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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "_all.qh"
2
3 #include "announcer.qh"
4 #include "hook.qh"
5 #include "hud.qh"
6 #include "hud_config.qh"
7 #include "mapvoting.qh"
8 #include "scoreboard.qh"
9 #include "shownames.qh"
10
11 #include "mutators/events.qh"
12
13 #include "../common/constants.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/nades/all.qh"
16 #include "../common/stats.qh"
17 #include "../common/triggers/target/music.qh"
18 #include "../common/teams.qh"
19 #include "../common/util.qh"
20
21 #include "../common/weapons/all.qh"
22
23 #include "../csqcmodellib/cl_player.qh"
24
25 #include "../warpzonelib/client.qh"
26 #include "../warpzonelib/common.qh"
27
28 entity porto;
29 vector polyline[16];
30 void Porto_Draw(entity this)
31 {
32         vector p, dir, ang, q, nextdir;
33         float portal_number, portal1_idx;
34
35         if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
36                 return;
37         if(g_balance_porto_secondary)
38                 return;
39         if(intermission == 1)
40                 return;
41         if(intermission == 2)
42                 return;
43         if (getstati(STAT_HEALTH) <= 0)
44                 return;
45
46         dir = view_forward;
47
48         if(angles_held_status)
49         {
50                 makevectors(angles_held);
51                 dir = v_forward;
52         }
53
54         p = view_origin;
55
56         polyline[0] = p;
57         int idx = 1;
58         portal_number = 0;
59         nextdir = dir;
60
61         for (;;)
62         {
63                 dir = nextdir;
64                 traceline(p, p + 65536 * dir, true, porto);
65                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
66                         return;
67                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
68                 p = trace_endpos;
69                 polyline[idx] = p;
70                 ++idx;
71                 if(idx >= 16)
72                         return;
73                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
74                         continue;
75                 ++portal_number;
76                 ang = vectoangles2(trace_plane_normal, dir);
77                 ang.x = -ang.x;
78                 makevectors(ang);
79                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
80                         return;
81                 if(portal_number == 1)
82                 {
83                         portal1_idx = idx;
84                         if(portal_number >= 2)
85                                 break;
86                 }
87         }
88
89         while(idx >= 2)
90         {
91                 p = polyline[idx-2];
92                 q = polyline[idx-1];
93                 if(idx == 2)
94                         p = p - view_up * 16;
95                 if(idx-1 >= portal1_idx)
96                 {
97                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
98                 }
99                 else
100                 {
101                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
102                 }
103                 --idx;
104         }
105 }
106
107 void Porto_Init()
108 {
109         porto = spawn();
110         porto.classname = "porto";
111         porto.draw = Porto_Draw;
112         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
113 }
114
115 float drawtime;
116 float avgspeed;
117 vector GetCurrentFov(float fov)
118 {
119         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
120         float velocityzoom, curspeed;
121         vector v;
122
123         zoomsensitivity = autocvar_cl_zoomsensitivity;
124         zoomfactor = autocvar_cl_zoomfactor;
125         if(zoomfactor < 1 || zoomfactor > 30)
126                 zoomfactor = 2.5;
127         zoomspeed = autocvar_cl_zoomspeed;
128         if(zoomspeed >= 0)
129         if(zoomspeed < 0.5 || zoomspeed > 16)
130                         zoomspeed = 3.5;
131
132         zoomdir = button_zoom;
133         if(hud == HUD_NORMAL)
134         if(switchweapon == activeweapon)
135         if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
136                 zoomdir += button_attack2;
137         if(spectatee_status > 0 || isdemo())
138         {
139                 if(spectatorbutton_zoom)
140                 {
141                         if(zoomdir)
142                                 zoomdir = 0;
143                         else
144                                 zoomdir = 1;
145                 }
146                 // fteqcc failed twice here already, don't optimize this
147         }
148
149         if(zoomdir) { zoomin_effect = 0; }
150
151         if(camera_active)
152         {
153                 current_viewzoom = min(1, current_viewzoom + drawframetime);
154         }
155         else if(autocvar_cl_spawnzoom && zoomin_effect)
156         {
157                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
158
159                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
160                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
161                 if(current_viewzoom == 1) { zoomin_effect = 0; }
162         }
163         else
164         {
165                 if(zoomspeed < 0) // instant zoom
166                 {
167                         if(zoomdir)
168                                 current_viewzoom = 1 / zoomfactor;
169                         else
170                                 current_viewzoom = 1;
171                 }
172                 else
173                 {
174                         if(zoomdir)
175                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
176                         else
177                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
178                 }
179         }
180
181         if(almost_equals(current_viewzoom, 1))
182                 current_zoomfraction = 0;
183         else if(almost_equals(current_viewzoom, 1/zoomfactor))
184                 current_zoomfraction = 1;
185         else
186                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
187
188         if(zoomsensitivity < 1)
189                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
190         else
191                 setsensitivityscale(1);
192
193         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
194         {
195                 if(intermission) { curspeed = 0; }
196                 else
197                 {
198
199                         makevectors(view_angles);
200                         v = pmove_vel;
201                         if(csqcplayer)
202                                 v = csqcplayer.velocity;
203
204                         switch(autocvar_cl_velocityzoom_type)
205                         {
206                                 case 3: curspeed = max(0, v_forward * v); break;
207                                 case 2: curspeed = (v_forward * v); break;
208                                 case 1: default: curspeed = vlen(v); break;
209                         }
210                 }
211
212                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
213                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
214                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
215
216                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
217         }
218         else
219                 velocityzoom = 1;
220
221         float frustumx, frustumy, fovx, fovy;
222         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
223         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
224         fovx = atan2(frustumx, 1) / M_PI * 360.0;
225         fovy = atan2(frustumy, 1) / M_PI * 360.0;
226
227         return '1 0 0' * fovx + '0 1 0' * fovy;
228 }
229
230 vector GetViewLocationFOV(float fov)
231 {
232         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
233         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
234         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
235         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
236         return '1 0 0' * fovx + '0 1 0' * fovy;
237 }
238
239 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
240 {
241         float fovx, fovy;
242         float width = (ov_worldmax.x - ov_worldmin.x);
243         float height = (ov_worldmax.y - ov_worldmin.y);
244         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
245         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
246         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
247         return '1 0 0' * fovx + '0 1 0' * fovy;
248 }
249
250 // this function must match W_SetupShot!
