38 float autocvar_cl_bobmodel_side;
39 float autocvar_cl_bobmodel_up;
40
41 float autocvar_cl_followmodel;
42 float autocvar_cl_followmodel_speed = 0.3;
43 float autocvar_cl_followmodel_limit = 135;
44 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
45 float autocvar_cl_followmodel_highpass = 0.05;
46 float autocvar_cl_followmodel_lowpass = 0.03;
47 bool autocvar_cl_followmodel_velocity_absolute;
48
49 float autocvar_cl_leanmodel;
50 float autocvar_cl_leanmodel_speed = 0.3;
51 float autocvar_cl_leanmodel_limit = 30;
52 float autocvar_cl_leanmodel_highpass1 = 0.2;
53 float autocvar_cl_leanmodel_highpass = 0.2;
54 float autocvar_cl_leanmodel_lowpass = 0.05;
55
56 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
57 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
58 { \
59         ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
60 } MACRO_END
61
62 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
63 { \
64         float __ignore; lowpass(value, frac, ref_store, __ignore); \
65         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
66 } MACRO_END
67
68 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
69 { \
70         float __f = 0; lowpass(value, frac, ref_store, __f); \
71         ret = (value) - __f; \
72 } MACRO_END
73
74 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
75 { \
76         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
77         ret = (value) - __f; \
78 } MACRO_END
79
80 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
81 { \
82         lowpass(value.x, frac, ref_store.x, ref_out.x); \
83         lowpass(value.y, frac, ref_store.y, ref_out.y); \
84 } MACRO_END
85
86 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
87 { \
88         highpass(value.x, frac, ref_store.x, ref_out.x); \
89         highpass(value.y, frac, ref_store.y, ref_out.y); \
90 } MACRO_END
91
92 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
93 { \
94         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
95         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
96 } MACRO_END
97
98 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
99 { \
100         lowpass(value.x, frac, ref_store.x, ref_out.x); \
101         lowpass(value.y, frac, ref_store.y, ref_out.y); \
102         lowpass(value.z, frac, ref_store.z, ref_out.z); \
103 } MACRO_END
104
105 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
106 { \
107         highpass(value.x, frac, ref_store.x, ref_out.x); \
108         highpass(value.y, frac, ref_store.y, ref_out.y); \
109         highpass(value.z, frac, ref_store.z, ref_out.z); \
110 } MACRO_END
111
112 void calc_followmodel_ofs(entity view)
113 {
114         if(cl_followmodel_time == time)
115                 return; // cl_followmodel_ofs already calculated for this frame
116
117         float frac;
118         vector gunorg = '0 0 0';
119         static vector vel_average;
120         static vector gunorg_prev = '0 0 0';
121         static vector gunorg_adjustment_highpass;
122         static vector gunorg_adjustment_lowpass;
123
124         vector vel;
125         if (autocvar_cl_followmodel_velocity_absolute)
126                 vel = view.velocity;
127         else
128         {
129                 vector forward, right = '0 0 0', up = '0 0 0';
130                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
131                 vel.x = view.velocity * forward;
132                 vel.y = view.velocity * right * -1;
133                 vel.z = view.velocity * up;
134         }
135
136         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
137         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
138         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
139
140         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
141         lowpass3(vel, frac, vel_average, gunorg);
142
143         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
144
145         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
146         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
147         frac = avg_factor(autocvar_cl_followmodel_highpass);
148         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
149         frac = avg_factor(autocvar_cl_followmodel_lowpass);
150         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
151
152         if (autocvar_cl_followmodel_velocity_absolute)
153         {
154                 vector fixed_gunorg;
155                 vector forward, right = '0 0 0', up = '0 0 0';
156                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
157                 fixed_gunorg.x = gunorg * forward;
158                 fixed_gunorg.y = gunorg * right * -1;
159                 fixed_gunorg.z = gunorg * up;
160                 gunorg = fixed_gunorg;
161         }
162
163         cl_followmodel_ofs = gunorg;
164         cl_followmodel_time = time;
165 }
166
167 vector leanmodel_ofs(entity view)
168 {
169         float frac;
170         vector gunangles = '0 0 0';
171         static vector gunangles_prev = '0 0 0';
172         static vector gunangles_highpass = '0 0 0';
173         static vector gunangles_adjustment_highpass;
174         static vector gunangles_adjustment_lowpass;
175
176         if (view.csqcmodel_teleported)
177                 gunangles_prev = view_angles;
178
179         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
180         gunangles_highpass += gunangles_prev;
181         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
182         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
183         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
184         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
185         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
186         gunangles_prev = view_angles;
187         gunangles_highpass -= gunangles_prev;
188
189         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
190         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
191
192         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
193         frac = avg_factor(autocvar_cl_leanmodel_highpass);
194         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
195         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
196         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
197
198         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
199
200         return gunangles;
201 }
202
203 vector bobmodel_ofs(entity view)
204 {
205         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
206         static bool oldonground;
207         static float hitgroundtime;
208         if (clonground)
209         {
210                 float f = time; // cl.movecmd[0].time
211                 if (!oldonground)
212                         hitgroundtime = f;
213         }
214         oldonground = clonground;
215
216         // calculate for swinging gun model
217         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
218         vector gunorg = '0 0 0';
219         static float bobmodel_scale = 0;
220         static float time_ofs = 0; // makes the effect always restart in the same way
221         if (clonground)
222         {
223                 if (time - hitgroundtime > 0.05)
224                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
225         }
226         else
227                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
228
229         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
230         if (bobmodel_scale && xyspeed)
231         {
232                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
233                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
234                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
235                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
236         }
237         else
238                 time_ofs = time;
239
240         return gunorg;
241 }
242
243 void viewmodel_animate(entity this)
244 {
245         if (autocvar_chase_active) return;
246         if (STAT(HEALTH) <= 0) return;
247
248         entity view = CSQCModel_server2csqc(player_localentnum - 1);
249
250         if (autocvar_cl_followmodel)
251         {
252                 calc_followmodel_ofs(view);
253                 this.origin += cl_followmodel_ofs;
254         }
255
256         if (autocvar_cl_leanmodel)
257                 this.angles += leanmodel_ofs(view);
258
259         // vertical view bobbing code
260         // TODO: cl_bob
261
262         // horizontal view bobbing code
263         // TODO: cl_bob2
264
265         // fall bobbing code
266         // causes the view to swing down and back up when touching the ground
267         // TODO: cl_bobfall
268
269         // gun model bobbing code
270         if (autocvar_cl_bobmodel)
271                 this.origin += bobmodel_ofs(view);
272 }
273
274 .vector viewmodel_origin, viewmodel_angles;
275 .float weapon_nextthink;
276 .float weapon_eta_last;
277 .float weapon_switchdelay;
278
279 void viewmodel_draw(entity this)
280 {
281         if(!activeweapon)
282                 return;
283         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
284         float a = this.alpha;
285         static bool wasinvehicle;
286         bool invehicle = player_localentnum > maxclients;
287         if (invehicle) a = -1;
288         else if (wasinvehicle) a = 1;
289         wasinvehicle = invehicle;
290         Weapon wep = activeweapon;
291         int c = stof(getplayerkeyvalue(current_player, "colors"));
292         vector g = weaponentity_glowmod(wep, c);
293         entity me = CSQCModel_server2csqc(player_localentnum - 1);
294         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
295                 | EF_NODEPTHTEST)
296                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
297         for (entity e = this; e; e = e.weaponchild)
298         {
299                 e.drawmask = mask;
300                 e.alpha = a;
