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Partially revert commit 9f5aad709 "Fix weaponmodel effects passing through warpzones...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1
2 #include "announcer.qh"
3 #include "hud/all.qh"
4 #include "mapvoting.qh"
5 #include "scoreboard.qh"
6 #include "shownames.qh"
7 #include "quickmenu.qh"
8
9 #include "mutators/events.qh"
10
11 #include "../common/anim.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include <common/gamemodes/all.qh>
16 #include "../common/physics/player.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
20
21 #include <common/vehicles/all.qh>
22 #include <common/weapons/all.qh>
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
26
27 #include "../lib/csqcmodel/cl_player.qh"
28
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
31
32 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
33
34 float autocvar_cl_viewmodel_scale;
35
36 bool autocvar_cl_bobmodel;
37 float autocvar_cl_bobmodel_speed;
38 float autocvar_cl_bobmodel_side;
39 float autocvar_cl_bobmodel_up;
40
41 float autocvar_cl_followmodel;
42 float autocvar_cl_followmodel_speed = 0.3;
43 float autocvar_cl_followmodel_limit = 1000;
44 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
45 float autocvar_cl_followmodel_highpass = 0.05;
46 float autocvar_cl_followmodel_lowpass = 0.03;
47
48 float autocvar_cl_leanmodel;
49 float autocvar_cl_leanmodel_speed = 0.3;
50 float autocvar_cl_leanmodel_limit = 1000;
51 float autocvar_cl_leanmodel_highpass1 = 0.2;
52 float autocvar_cl_leanmodel_highpass = 0.2;
53 float autocvar_cl_leanmodel_lowpass = 0.05;
54
55 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
56 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
57 { \
58         ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
59 } MACRO_END
60
61 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
62 { \
63         float __ignore; lowpass(value, frac, ref_store, __ignore); \
64         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
65 } MACRO_END
66
67 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
68 { \
69         float __f = 0; lowpass(value, frac, ref_store, __f); \
70         ret = (value) - __f; \
71 } MACRO_END
72
73 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
74 { \
75         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
76         ret = (value) - __f; \
77 } MACRO_END
78
79 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
80 { \
81         lowpass(value.x, frac, ref_store.x, ref_out.x); \
82         lowpass(value.y, frac, ref_store.y, ref_out.y); \
83 } MACRO_END
84
85 #define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
86 { \
87         lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
88         lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
89 } MACRO_END
90
91 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
92 { \
93         highpass(value.x, frac, ref_store.x, ref_out.x); \
94         highpass(value.y, frac, ref_store.y, ref_out.y); \
95 } MACRO_END
96
97 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
98 { \
99         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
100         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
101 } MACRO_END
102
103 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
104 { \
105         lowpass(value.x, frac, ref_store.x, ref_out.x); \
106         lowpass(value.y, frac, ref_store.y, ref_out.y); \
107         lowpass(value.z, frac, ref_store.z, ref_out.z); \
108 } MACRO_END
109
110 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
111 { \
112         highpass(value.x, frac, ref_store.x, ref_out.x); \
113         highpass(value.y, frac, ref_store.y, ref_out.y); \
114         highpass(value.z, frac, ref_store.z, ref_out.z); \
115 } MACRO_END
116
117 #define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
118 { \
119         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
120         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
121         highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
122 } MACRO_END
123
124 #define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
125 { \
126         lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
127         lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
128         lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
129 } MACRO_END
130
131 void viewmodel_animate(entity this)
132 {
133         static float prevtime;
134         float frametime = (time - prevtime);
135         prevtime = time;
136
137         if (autocvar_chase_active) return;
138         if (STAT(HEALTH) <= 0) return;
139
140         entity view = CSQCModel_server2csqc(player_localentnum - 1);
141
142         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
143         static bool oldonground;
144         static float hitgroundtime;
145         static float lastongroundtime;
146         if (clonground)
147         {
148                 float f = time; // cl.movecmd[0].time
149                 if (!oldonground)
150                         hitgroundtime = f;
151                 lastongroundtime = f;
152         }
153         oldonground = clonground;
154
155
156         bool teleported = view.csqcmodel_teleported;
157
158         float frac;
159         if(autocvar_cl_followmodel)
160         {
161                 vector gunorg = '0 0 0';
162                 static vector vel_average;
163                 static vector gunorg_prev = '0 0 0';
164                 static vector gunorg_adjustment_highpass;
165                 static vector gunorg_adjustment_lowpass;
166
167                 vector vel;
168                 vector forward, right = '0 0 0', up = '0 0 0';
169                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
170                 vel.x = view.velocity * forward;
171                 vel.y = view.velocity * right * -1;
172                 vel.z = view.velocity * up;
173                 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
174                 lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg);
175
176                 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
177
178                 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
179                 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
180                 frac = avg_factor(autocvar_cl_followmodel_highpass);
181                 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
182                 frac = avg_factor(autocvar_cl_followmodel_lowpass);
183                 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
184
185                 this.origin += gunorg;
186         }
187
188         if(autocvar_cl_leanmodel)
189         {
190                 vector gunangles = '0 0 0';
191                 static vector gunangles_prev = '0 0 0';
192                 static vector gunangles_highpass = '0 0 0';
193                 static vector gunangles_adjustment_highpass;
194                 static vector gunangles_adjustment_lowpass;
195
196                 if (teleported)
197                         gunangles_prev = view_angles;
198
199                 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
200                 gunangles_highpass += gunangles_prev;
201                 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
202                 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
203                 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
204                 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
205                 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
206                 gunangles_prev = view_angles;
207                 gunangles_highpass -= gunangles_prev;
208
209                 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
210                 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
211
212                 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
213                 frac = avg_factor(autocvar_cl_leanmodel_highpass);
214                 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
215                 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
216                 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
217
218                 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
219                 this.angles += gunangles;
220         }
221
222         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
223
224         // vertical view bobbing code
225         // TODO: cl_bob
226
227         // horizontal view bobbing code
228         // TODO: cl_bob2
229
230         // fall bobbing code
231         // causes the view to swing down and back up when touching the ground
232         // TODO: cl_bobfall
233
234         // gun model bobbing code
235         if (autocvar_cl_bobmodel)
236         {
237                 // calculate for swinging gun model
238                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
239                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
240                 // for the most part, but for some reason when you go through a message trigger or
241                 // pick up an item or anything like that it will momentarily jolt the gun.