251 float zoomscript_caught;
252
253 vector wcross_origin;
254 float wcross_scale_prev, wcross_alpha_prev;
255 vector wcross_color_prev;
256 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
257 vector wcross_color_goal_prev;
258 float wcross_changedonetime;
259
260 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
261 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
262 float wcross_name_changestarttime, wcross_name_changedonetime;
263 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
264
265 float wcross_ring_prev;
266
267 entity trueaim;
268 entity trueaim_rifle;
269
270 const float SHOTTYPE_HITTEAM = 1;
271 const float SHOTTYPE_HITOBSTRUCTION = 2;
272 const float SHOTTYPE_HITWORLD = 3;
273 const float SHOTTYPE_HITENEMY = 4;
274
275 void TrueAim_Init()
276 {
277         trueaim = spawn();
278         trueaim.classname = "trueaim";
279         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
280         trueaim_rifle = spawn();
281         trueaim_rifle.classname = "trueaim_rifle";
282         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
283 }
284
285 float EnemyHitCheck()
286 {
287         float t, n;
288         wcross_origin = project_3d_to_2d(trace_endpos);
289         wcross_origin.z = 0;
290         if(trace_ent)
291                 n = trace_ent.entnum;
292         else
293                 n = trace_networkentity;
294         if(n < 1)
295                 return SHOTTYPE_HITWORLD;
296         if(n > maxclients)
297                 return SHOTTYPE_HITWORLD;
298         t = GetPlayerColor(n - 1);
299         if(teamplay)
300                 if(t == myteam)
301                         return SHOTTYPE_HITTEAM;
302         if(t == NUM_SPECTATOR)
303                 return SHOTTYPE_HITWORLD;
304         return SHOTTYPE_HITENEMY;
305 }
306
307 float TrueAimCheck()
308 {
309         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?
310         vector vecs, trueaimpoint, w_shotorg;
311         vector mi, ma, dv;
312         float shottype;
313         entity ta;
314         float mv;
315
316         mi = ma = '0 0 0';
317         ta = trueaim;
318         mv = MOVE_NOMONSTERS;
319
320         switch(activeweapon) // WEAPONTODO
321         {
322                 case WEP_TUBA.m_id: // no aim
323                 case WEP_PORTO.m_id: // shoots from eye
324                 case WEP_NEXBALL.m_id: // shoots from eye
325                 case WEP_HOOK.m_id: // no trueaim
326                 case WEP_MORTAR.m_id: // toss curve
327                         return SHOTTYPE_HITWORLD;
328                 case WEP_VORTEX.m_id:
329                 case WEP_VAPORIZER.m_id:
330                         mv = MOVE_NORMAL;
331                         break;
332                 case WEP_RIFLE.m_id:
333                         ta = trueaim_rifle;
334                         mv = MOVE_NORMAL;
335                         if(zoomscript_caught)
336                         {
337                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
338                                 return EnemyHitCheck();
339                         }
340                         break;
341                 case WEP_DEVASTATOR.m_id: // projectile has a size!
342                         mi = '-3 -3 -3';
343                         ma = '3 3 3';
344                         break;
345                 case WEP_FIREBALL.m_id: // projectile has a size!
346                         mi = '-16 -16 -16';
347                         ma = '16 16 16';
348                         break;
349                 case WEP_SEEKER.m_id: // projectile has a size!
350                         mi = '-2 -2 -2';
351                         ma = '2 2 2';
352                         break;
353                 case WEP_ELECTRO.m_id: // projectile has a size!
354                         mi = '0 0 -3';
355                         ma = '0 0 -3';
356                         break;
357         }
358
359         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
360
361         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
362
363         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
364         trueaimpoint = trace_endpos;
365
366         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
367                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
368
369         if(vecs.x > 0)
370                 vecs.y = -vecs.y;
371         else
372                 vecs = '0 0 0';
373
374         dv = view_right * vecs.y + view_up * vecs.z;
375         w_shotorg = traceorigin + dv;
376
377         // now move the vecs forward as much as requested if possible
378         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
379         w_shotorg = trace_endpos - view_forward * nudge;
380
381         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
382         shottype = EnemyHitCheck();
383         if(shottype != SHOTTYPE_HITWORLD)
384                 return shottype;
385
386 #if 0
387         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
388         // or rather, I know why, but see no fix
389         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
390                 // 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
391                 return SHOTTYPE_HITOBSTRUCTION;
392 #endif
393
394         return SHOTTYPE_HITWORLD;
395 }
396
397 void PostInit(void);
398 void CSQC_Demo_Camera();
399 float HUD_WouldDrawScoreboard();
400 float camera_mode;
401 const float CAMERA_FREE = 1;
402 const float CAMERA_CHASE = 2;
403 float reticle_type;
404 string reticle_image;
405 string NextFrameCommand;
406
407 vector freeze_org, freeze_ang;
408 entity nightvision_noise, nightvision_noise2;
409
410 const float MAX_TIME_DIFF = 5;
411 float pickup_crosshair_time, pickup_crosshair_size;
412 float hitindication_crosshair_size;
413 float use_vortex_chargepool;
414
415 float myhealth, myhealth_prev;
416 float myhealth_flash;
417
418 float old_blurradius, old_bluralpha;
419 float old_sharpen_intensity;
420
421 vector myhealth_gentlergb;
422
423 float contentavgalpha, liquidalpha_prev;
424 vector liquidcolor_prev;
425
426 float eventchase_current_distance;
427 float eventchase_running;
428 bool WantEventchase()
429 {SELFPARAM();
430         if(autocvar_cl_orthoview)
431                 return false;
432         if(intermission)
433                 return true;
434         if(self.viewloc)
435                 return true;
436         if(spectatee_status >= 0)
437         {
438                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
439                         return true;
440                 if(MUTATOR_CALLHOOK(WantEventchase, self))
441                         return true;
442                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
443                         return true;
444                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
445                 {
446                         if(autocvar_cl_eventchase_death == 2)
447                         {
448                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
449                                 if(self.velocity == '0 0 0' || eventchase_running)
450                                         return true;
451                         }
452                         else return true;
453                 }
454         }
455         return false;
456 }
457
458 void HUD_Crosshair_Vehicle()
459 {
460         if(!hud || intermission)
461                 return;
462
463         if(hud != HUD_BUMBLEBEE_GUN)
464         {
465                 Vehicle info = get_vehicleinfo(hud);
466                 info.vr_crosshair(info);
467         }
468 }
469
470 vector damage_blurpostprocess, content_blurpostprocess;
471
472 float unaccounted_damage = 0;
473 void UpdateDamage()
474 {
475         // accumulate damage with each stat update
476         static float damage_total_prev = 0;
477         float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
478         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
479         damage_total_prev = damage_total;
480
481         static float damage_dealt_time_prev = 0;
482         float damage_dealt_time = getstatf(STAT_HIT_TIME);
483         if (damage_dealt_time != damage_dealt_time_prev)
484         {
485                 unaccounted_damage += unaccounted_damage_new;
486                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
487         }
488         damage_dealt_time_prev = damage_dealt_time;
489
490         // prevent hitsound when switching spectatee
491         static float spectatee_status_prev = 0;
492         if (spectatee_status != spectatee_status_prev)
493                 unaccounted_damage = 0;
494         spectatee_status_prev = spectatee_status;
495 }
496
497 void HitSound()
498 {
499         // varying sound pitch
500
501         static float hitsound_time_prev = 0;
502         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
503         float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
504         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
505         {
506                 if (autocvar_cl_hitsound && unaccounted_damage)
507                 {
508                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
509                         float a = autocvar_cl_hitsound_max_pitch;
510                         float b = autocvar_cl_hitsound_min_pitch;
511                         float c = autocvar_cl_hitsound_nom_damage;
512                         float x = unaccounted_damage;
513                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
514
515                         // if sound variation is disabled, set pitch_shift to 1
516                         if (autocvar_cl_hitsound == 1)
517                                 pitch_shift = 1;
518
519                         // if pitch shift is reversed, mirror in (max-min)/2 + min
520                         if (autocvar_cl_hitsound == 3)
521                         {
522                                 float mirror_value = (a-b)/2 + b;
523                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
524                         }
525
526                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
527
528                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
529                         // todo: normalize sound pressure levels? seems unnecessary
530
531                         sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
532                 }
533                 unaccounted_damage = 0;
534                 hitsound_time_prev = time;
535         }
536
537         static float typehit_time_prev = 0;
538         float typehit_time = getstatf(STAT_TYPEHIT_TIME);
539         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
540         {
541                 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
542                 typehit_time_prev = typehit_time;
543         }
544 }
545
546 void HUD_Crosshair()
547 {SELFPARAM();