301                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
302                 e.glowmod = g;
303                 e.csqcmodel_effects = fx;
304                 CSQCModel_Effects_Apply(e);
305         }
306         {
307                 static string name_last;
308                 string name = wep.mdl;
309                 if (name != name_last)
310                 {
311                         name_last = name;
312                         CL_WeaponEntity_SetModel(this, name);
313                         this.viewmodel_origin = this.origin;
314                         this.viewmodel_angles = this.angles;
315                 }
316                 anim_update(this);
317                 if (!this.animstate_override)
318                         anim_set(this, this.anim_idle, true, false, false);
319         }
320         float f = 0; // 0..1; 0: fully active
321         float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
322         if (eta <= 0) f = this.weapon_eta_last;
323         else switch (this.state)
324         {
325                 case WS_RAISE:
326                 {
327                         f = eta / max(eta, this.weapon_switchdelay);
328                         break;
329                 }
330                 case WS_DROP:
331                 {
332                         f = 1 - eta / max(eta, this.weapon_switchdelay);
333                         break;
334                 }
335                 case WS_CLEAR:
336                 {
337                         f = 1;
338                         break;
339                 }
340         }
341         this.weapon_eta_last = f;
342         this.origin = this.viewmodel_origin;
343         this.angles = this.viewmodel_angles;
344         this.angles_x = (-90 * f * f);
345         viewmodel_animate(this);
346         setorigin(this, this.origin);
347 }
348
349 entity viewmodel;
350 STATIC_INIT(viewmodel) {
351     viewmodel = new(viewmodel);
352     make_pure(viewmodel);
353 }
354
355 entity porto;
356 vector polyline[16];
357 void Porto_Draw(entity this)
358 {
359         vector p, dir, ang, q, nextdir;
360         float portal_number, portal1_idx;
361
362         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
363                 return;
364         if(WEP_CVAR(porto, secondary))
365                 return;
366         if(intermission == 1)
367                 return;
368         if(intermission == 2)
369                 return;
370         if (STAT(HEALTH) <= 0)
371                 return;
372
373         dir = view_forward;
374
375         if(angles_held_status)
376         {
377                 makevectors(angles_held);
378                 dir = v_forward;
379         }
380
381         p = view_origin;
382
383         polyline[0] = p;
384         int idx = 1;
385         portal_number = 0;
386         nextdir = dir;
387
388         for (;;)
389         {
390                 dir = nextdir;
391                 traceline(p, p + 65536 * dir, true, porto);
392                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
393                         return;
394                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
395                 p = trace_endpos;
396                 polyline[idx] = p;
397                 ++idx;
398                 if(idx >= 16)
399                         return;
400                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
401                         continue;
402                 ++portal_number;
403                 ang = vectoangles2(trace_plane_normal, dir);
404                 ang.x = -ang.x;
405                 makevectors(ang);
406                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
407                         return;
408                 if(portal_number == 1)
409                 {
410                         portal1_idx = idx;
411                         if(portal_number >= 2)
412                                 break;
413                 }
414         }
415
416         while(idx >= 2)
417         {
418                 p = polyline[idx-2];
419                 q = polyline[idx-1];
420                 if(idx == 2)
421                         p = p - view_up * 16;
422                 if(idx-1 >= portal1_idx)
423                 {
424                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
425                 }
426                 else
427                 {
428                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
429                 }
430                 --idx;
431         }
432 }
433
434 void Porto_Init()
435 {
436         porto = new(porto);
437         make_pure(porto);
438         porto.draw = Porto_Draw;
439         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
440 }
441
442 float drawtime;
443 float avgspeed;
444 vector GetCurrentFov(float fov)
445 {
446         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
447         float velocityzoom, curspeed;
448         vector v;
449
450         zoomsensitivity = autocvar_cl_zoomsensitivity;
451         zoomfactor = autocvar_cl_zoomfactor;
452         if(zoomfactor < 1 || zoomfactor > 30)
453                 zoomfactor = 2.5;
454         zoomspeed = autocvar_cl_zoomspeed;
455         if(zoomspeed >= 0)
456         if(zoomspeed < 0.5 || zoomspeed > 16)
457                         zoomspeed = 3.5;
458
459         zoomdir = button_zoom;
460         if(hud == HUD_NORMAL)
461         if(switchweapon == activeweapon)
462         if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
463                 zoomdir += button_attack2;
464         if(spectatee_status > 0 || isdemo())
465         {
466                 if(spectatorbutton_zoom)
467                 {
468                         if(zoomdir)
469                                 zoomdir = 0;
470                         else
471                                 zoomdir = 1;
472                 }
473                 // fteqcc failed twice here already, don't optimize this
474         }
475
476         if(zoomdir) { zoomin_effect = 0; }
477
478         if(camera_active)
479         {
480                 current_viewzoom = min(1, current_viewzoom + drawframetime);
481         }
482         else if(autocvar_cl_spawnzoom && zoomin_effect)
483         {
484                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
485
486                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
487                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
488                 if(current_viewzoom == 1) { zoomin_effect = 0; }
489         }
490         else
491         {
492                 if(zoomspeed < 0) // instant zoom
493                 {
494                         if(zoomdir)
495                                 current_viewzoom = 1 / zoomfactor;
496                         else
497                                 current_viewzoom = 1;
498                 }
499                 else
500                 {
501                         if(zoomdir)
502                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
503                         else
504                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
505                 }
506         }
507
508         if(almost_equals(current_viewzoom, 1))
509                 current_zoomfraction = 0;
510         else if(almost_equals(current_viewzoom, 1/zoomfactor))
511                 current_zoomfraction = 1;
512         else
513                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
514
515         if(zoomsensitivity < 1)
516                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
517         else
518                 setsensitivityscale(1);
519
520         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
521         {
522                 if(intermission) { curspeed = 0; }
523                 else
524                 {
525
526                         makevectors(view_angles);
527                         v = pmove_vel;
528                         if(csqcplayer)
529                                 v = csqcplayer.velocity;
530
531                         switch(autocvar_cl_velocityzoom_type)
532                         {
533                                 case 3: curspeed = max(0, v_forward * v); break;
534                                 case 2: curspeed = (v_forward * v); break;
535                                 case 1: default: curspeed = vlen(v); break;
536                         }
537                 }
538
539                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
540                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
541                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
542
543                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
544         }
545         else
546                 velocityzoom = 1;
547
548         float frustumx, frustumy, fovx, fovy;
549         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
550         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
551         fovx = atan2(frustumx, 1) / M_PI * 360.0;
552         fovy = atan2(frustumy, 1) / M_PI * 360.0;
553
554         return '1 0 0' * fovx + '0 1 0' * fovy;
555 }
556
557 vector GetViewLocationFOV(float fov)
558 {
559         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
560         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
561         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
562         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
563         return '1 0 0' * fovx + '0 1 0' * fovy;
564 }
565
566 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
567 {
568         float fovx, fovy;
569         float width = (ov_worldmax.x - ov_worldmin.x);
570         float height = (ov_worldmax.y - ov_worldmin.y);
571         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
572         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
573         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
574         return '1 0 0' * fovx + '0 1 0' * fovy;
575 }
576
577 // this function must match W_SetupShot!