242                 float bspeed;
243                 float t = 1;
244                 float s = time * autocvar_cl_bobmodel_speed;
245                 if (clonground)
246                 {
247                         if (time - hitgroundtime < 0.2)
248                         {
249                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
250                                 t = time - hitgroundtime;
251                                 t = bound(0, t, 0.2);
252                                 t *= 5;
253                         }
254                 }
255                 else
256                 {
257                         // recently left the ground, slow the bob down over the next 0.2 seconds
258                         t = time - lastongroundtime;
259                         t = 0.2 - bound(0, t, 0.2);
260                         t *= 5;
261                 }
262                 bspeed = xyspeed * 0.01;
263                 vector gunorg = '0 0 0';
264                 gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
265                 gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
266
267                 this.origin += gunorg;
268         }
269 }
270
271 .vector viewmodel_origin, viewmodel_angles;
272 .float weapon_nextthink;
273 .float weapon_eta_last;
274 .float weapon_switchdelay;
275
276 void viewmodel_draw(entity this)
277 {
278         if(!activeweapon)
279                 return;
280         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
281         float a = this.alpha;
282         static bool wasinvehicle;
283         bool invehicle = player_localentnum > maxclients;
284         if (invehicle) a = -1;
285         else if (wasinvehicle) a = 1;
286         wasinvehicle = invehicle;
287         Weapon wep = activeweapon;
288         int c = stof(getplayerkeyvalue(current_player, "colors"));
289         vector g = weaponentity_glowmod(wep, c);
290         entity me = CSQCModel_server2csqc(player_localentnum - 1);
291         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
292                 | EF_NODEPTHTEST)
293                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
294         for (entity e = this; e; e = e.weaponchild)
295         {
296                 e.drawmask = mask;
297                 e.alpha = a;
298                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
299                 e.glowmod = g;
300                 e.csqcmodel_effects = fx;
301                 CSQCModel_Effects_Apply(e);
302         }
303         {
304                 static string name_last;
305                 string name = wep.mdl;
306                 if (name != name_last)
307                 {
308                         name_last = name;
309                         CL_WeaponEntity_SetModel(this, name);
310                         this.viewmodel_origin = this.origin;
311                         this.viewmodel_angles = this.angles;
312                 }
313                 anim_update(this);
314                 if (!this.animstate_override)
315                         anim_set(this, this.anim_idle, true, false, false);
316         }
317         float f = 0; // 0..1; 0: fully active
318         float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
319         if (eta <= 0) f = this.weapon_eta_last;
320         else switch (this.state)
321         {
322                 case WS_RAISE:
323                 {
324                         f = eta / max(eta, this.weapon_switchdelay);
325                         break;
326                 }
327                 case WS_DROP:
328                 {
329                         f = 1 - eta / max(eta, this.weapon_switchdelay);
330                         break;
331                 }
332                 case WS_CLEAR:
333                 {
334                         f = 1;
335                         break;
336                 }
337         }
338         this.weapon_eta_last = f;
339         this.origin = this.viewmodel_origin;
340         this.angles = this.viewmodel_angles;
341         this.angles_x = (-90 * f * f);
342         viewmodel_animate(this);
343         setorigin(this, this.origin);
344 }
345
346 entity viewmodel;
347 STATIC_INIT(viewmodel) {
348     viewmodel = new(viewmodel);
349     make_pure(viewmodel);
350 }
351
352 entity porto;
353 vector polyline[16];
354 void Porto_Draw(entity this)
355 {
356         vector p, dir, ang, q, nextdir;
357         float portal_number, portal1_idx;
358
359         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
360                 return;
361         if(WEP_CVAR(porto, secondary))
362                 return;
363         if(intermission == 1)
364                 return;
365         if(intermission == 2)
366                 return;
367         if (STAT(HEALTH) <= 0)
368                 return;
369
370         dir = view_forward;
371
372         if(angles_held_status)
373         {
374                 makevectors(angles_held);
375                 dir = v_forward;
376         }
377
378         p = view_origin;
379
380         polyline[0] = p;
381         int idx = 1;
382         portal_number = 0;
383         nextdir = dir;
384
385         for (;;)
386         {
387                 dir = nextdir;
388                 traceline(p, p + 65536 * dir, true, porto);
389                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
390                         return;
391                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
392                 p = trace_endpos;
393                 polyline[idx] = p;
394                 ++idx;
395                 if(idx >= 16)
396                         return;
397                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
398                         continue;
399                 ++portal_number;
400                 ang = vectoangles2(trace_plane_normal, dir);
401                 ang.x = -ang.x;
402                 makevectors(ang);
403                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
404                         return;
405                 if(portal_number == 1)
406                 {
407                         portal1_idx = idx;
408                         if(portal_number >= 2)
409                                 break;
410                 }
411         }
412
413         while(idx >= 2)
414         {
415                 p = polyline[idx-2];
416                 q = polyline[idx-1];
417                 if(idx == 2)
418                         p = p - view_up * 16;
419                 if(idx-1 >= portal1_idx)
420                 {
421                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
422                 }
423                 else
424                 {
425                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
426                 }
427                 --idx;
428         }
429 }
430
431 void Porto_Init()
432 {
433         porto = new(porto);
434         make_pure(porto);
435         porto.draw = Porto_Draw;
436         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
437 }
438
439 float drawtime;
440 float avgspeed;
441 vector GetCurrentFov(float fov)
442 {
443         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
444         float velocityzoom, curspeed;
445         vector v;
446
447         zoomsensitivity = autocvar_cl_zoomsensitivity;
448         zoomfactor = autocvar_cl_zoomfactor;
449         if(zoomfactor < 1 || zoomfactor > 30)
450                 zoomfactor = 2.5;
451         zoomspeed = autocvar_cl_zoomspeed;
452         if(zoomspeed >= 0)
453         if(zoomspeed < 0.5 || zoomspeed > 16)
454                         zoomspeed = 3.5;
455
456         zoomdir = button_zoom;
457         if(hud == HUD_NORMAL)
458         if(switchweapon == activeweapon)
459         if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
460                 zoomdir += button_attack2;
461         if(spectatee_status > 0 || isdemo())
462         {
463                 if(spectatorbutton_zoom)
464                 {
465                         if(zoomdir)
466                                 zoomdir = 0;
467                         else
468                                 zoomdir = 1;
469                 }
470                 // fteqcc failed twice here already, don't optimize this
471         }
472
473         if(zoomdir) { zoomin_effect = 0; }
474
475         if(camera_active)
476         {
477                 current_viewzoom = min(1, current_viewzoom + drawframetime);
478         }
479         else if(autocvar_cl_spawnzoom && zoomin_effect)
480         {
481                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
482
483                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
484                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
485                 if(current_viewzoom == 1) { zoomin_effect = 0; }
486         }
487         else
488         {
489                 if(zoomspeed < 0) // instant zoom
490                 {
491                         if(zoomdir)
492                                 current_viewzoom = 1 / zoomfactor;
493                         else
494                                 current_viewzoom = 1;
495                 }
496                 else
497                 {
498                         if(zoomdir)
499                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
500                         else
501                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
502                 }
503         }
504
505         if(almost_equals(current_viewzoom, 1))
506                 current_zoomfraction = 0;
507         else if(almost_equals(current_viewzoom, 1/zoomfactor))
508                 current_zoomfraction = 1;
509         else
510                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
511
512         if(zoomsensitivity < 1)
513                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
514         else
515                 setsensitivityscale(1);
516
517         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
518         {
519                 if(intermission) { curspeed = 0; }
520                 else
521                 {
522
523                         makevectors(view_angles);
524                         v = pmove_vel;
525                         if(csqcplayer)
526                                 v = csqcplayer.velocity;
527
528                         switch(autocvar_cl_velocityzoom_type)
529                         {
530                                 case 3: curspeed = max(0, v_forward * v); break;
531                                 case 2: curspeed = (v_forward * v); break;
532                                 case 1: default: curspeed = vlen(v); break;
533                         }
534                 }
535
536                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
537                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
538                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
539
540                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
541         }
542         else
543                 velocityzoom = 1;
544
545         float frustumx, frustumy, fovx, fovy;
546         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
547         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
548         fovx = atan2(frustumx, 1) / M_PI * 360.0;
549         fovy = atan2(frustumy, 1) / M_PI * 360.0;
550
551         return '1 0 0' * fovx + '0 1 0' * fovy;
552 }
553
554 vector GetViewLocationFOV(float fov)
555 {
556         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
557         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
558         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
559         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
560         return '1 0 0' * fovx + '0 1 0' * fovy;
561 }
562
563 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
564 {
565         float fovx, fovy;
566         float width = (ov_worldmax.x - ov_worldmin.x);
567         float height = (ov_worldmax.y - ov_worldmin.y);
568         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
569         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
570         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
571         return '1 0 0' * fovx + '0 1 0' * fovy;
572 }
573
574 // this function must match W_SetupShot!