548         static float rainbow_last_flicker;
549     static vector rainbow_prev_color;
550         entity e = self;
551         float f, i, j;
552         vector v;
553         if(!scoreboard_active && !camera_active && intermission != 2 &&
554                 spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc &&
555                 !HUD_MinigameMenu_IsOpened() )
556         {
557                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
558                         return;
559
560                 string wcross_style;
561                 float wcross_alpha, wcross_resolution;
562                 wcross_style = autocvar_crosshair;
563                 if (wcross_style == "0")
564                         return;
565                 wcross_resolution = autocvar_crosshair_size;
566                 if (wcross_resolution == 0)
567                         return;
568                 wcross_alpha = autocvar_crosshair_alpha;
569                 if (wcross_alpha == 0)
570                         return;
571
572                 // TrueAim check
573                 float shottype;
574
575                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
576                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
577                 wcross_origin.z = 0;
578                 if(autocvar_crosshair_hittest)
579                 {
580                         vector wcross_oldorigin;
581                         wcross_oldorigin = wcross_origin;
582                         shottype = TrueAimCheck();
583                         if(shottype == SHOTTYPE_HITWORLD)
584                         {
585                                 v = wcross_origin - wcross_oldorigin;
586                                 v.x /= vid_conwidth;
587                                 v.y /= vid_conheight;
588                                 if(vlen(v) > 0.01)
589                                         shottype = SHOTTYPE_HITOBSTRUCTION;
590                         }
591                         if(!autocvar_crosshair_hittest_showimpact)
592                                 wcross_origin = wcross_oldorigin;
593                 }
594                 else
595                         shottype = SHOTTYPE_HITWORLD;
596
597                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
598                 string wcross_name = "";
599                 float wcross_scale, wcross_blur;
600
601                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
602                 {
603                         e = get_weaponinfo(switchingweapon);
604                         if(e)
605                         {
606                                 if(autocvar_crosshair_per_weapon)
607                                 {
608                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
609                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
610                                         //if (wcross_resolution == 0)
611                                                 //return;
612
613                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
614                                         wcross_resolution *= e.w_crosshair_size;
615                                         wcross_name = e.w_crosshair;
616                                 }
617                         }
618                 }
619
620                 if(wcross_name == "")
621                         wcross_name = strcat("gfx/crosshair", wcross_style);
622
623                 // MAIN CROSSHAIR COLOR DECISION
624                 switch(autocvar_crosshair_color_special)
625                 {
626                         case 1: // crosshair_color_per_weapon
627                         {
628                                 if(e)
629                                 {
630                                         wcross_color = e.wpcolor;
631                                         break;
632                                 }
633                                 else { goto normalcolor; }
634                         }
635
636                         case 2: // crosshair_color_by_health
637                         {
638                                 float x = getstati(STAT_HEALTH);
639
640                                 //x = red
641                                 //y = green
642                                 //z = blue
643
644                                 wcross_color.z = 0;
645
646                                 if(x > 200)
647                                 {
648                                         wcross_color.x = 0;
649                                         wcross_color.y = 1;
650                                 }
651                                 else if(x > 150)
652                                 {
653                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
654                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
655                                 }
656                                 else if(x > 100)
657                                 {
658                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
659                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
660                                         wcross_color.z = 1 - (x-100)*0.02;
661                                 }
662                                 else if(x > 50)
663                                 {
664                                         wcross_color.x = 1;
665                                         wcross_color.y = 1;
666                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
667                                 }
668                                 else if(x > 20)
669                                 {
670                                         wcross_color.x = 1;
671                                         wcross_color.y = (x-20)*90/27/100;
672                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
673                                 }
674                                 else
675                                 {
676                                         wcross_color.x = 1;
677                                         wcross_color.y = 0;
678                                 }
679                                 break;
680                         }
681
682                         case 3: // crosshair_color_rainbow
683                         {
684                                 if(time >= rainbow_last_flicker)
685                                 {
686                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
687                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
688                                 }
689                                 wcross_color = rainbow_prev_color;
690                                 break;
691                         }
692                         :normalcolor
693                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
694                 }
695
696                 if(autocvar_crosshair_effect_scalefade)
697                 {
698                         wcross_scale = wcross_resolution;
699                         wcross_resolution = 1;
700                 }
701                 else
702                 {
703                         wcross_scale = 1;
704                 }
705
706                 if(autocvar_crosshair_pickup)
707                 {
708                         float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
709
710                         if(pickup_crosshair_time < stat_pickup_time)
711                         {
712                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
713                                         pickup_crosshair_size = 1;
714
715                                 pickup_crosshair_time = stat_pickup_time;
716                         }
717
718                         if(pickup_crosshair_size > 0)
719                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
720                         else
721                                 pickup_crosshair_size = 0;
722
723                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
724                 }
725
726                 // todo: make crosshair hit indication dependent on damage dealt
727                 if(autocvar_crosshair_hitindication)
728                 {
729                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
730
731                         if(unaccounted_damage)
732                         {
733                                 hitindication_crosshair_size = 1;
734                         }
735
736                         if(hitindication_crosshair_size > 0)
737                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
738                         else
739                                 hitindication_crosshair_size = 0;
740
741                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
742                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
743                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
744                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
745                 }
746
747                 if(shottype == SHOTTYPE_HITENEMY)
748                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
749                 if(shottype == SHOTTYPE_HITTEAM)
750                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
751
752                 f = fabs(autocvar_crosshair_effect_time);
753                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
754                 {
755                         wcross_changedonetime = time + f;
756                 }
757                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
758                 {
759                         wcross_name_changestarttime = time;
760                         wcross_name_changedonetime = time + f;
761                         if(wcross_name_goal_prev_prev)
762                                 strunzone(wcross_name_goal_prev_prev);
763                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
764                         wcross_name_goal_prev = strzone(wcross_name);
765                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
766                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
767                         wcross_resolution_goal_prev = wcross_resolution;
768                 }
769
770                 wcross_scale_goal_prev = wcross_scale;
771                 wcross_alpha_goal_prev = wcross_alpha;
772                 wcross_color_goal_prev = wcross_color;
773
774                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
775                 {
776                         wcross_blur = 1;
777                         wcross_alpha *= 0.75;
778                 }
779                 else
780                         wcross_blur = 0;
781                 // *_prev is at time-frametime
782                 // * is at wcross_changedonetime+f
783                 // what do we have at time?