578 float zoomscript_caught;
579
580 vector wcross_origin;
581 float wcross_scale_prev, wcross_alpha_prev;
582 vector wcross_color_prev;
583 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
584 vector wcross_color_goal_prev;
585 float wcross_changedonetime;
586
587 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
588 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
589 float wcross_name_changestarttime, wcross_name_changedonetime;
590 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
591
592 float wcross_ring_prev;
593
594 entity trueaim;
595 entity trueaim_rifle;
596
597 const float SHOTTYPE_HITTEAM = 1;
598 const float SHOTTYPE_HITOBSTRUCTION = 2;
599 const float SHOTTYPE_HITWORLD = 3;
600 const float SHOTTYPE_HITENEMY = 4;
601
602 void TrueAim_Init()
603 {
604         trueaim = new(trueaim);
605         make_pure(trueaim);
606         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
607         trueaim_rifle = new(trueaim_rifle);
608         make_pure(trueaim_rifle);
609         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
610 }
611
612 float EnemyHitCheck()
613 {
614         float t, n;
615         wcross_origin = project_3d_to_2d(trace_endpos);
616         wcross_origin.z = 0;
617         if(trace_ent)
618                 n = trace_ent.entnum;
619         else
620                 n = trace_networkentity;
621         if(n < 1)
622                 return SHOTTYPE_HITWORLD;
623         if(n > maxclients)
624                 return SHOTTYPE_HITWORLD;
625         t = entcs_GetTeam(n - 1);
626         if(teamplay)
627                 if(t == myteam)
628                         return SHOTTYPE_HITTEAM;
629         if(t == NUM_SPECTATOR)
630                 return SHOTTYPE_HITWORLD;
631         return SHOTTYPE_HITENEMY;
632 }
633
634 float TrueAimCheck()
635 {
636         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
637         vector vecs, trueaimpoint, w_shotorg;
638         vector mi, ma, dv;
639         float shottype;
640         entity ta;
641         float mv;
642
643         mi = ma = '0 0 0';
644         ta = trueaim;
645         mv = MOVE_NOMONSTERS;
646
647         switch(activeweapon) // WEAPONTODO
648         {
649                 case WEP_TUBA: // no aim
650                 case WEP_PORTO: // shoots from eye
651                 case WEP_NEXBALL: // shoots from eye
652                 case WEP_HOOK: // no trueaim
653                 case WEP_MORTAR: // toss curve
654                         return SHOTTYPE_HITWORLD;
655                 case WEP_VORTEX:
656                 case WEP_VAPORIZER:
657                         mv = MOVE_NORMAL;
658                         break;
659                 case WEP_RIFLE:
660                         ta = trueaim_rifle;
661                         mv = MOVE_NORMAL;
662                         if(zoomscript_caught)
663                         {
664                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
665                                 return EnemyHitCheck();
666                         }
667                         break;
668                 case WEP_DEVASTATOR: // projectile has a size!
669                         mi = '-3 -3 -3';
670                         ma = '3 3 3';
671                         break;
672                 case WEP_FIREBALL: // projectile has a size!
673                         mi = '-16 -16 -16';
674                         ma = '16 16 16';
675                         break;
676                 case WEP_SEEKER: // projectile has a size!
677                         mi = '-2 -2 -2';
678                         ma = '2 2 2';
679                         break;
680                 case WEP_ELECTRO: // projectile has a size!
681                         mi = '0 0 -3';
682                         ma = '0 0 -3';
683                         break;
684         }
685
686         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
687
688         vecs = decompressShotOrigin(STAT(SHOTORG));
689
690         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
691         trueaimpoint = trace_endpos;
692
693         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
694                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
695
696         if(vecs.x > 0)
697                 vecs.y = -vecs.y;
698         else
699                 vecs = '0 0 0';
700
701         dv = view_right * vecs.y + view_up * vecs.z;
702         w_shotorg = traceorigin + dv;
703
704         // now move the vecs forward as much as requested if possible
705         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
706         w_shotorg = trace_endpos - view_forward * nudge;
707
708         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
709         shottype = EnemyHitCheck();
710         if(shottype != SHOTTYPE_HITWORLD)
711                 return shottype;
712
713 #if 0
714         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
715         // or rather, I know why, but see no fix
716         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
717                 // 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
718                 return SHOTTYPE_HITOBSTRUCTION;
719 #endif
720
721         return SHOTTYPE_HITWORLD;
722 }
723
724 void PostInit();
725 void CSQC_Demo_Camera();
726 float HUD_WouldDrawScoreboard();
727 float camera_mode;
728 const float CAMERA_FREE = 1;
729 const float CAMERA_CHASE = 2;
730 float reticle_type;
731 string reticle_image;
732 string NextFrameCommand;
733
734 vector freeze_org, freeze_ang;
735 entity nightvision_noise, nightvision_noise2;
736
737 const float MAX_TIME_DIFF = 5;
738 float pickup_crosshair_time, pickup_crosshair_size;
739 float hitindication_crosshair_size;
740 float use_vortex_chargepool;
741
742 float myhealth, myhealth_prev;
743 float myhealth_flash;
744
745 float old_blurradius, old_bluralpha;
746 float old_sharpen_intensity;
747
748 vector myhealth_gentlergb;
749
750 float contentavgalpha, liquidalpha_prev;
751 vector liquidcolor_prev;
752
753 float eventchase_current_distance;
754 float eventchase_running;
755 bool WantEventchase(entity this)
756 {
757         if(autocvar_cl_orthoview)
758                 return false;
759         if(intermission)
760                 return true;
761         if(this.viewloc)
762                 return true;
763         if(spectatee_status >= 0)
764         {
765                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
766                         return true;
767                 if(MUTATOR_CALLHOOK(WantEventchase, this))
768                         return true;
769                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
770                         return true;
771                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
772                 {
773                         if(autocvar_cl_eventchase_death == 2)
774                         {
775                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
776                                 if(this.velocity == '0 0 0' || eventchase_running)
777                                         return true;
778                         }
779                         else return true;
780                 }
781         }
782         return false;
783 }
784
785 void HUD_Crosshair_Vehicle()
786 {
787         if(hud != HUD_BUMBLEBEE_GUN)
788         {
789                 Vehicle info = Vehicles_from(hud);
790                 info.vr_crosshair(info);
791         }
792 }
793
794 vector damage_blurpostprocess, content_blurpostprocess;
795
796 float unaccounted_damage = 0;
797 void UpdateDamage()
798 {
799         // accumulate damage with each stat update
800         static float damage_total_prev = 0;
801         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
802         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
803         damage_total_prev = damage_total;
804
805         static float damage_dealt_time_prev = 0;
806         float damage_dealt_time = STAT(HIT_TIME);
807         if (damage_dealt_time != damage_dealt_time_prev)
808         {
809                 unaccounted_damage += unaccounted_damage_new;
810                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
811         }
812         damage_dealt_time_prev = damage_dealt_time;
813
814         // prevent hitsound when switching spectatee
815         static float spectatee_status_prev = 0;
816         if (spectatee_status != spectatee_status_prev)
817                 unaccounted_damage = 0;
818         spectatee_status_prev = spectatee_status;
819 }
820
821 void HitSound()
822 {
823         // varying sound pitch
824
825         static float hitsound_time_prev = 0;
826         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
827         float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
828         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
829         {
830                 if (autocvar_cl_hitsound && unaccounted_damage)
831                 {
832                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
833                         float a = autocvar_cl_hitsound_max_pitch;
834                         float b = autocvar_cl_hitsound_min_pitch;
835                         float c = autocvar_cl_hitsound_nom_damage;
836                         float x = unaccounted_damage;
837                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
838
839                         // if sound variation is disabled, set pitch_shift to 1
840                         if (autocvar_cl_hitsound == 1)
841                                 pitch_shift = 1;
842
843                         // if pitch shift is reversed, mirror in (max-min)/2 + min
844                         if (autocvar_cl_hitsound == 3)
845                         {
846                                 float mirror_value = (a-b)/2 + b;
847                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
848                         }
849
850                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
851
852                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
853                         // todo: normalize sound pressure levels? seems unnecessary
854
855                         sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
856                 }
857                 unaccounted_damage = 0;
858                 hitsound_time_prev = time;
859         }
860
861         static float typehit_time_prev = 0;
862         float typehit_time = STAT(TYPEHIT_TIME);
863         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
864         {
865                 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
866                 typehit_time_prev = typehit_time;
867         }
868 }
869
870 void HUD_Crosshair()
871 {SELFPARAM();
872         static float rainbow_last_flicker;
873         static vector rainbow_prev_color;
874         entity e = this;
875         float f, i, j;
876         vector v;
877         if(!scoreboard_active && !camera_active && intermission != 2 &&
878                 spectatee_status != -1 && !csqcplayer.viewloc &&
879                 !HUD_MinigameMenu_IsOpened() )
880         {
881                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
882                         return;
883
884                 if (hud != HUD_NORMAL)
885                 {
886                         HUD_Crosshair_Vehicle();
887                         return;
888                 }
889
890                 string wcross_style;
891                 float wcross_alpha, wcross_resolution;
892                 wcross_style = autocvar_crosshair;
893                 if (wcross_style == "0")
894                         return;
895                 wcross_resolution = autocvar_crosshair_size;
896                 if (wcross_resolution == 0)
897                         return;
898                 wcross_alpha = autocvar_crosshair_alpha;
899                 if (wcross_alpha == 0)
900                         return;
901
902                 // TrueAim check
903                 float shottype;
904
905                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
906                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
907                 wcross_origin.z = 0;
908                 if(autocvar_crosshair_hittest)
909                 {
910                         vector wcross_oldorigin;
911                         wcross_oldorigin = wcross_origin;
912                         shottype = TrueAimCheck();
913                         if(shottype == SHOTTYPE_HITWORLD)
914                         {
915                                 v = wcross_origin - wcross_oldorigin;
916                                 v.x /= vid_conwidth;
917                                 v.y /= vid_conheight;
918                                 if(vlen(v) > 0.01)
919                                         shottype = SHOTTYPE_HITOBSTRUCTION;
920                         }
921                         if(!autocvar_crosshair_hittest_showimpact)
922                                 wcross_origin = wcross_oldorigin;