575 float zoomscript_caught;
576
577 vector wcross_origin;
578 float wcross_scale_prev, wcross_alpha_prev;
579 vector wcross_color_prev;
580 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
581 vector wcross_color_goal_prev;
582 float wcross_changedonetime;
583
584 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
585 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
586 float wcross_name_changestarttime, wcross_name_changedonetime;
587 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
588
589 float wcross_ring_prev;
590
591 entity trueaim;
592 entity trueaim_rifle;
593
594 const float SHOTTYPE_HITTEAM = 1;
595 const float SHOTTYPE_HITOBSTRUCTION = 2;
596 const float SHOTTYPE_HITWORLD = 3;
597 const float SHOTTYPE_HITENEMY = 4;
598
599 void TrueAim_Init()
600 {
601         trueaim = new(trueaim);
602         make_pure(trueaim);
603         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
604         trueaim_rifle = new(trueaim_rifle);
605         make_pure(trueaim_rifle);
606         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
607 }
608
609 float EnemyHitCheck()
610 {
611         float t, n;
612         wcross_origin = project_3d_to_2d(trace_endpos);
613         wcross_origin.z = 0;
614         if(trace_ent)
615                 n = trace_ent.entnum;
616         else
617                 n = trace_networkentity;
618         if(n < 1)
619                 return SHOTTYPE_HITWORLD;
620         if(n > maxclients)
621                 return SHOTTYPE_HITWORLD;
622         t = entcs_GetTeam(n - 1);
623         if(teamplay)
624                 if(t == myteam)
625                         return SHOTTYPE_HITTEAM;
626         if(t == NUM_SPECTATOR)
627                 return SHOTTYPE_HITWORLD;
628         return SHOTTYPE_HITENEMY;
629 }
630
631 float TrueAimCheck()
632 {
633         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?
634         vector vecs, trueaimpoint, w_shotorg;
635         vector mi, ma, dv;
636         float shottype;
637         entity ta;
638         float mv;
639
640         mi = ma = '0 0 0';
641         ta = trueaim;
642         mv = MOVE_NOMONSTERS;
643
644         switch(activeweapon) // WEAPONTODO
645         {
646                 case WEP_TUBA: // no aim
647                 case WEP_PORTO: // shoots from eye
648                 case WEP_NEXBALL: // shoots from eye
649                 case WEP_HOOK: // no trueaim
650                 case WEP_MORTAR: // toss curve
651                         return SHOTTYPE_HITWORLD;
652                 case WEP_VORTEX:
653                 case WEP_VAPORIZER:
654                         mv = MOVE_NORMAL;
655                         break;
656                 case WEP_RIFLE:
657                         ta = trueaim_rifle;
658                         mv = MOVE_NORMAL;
659                         if(zoomscript_caught)
660                         {
661                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
662                                 return EnemyHitCheck();
663                         }
664                         break;
665                 case WEP_DEVASTATOR: // projectile has a size!
666                         mi = '-3 -3 -3';
667                         ma = '3 3 3';
668                         break;
669                 case WEP_FIREBALL: // projectile has a size!
670                         mi = '-16 -16 -16';
671                         ma = '16 16 16';
672                         break;
673                 case WEP_SEEKER: // projectile has a size!
674                         mi = '-2 -2 -2';
675                         ma = '2 2 2';
676                         break;
677                 case WEP_ELECTRO: // projectile has a size!
678                         mi = '0 0 -3';
679                         ma = '0 0 -3';
680                         break;
681         }
682
683         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
684
685         vecs = decompressShotOrigin(STAT(SHOTORG));
686
687         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
688         trueaimpoint = trace_endpos;
689
690         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
691                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
692
693         if(vecs.x > 0)
694                 vecs.y = -vecs.y;
695         else
696                 vecs = '0 0 0';
697
698         dv = view_right * vecs.y + view_up * vecs.z;
699         w_shotorg = traceorigin + dv;
700
701         // now move the vecs forward as much as requested if possible
702         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
703         w_shotorg = trace_endpos - view_forward * nudge;
704
705         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
706         shottype = EnemyHitCheck();
707         if(shottype != SHOTTYPE_HITWORLD)
708                 return shottype;
709
710 #if 0
711         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
712         // or rather, I know why, but see no fix
713         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
714                 // 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
715                 return SHOTTYPE_HITOBSTRUCTION;
716 #endif
717
718         return SHOTTYPE_HITWORLD;
719 }
720
721 void PostInit();
722 void CSQC_Demo_Camera();
723 float HUD_WouldDrawScoreboard();
724 float camera_mode;
725 const float CAMERA_FREE = 1;
726 const float CAMERA_CHASE = 2;
727 float reticle_type;
728 string reticle_image;
729 string NextFrameCommand;
730
731 vector freeze_org, freeze_ang;
732 entity nightvision_noise, nightvision_noise2;
733
734 const float MAX_TIME_DIFF = 5;
735 float pickup_crosshair_time, pickup_crosshair_size;
736 float hitindication_crosshair_size;
737 float use_vortex_chargepool;
738
739 float myhealth, myhealth_prev;
740 float myhealth_flash;
741
742 float old_blurradius, old_bluralpha;
743 float old_sharpen_intensity;
744
745 vector myhealth_gentlergb;
746
747 float contentavgalpha, liquidalpha_prev;
748 vector liquidcolor_prev;
749
750 float eventchase_current_distance;
751 float eventchase_running;
752 bool WantEventchase(entity this)
753 {
754         if(autocvar_cl_orthoview)
755                 return false;
756         if(intermission)
757                 return true;
758         if(this.viewloc)
759                 return true;
760         if(spectatee_status >= 0)
761         {
762                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
763                         return true;
764                 if(MUTATOR_CALLHOOK(WantEventchase, this))
765                         return true;
766                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
767                         return true;
768                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
769                 {
770                         if(autocvar_cl_eventchase_death == 2)
771                         {
772                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
773                                 if(this.velocity == '0 0 0' || eventchase_running)
774                                         return true;
775                         }
776                         else return true;
777                 }
778         }
779         return false;
780 }
781
782 void HUD_Crosshair_Vehicle()
783 {
784         if(hud != HUD_BUMBLEBEE_GUN)
785         {
786                 Vehicle info = Vehicles_from(hud);
787                 info.vr_crosshair(info);
788         }
789 }
790
791 vector damage_blurpostprocess, content_blurpostprocess;
792
793 float unaccounted_damage = 0;
794 void UpdateDamage()
795 {
796         // accumulate damage with each stat update
797         static float damage_total_prev = 0;
798         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
799         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
800         damage_total_prev = damage_total;
801
802         static float damage_dealt_time_prev = 0;
803         float damage_dealt_time = STAT(HIT_TIME);
804         if (damage_dealt_time != damage_dealt_time_prev)
805         {
806                 unaccounted_damage += unaccounted_damage_new;
807                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
808         }
809         damage_dealt_time_prev = damage_dealt_time;
810
811         // prevent hitsound when switching spectatee
812         static float spectatee_status_prev = 0;
813         if (spectatee_status != spectatee_status_prev)
814                 unaccounted_damage = 0;
815         spectatee_status_prev = spectatee_status;
816 }
817
818 void HitSound()
819 {
820         // varying sound pitch
821
822         static float hitsound_time_prev = 0;
823         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
824         float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
825         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
826         {
827                 if (autocvar_cl_hitsound && unaccounted_damage)
828                 {
829                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
830                         float a = autocvar_cl_hitsound_max_pitch;
831                         float b = autocvar_cl_hitsound_min_pitch;
832                         float c = autocvar_cl_hitsound_nom_damage;
833                         float x = unaccounted_damage;
834                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
835
836                         // if sound variation is disabled, set pitch_shift to 1
837                         if (autocvar_cl_hitsound == 1)
838                                 pitch_shift = 1;
839
840                         // if pitch shift is reversed, mirror in (max-min)/2 + min
841                         if (autocvar_cl_hitsound == 3)
842                         {
843                                 float mirror_value = (a-b)/2 + b;
844                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
845                         }
846
847                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
848
849                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
850                         // todo: normalize sound pressure levels? seems unnecessary
851
852                         sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
853                 }
854                 unaccounted_damage = 0;
855                 hitsound_time_prev = time;
856         }
857
858         static float typehit_time_prev = 0;
859         float typehit_time = STAT(TYPEHIT_TIME);
860         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
861         {
862                 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
863                 typehit_time_prev = typehit_time;
864         }
865 }
866
867 void HUD_Crosshair()
868 {SELFPARAM();
869         static float rainbow_last_flicker;