784                 if(time < wcross_changedonetime)
785                 {
786                         f = frametime / (wcross_changedonetime - time + frametime);
787                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
788                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
789                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
790                 }
791
792                 wcross_scale_prev = wcross_scale;
793                 wcross_alpha_prev = wcross_alpha;
794                 wcross_color_prev = wcross_color;
795
796                 MUTATOR_CALLHOOK(UpdateCrosshair);
797
798                 wcross_scale *= 1 - autocvar__menu_alpha;
799                 wcross_alpha *= 1 - autocvar__menu_alpha;
800                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
801
802                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
803                 {
804                         // crosshair rings for weapon stats
805                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
806                         {
807                                 // declarations and stats
808                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
809                                 string ring_image = string_null, ring_inner_image = string_null;
810                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
811
812                                 ring_scale = autocvar_crosshair_ring_size;
813
814                                 float weapon_clipload, weapon_clipsize;
815                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
816                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
817
818                                 float ok_ammo_charge, ok_ammo_chargepool;
819                                 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
820                                 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
821
822                                 float vortex_charge, vortex_chargepool;
823                                 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
824                                 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
825
826                                 float arc_heat = getstatf(STAT_ARC_HEAT);
827
828                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
829                                         vortex_charge_movingavg = vortex_charge;
830
831
832                                 // handle the values
833                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
834                                 {
835                                         if (vortex_chargepool || use_vortex_chargepool) {
836                                                 use_vortex_chargepool = 1;
837                                                 ring_inner_value = vortex_chargepool;
838                                         } else {
839                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
840                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
841                                         }
842
843                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
844                                         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;
845                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
846
847                                         // draw the outer ring to show the current charge of the weapon
848                                         ring_value = vortex_charge;
849                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
850                                         ring_rgb = wcross_color;
851                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
852                                 }
853                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
854                                 {
855                                         ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
856                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
857                                         ring_rgb = wcross_color;
858                                         ring_image = "gfx/crosshair_ring.tga";
859                                 }
860                                 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
861                                 {
862                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
863                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
864                                         ring_rgb = wcross_color;
865                                         ring_image = "gfx/crosshair_ring.tga";
866                                 }
867                                 else if (ok_ammo_charge)
868                                 {
869                                         ring_value = ok_ammo_chargepool;
870                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
871                                         ring_rgb = wcross_color;
872                                         ring_image = "gfx/crosshair_ring.tga";
873                                 }
874                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
875                                 {
876                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
877                                         ring_scale = autocvar_crosshair_ring_reload_size;
878                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
879                                         ring_rgb = wcross_color;
880
881                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
882                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
883                                         if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
884                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
885                                         else
886                                                 ring_image = "gfx/crosshair_ring.tga";
887                                 }
888                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
889                                 {
890                                         ring_value = arc_heat;
891                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
892                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
893                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
894                                         ring_image = "gfx/crosshair_ring.tga";
895                                 }
896
897                                 // if in weapon switch animation, fade ring out/in
898                                 if(autocvar_crosshair_effect_time > 0)
899                                 {
900                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
901                                         if (f >= 1)
902                                         {
903                                                 wcross_ring_prev = ((ring_image) ? true : false);
904                                         }
905
906                                         if(wcross_ring_prev)
907                                         {
908                                                 if(f < 1)
909                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
910                                         }
911                                         else
912                                         {
913                                                 if(f < 1)
914                                                         ring_alpha *= bound(0, f, 1);
915                                         }
916                                 }
917
918                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
919                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
920
921                                 if (ring_value)
922                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
923                         }
924
925 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
926                         do \
927                         { \
928                                 if(wcross_blur > 0) \
929                                 { \
930                                         for(i = -2; i <= 2; ++i) \
931                                         for(j = -2; j <= 2; ++j) \
932                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
933                                 } \
934                                 else \
935                                 { \
936                                         M(0,0,sz,wcross_name,wcross_alpha); \
937                                 } \
938                         } \
939                         while(0)
940
941 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
942                         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)
943
944 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
945                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
946
947                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
948                         {
949                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
950                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
951                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
952                                 f = 1 - f;
953                         }
954                         else
955                         {
956                                 f = 1;
957                         }
958                         wcross_name_alpha_goal_prev = f;
959
960                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
961                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
962
963                         if(autocvar_crosshair_dot)
964                         {
965                                 vector wcross_color_old;
966                                 wcross_color_old = wcross_color;
967
968                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
969                                         wcross_color = stov(autocvar_crosshair_dot_color);
970
971                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