923                 }
924                 else
925                         shottype = SHOTTYPE_HITWORLD;
926
927                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
928                 string wcross_name = "";
929                 float wcross_scale, wcross_blur;
930
931                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
932                 {
933                         e = switchingweapon;
934                         if(e)
935                         {
936                                 if(autocvar_crosshair_per_weapon)
937                                 {
938                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
939                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
940                                         //if (wcross_resolution == 0)
941                                                 //return;
942
943                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
944                                         wcross_resolution *= e.w_crosshair_size;
945                                         wcross_name = e.w_crosshair;
946                                 }
947                         }
948                 }
949
950                 if(wcross_name == "")
951                         wcross_name = strcat("gfx/crosshair", wcross_style);
952
953                 // MAIN CROSSHAIR COLOR DECISION
954                 switch(autocvar_crosshair_color_special)
955                 {
956                         case 1: // crosshair_color_per_weapon
957                         {
958                                 if(e)
959                                 {
960                                         wcross_color = e.wpcolor;
961                                         break;
962                                 }
963                                 else { goto normalcolor; }
964                         }
965
966                         case 2: // crosshair_color_by_health
967                         {
968                                 float x = STAT(HEALTH);
969
970                                 //x = red
971                                 //y = green
972                                 //z = blue
973
974                                 wcross_color.z = 0;
975
976                                 if(x > 200)
977                                 {
978                                         wcross_color.x = 0;
979                                         wcross_color.y = 1;
980                                 }
981                                 else if(x > 150)
982                                 {
983                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
984                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
985                                 }
986                                 else if(x > 100)
987                                 {
988                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
989                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
990                                         wcross_color.z = 1 - (x-100)*0.02;
991                                 }
992                                 else if(x > 50)
993                                 {
994                                         wcross_color.x = 1;
995                                         wcross_color.y = 1;
996                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
997                                 }
998                                 else if(x > 20)
999                                 {
1000                                         wcross_color.x = 1;
1001                                         wcross_color.y = (x-20)*90/27/100;
1002                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
1003                                 }
1004                                 else
1005                                 {
1006                                         wcross_color.x = 1;
1007                                         wcross_color.y = 0;
1008                                 }
1009                                 break;
1010                         }
1011
1012                         case 3: // crosshair_color_rainbow
1013                         {
1014                                 if(time >= rainbow_last_flicker)
1015                                 {
1016                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1017                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1018                                 }
1019                                 wcross_color = rainbow_prev_color;
1020                                 break;
1021                         }
1022                         :normalcolor
1023                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
1024                 }
1025
1026                 if(autocvar_crosshair_effect_scalefade)
1027                 {
1028                         wcross_scale = wcross_resolution;
1029                         wcross_resolution = 1;
1030                 }
1031                 else
1032                 {
1033                         wcross_scale = 1;
1034                 }
1035
1036                 if(autocvar_crosshair_pickup)
1037                 {
1038                         float stat_pickup_time = STAT(LAST_PICKUP);
1039
1040                         if(pickup_crosshair_time < stat_pickup_time)
1041                         {
1042                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1043                                         pickup_crosshair_size = 1;
1044
1045                                 pickup_crosshair_time = stat_pickup_time;
1046                         }
1047
1048                         if(pickup_crosshair_size > 0)
1049                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1050                         else
1051                                 pickup_crosshair_size = 0;
1052
1053                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1054                 }
1055
1056                 // todo: make crosshair hit indication dependent on damage dealt
1057                 if(autocvar_crosshair_hitindication)
1058                 {
1059                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1060
1061                         if(unaccounted_damage)
1062                         {
1063                                 hitindication_crosshair_size = 1;
1064                         }
1065
1066                         if(hitindication_crosshair_size > 0)
1067                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1068                         else
1069                                 hitindication_crosshair_size = 0;
1070
1071                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1072                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1073                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1074                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1075                 }
1076
1077                 if(shottype == SHOTTYPE_HITENEMY)
1078                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1079                 if(shottype == SHOTTYPE_HITTEAM)
1080                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1081
1082                 f = fabs(autocvar_crosshair_effect_time);
1083                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1084                 {
1085                         wcross_changedonetime = time + f;
1086                 }
1087                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1088                 {
1089                         wcross_name_changestarttime = time;
1090                         wcross_name_changedonetime = time + f;
1091                         if(wcross_name_goal_prev_prev)
1092                                 strunzone(wcross_name_goal_prev_prev);
1093                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1094                         wcross_name_goal_prev = strzone(wcross_name);
1095                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1096                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1097                         wcross_resolution_goal_prev = wcross_resolution;
1098                 }
1099
1100                 wcross_scale_goal_prev = wcross_scale;
1101                 wcross_alpha_goal_prev = wcross_alpha;
1102                 wcross_color_goal_prev = wcross_color;
1103
1104                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1105                 {
1106                         wcross_blur = 1;
1107                         wcross_alpha *= 0.75;
1108                 }
1109                 else
1110                         wcross_blur = 0;
1111                 // *_prev is at time-frametime
1112                 // * is at wcross_changedonetime+f
1113                 // what do we have at time?
1114                 if(time < wcross_changedonetime)
1115                 {
1116                         f = frametime / (wcross_changedonetime - time + frametime);
1117                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1118                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1119                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1120                 }
1121
1122                 wcross_scale_prev = wcross_scale;
1123                 wcross_alpha_prev = wcross_alpha;
1124                 wcross_color_prev = wcross_color;
1125
1126                 MUTATOR_CALLHOOK(UpdateCrosshair);
1127
1128                 wcross_scale *= 1 - autocvar__menu_alpha;
1129                 wcross_alpha *= 1 - autocvar__menu_alpha;
1130                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1131
1132                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1133                 {
1134                         // crosshair rings for weapon stats
1135                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1136                         {
1137                                 // declarations and stats
1138                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1139                                 string ring_image = string_null, ring_inner_image = string_null;
1140                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1141
1142                                 ring_scale = autocvar_crosshair_ring_size;
1143
1144                                 float weapon_clipload, weapon_clipsize;
1145                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1146                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1147
1148                                 float ok_ammo_charge, ok_ammo_chargepool;
1149                                 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1150                                 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1151
1152                                 float vortex_charge, vortex_chargepool;
1153                                 vortex_charge = STAT(VORTEX_CHARGE);
1154                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1155
1156                                 float arc_heat = STAT(ARC_HEAT);
1157
1158                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1159                                         vortex_charge_movingavg = vortex_charge;
1160
1161
1162                                 // handle the values
1163                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1164                                 {
1165                                         if (vortex_chargepool || use_vortex_chargepool) {
1166                                                 use_vortex_chargepool = 1;
1167                                                 ring_inner_value = vortex_chargepool;
1168                                         } else {
1169                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1170                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1171                                         }
1172
1173                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1174                                         ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1175                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1176
1177                                         // draw the outer ring to show the current charge of the weapon
1178                                         ring_value = vortex_charge;
1179                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1180                                         ring_rgb = wcross_color;
1181                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1182                                 }
1183                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1184                                 {
1185                                         ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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.