870         static vector rainbow_prev_color;
871         entity e = this;
872         float f, i, j;
873         vector v;
874         if(!scoreboard_active && !camera_active && intermission != 2 &&
875                 spectatee_status != -1 && !csqcplayer.viewloc &&
876                 !HUD_MinigameMenu_IsOpened() )
877         {
878                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
879                         return;
880
881                 if (hud != HUD_NORMAL)
882                 {
883                         HUD_Crosshair_Vehicle();
884                         return;
885                 }
886
887                 string wcross_style;
888                 float wcross_alpha, wcross_resolution;
889                 wcross_style = autocvar_crosshair;
890                 if (wcross_style == "0")
891                         return;
892                 wcross_resolution = autocvar_crosshair_size;
893                 if (wcross_resolution == 0)
894                         return;
895                 wcross_alpha = autocvar_crosshair_alpha;
896                 if (wcross_alpha == 0)
897                         return;
898
899                 // TrueAim check
900                 float shottype;
901
902                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
903                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
904                 wcross_origin.z = 0;
905                 if(autocvar_crosshair_hittest)
906                 {
907                         vector wcross_oldorigin;
908                         wcross_oldorigin = wcross_origin;
909                         shottype = TrueAimCheck();
910                         if(shottype == SHOTTYPE_HITWORLD)
911                         {
912                                 v = wcross_origin - wcross_oldorigin;
913                                 v.x /= vid_conwidth;
914                                 v.y /= vid_conheight;
915                                 if(vlen(v) > 0.01)
916                                         shottype = SHOTTYPE_HITOBSTRUCTION;
917                         }
918                         if(!autocvar_crosshair_hittest_showimpact)
919                                 wcross_origin = wcross_oldorigin;
920                 }
921                 else
922                         shottype = SHOTTYPE_HITWORLD;
923
924                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
925                 string wcross_name = "";
926                 float wcross_scale, wcross_blur;
927
928                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
929                 {
930                         e = switchingweapon;
931                         if(e)
932                         {
933                                 if(autocvar_crosshair_per_weapon)
934                                 {
935                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
936                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
937                                         //if (wcross_resolution == 0)
938                                                 //return;
939
940                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
941                                         wcross_resolution *= e.w_crosshair_size;
942                                         wcross_name = e.w_crosshair;
943                                 }
944                         }
945                 }
946
947                 if(wcross_name == "")
948                         wcross_name = strcat("gfx/crosshair", wcross_style);
949
950                 // MAIN CROSSHAIR COLOR DECISION
951                 switch(autocvar_crosshair_color_special)
952                 {
953                         case 1: // crosshair_color_per_weapon
954                         {
955                                 if(e)
956                                 {
957                                         wcross_color = e.wpcolor;
958                                         break;
959                                 }
960                                 else { goto normalcolor; }
961                         }
962
963                         case 2: // crosshair_color_by_health
964                         {
965                                 float x = STAT(HEALTH);
966
967                                 //x = red
968                                 //y = green
969                                 //z = blue
970
971                                 wcross_color.z = 0;
972
973                                 if(x > 200)
974                                 {
975                                         wcross_color.x = 0;
976                                         wcross_color.y = 1;
977                                 }
978                                 else if(x > 150)
979                                 {
980                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
981                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
982                                 }
983                                 else if(x > 100)
984                                 {
985                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
986                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
987                                         wcross_color.z = 1 - (x-100)*0.02;
988                                 }
989                                 else if(x > 50)
990                                 {
991                                         wcross_color.x = 1;
992                                         wcross_color.y = 1;
993                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
994                                 }
995                                 else if(x > 20)
996                                 {
997                                         wcross_color.x = 1;
998                                         wcross_color.y = (x-20)*90/27/100;
999                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
1000                                 }
1001                                 else
1002                                 {
1003                                         wcross_color.x = 1;
1004                                         wcross_color.y = 0;
1005                                 }
1006                                 break;
1007                         }
1008
1009                         case 3: // crosshair_color_rainbow
1010                         {
1011                                 if(time >= rainbow_last_flicker)
1012                                 {
1013                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1014                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1015                                 }
1016                                 wcross_color = rainbow_prev_color;
1017                                 break;
1018                         }
1019                         :normalcolor
1020                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
1021                 }
1022
1023                 if(autocvar_crosshair_effect_scalefade)
1024                 {
1025                         wcross_scale = wcross_resolution;
1026                         wcross_resolution = 1;
1027                 }
1028                 else
1029                 {
1030                         wcross_scale = 1;
1031                 }
1032
1033                 if(autocvar_crosshair_pickup)
1034                 {
1035                         float stat_pickup_time = STAT(LAST_PICKUP);
1036
1037                         if(pickup_crosshair_time < stat_pickup_time)
1038                         {
1039                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1040                                         pickup_crosshair_size = 1;
1041
1042                                 pickup_crosshair_time = stat_pickup_time;
1043                         }
1044
1045                         if(pickup_crosshair_size > 0)
1046                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1047                         else
1048                                 pickup_crosshair_size = 0;
1049
1050                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1051                 }
1052
1053                 // todo: make crosshair hit indication dependent on damage dealt
1054                 if(autocvar_crosshair_hitindication)
1055                 {
1056                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1057
1058                         if(unaccounted_damage)
1059                         {
1060                                 hitindication_crosshair_size = 1;
1061                         }
1062
1063                         if(hitindication_crosshair_size > 0)
1064                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1065                         else
1066                                 hitindication_crosshair_size = 0;
1067
1068                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1069                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1070                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1071                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1072                 }
1073
1074                 if(shottype == SHOTTYPE_HITENEMY)
1075                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1076                 if(shottype == SHOTTYPE_HITTEAM)
1077                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1078
1079                 f = fabs(autocvar_crosshair_effect_time);
1080                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1081                 {
1082                         wcross_changedonetime = time + f;
1083                 }
1084                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1085                 {
1086                         wcross_name_changestarttime = time;
1087                         wcross_name_changedonetime = time + f;
1088                         if(wcross_name_goal_prev_prev)
1089                                 strunzone(wcross_name_goal_prev_prev);
1090                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1091                         wcross_name_goal_prev = strzone(wcross_name);
1092                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1093                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1094                         wcross_resolution_goal_prev = wcross_resolution;
1095                 }
1096
1097                 wcross_scale_goal_prev = wcross_scale;
1098                 wcross_alpha_goal_prev = wcross_alpha;
1099                 wcross_color_goal_prev = wcross_color;
1100
1101                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1102                 {