972                                 // FIXME why don't we use wcross_alpha here?cl_notice_run();
973                                 wcross_color = wcross_color_old;
974                         }
975                 }
976         }
977         else
978         {
979                 wcross_scale_prev = 0;
980                 wcross_alpha_prev = 0;
981                 wcross_scale_goal_prev = 0;
982                 wcross_alpha_goal_prev = 0;
983                 wcross_changedonetime = 0;
984                 if(wcross_name_goal_prev)
985                         strunzone(wcross_name_goal_prev);
986                 wcross_name_goal_prev = string_null;
987                 if(wcross_name_goal_prev_prev)
988                         strunzone(wcross_name_goal_prev_prev);
989                 wcross_name_goal_prev_prev = string_null;
990                 wcross_name_changestarttime = 0;
991                 wcross_name_changedonetime = 0;
992                 wcross_name_alpha_goal_prev = 0;
993                 wcross_name_alpha_goal_prev_prev = 0;
994                 wcross_resolution_goal_prev = 0;
995                 wcross_resolution_goal_prev_prev = 0;
996         }
997 }
998
999 void HUD_Draw()
1000 {
1001         if(getstati(STAT_FROZEN))
1002                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1003         else if (getstatf(STAT_HEALING_ORB)>time)
1004                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1005         if(!intermission)
1006         if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1007         {
1008                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1009                 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);
1010         }
1011         else if(getstatf(STAT_REVIVE_PROGRESS))
1012         {
1013                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1014                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1015         }
1016
1017         if(autocvar_r_letterbox == 0)
1018                 if(autocvar_viewsize < 120)
1019                 {
1020                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1021                                 Accuracy_LoadLevels();
1022
1023                         HUD_Main();
1024                         HUD_DrawScoreboard();
1025
1026                         if (scoreboard_active || intermission == 2)
1027                                 HUD_Reset();
1028                 }
1029
1030         // crosshair goes VERY LAST
1031         UpdateDamage();
1032         HUD_Crosshair();
1033         HUD_Crosshair_Vehicle();
1034         HitSound();
1035 }
1036
1037 bool ov_enabled;
1038 float oldr_nearclip;
1039 float oldr_farclip_base;
1040 float oldr_farclip_world;
1041 float oldr_novis;
1042 float oldr_useportalculling;
1043 float oldr_useinfinitefarclip;
1044
1045 const int BUTTON_3 = 4;
1046 const int BUTTON_4 = 8;
1047 float cl_notice_run();
1048 float prev_myteam;
1049 int lasthud;
1050 float vh_notice_time;
1051 void WaypointSprite_Load();
1052 void CSQC_UpdateView(float w, float h)
1053 {SELFPARAM();
1054         entity e;
1055         float fov;
1056         float f;
1057         vector vf_size, vf_min;
1058         float a;
1059
1060         execute_next_frame();
1061
1062         ++framecount;
1063
1064         hud = getstati(STAT_HUD);
1065
1066         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1067                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1068
1069         lasthud = hud;
1070
1071         if(autocvar__hud_showbinds_reload) // menu can set this one
1072         {
1073                 db_close(binddb);
1074                 binddb = db_create();
1075                 cvar_set("_hud_showbinds_reload", "0");
1076         }
1077
1078         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1079                 view_quality = getproperty(VF_MINFPS_QUALITY);
1080         else
1081                 view_quality = 1;
1082
1083         button_attack2 = (input_buttons & BUTTON_3);
1084         button_zoom = (input_buttons & BUTTON_4);
1085
1086         vf_size = getpropertyvec(VF_SIZE);
1087         vf_min = getpropertyvec(VF_MIN);
1088         vid_width = vf_size.x;
1089         vid_height = vf_size.y;
1090
1091         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1092         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1093
1094         WaypointSprite_Load();
1095
1096         CSQCPlayer_SetCamera();
1097
1098         if(player_localentnum <= maxclients) // is it a client?
1099                 current_player = player_localentnum - 1;
1100         else // then player_localentnum is the vehicle I'm driving
1101                 current_player = player_localnum;
1102         myteam = GetPlayerColor(current_player);
1103
1104         if(myteam != prev_myteam)
1105         {
1106                 myteamcolors = colormapPaletteColor(myteam, 1);
1107                 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1108                 prev_myteam = myteam;
1109         }
1110
1111         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1112
1113         float is_dead = (getstati(STAT_HEALTH) <= 0);
1114
1115         // FIXME do we need this hack?
1116         if(isdemo())
1117         {
1118                 // in demos, input_buttons do not work
1119                 button_zoom = (autocvar__togglezoom == "-");
1120         }
1121         else if(button_zoom
1122                 && autocvar_cl_unpress_zoom_on_death
1123                 && (spectatee_status >= 0)
1124                 && (is_dead || intermission))
1125         {
1126                 // no zoom while dead or in intermission please
1127                 localcmd("-zoom\n");
1128                 button_zoom = false;
1129         }
1130
1131         // event chase camera
1132         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1133         {
1134                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1135                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1136                 entity gen = world;
1137
1138                 if(ons_roundlost)
1139                 {
1140                         entity e;
1141                         for(e = world; (e = find(e, classname, "onslaught_generator")); )
1142                         {
1143                                 if(e.health <= 0)
1144                                 {
1145                                         gen = e;
1146                                         break;
1147                                 }
1148                         }
1149                         if(!gen)
1150                                 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1151                 }
1152                 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1153                 {
1154                         eventchase_running = true;
1155
1156                         // 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.)
1157                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1158                         if(ons_roundlost) { current_view_origin = gen.origin; }
1159
1160                         // detect maximum viewoffset and use it
1161                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1162                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1163                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1164
1165                         if(view_offset)
1166                         {
1167                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1168                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1169                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1170                         }
1171
1172                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1173                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1174                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1175                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1176
1177                         // make the camera smooth back
1178                         float chase_distance = autocvar_cl_eventchase_distance;
1179                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1180                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1181
1182                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1183                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1184                         else if(eventchase_current_distance != chase_distance)
1185                                 eventchase_current_distance = chase_distance;
1186
1187                         makevectors(view_angles);
1188
1189                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1190                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1191
1192                         // If the boxtrace fails, revert back to line tracing.
1193                         if(!self.viewloc)
1194                         if(trace_startsolid)
1195                         {
1196                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1197                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1198                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1199                         }
1200                         else { setproperty(VF_ORIGIN, trace_endpos); }
1201
1202                         if(!self.viewloc)
1203                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1204                 }
1205                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1206                 {
1207                         eventchase_running = false;
1208                         cvar_set("chase_active", "0");
1209                         eventchase_current_distance = 0; // start from 0 next time
1210                 }
1211         }
1212         // workaround for camera stuck between player's legs when using chase_active 1
1213         // because the engine stops updating the chase_active camera when the game ends
1214         else if(intermission)
1215         {
1216                 cvar_settemp("chase_active", "-1");
1217                 eventchase_current_distance = 0;
1218         }
1219
1220         // do lockview after event chase camera so that it still applies whenever necessary.