1186                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1187                                         ring_rgb = wcross_color;
1188                                         ring_image = "gfx/crosshair_ring.tga";
1189                                 }
1190                                 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1191                                 {
1192                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1193                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1194                                         ring_rgb = wcross_color;
1195                                         ring_image = "gfx/crosshair_ring.tga";
1196                                 }
1197                                 else if (ok_ammo_charge)
1198                                 {
1199                                         ring_value = ok_ammo_chargepool;
1200                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1201                                         ring_rgb = wcross_color;
1202                                         ring_image = "gfx/crosshair_ring.tga";
1203                                 }
1204                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1205                                 {
1206                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1207                                         ring_scale = autocvar_crosshair_ring_reload_size;
1208                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1209                                         ring_rgb = wcross_color;
1210
1211                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1212                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1213                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1214                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1215                                         else
1216                                                 ring_image = "gfx/crosshair_ring.tga";
1217                                 }
1218                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1219                                 {
1220                                         ring_value = arc_heat;
1221                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1222                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1223                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1224                                         ring_image = "gfx/crosshair_ring.tga";
1225                                 }
1226
1227                                 // if in weapon switch animation, fade ring out/in
1228                                 if(autocvar_crosshair_effect_time > 0)
1229                                 {
1230                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1231                                         if (f >= 1)
1232                                         {
1233                                                 wcross_ring_prev = ((ring_image) ? true : false);
1234                                         }
1235
1236                                         if(wcross_ring_prev)
1237                                         {
1238                                                 if(f < 1)
1239                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1240                                         }
1241                                         else
1242                                         {
1243                                                 if(f < 1)
1244                                                         ring_alpha *= bound(0, f, 1);
1245                                         }
1246                                 }
1247
1248                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1249                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1250
1251                                 if (ring_value)
1252                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1253                         }
1254
1255 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1256                         MACRO_BEGIN { \
1257                                 if(wcross_blur > 0) \
1258                                 { \
1259                                         for(i = -2; i <= 2; ++i) \
1260                                         for(j = -2; j <= 2; ++j) \
1261                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1262                                 } \
1263                                 else \
1264                                 { \
1265                                         M(0,0,sz,wcross_name,wcross_alpha); \
1266                                 } \
1267                         } MACRO_END
1268
1269 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1270                         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)
1271
1272 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1273                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1274
1275                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1276                         {
1277                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1278                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1279                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1280                                 f = 1 - f;
1281                         }
1282                         else
1283                         {
1284                                 f = 1;
1285                         }
1286                         wcross_name_alpha_goal_prev = f;
1287
1288                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1289                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1290
1291                         if(autocvar_crosshair_dot)
1292                         {
1293                                 vector wcross_color_old;
1294                                 wcross_color_old = wcross_color;
1295
1296                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1297                                         wcross_color = stov(autocvar_crosshair_dot_color);
1298
1299                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1300                                 // FIXME why don't we use wcross_alpha here?
1301                                 wcross_color = wcross_color_old;
1302                         }
1303                 }
1304         }
1305         else
1306         {
1307                 wcross_scale_prev = 0;
1308                 wcross_alpha_prev = 0;
1309                 wcross_scale_goal_prev = 0;
1310                 wcross_alpha_goal_prev = 0;
1311                 wcross_changedonetime = 0;
1312                 if(wcross_name_goal_prev)
1313                         strunzone(wcross_name_goal_prev);
1314                 wcross_name_goal_prev = string_null;
1315                 if(wcross_name_goal_prev_prev)
1316                         strunzone(wcross_name_goal_prev_prev);
1317                 wcross_name_goal_prev_prev = string_null;
1318                 wcross_name_changestarttime = 0;
1319                 wcross_name_changedonetime = 0;
1320                 wcross_name_alpha_goal_prev = 0;
1321                 wcross_name_alpha_goal_prev_prev = 0;
1322                 wcross_resolution_goal_prev = 0;
1323                 wcross_resolution_goal_prev_prev = 0;
1324         }
1325 }
1326
1327 void HUD_Draw()
1328 {
1329         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1330         {
1331                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
1332         }
1333         else if(STAT(FROZEN))
1334         {
1335                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1336         }
1337         if(!intermission)
1338         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1339         {
1340                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1341                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1342         }
1343         else if(STAT(REVIVE_PROGRESS))
1344         {
1345                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1346                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1347         }
1348
1349         if(autocvar_r_letterbox == 0)
1350                 if(autocvar_viewsize < 120)
1351                 {
1352                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1353                                 Accuracy_LoadLevels();
1354
1355                         HUD_Main();
1356                         HUD_DrawScoreboard();
1357                 }
1358
1359         // crosshair goes VERY LAST
1360         UpdateDamage();
1361         HUD_Crosshair();
1362         HitSound();
1363 }
1364
1365 bool ov_enabled;
1366 float oldr_nearclip;
1367 float oldr_farclip_base;
1368 float oldr_farclip_world;
1369 float oldr_novis;
1370 float oldr_useportalculling;
1371 float oldr_useinfinitefarclip;
1372
1373 void cl_notice_run();
1374 float prev_myteam;
1375 int lasthud;
1376 float vh_notice_time;
1377 void WaypointSprite_Load();
1378 void CSQC_UpdateView(float w, float h)
1379 {SELFPARAM();
1380         entity e;
1381         float fov;
1382         float f;
1383         vector vf_size, vf_min;
1384         float a;
1385
1386         execute_next_frame();
1387
1388         ++framecount;
1389
1390         stats_get();
1391         hud = STAT(HUD);
1392
1393         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1394                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1395
1396         lasthud = hud;
1397
1398         if(autocvar__hud_showbinds_reload) // menu can set this one
1399         {
1400                 db_close(binddb);
1401                 binddb = db_create();
1402                 cvar_set("_hud_showbinds_reload", "0");
1403         }
1404
1405         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1406                 view_quality = getproperty(VF_MINFPS_QUALITY);
1407         else
1408                 view_quality = 1;
1409
1410         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1411         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1412
1413         vf_size = getpropertyvec(VF_SIZE);
1414         vf_min = getpropertyvec(VF_MIN);
1415         vid_width = vf_size.x;
1416         vid_height = vf_size.y;
1417
1418         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1419         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1420
1421         WaypointSprite_Load();
1422
1423         CSQCPlayer_SetCamera();
1424
1425         if(player_localentnum <= maxclients) // is it a client?
1426                 current_player = player_localentnum - 1;
1427         else // then player_localentnum is the vehicle I'm driving
1428                 current_player = player_localnum;
1429         myteam = entcs_GetTeam(current_player);
1430
1431         if(myteam != prev_myteam)
1432         {
1433                 myteamcolors = colormapPaletteColor(myteam, 1);
1434                 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1435                 prev_myteam = myteam;
1436         }
1437
1438         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1439
1440         float is_dead = (STAT(HEALTH) <= 0);
1441
1442         // FIXME do we need this hack?
1443         if(isdemo())
1444         {
1445                 // in demos, input_buttons do not work
1446                 button_zoom = (autocvar__togglezoom == "-");
1447         }
1448         else if(button_zoom
1449                 && autocvar_cl_unpress_zoom_on_death
1450                 && (spectatee_status >= 0)
1451                 && (is_dead || intermission))
1452         {
1453                 // no zoom while dead or in intermission please
1454                 localcmd("-zoom\n");
1455                 button_zoom = false;
1456         }
1457
1458         // event chase camera
1459         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1460         {
1461                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1462                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1463                 entity gen = world;
1464
1465                 float vehicle_viewdist = 0;
1466                 vector vehicle_viewofs = '0 0 0';
1467
1468                 if(vehicle_chase)
1469                 {
1470                         if(hud != HUD_BUMBLEBEE_GUN)
1471                         {
1472                                 Vehicle info = Vehicles_from(hud);
1473                                 vehicle_viewdist = info.height;
1474                                 vehicle_viewofs = info.view_ofs;
1475                         }
1476                 }
1477
1478                 if(ons_roundlost)
1479                 {
1480                         FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1481                                 gen = it;
1482                                 break;
1483                         ));
1484                         if(!gen)
1485                                 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1486                 }
1487                 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1488                 {
1489                         eventchase_running = true;
1490
1491                         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1492                         if(!local_player)
1493                                 local_player = self; // fall back!