1103                         wcross_blur = 1;
1104                         wcross_alpha *= 0.75;
1105                 }
1106                 else
1107                         wcross_blur = 0;
1108                 // *_prev is at time-frametime
1109                 // * is at wcross_changedonetime+f
1110                 // what do we have at time?
1111                 if(time < wcross_changedonetime)
1112                 {
1113                         f = frametime / (wcross_changedonetime - time + frametime);
1114                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1115                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1116                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1117                 }
1118
1119                 wcross_scale_prev = wcross_scale;
1120                 wcross_alpha_prev = wcross_alpha;
1121                 wcross_color_prev = wcross_color;
1122
1123                 MUTATOR_CALLHOOK(UpdateCrosshair);
1124
1125                 wcross_scale *= 1 - autocvar__menu_alpha;
1126                 wcross_alpha *= 1 - autocvar__menu_alpha;
1127                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1128
1129                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1130                 {
1131                         // crosshair rings for weapon stats
1132                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1133                         {
1134                                 // declarations and stats
1135                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1136                                 string ring_image = string_null, ring_inner_image = string_null;
1137                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1138
1139                                 ring_scale = autocvar_crosshair_ring_size;
1140
1141                                 float weapon_clipload, weapon_clipsize;
1142                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1143                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1144
1145                                 float ok_ammo_charge, ok_ammo_chargepool;
1146                                 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1147                                 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1148
1149                                 float vortex_charge, vortex_chargepool;
1150                                 vortex_charge = STAT(VORTEX_CHARGE);
1151                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1152
1153                                 float arc_heat = STAT(ARC_HEAT);
1154
1155                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1156                                         vortex_charge_movingavg = vortex_charge;
1157
1158
1159                                 // handle the values
1160                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1161                                 {
1162                                         if (vortex_chargepool || use_vortex_chargepool) {
1163                                                 use_vortex_chargepool = 1;
1164                                                 ring_inner_value = vortex_chargepool;
1165                                         } else {
1166                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1167                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1168                                         }
1169
1170                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1171                                         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;
1172                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1173
1174                                         // draw the outer ring to show the current charge of the weapon
1175                                         ring_value = vortex_charge;
1176                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1177                                         ring_rgb = wcross_color;
1178                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1179                                 }
1180                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1181                                 {
1182                                         ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1183                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1184                                         ring_rgb = wcross_color;
1185                                         ring_image = "gfx/crosshair_ring.tga";
1186                                 }
1187                                 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1188                                 {
1189                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1190                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1191                                         ring_rgb = wcross_color;
1192                                         ring_image = "gfx/crosshair_ring.tga";
1193                                 }
1194                                 else if (ok_ammo_charge)
1195                                 {
1196                                         ring_value = ok_ammo_chargepool;
1197                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1198                                         ring_rgb = wcross_color;
1199                                         ring_image = "gfx/crosshair_ring.tga";
1200                                 }
1201                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1202                                 {
1203                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1204                                         ring_scale = autocvar_crosshair_ring_reload_size;
1205                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1206                                         ring_rgb = wcross_color;
1207
1208                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1209                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1210                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1211                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1212                                         else
1213                                                 ring_image = "gfx/crosshair_ring.tga";
1214                                 }
1215                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1216                                 {
1217                                         ring_value = arc_heat;
1218                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1219                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1220                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1221                                         ring_image = "gfx/crosshair_ring.tga";
1222                                 }
1223
1224                                 // if in weapon switch animation, fade ring out/in
1225                                 if(autocvar_crosshair_effect_time > 0)
1226                                 {
1227                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1228                                         if (f >= 1)
1229                                         {
1230                                                 wcross_ring_prev = ((ring_image) ? true : false);
1231                                         }
1232
1233                                         if(wcross_ring_prev)
1234                                         {
1235                                                 if(f < 1)
1236                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1237                                         }
1238                                         else
1239                                         {
1240                                                 if(f < 1)
1241                                                         ring_alpha *= bound(0, f, 1);
1242                                         }
1243                                 }
1244
1245                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1246                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1247
1248                                 if (ring_value)
1249                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1250                         }
1251
1252 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1253                         MACRO_BEGIN { \
1254                                 if(wcross_blur > 0) \
1255                                 { \
1256                                         for(i = -2; i <= 2; ++i) \
1257                                         for(j = -2; j <= 2; ++j) \
1258                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1259                                 } \
1260                                 else \
1261                                 { \
1262                                         M(0,0,sz,wcross_name,wcross_alpha); \
1263                                 } \
1264                         } MACRO_END
1265
1266 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1267                         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)
1268
1269 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1270                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1271
1272                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1273                         {
1274                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1275                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1276                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1277                                 f = 1 - f;
1278                         }
1279                         else
1280                         {
1281                                 f = 1;
1282                         }
1283                         wcross_name_alpha_goal_prev = f;
1284
1285                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1286                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1287
1288                         if(autocvar_crosshair_dot)
1289                         {
1290                                 vector wcross_color_old;
1291                                 wcross_color_old = wcross_color;
1292
1293                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1294                                         wcross_color = stov(autocvar_crosshair_dot_color);
1295
1296                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1297                                 // FIXME why don't we use wcross_alpha here?