1221         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1222         {
1223                 setproperty(VF_ORIGIN, freeze_org);
1224                 setproperty(VF_ANGLES, freeze_ang);
1225         }
1226         else
1227         {
1228                 freeze_org = getpropertyvec(VF_ORIGIN);
1229                 freeze_ang = getpropertyvec(VF_ANGLES);
1230         }
1231
1232         WarpZone_FixView();
1233         //WarpZone_FixPMove();
1234
1235         vector ov_org = '0 0 0';
1236         vector ov_mid = '0 0 0';
1237         vector ov_worldmin = '0 0 0';
1238         vector ov_worldmax = '0 0 0';
1239         if(autocvar_cl_orthoview)
1240         {
1241                 ov_worldmin = mi_picmin;
1242                 ov_worldmax = mi_picmax;
1243
1244                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1245                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1246                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1247
1248                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1249                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1250
1251                 float ov_nearest = vlen(ov_org - vec3(
1252                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1253                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1254                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1255                 ));
1256
1257                 float ov_furthest = 0;
1258                 float dist = 0;
1259
1260                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1261                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1262                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1263                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1264                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1265                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1266                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1267                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1268
1269                 if(!ov_enabled)
1270                 {
1271                         oldr_nearclip = cvar("r_nearclip");
1272                         oldr_farclip_base = cvar("r_farclip_base");
1273                         oldr_farclip_world = cvar("r_farclip_world");
1274                         oldr_novis = cvar("r_novis");
1275                         oldr_useportalculling = cvar("r_useportalculling");
1276                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1277                 }
1278
1279                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1280                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1281                 cvar_settemp("r_farclip_world", "0");
1282                 cvar_settemp("r_novis", "1");
1283                 cvar_settemp("r_useportalculling", "0");
1284                 cvar_settemp("r_useinfinitefarclip", "0");
1285
1286                 setproperty(VF_ORIGIN, ov_org);
1287                 setproperty(VF_ANGLES, '90 0 0');
1288
1289                 ov_enabled = true;
1290
1291                 #if 0
1292                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1293                         vtos(ov_org),
1294                         vtos(getpropertyvec(VF_ANGLES)),
1295                         ov_distance,
1296                         ov_nearest,
1297                         ov_furthest);
1298                 #endif
1299         }
1300         else
1301         {
1302                 if(ov_enabled)
1303                 {
1304                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1305                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1306                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1307                         cvar_set("r_novis", ftos(oldr_novis));
1308                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1309                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1310                 }
1311                 ov_enabled = false;
1312         }
1313
1314         // Render the Scene
1315         view_origin = getpropertyvec(VF_ORIGIN);
1316         view_angles = getpropertyvec(VF_ANGLES);
1317         makevectors(view_angles);
1318         view_forward = v_forward;
1319         view_right = v_right;
1320         view_up = v_up;
1321
1322 #ifdef BLURTEST
1323         if(time > blurtest_time0 && time < blurtest_time1)
1324         {
1325                 float r, t;
1326
1327                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1328                 r = t * blurtest_radius;
1329                 f = 1 / pow(t, blurtest_power) - 1;
1330
1331                 cvar_set("r_glsl_postprocess", "1");
1332                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1333         }
1334         else
1335         {
1336                 cvar_set("r_glsl_postprocess", "0");
1337                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1338         }
1339 #endif
1340
1341         TargetMusic_Advance();
1342         Fog_Force();
1343
1344         if(drawtime == 0)
1345                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1346         else
1347                 drawframetime = bound(0.000001, time - drawtime, 1);
1348         drawtime = time;
1349
1350         // watch for gametype changes here...
1351         // in ParseStuffCMD the cmd isn't executed yet :/
1352         // might even be better to add the gametype to TE_CSQC_INIT...?
1353         if(!postinit)
1354                 PostInit();
1355
1356         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1357         {
1358                 if(calledhooks & HOOK_START)
1359                 {
1360                         localcmd("\ncl_hook_gameend\n");
1361                         calledhooks |= HOOK_END;
1362                 }
1363         }
1364
1365         Announcer();
1366
1367         fov = autocvar_fov;
1368         if(fov <= 59.5)
1369         {
1370                 if(!zoomscript_caught)
1371                 {
1372                         localcmd("+button9\n");
1373                         zoomscript_caught = 1;
1374                 }
1375         }
1376         else
1377         {
1378                 if(zoomscript_caught)
1379                 {
1380                         localcmd("-button9\n");
1381                         zoomscript_caught = 0;
1382                 }
1383         }
1384
1385         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1386
1387         // next WANTED weapon (for HUD)
1388         switchweapon = getstati(STAT_SWITCHWEAPON);
1389
1390         // currently switching-to weapon (for crosshair)
1391         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1392
1393         // actually active weapon (for zoom)
1394         activeweapon = getstati(STAT_ACTIVEWEAPON);
1395
1396         f = (serverflags & SERVERFLAG_TEAMPLAY);
1397         if(f != teamplay)
1398         {
1399                 teamplay = f;
1400                 HUD_InitScores();
1401         }
1402
1403         if(last_switchweapon != switchweapon)
1404         {
1405                 weapontime = time;
1406                 last_switchweapon = switchweapon;
1407                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1408                 {
1409                         localcmd("-zoom\n");
1410                         button_zoom = false;
1411                 }
1412                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1413                 {
1414                         localcmd("-fire\n");
1415                         localcmd("-fire2\n");
1416                         button_attack2 = false;
1417                 }
1418         }
1419         if(last_activeweapon != activeweapon)
1420         {
1421                 last_activeweapon = activeweapon;
1422
1423                 e = get_weaponinfo(activeweapon);
1424                 if(e.netname != "")
1425                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1426                 else
1427                         localcmd("\ncl_hook_activeweapon none\n");
1428         }
1429
1430         // ALWAYS Clear Current Scene First
1431         clearscene();
1432
1433         setproperty(VF_ORIGIN, view_origin);
1434         setproperty(VF_ANGLES, view_angles);
1435
1436         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1437         setproperty(VF_SIZE, vf_size);
1438         setproperty(VF_MIN, vf_min);
1439
1440         // Assign Standard Viewflags
1441         // Draw the World (and sky)
1442         setproperty(VF_DRAWWORLD, 1);
1443
1444         // Set the console size vars
1445         vid_conwidth = autocvar_vid_conwidth;
1446         vid_conheight = autocvar_vid_conheight;
1447         vid_pixelheight = autocvar_vid_pixelheight;
1448
1449         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1450         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1451         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1452
1453         // Camera for demo playback
1454         if(camera_active)
1455         {
1456                 if(autocvar_camera_enable)
1457                         CSQC_Demo_Camera();
1458                 else
1459                 {
1460                         cvar_set("chase_active", ftos(chase_active_backup));
1461                         cvar_set("cl_demo_mousegrab", "0");
1462                         camera_active = false;
1463                 }
1464         }
1465         else
1466         {
1467 #ifdef CAMERATEST
1468                 if(autocvar_camera_enable)
1469 #else
1470                 if(autocvar_camera_enable && isdemo())
1471 #endif
1472                 {
1473                         // Enable required Darkplaces cvars
1474                         chase_active_backup = autocvar_chase_active;
1475                         cvar_set("chase_active", "2");
1476                         cvar_set("cl_demo_mousegrab", "1");
1477                         camera_active = true;
1478                         camera_mode = false;
1479                 }
1480         }
1481
1482         // Draw the Crosshair
1483         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1484
1485         // Draw the Engine Status Bar (the default Quake HUD)
1486         setproperty(VF_DRAWENGINESBAR, 0);
1487
1488         // Update the mouse position
1489         /*
1490            mousepos_x = vid_conwidth;
1491            mousepos_y = vid_conheight;
1492            mousepos = mousepos*0.5 + getmousepos();
1493          */
1494
1495         for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1496                 WITH(entity, self, e, e.draw(e));
1497         }
1498
1499         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1500         renderscene();
1501
1502         // now switch to 2D drawing mode by calling a 2D drawing function
1503         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1504         // next R_RenderScene call
1505         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1506
1507         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1508         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1509         {
1510                 // apply night vision effect