1494
1495                         // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
1496                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1497                         if(ons_roundlost) { current_view_origin = gen.origin; }
1498
1499                         // detect maximum viewoffset and use it
1500                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1501                         if(vehicle_chase)
1502                         {
1503                                 if(vehicle_viewofs)
1504                                         view_offset = vehicle_viewofs;
1505                                 else
1506                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1507                         }
1508                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1509
1510                         if(view_offset)
1511                         {
1512                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1513                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1514                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1515                         }
1516
1517                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1518                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1519                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1520                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1521
1522                         // make the camera smooth back
1523                         float chase_distance = autocvar_cl_eventchase_distance;
1524                         if(vehicle_chase)
1525                         {
1526                                 if(vehicle_viewofs)
1527                                         chase_distance = vehicle_viewdist;
1528                                 else
1529                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1530                         }
1531                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1532
1533                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1534                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1535                         else if(eventchase_current_distance != chase_distance)
1536                                 eventchase_current_distance = chase_distance;
1537
1538                         makevectors(view_angles);
1539
1540                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1541                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1542
1543                         // If the boxtrace fails, revert back to line tracing.
1544                         if(!local_player.viewloc)
1545                         if(trace_startsolid)
1546                         {
1547                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1548                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1549                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1550                         }
1551                         else { setproperty(VF_ORIGIN, trace_endpos); }
1552
1553                         if(!local_player.viewloc)
1554                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1555                 }
1556                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1557                 {
1558                         eventchase_running = false;
1559                         cvar_set("chase_active", "0");
1560                         eventchase_current_distance = 0; // start from 0 next time
1561                 }
1562         }
1563         // workaround for camera stuck between player's legs when using chase_active 1
1564         // because the engine stops updating the chase_active camera when the game ends
1565         else if(intermission)
1566         {
1567                 cvar_settemp("chase_active", "-1");
1568                 eventchase_current_distance = 0;
1569         }
1570
1571         // do lockview after event chase camera so that it still applies whenever necessary.
1572         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1573         {
1574                 setproperty(VF_ORIGIN, freeze_org);
1575                 setproperty(VF_ANGLES, freeze_ang);
1576         }
1577         else
1578         {
1579                 freeze_org = getpropertyvec(VF_ORIGIN);
1580                 freeze_ang = getpropertyvec(VF_ANGLES);
1581         }
1582
1583         WarpZone_FixView();
1584         //WarpZone_FixPMove();
1585
1586         vector ov_org = '0 0 0';
1587         vector ov_mid = '0 0 0';
1588         vector ov_worldmin = '0 0 0';
1589         vector ov_worldmax = '0 0 0';
1590         if(autocvar_cl_orthoview)
1591         {
1592                 ov_worldmin = mi_picmin;
1593                 ov_worldmax = mi_picmax;
1594
1595                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1596                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1597                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1598
1599                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1600                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1601
1602                 float ov_nearest = vlen(ov_org - vec3(
1603                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1604                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1605                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1606                 ));
1607
1608                 float ov_furthest = 0;
1609                 float dist = 0;
1610
1611                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1612                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1613                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1614                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1615                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1616                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1617                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1618                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1619
1620                 if(!ov_enabled)
1621                 {
1622                         oldr_nearclip = cvar("r_nearclip");
1623                         oldr_farclip_base = cvar("r_farclip_base");
1624                         oldr_farclip_world = cvar("r_farclip_world");
1625                         oldr_novis = cvar("r_novis");
1626                         oldr_useportalculling = cvar("r_useportalculling");
1627                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1628                 }
1629
1630                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1631                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1632                 cvar_settemp("r_farclip_world", "0");
1633                 cvar_settemp("r_novis", "1");
1634                 cvar_settemp("r_useportalculling", "0");
1635                 cvar_settemp("r_useinfinitefarclip", "0");
1636
1637                 setproperty(VF_ORIGIN, ov_org);
1638                 setproperty(VF_ANGLES, '90 0 0');
1639
1640                 ov_enabled = true;
1641
1642                 #if 0
1643                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1644                         vtos(ov_org),
1645                         vtos(getpropertyvec(VF_ANGLES)),
1646                         ov_distance,
1647                         ov_nearest,
1648                         ov_furthest);
1649                 #endif
1650         }
1651         else
1652         {
1653                 if(ov_enabled)
1654                 {
1655                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1656                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1657                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1658                         cvar_set("r_novis", ftos(oldr_novis));
1659                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1660                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1661                 }
1662                 ov_enabled = false;
1663         }
1664
1665         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1666         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1667         viewmodel_draw(viewmodel);
1668
1669         // Render the Scene
1670         view_origin = getpropertyvec(VF_ORIGIN);
1671         view_angles = getpropertyvec(VF_ANGLES);
1672         makevectors(view_angles);
1673         view_forward = v_forward;
1674         view_right = v_right;
1675         view_up = v_up;
1676
1677 #ifdef BLURTEST
1678         if(time > blurtest_time0 && time < blurtest_time1)
1679         {
1680                 float r, t;
1681
1682                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1683                 r = t * blurtest_radius;
1684                 f = 1 / pow(t, blurtest_power) - 1;
1685
1686                 cvar_set("r_glsl_postprocess", "1");
1687                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1688         }
1689         else
1690         {
1691                 cvar_set("r_glsl_postprocess", "0");
1692                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1693         }
1694 #endif
1695
1696         TargetMusic_Advance();
1697         Fog_Force();
1698
1699         if(drawtime == 0)
1700                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1701         else
1702                 drawframetime = bound(0.000001, time - drawtime, 1);
1703         drawtime = time;
1704
1705         // watch for gametype changes here...
1706         // in ParseStuffCMD the cmd isn't executed yet :/
1707         // might even be better to add the gametype to TE_CSQC_INIT...?