1298                                 wcross_color = wcross_color_old;
1299                         }
1300                 }
1301         }
1302         else
1303         {
1304                 wcross_scale_prev = 0;
1305                 wcross_alpha_prev = 0;
1306                 wcross_scale_goal_prev = 0;
1307                 wcross_alpha_goal_prev = 0;
1308                 wcross_changedonetime = 0;
1309                 if(wcross_name_goal_prev)
1310                         strunzone(wcross_name_goal_prev);
1311                 wcross_name_goal_prev = string_null;
1312                 if(wcross_name_goal_prev_prev)
1313                         strunzone(wcross_name_goal_prev_prev);
1314                 wcross_name_goal_prev_prev = string_null;
1315                 wcross_name_changestarttime = 0;
1316                 wcross_name_changedonetime = 0;
1317                 wcross_name_alpha_goal_prev = 0;
1318                 wcross_name_alpha_goal_prev_prev = 0;
1319                 wcross_resolution_goal_prev = 0;
1320                 wcross_resolution_goal_prev_prev = 0;
1321         }
1322 }
1323
1324 void HUD_Draw()
1325 {
1326         vector rgb = '0 0 0';
1327         float a = 1;
1328         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1329         {
1330                 rgb = MUTATOR_ARGV(0, vector);
1331                 a = MUTATOR_ARGV(0, float);
1332         }
1333         else if(STAT(FROZEN))
1334         {
1335                 rgb = ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
1336         }
1337         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1338         if(!intermission)
1339         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1340         {
1341                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1342                 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);
1343         }
1344         else if(STAT(REVIVE_PROGRESS))
1345         {
1346                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1347                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1348         }
1349
1350         if(autocvar_r_letterbox == 0)
1351                 if(autocvar_viewsize < 120)
1352                 {
1353                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1354                                 Accuracy_LoadLevels();
1355
1356                         HUD_Main();
1357                         HUD_DrawScoreboard();
1358                 }
1359
1360         // crosshair goes VERY LAST
1361         UpdateDamage();
1362         HUD_Crosshair();
1363         HitSound();
1364 }
1365
1366 bool ov_enabled;
1367 float oldr_nearclip;
1368 float oldr_farclip_base;
1369 float oldr_farclip_world;
1370 float oldr_novis;
1371 float oldr_useportalculling;
1372 float oldr_useinfinitefarclip;
1373
1374 void cl_notice_run();
1375 float prev_myteam;
1376 int lasthud;
1377 float vh_notice_time;
1378 void WaypointSprite_Load();
1379 void CSQC_UpdateView(float w, float h)
1380 {SELFPARAM();
1381         entity e;
1382         float fov;
1383         float f;
1384         vector vf_size, vf_min;
1385         float a;
1386
1387         execute_next_frame();
1388
1389         ++framecount;
1390
1391         stats_get();
1392         hud = STAT(HUD);
1393
1394         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1395                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1396
1397         lasthud = hud;
1398
1399         if(autocvar__hud_showbinds_reload) // menu can set this one
1400         {
1401                 db_close(binddb);
1402                 binddb = db_create();
1403                 cvar_set("_hud_showbinds_reload", "0");
1404         }
1405
1406         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1407                 view_quality = getproperty(VF_MINFPS_QUALITY);
1408         else
1409                 view_quality = 1;
1410
1411         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1412         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1413
1414         vf_size = getpropertyvec(VF_SIZE);
1415         vf_min = getpropertyvec(VF_MIN);
1416         vid_width = vf_size.x;
1417         vid_height = vf_size.y;
1418
1419         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1420         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1421
1422         WaypointSprite_Load();
1423
1424         CSQCPlayer_SetCamera();
1425
1426         if(player_localentnum <= maxclients) // is it a client?
1427                 current_player = player_localentnum - 1;
1428         else // then player_localentnum is the vehicle I'm driving
1429                 current_player = player_localnum;
1430         myteam = entcs_GetTeam(current_player);
1431
1432         if(myteam != prev_myteam)
1433         {
1434                 myteamcolors = colormapPaletteColor(myteam, 1);
1435                 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1436                 prev_myteam = myteam;
1437         }
1438
1439         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1440
1441         float is_dead = (STAT(HEALTH) <= 0);
1442
1443         // FIXME do we need this hack?
1444         if(isdemo())
1445         {
1446                 // in demos, input_buttons do not work
1447                 button_zoom = (autocvar__togglezoom == "-");
1448         }
1449         else if(button_zoom
1450                 && autocvar_cl_unpress_zoom_on_death
1451                 && (spectatee_status >= 0)
1452                 && (is_dead || intermission))
1453         {
1454                 // no zoom while dead or in intermission please
1455                 localcmd("-zoom\n");
1456                 button_zoom = false;
1457         }
1458
1459         // event chase camera
1460         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1461         {
1462                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1463                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1464                 entity gen = world;
1465
1466                 float vehicle_viewdist = 0;
1467                 vector vehicle_viewofs = '0 0 0';
1468
1469                 if(vehicle_chase)
1470                 {
1471                         if(hud != HUD_BUMBLEBEE_GUN)
1472                         {
1473                                 Vehicle info = Vehicles_from(hud);
1474                                 vehicle_viewdist = info.height;
1475                                 vehicle_viewofs = info.view_ofs;
1476                         }
1477                 }
1478
1479                 if(ons_roundlost)
1480                 {
1481                         FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1482                                 gen = it;
1483                                 break;
1484                         ));
1485                         if(!gen)
1486                                 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1487                 }
1488                 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1489                 {
1490                         eventchase_running = true;
1491
1492                         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1493                         if(!local_player)
1494                                 local_player = self; // fall back!
1495
1496                         // 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.)
1497                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1498                         if(ons_roundlost) { current_view_origin = gen.origin; }
1499
1500                         // detect maximum viewoffset and use it
1501                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1502                         if(vehicle_chase)
1503                         {
1504                                 if(vehicle_viewofs)
1505                                         view_offset = vehicle_viewofs;
1506                                 else
1507                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1508                         }
1509                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1510
1511                         if(view_offset)
1512                         {
1513                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1514                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1515                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1516                         }
1517
1518                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1519                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1520                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1521                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1522
1523                         // make the camera smooth back
1524                         float chase_distance = autocvar_cl_eventchase_distance;
1525                         if(vehicle_chase)
1526                         {
1527                                 if(vehicle_viewofs)
1528                                         chase_distance = vehicle_viewdist;
1529                                 else
1530                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1531                         }
1532                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1533
1534                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1535                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1536                         else if(eventchase_current_distance != chase_distance)
1537                                 eventchase_current_distance = chase_distance;
1538
1539                         makevectors(view_angles);
1540
1541                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1542                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1543
1544                         // If the boxtrace fails, revert back to line tracing.