1511                 vector tc_00, tc_01, tc_10, tc_11;
1512                 vector rgb = '0 0 0';
1513
1514                 if(!nightvision_noise)
1515                 {
1516                         nightvision_noise = spawn();
1517                         nightvision_noise.classname = "nightvision_noise";
1518                 }
1519                 if(!nightvision_noise2)
1520                 {
1521                         nightvision_noise2 = spawn();
1522                         nightvision_noise2.classname = "nightvision_noise2";
1523                 }
1524
1525                 // color tint in yellow
1526                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1527
1528                 // draw BG
1529                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1530                 rgb = '1 1 1';
1531                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1532                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1533                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1534                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1535                 tc_11 = tc_01 + tc_10 - tc_00;
1536                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1537                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1538                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1539                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1540                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1541                 R_EndPolygon();
1542
1543                 // draw FG
1544                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1545                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1546                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1547                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1548                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1549                 tc_11 = tc_01 + tc_10 - tc_00;
1550                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1551                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1552                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1553                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1554                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1555                 R_EndPolygon();
1556         }
1557
1558         if(autocvar_cl_reticle)
1559         {
1560                 Weapon wep = get_weaponinfo(activeweapon);
1561                 // Draw the aiming reticle for weapons that use it
1562                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1563                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1564                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1565                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1566                 {
1567                         // no zoom reticle while dead
1568                         reticle_type = 0;
1569                 }
1570                 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1571                 {
1572                         if(reticle_image != "") { reticle_type = 2; }
1573                         else { reticle_type = 0; }
1574                 }
1575                 else if(button_zoom || zoomscript_caught)
1576                 {
1577                         // normal zoom
1578                         reticle_type = 1;
1579                 }
1580
1581                 if(reticle_type)
1582                 {
1583                         if(autocvar_cl_reticle_stretch)
1584                         {
1585                                 reticle_size.x = vid_conwidth;
1586                                 reticle_size.y = vid_conheight;
1587                                 reticle_pos.x = 0;
1588                                 reticle_pos.y = 0;
1589                         }
1590                         else
1591                         {
1592                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1593                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1594                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1595                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1596                         }
1597
1598                         if(zoomscript_caught)
1599                                 f = 1;
1600                         else
1601                                 f = current_zoomfraction;
1602
1603                         if(f)
1604                         {
1605                                 switch(reticle_type)
1606                                 {
1607                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1608                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1609                                 }
1610                         }
1611                 }
1612         }
1613         else
1614         {
1615                 if(reticle_type != 0) { reticle_type = 0; }
1616         }
1617
1618
1619         // improved polyblend
1620         if(autocvar_hud_contents)
1621         {
1622                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1623                 vector liquidcolor;
1624
1625                 switch(pointcontents(view_origin))
1626                 {
1627                         case CONTENT_WATER:
1628                                 liquidalpha = autocvar_hud_contents_water_alpha;
1629                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1630                                 incontent = 1;
1631                                 break;
1632
1633                         case CONTENT_LAVA:
1634                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1635                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1636                                 incontent = 1;
1637                                 break;
1638
1639                         case CONTENT_SLIME:
1640                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1641                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1642                                 incontent = 1;
1643                                 break;
1644
1645                         default:
1646                                 liquidalpha = 0;
1647                                 liquidcolor = '0 0 0';
1648                                 incontent = 0;
1649                                 break;
1650                 }
1651
1652                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1653                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1654                         contentfadetime = autocvar_hud_contents_fadeintime;
1655                         liquidalpha_prev = liquidalpha;
1656                         liquidcolor_prev = liquidcolor;
1657                 }
1658                 else
1659                         contentfadetime = autocvar_hud_contents_fadeouttime;
1660
1661                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1662                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1663
1664                 if(contentavgalpha)
1665                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1666
1667                 if(autocvar_hud_postprocessing)
1668                 {
1669                         if(autocvar_hud_contents_blur && contentavgalpha)
1670                         {
1671                                 content_blurpostprocess.x = 1;
1672                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1673                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1674                         }
1675                         else
1676                         {
1677                                 content_blurpostprocess.x = 0;
1678                                 content_blurpostprocess.y = 0;
1679                                 content_blurpostprocess.z = 0;
1680                         }
1681                 }
1682         }
1683
1684         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1685         {
1686                 splash_size.x = max(vid_conwidth, vid_conheight);
1687                 splash_size.y = max(vid_conwidth, vid_conheight);
1688                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1689                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1690
1691                 float myhealth_flash_temp;
1692                 myhealth = getstati(STAT_HEALTH);
1693
1694                 // fade out
1695                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1696                 // add new damage
1697                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1698
1699                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1700                 pain_threshold = autocvar_hud_damage_pain_threshold;
1701                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1702                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1703
1704                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1705                 {
1706                         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);
1707                 }
1708
1709                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1710
1711                 if(myhealth_prev < 1)
1712                 {
1713                         if(myhealth >= 1)
1714                         {
1715                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1716                                 myhealth_flash_temp = 0;
1717                         }
1718                         else
1719                         {
1720                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1721                         }
1722                 }
1723
1724                 if(spectatee_status == -1 || intermission)
1725                 {
1726                         myhealth_flash = 0; // observing, or match ended
1727                         myhealth_flash_temp = 0;
1728                 }
1729
1730                 myhealth_prev = myhealth;
1731
1732                 // IDEA: change damage color/picture based on player model for robot/alien species?
1733                 // pro: matches model better
1734                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1735                 // maybe different reddish pics?
1736                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1737                 {
1738                         if(autocvar_cl_gentle_damage == 2)
1739                         {
1740                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1741                                 {
1742                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1743                                 }
1744                         }
1745                         else
1746                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1747
1748                         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);
1749                 }
1750                 else
1751                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1752
1753                 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.