1708         if(!postinit)
1709                 PostInit();
1710
1711         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1712         {
1713                 if(calledhooks & HOOK_START)
1714                 {
1715                         localcmd("\ncl_hook_gameend\n");
1716                         calledhooks |= HOOK_END;
1717                 }
1718         }
1719
1720         Announcer();
1721
1722         fov = autocvar_fov;
1723         if(fov <= 59.5)
1724         {
1725                 if(!zoomscript_caught)
1726                 {
1727                         localcmd("+button9\n");
1728                         zoomscript_caught = 1;
1729                 }
1730         }
1731         else
1732         {
1733                 if(zoomscript_caught)
1734                 {
1735                         localcmd("-button9\n");
1736                         zoomscript_caught = 0;
1737                 }
1738         }
1739
1740         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1741
1742         // currently switching-to weapon (for crosshair)
1743         switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1744
1745         // actually active weapon (for zoom)
1746         activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1747
1748         switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1749
1750         f = (serverflags & SERVERFLAG_TEAMPLAY);
1751         if(f != teamplay)
1752         {
1753                 teamplay = f;
1754                 HUD_InitScores();
1755         }
1756
1757         if(last_switchweapon != switchweapon)
1758         {
1759                 weapontime = time;
1760                 last_switchweapon = switchweapon;
1761                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1762                 {
1763                         localcmd("-zoom\n");
1764                         button_zoom = false;
1765                 }
1766                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1767                 {
1768                         localcmd("-fire\n");
1769                         localcmd("-fire2\n");
1770                         button_attack2 = false;
1771                 }
1772         }
1773         if(last_activeweapon != activeweapon)
1774         {
1775                 last_activeweapon = activeweapon;
1776
1777                 e = activeweapon;
1778                 if(e.netname != "")
1779                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1780                 else
1781                         localcmd("\ncl_hook_activeweapon none\n");
1782         }
1783
1784         // ALWAYS Clear Current Scene First
1785         clearscene();
1786
1787         setproperty(VF_ORIGIN, view_origin);
1788         setproperty(VF_ANGLES, view_angles);
1789
1790         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1791         setproperty(VF_SIZE, vf_size);
1792         setproperty(VF_MIN, vf_min);
1793
1794         // Assign Standard Viewflags
1795         // Draw the World (and sky)
1796         setproperty(VF_DRAWWORLD, 1);
1797
1798         // Set the console size vars
1799         vid_conwidth = autocvar_vid_conwidth;
1800         vid_conheight = autocvar_vid_conheight;
1801         vid_pixelheight = autocvar_vid_pixelheight;
1802
1803         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1804         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1805         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1806
1807         // Camera for demo playback
1808         if(camera_active)
1809         {
1810                 if(autocvar_camera_enable)
1811                         CSQC_Demo_Camera();
1812                 else
1813                 {
1814                         cvar_set("chase_active", ftos(chase_active_backup));
1815                         cvar_set("cl_demo_mousegrab", "0");
1816                         camera_active = false;
1817                 }
1818         }
1819         else
1820         {
1821 #ifdef CAMERATEST
1822                 if(autocvar_camera_enable)
1823 #else
1824                 if(autocvar_camera_enable && isdemo())
1825 #endif
1826                 {
1827                         // Enable required Darkplaces cvars
1828                         chase_active_backup = autocvar_chase_active;
1829                         cvar_set("chase_active", "2");
1830                         cvar_set("cl_demo_mousegrab", "1");
1831                         camera_active = true;
1832                         camera_mode = false;
1833                 }
1834         }
1835
1836         // Draw the Crosshair
1837         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1838
1839         // Draw the Engine Status Bar (the default Quake HUD)
1840         setproperty(VF_DRAWENGINESBAR, 0);
1841
1842         // Update the mouse position
1843         /*
1844            mousepos_x = vid_conwidth;
1845            mousepos_y = vid_conheight;
1846            mousepos = mousepos*0.5 + getmousepos();
1847          */
1848
1849         FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1850
1851         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1852         renderscene();
1853
1854         // now switch to 2D drawing mode by calling a 2D drawing function
1855         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1856         // next R_RenderScene call
1857         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1858
1859         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1860         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1861         {
1862                 // apply night vision effect
1863                 vector tc_00, tc_01, tc_10, tc_11;
1864                 vector rgb = '0 0 0';
1865
1866                 if(!nightvision_noise)
1867                 {
1868                         nightvision_noise = new(nightvision_noise);
1869                 }
1870                 if(!nightvision_noise2)
1871                 {
1872                         nightvision_noise2 = new(nightvision_noise2);
1873                 }
1874
1875                 // color tint in yellow
1876                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1877
1878                 // draw BG
1879                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1880                 rgb = '1 1 1';
1881                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1882                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1883                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1884                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1885                 tc_11 = tc_01 + tc_10 - tc_00;
1886                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1887                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1888                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1889                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1890                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1891                 R_EndPolygon();
1892
1893                 // draw FG
1894                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1895                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1896                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1897                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1898                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1899                 tc_11 = tc_01 + tc_10 - tc_00;
1900                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1901                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1902                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1903                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1904                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1905                 R_EndPolygon();
1906         }
1907
1908         if(autocvar_cl_reticle)
1909         {
1910                 Weapon wep = activeweapon;
1911                 // Draw the aiming reticle for weapons that use it
1912                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1913                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1914                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1915                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1916                 {
1917                         // no zoom reticle while dead
1918                         reticle_type = 0;
1919                 }
1920                 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1921                 {
1922                         if(reticle_image != "") { reticle_type = 2; }
1923                         else { reticle_type = 0; }
1924                 }
1925                 else if(button_zoom || zoomscript_caught)
1926                 {
1927                         // normal zoom
1928                         reticle_type = 1;
1929                 }
1930
1931                 if(reticle_type)
1932                 {
1933                         if(autocvar_cl_reticle_stretch)
1934                         {
1935                                 reticle_size.x = vid_conwidth;
1936                                 reticle_size.y = vid_conheight;
1937                                 reticle_pos.x = 0;
1938                                 reticle_pos.y = 0;
1939                         }
1940                         else
1941                         {
1942                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1943                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1944                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1945                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1946                         }
1947
1948                         if(zoomscript_caught)
1949                                 f = 1;
1950                         else
1951                                 f = current_zoomfraction;
1952
1953                         if(f)
1954                         {
1955                                 switch(reticle_type)
1956                                 {
1957                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1958                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1959                                 }
1960                         }
1961                 }
1962         }
1963         else
1964         {
1965                 if(reticle_type != 0) { reticle_type = 0; }
1966         }
1967
1968
1969         // improved polyblend
1970         if(autocvar_hud_contents)
1971         {
1972                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1973                 vector liquidcolor;
1974
1975                 switch(pointcontents(view_origin))
1976                 {
1977                         case CONTENT_WATER:
1978                                 liquidalpha = autocvar_hud_contents_water_alpha;
1979                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1980                                 incontent = 1;
1981                                 break;
1982
1983                         case CONTENT_LAVA:
1984                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1985                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1986                                 incontent = 1;
1987                                 break;
1988
1989                         case CONTENT_SLIME:
1990                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1991                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1992                                 incontent = 1;
1993                                 break;
1994
1995                         default:
1996                                 liquidalpha = 0;
1997                                 liquidcolor = '0 0 0';
1998                                 incontent = 0;
1999                                 break;
2000                 }
2001
2002                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2003                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2004                         contentfadetime = autocvar_hud_contents_fadeintime;
2005                         liquidalpha_prev = liquidalpha;
2006                         liquidcolor_prev = liquidcolor;
2007                 }
2008                 else
2009                         contentfadetime = autocvar_hud_contents_fadeouttime;
2010
2011                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2012                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2013
2014                 if(contentavgalpha)
2015                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2016
2017                 if(autocvar_hud_postprocessing)
2018                 {
2019                         if(autocvar_hud_contents_blur && contentavgalpha)
2020                         {
2021                                 content_blurpostprocess.x = 1;
2022                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2023                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2024                         }
2025                         else
2026                         {
2027                                 content_blurpostprocess.x = 0;
2028                                 content_blurpostprocess.y = 0;
2029                                 content_blurpostprocess.z = 0;
2030                         }
2031                 }
2032         }
2033
2034         if(autocvar_hud_damage && !STAT(FROZEN))
2035         {
2036                 splash_size.x = max(vid_conwidth, vid_conheight);
2037                 splash_size.y = max(vid_conwidth, vid_conheight);
2038                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2039                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2040
2041                 float myhealth_flash_temp;
2042                 myhealth = STAT(HEALTH);
2043
2044                 // fade out
2045                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2046                 // add new damage
2047                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2048
2049                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2050                 pain_threshold = autocvar_hud_damage_pain_threshold;
2051                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2052                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2053
2054                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2055                 {
2056                         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);
2057                 }
2058
2059                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2060
2061                 if(myhealth_prev < 1)
2062                 {
2063                         if(myhealth >= 1)
2064                         {
2065                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2066                                 myhealth_flash_temp = 0;
2067                         }
2068                         else
2069                         {
2070                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2071                         }
2072                 }
2073
2074                 if(spectatee_status == -1 || intermission)
2075                 {
2076                         myhealth_flash = 0; // observing, or match ended
2077                         myhealth_flash_temp = 0;
2078                 }
2079
2080                 myhealth_prev = myhealth;
2081
2082                 // IDEA: change damage color/picture based on player model for robot/alien species?
2083                 // pro: matches model better
2084                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2085                 // maybe different reddish pics?