1545                         if(!local_player.viewloc)
1546                         if(trace_startsolid)
1547                         {
1548                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1549                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1550                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1551                         }
1552                         else { setproperty(VF_ORIGIN, trace_endpos); }
1553
1554                         if(!local_player.viewloc)
1555                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1556                 }
1557                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1558                 {
1559                         eventchase_running = false;
1560                         cvar_set("chase_active", "0");
1561                         eventchase_current_distance = 0; // start from 0 next time
1562                 }
1563         }
1564         // workaround for camera stuck between player's legs when using chase_active 1
1565         // because the engine stops updating the chase_active camera when the game ends
1566         else if(intermission)
1567         {
1568                 cvar_settemp("chase_active", "-1");
1569                 eventchase_current_distance = 0;
1570         }
1571
1572         // do lockview after event chase camera so that it still applies whenever necessary.
1573         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1574         {
1575                 setproperty(VF_ORIGIN, freeze_org);
1576                 setproperty(VF_ANGLES, freeze_ang);
1577         }
1578         else
1579         {
1580                 freeze_org = getpropertyvec(VF_ORIGIN);
1581                 freeze_ang = getpropertyvec(VF_ANGLES);
1582         }
1583
1584         WarpZone_FixView();
1585         //WarpZone_FixPMove();
1586
1587         vector ov_org = '0 0 0';
1588         vector ov_mid = '0 0 0';
1589         vector ov_worldmin = '0 0 0';
1590         vector ov_worldmax = '0 0 0';
1591         if(autocvar_cl_orthoview)
1592         {
1593                 ov_worldmin = mi_picmin;
1594                 ov_worldmax = mi_picmax;
1595
1596                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1597                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1598                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1599
1600                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1601                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1602
1603                 float ov_nearest = vlen(ov_org - vec3(
1604                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1605                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1606                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1607                 ));
1608
1609                 float ov_furthest = 0;
1610                 float dist = 0;
1611
1612                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1613                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1614                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1615                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1616                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1617                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1618                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1619                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1620
1621                 if(!ov_enabled)
1622                 {
1623                         oldr_nearclip = cvar("r_nearclip");
1624                         oldr_farclip_base = cvar("r_farclip_base");
1625                         oldr_farclip_world = cvar("r_farclip_world");
1626                         oldr_novis = cvar("r_novis");
1627                         oldr_useportalculling = cvar("r_useportalculling");
1628                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1629                 }
1630
1631                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1632                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1633                 cvar_settemp("r_farclip_world", "0");
1634                 cvar_settemp("r_novis", "1");
1635                 cvar_settemp("r_useportalculling", "0");
1636                 cvar_settemp("r_useinfinitefarclip", "0");
1637
1638                 setproperty(VF_ORIGIN, ov_org);
1639                 setproperty(VF_ANGLES, '90 0 0');
1640
1641                 ov_enabled = true;
1642
1643                 #if 0
1644                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1645                         vtos(ov_org),
1646                         vtos(getpropertyvec(VF_ANGLES)),
1647                         ov_distance,
1648                         ov_nearest,
1649                         ov_furthest);
1650                 #endif
1651         }
1652         else
1653         {
1654                 if(ov_enabled)
1655                 {
1656                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1657                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1658                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1659                         cvar_set("r_novis", ftos(oldr_novis));
1660                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1661                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1662                 }
1663                 ov_enabled = false;
1664         }
1665
1666         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1667         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1668         viewmodel_draw(viewmodel);
1669
1670         // Render the Scene
1671         view_origin = getpropertyvec(VF_ORIGIN);
1672         view_angles = getpropertyvec(VF_ANGLES);
1673         makevectors(view_angles);
1674         view_forward = v_forward;
1675         view_right = v_right;
1676         view_up = v_up;
1677
1678 #ifdef BLURTEST
1679         if(time > blurtest_time0 && time < blurtest_time1)
1680         {
1681                 float r, t;
1682
1683                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1684                 r = t * blurtest_radius;
1685                 f = 1 / pow(t, blurtest_power) - 1;
1686
1687                 cvar_set("r_glsl_postprocess", "1");
1688                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1689         }
1690         else
1691         {
1692                 cvar_set("r_glsl_postprocess", "0");
1693                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1694         }
1695 #endif
1696
1697         TargetMusic_Advance();
1698         Fog_Force();
1699
1700         if(drawtime == 0)
1701                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1702         else
1703                 drawframetime = bound(0.000001, time - drawtime, 1);
1704         drawtime = time;
1705
1706         // watch for gametype changes here...
1707         // in ParseStuffCMD the cmd isn't executed yet :/
1708         // might even be better to add the gametype to TE_CSQC_INIT...?
1709         if(!postinit)
1710                 PostInit();
1711
1712         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1713         {
1714                 if(calledhooks & HOOK_START)
1715                 {
1716                         localcmd("\ncl_hook_gameend\n");
1717                         calledhooks |= HOOK_END;
1718                 }
1719         }
1720
1721         Announcer();
1722
1723         fov = autocvar_fov;
1724         if(fov <= 59.5)
1725         {
1726                 if(!zoomscript_caught)
1727                 {
1728                         localcmd("+button9\n");
1729                         zoomscript_caught = 1;
1730                 }
1731         }
1732         else
1733         {
1734                 if(zoomscript_caught)
1735                 {
1736                         localcmd("-button9\n");
1737                         zoomscript_caught = 0;
1738                 }
1739         }
1740
1741         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1742
1743         // currently switching-to weapon (for crosshair)
1744         switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1745
1746         // actually active weapon (for zoom)
1747         activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1748
1749         switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1750
1751         f = (serverflags & SERVERFLAG_TEAMPLAY);
1752         if(f != teamplay)
1753         {
1754                 teamplay = f;
1755                 HUD_InitScores();
1756         }
1757
1758         if(last_switchweapon != switchweapon)
1759         {
1760                 weapontime = time;
1761                 last_switchweapon = switchweapon;
1762                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1763                 {
1764                         localcmd("-zoom\n");
1765                         button_zoom = false;
1766                 }
1767                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1768                 {
1769                         localcmd("-fire\n");
1770                         localcmd("-fire2\n");
1771                         button_attack2 = false;
1772                 }
1773         }
1774         if(last_activeweapon != activeweapon)
1775         {
1776                 last_activeweapon = activeweapon;
1777
1778                 e = activeweapon;
1779                 if(e.netname != "")
1780                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1781                 else
1782                         localcmd("\ncl_hook_activeweapon none\n");
1783         }
1784
1785         // ALWAYS Clear Current Scene First
1786         clearscene();
1787
1788         setproperty(VF_ORIGIN, view_origin);
1789         setproperty(VF_ANGLES, view_angles);
1790
1791         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1792         setproperty(VF_SIZE, vf_size);
1793         setproperty(VF_MIN, vf_min);
1794
1795         // Assign Standard Viewflags
1796         // Draw the World (and sky)
1797         setproperty(VF_DRAWWORLD, 1);
1798
1799         // Set the console size vars
1800         vid_conwidth = autocvar_vid_conwidth;
1801         vid_conheight = autocvar_vid_conheight;
1802         vid_pixelheight = autocvar_vid_pixelheight;
1803
1804         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1805         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1806         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1807
1808         // Camera for demo playback
1809         if(camera_active)
1810         {
1811                 if(autocvar_camera_enable)
1812                         CSQC_Demo_Camera();
1813                 else
1814                 {
1815                         cvar_set("chase_active", ftos(chase_active_backup));
1816                         cvar_set("cl_demo_mousegrab", "0");
1817                         camera_active = false;
1818                 }
1819         }
1820         else
1821         {
1822 #ifdef CAMERATEST
1823                 if(autocvar_camera_enable)
1824 #else