1754                 {
1755                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1756                         {
1757                                 damage_blurpostprocess.x = 1;
1758                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1759                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1760                         }
1761                         else
1762                         {
1763                                 damage_blurpostprocess.x = 0;
1764                                 damage_blurpostprocess.y = 0;
1765                                 damage_blurpostprocess.z = 0;
1766                         }
1767                 }
1768         }
1769
1770         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1771         float e2 = (autocvar_hud_powerup != 0);
1772         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1773         {
1774                 // enable or disable rendering types if they are used or not
1775                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1776                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1777
1778                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1779                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1780                 {
1781                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1782                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1783                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1784                         {
1785                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1786                                 old_blurradius = blurradius;
1787                                 old_bluralpha = bluralpha;
1788                         }
1789                 }
1790                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1791                 {
1792                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1793                         old_blurradius = 0;
1794                         old_bluralpha = 0;
1795                 }
1796
1797                 // edge detection postprocess handling done second (used by hud_powerup)
1798                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1799                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1800                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1801
1802                 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1803
1804                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1805                 {
1806                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1807                         {
1808                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1809                                 old_sharpen_intensity = sharpen_intensity;
1810                         }
1811                 }
1812                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1813                 {
1814                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1815                         old_sharpen_intensity = 0;
1816                 }
1817
1818                 if(cvar("r_glsl_postprocess") == 0)
1819                         cvar_set("r_glsl_postprocess", "2");
1820         }
1821         else if(cvar("r_glsl_postprocess") == 2)
1822                 cvar_set("r_glsl_postprocess", "0");
1823
1824         if(menu_visible)
1825                 menu_show();
1826
1827         /*if(gametype == MAPINFO_TYPE_CTF)
1828           {
1829           ctf_view();
1830           } else */
1831
1832         // draw 2D entities
1833         for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1834                 WITH(entity, self, e, e.draw2d(e));
1835         }
1836         Draw_ShowNames_All();
1837
1838         scoreboard_active = HUD_WouldDrawScoreboard();
1839
1840         HUD_Draw();
1841
1842         if(NextFrameCommand)
1843         {
1844                 localcmd("\n", NextFrameCommand, "\n");
1845                 NextFrameCommand = string_null;
1846         }
1847
1848         // we must do this check AFTER a frame was rendered, or it won't work
1849         if(cs_project_is_b0rked == 0)
1850         {
1851                 string w0, h0;
1852                 w0 = ftos(autocvar_vid_conwidth);
1853                 h0 = ftos(autocvar_vid_conheight);
1854                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1855                 //setproperty(VF_FOV, '90 90 0');
1856                 setproperty(VF_ORIGIN, '0 0 0');
1857                 setproperty(VF_ANGLES, '0 0 0');
1858                 setproperty(VF_PERSPECTIVE, 1);
1859                 makevectors('0 0 0');
1860                 vector v1, v2;
1861                 cvar_set("vid_conwidth", "800");
1862                 cvar_set("vid_conheight", "600");
1863                 v1 = cs_project(v_forward);
1864                 cvar_set("vid_conwidth", "640");
1865                 cvar_set("vid_conheight", "480");
1866                 v2 = cs_project(v_forward);
1867                 if(v1 == v2)
1868                         cs_project_is_b0rked = 1;
1869                 else
1870                         cs_project_is_b0rked = -1;
1871                 cvar_set("vid_conwidth", w0);
1872                 cvar_set("vid_conheight", h0);
1873         }
1874
1875         if(autocvar__hud_configure)
1876                 HUD_Panel_Mouse();
1877         else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1878                 HUD_Minigame_Mouse();
1879         else if(QuickMenu_IsOpened())
1880                 QuickMenu_Mouse();
1881         else
1882                 HUD_Radar_Mouse();
1883
1884         cl_notice_run();
1885
1886         // let's reset the view back to normal for the end
1887         setproperty(VF_MIN, '0 0 0');
1888         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1889 }
1890
1891
1892 // following vectors must be global to allow seamless switching between camera modes
1893 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1894 void CSQC_Demo_Camera()
1895 {
1896         float speed, attenuation, dimensions;
1897         vector tmp, delta;
1898
1899         if( autocvar_camera_reset || !camera_mode )
1900         {
1901                 camera_offset = '0 0 0';
1902                 current_angles = '0 0 0';
1903                 camera_direction = '0 0 0';
1904                 camera_offset.z += 30;
1905                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1906                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1907                 current_origin = view_origin;
1908                 current_camera_offset  = camera_offset;
1909                 cvar_set("camera_reset", "0");
1910                 camera_mode = CAMERA_CHASE;
1911         }
1912
1913         // Camera angles
1914         if( camera_roll )
1915                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1916
1917         if(autocvar_camera_look_player)
1918         {
1919                 vector dir;
1920                 float n;
1921
1922                 dir = normalize(view_origin - current_position);
1923                 n = mouse_angles.z;
1924                 mouse_angles = vectoangles(dir);
1925                 mouse_angles.x = mouse_angles.x * -1;
1926                 mouse_angles.z = n;
1927         }
1928         else
1929         {
1930                 tmp = getmousepos() * 0.1;
1931                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1932                 {
1933                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1934                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1935                 }
1936         }
1937
1938         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1939         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1940         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1941         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1942
1943         // Fix difference when angles don't have the same sign
1944         delta = '0 0 0';
1945         if(mouse_angles.y < -60 && current_angles.y > 60)
1946                 delta = '0 360 0';
1947         if(mouse_angles.y > 60 && current_angles.y < -60)
1948                 delta = '0 -360 0';
1949
1950         if(autocvar_camera_look_player)
1951                 attenuation = autocvar_camera_look_attenuation;
1952         else
1953                 attenuation = autocvar_camera_speed_attenuation;
1954
1955         attenuation = 1 / max(1, attenuation);
1956         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1957
1958         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1959         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1960         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1961         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1962
1963         // Camera position
1964         tmp = '0 0 0';
1965         dimensions = 0;
1966
1967         if( camera_direction.x )
1968         {
1969                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1970                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1971                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1972                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1973                 ++dimensions;
1974         }
1975
1976         if( camera_direction.y )
1977         {
1978                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1979                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1980                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1981                 ++dimensions;
1982         }
1983
1984         if( camera_direction.z )
1985         {
1986                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1987                 ++dimensions;
1988         }
1989
1990         if(autocvar_camera_free)
1991                 speed = autocvar_camera_speed_free;
1992         else
1993                 speed = autocvar_camera_speed_chase;
1994
1995         if(dimensions)
1996         {
1997                 speed = speed * sqrt(1 / dimensions);
1998                 camera_offset += tmp * speed;
1999         }
2000
2001         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2002
2003         // Camera modes
2004         if( autocvar_camera_free )
2005         {
2006                 if ( camera_mode == CAMERA_CHASE )
2007                 {
2008                         current_camera_offset = current_origin + current_camera_offset;
2009                         camera_offset = current_origin + camera_offset;
2010                 }
2011
2012                 camera_mode = CAMERA_FREE;
2013                 current_position = current_camera_offset;
2014         }
2015         else
2016         {
2017                 if ( camera_mode == CAMERA_FREE )
2018                 {
2019                         current_origin = view_origin;
2020                         camera_offset = camera_offset - current_origin;
2021                         current_camera_offset = current_camera_offset - current_origin;
2022                 }
2023
2024                 camera_mode = CAMERA_CHASE;
2025
2026                 if(autocvar_camera_chase_smoothly)
2027                         current_origin += (view_origin - current_origin) * attenuation;
2028                 else
2029                         current_origin = view_origin;
2030
2031                 current_position = current_origin + current_camera_offset;
2032         }
2033
2034         setproperty(VF_ANGLES, current_angles);
2035         setproperty(VF_ORIGIN, current_position);
2036 }