2086                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2087                 {
2088                         if(autocvar_cl_gentle_damage == 2)
2089                         {
2090                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2091                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2092                         }
2093                         else
2094                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2095
2096                         if(myhealth_flash_temp > 0)
2097                                 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);
2098                 }
2099                 else if(myhealth_flash_temp > 0)
2100                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2101
2102                 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
2103                 {
2104                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2105                         {
2106                                 damage_blurpostprocess.x = 1;
2107                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2108                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2109                         }
2110                         else
2111                         {
2112                                 damage_blurpostprocess.x = 0;
2113                                 damage_blurpostprocess.y = 0;
2114                                 damage_blurpostprocess.z = 0;
2115                         }
2116                 }
2117         }
2118
2119         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2120         float e2 = (autocvar_hud_powerup != 0);
2121         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2122         {
2123                 // enable or disable rendering types if they are used or not
2124                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2125                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2126
2127                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2128                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2129                 {
2130                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2131                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2132                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2133                         {
2134                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2135                                 old_blurradius = blurradius;
2136                                 old_bluralpha = bluralpha;
2137                         }
2138                 }
2139                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2140                 {
2141                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2142                         old_blurradius = 0;
2143                         old_bluralpha = 0;
2144                 }
2145
2146                 // edge detection postprocess handling done second (used by hud_powerup)
2147                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2148                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2149                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2150
2151                 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
2152
2153                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2154                 {
2155                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2156                         {
2157                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2158                                 old_sharpen_intensity = sharpen_intensity;
2159                         }
2160                 }
2161                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2162                 {
2163                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2164                         old_sharpen_intensity = 0;
2165                 }
2166
2167                 if(cvar("r_glsl_postprocess") == 0)
2168                         cvar_set("r_glsl_postprocess", "2");
2169         }
2170         else if(cvar("r_glsl_postprocess") == 2)
2171                 cvar_set("r_glsl_postprocess", "0");
2172
2173         /*if(gametype == MAPINFO_TYPE_CTF)
2174           {
2175           ctf_view();
2176           } else */
2177
2178         // draw 2D entities
2179         FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2180         Draw_ShowNames_All();
2181         Debug_Draw();
2182
2183         scoreboard_active = HUD_WouldDrawScoreboard();
2184
2185         HUD_Draw();
2186
2187         if(NextFrameCommand)
2188         {
2189                 localcmd("\n", NextFrameCommand, "\n");
2190                 NextFrameCommand = string_null;
2191         }
2192
2193         // we must do this check AFTER a frame was rendered, or it won't work
2194         if(cs_project_is_b0rked == 0)
2195         {
2196                 string w0, h0;
2197                 w0 = ftos(autocvar_vid_conwidth);
2198                 h0 = ftos(autocvar_vid_conheight);
2199                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2200                 //setproperty(VF_FOV, '90 90 0');
2201                 setproperty(VF_ORIGIN, '0 0 0');
2202                 setproperty(VF_ANGLES, '0 0 0');
2203                 setproperty(VF_PERSPECTIVE, 1);
2204                 makevectors('0 0 0');
2205                 vector v1, v2;
2206                 cvar_set("vid_conwidth", "800");
2207                 cvar_set("vid_conheight", "600");
2208                 v1 = cs_project(v_forward);
2209                 cvar_set("vid_conwidth", "640");
2210                 cvar_set("vid_conheight", "480");
2211                 v2 = cs_project(v_forward);
2212                 if(v1 == v2)
2213                         cs_project_is_b0rked = 1;
2214                 else
2215                         cs_project_is_b0rked = -1;
2216                 cvar_set("vid_conwidth", w0);
2217                 cvar_set("vid_conheight", h0);
2218         }
2219
2220         if(autocvar__hud_configure)
2221                 HUD_Panel_Mouse();
2222         else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2223                 HUD_Minigame_Mouse();
2224         else if(QuickMenu_IsOpened())
2225                 QuickMenu_Mouse();
2226         else
2227                 HUD_Radar_Mouse();
2228
2229         cl_notice_run();
2230         unpause_update();
2231         Net_Flush();
2232
2233         // let's reset the view back to normal for the end
2234         setproperty(VF_MIN, '0 0 0');
2235         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2236 }
2237
2238
2239 // following vectors must be global to allow seamless switching between camera modes
2240 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2241 void CSQC_Demo_Camera()
2242 {
2243         float speed, attenuation, dimensions;
2244         vector tmp, delta;
2245
2246         if( autocvar_camera_reset || !camera_mode )
2247         {
2248                 camera_offset = '0 0 0';
2249                 current_angles = '0 0 0';
2250                 camera_direction = '0 0 0';
2251                 camera_offset.z += 30;
2252                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2253                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2254                 current_origin = view_origin;
2255                 current_camera_offset  = camera_offset;
2256                 cvar_set("camera_reset", "0");
2257                 camera_mode = CAMERA_CHASE;
2258         }
2259
2260         // Camera angles
2261         if( camera_roll )
2262                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2263
2264         if(autocvar_camera_look_player)
2265         {
2266                 vector dir;
2267                 float n;
2268
2269                 dir = normalize(view_origin - current_position);
2270                 n = mouse_angles.z;
2271                 mouse_angles = vectoangles(dir);
2272                 mouse_angles.x = mouse_angles.x * -1;
2273                 mouse_angles.z = n;
2274         }
2275         else
2276         {
2277                 tmp = getmousepos() * 0.1;
2278                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2279                 {
2280                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2281                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2282                 }
2283         }
2284
2285         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2286         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2287         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2288         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2289
2290         // Fix difference when angles don't have the same sign
2291         delta = '0 0 0';
2292         if(mouse_angles.y < -60 && current_angles.y > 60)
2293                 delta = '0 360 0';
2294         if(mouse_angles.y > 60 && current_angles.y < -60)
2295                 delta = '0 -360 0';
2296
2297         if(autocvar_camera_look_player)
2298                 attenuation = autocvar_camera_look_attenuation;
2299         else
2300                 attenuation = autocvar_camera_speed_attenuation;
2301
2302         attenuation = 1 / max(1, attenuation);
2303         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2304
2305         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2306         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2307         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2308         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2309
2310         // Camera position
2311         tmp = '0 0 0';
2312         dimensions = 0;
2313
2314         if( camera_direction.x )
2315         {
2316                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2317                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2318                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2319                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2320                 ++dimensions;
2321         }
2322
2323         if( camera_direction.y )
2324         {
2325                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2326                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2327                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2328                 ++dimensions;
2329         }
2330
2331         if( camera_direction.z )
2332         {
2333                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2334                 ++dimensions;
2335         }
2336
2337         if(autocvar_camera_free)
2338                 speed = autocvar_camera_speed_free;
2339         else
2340                 speed = autocvar_camera_speed_chase;
2341
2342         if(dimensions)
2343         {
2344                 speed = speed * sqrt(1 / dimensions);
2345                 camera_offset += tmp * speed;
2346         }
2347
2348         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2349
2350         // Camera modes
2351         if( autocvar_camera_free )
2352         {
2353                 if ( camera_mode == CAMERA_CHASE )
2354                 {
2355                         current_camera_offset = current_origin + current_camera_offset;
2356                         camera_offset = current_origin + camera_offset;
2357                 }
2358
2359                 camera_mode = CAMERA_FREE;
2360                 current_position = current_camera_offset;
2361         }
2362         else
2363         {
2364                 if ( camera_mode == CAMERA_FREE )
2365                 {
2366                         current_origin = view_origin;
2367                         camera_offset = camera_offset - current_origin;
2368                         current_camera_offset = current_camera_offset - current_origin;
2369                 }
2370
2371                 camera_mode = CAMERA_CHASE;
2372
2373                 if(autocvar_camera_chase_smoothly)
2374                         current_origin += (view_origin - current_origin) * attenuation;
2375                 else
2376                         current_origin = view_origin;
2377
2378                 current_position = current_origin + current_camera_offset;
2379         }
2380
2381         setproperty(VF_ANGLES, current_angles);
2382         setproperty(VF_ORIGIN, current_position);
2383 }