1825                 if(autocvar_camera_enable && isdemo())
1826 #endif
1827                 {
1828                         // Enable required Darkplaces cvars
1829                         chase_active_backup = autocvar_chase_active;
1830                         cvar_set("chase_active", "2");
1831                         cvar_set("cl_demo_mousegrab", "1");
1832                         camera_active = true;
1833                         camera_mode = false;
1834                 }
1835         }
1836
1837         // Draw the Crosshair
1838         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1839
1840         // Draw the Engine Status Bar (the default Quake HUD)
1841         setproperty(VF_DRAWENGINESBAR, 0);
1842
1843         // Update the mouse position
1844         /*
1845            mousepos_x = vid_conwidth;
1846            mousepos_y = vid_conheight;
1847            mousepos = mousepos*0.5 + getmousepos();
1848          */
1849
1850         FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1851
1852         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1853         renderscene();
1854
1855         // now switch to 2D drawing mode by calling a 2D drawing function
1856         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1857         // next R_RenderScene call
1858         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1859
1860         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1861         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1862         {
1863                 // apply night vision effect
1864                 vector tc_00, tc_01, tc_10, tc_11;
1865                 vector rgb = '0 0 0';
1866
1867                 if(!nightvision_noise)
1868                 {
1869                         nightvision_noise = new(nightvision_noise);
1870                 }
1871                 if(!nightvision_noise2)
1872                 {
1873                         nightvision_noise2 = new(nightvision_noise2);
1874                 }
1875
1876                 // color tint in yellow
1877                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1878
1879                 // draw BG
1880                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1881                 rgb = '1 1 1';
1882                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1883                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1884                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1885                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1886                 tc_11 = tc_01 + tc_10 - tc_00;
1887                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1888                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1889                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1890                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1891                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1892                 R_EndPolygon();
1893
1894                 // draw FG
1895                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1896                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1897                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1898                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1899                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1900                 tc_11 = tc_01 + tc_10 - tc_00;
1901                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1902                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1903                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1904                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1905                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1906                 R_EndPolygon();
1907         }
1908
1909         if(autocvar_cl_reticle)
1910         {
1911                 Weapon wep = activeweapon;
1912                 // Draw the aiming reticle for weapons that use it
1913                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1914                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1915                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1916                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1917                 {
1918                         // no zoom reticle while dead
1919                         reticle_type = 0;
1920                 }
1921                 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1922                 {
1923                         if(reticle_image != "") { reticle_type = 2; }
1924                         else { reticle_type = 0; }
1925                 }
1926                 else if(button_zoom || zoomscript_caught)
1927                 {
1928                         // normal zoom
1929                         reticle_type = 1;
1930                 }
1931
1932                 if(reticle_type)
1933                 {
1934                         if(autocvar_cl_reticle_stretch)
1935                         {
1936                                 reticle_size.x = vid_conwidth;
1937                                 reticle_size.y = vid_conheight;
1938                                 reticle_pos.x = 0;
1939                                 reticle_pos.y = 0;
1940                         }
1941                         else
1942                         {
1943                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1944                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1945                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1946                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1947                         }
1948
1949                         if(zoomscript_caught)
1950                                 f = 1;
1951                         else
1952                                 f = current_zoomfraction;
1953
1954                         if(f)
1955                         {
1956                                 switch(reticle_type)
1957                                 {
1958                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1959                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1960                                 }
1961                         }
1962                 }
1963         }
1964         else
1965         {
1966                 if(reticle_type != 0) { reticle_type = 0; }
1967         }
1968
1969
1970         // improved polyblend
1971         if(autocvar_hud_contents)
1972         {
1973                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1974                 vector liquidcolor;
1975
1976                 switch(pointcontents(view_origin))
1977                 {
1978                         case CONTENT_WATER:
1979                                 liquidalpha = autocvar_hud_contents_water_alpha;
1980                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1981                                 incontent = 1;
1982                                 break;
1983
1984                         case CONTENT_LAVA:
1985                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1986                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1987                                 incontent = 1;
1988                                 break;
1989
1990                         case CONTENT_SLIME:
1991                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1992                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1993                                 incontent = 1;
1994                                 break;
1995
1996                         default:
1997                                 liquidalpha = 0;
1998                                 liquidcolor = '0 0 0';
1999                                 incontent = 0;
2000                                 break;
2001                 }
2002
2003                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2004                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2005                         contentfadetime = autocvar_hud_contents_fadeintime;
2006                         liquidalpha_prev = liquidalpha;
2007                         liquidcolor_prev = liquidcolor;
2008                 }
2009                 else
2010                         contentfadetime = autocvar_hud_contents_fadeouttime;
2011
2012                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2013                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2014
2015                 if(contentavgalpha)
2016                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2017
2018                 if(autocvar_hud_postprocessing)
2019                 {
2020                         if(autocvar_hud_contents_blur && contentavgalpha)
2021                         {
2022                                 content_blurpostprocess.x = 1;
2023                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2024                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2025                         }
2026                         else
2027                         {
2028                                 content_blurpostprocess.x = 0;
2029                                 content_blurpostprocess.y = 0;
2030                                 content_blurpostprocess.z = 0;
2031                         }
2032                 }
2033         }
2034
2035         if(autocvar_hud_damage && !STAT(FROZEN))
2036         {
2037                 splash_size.x = max(vid_conwidth, vid_conheight);
2038                 splash_size.y = max(vid_conwidth, vid_conheight);
2039                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2040                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2041
2042                 float myhealth_flash_temp;
2043                 myhealth = STAT(HEALTH);
2044
2045                 // fade out
2046                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2047                 // add new damage
2048                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2049
2050                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2051                 pain_threshold = autocvar_hud_damage_pain_threshold;
2052                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2053                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2054
2055                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2056                 {
2057                         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);
2058                 }
2059
2060                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2061
2062                 if(myhealth_prev < 1)
2063                 {
2064                         if(myhealth >= 1)
2065                         {
2066                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2067                                 myhealth_flash_temp = 0;
2068                         }
2069                         else
2070                         {
2071                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2072                         }
2073                 }
2074
2075                 if(spectatee_status == -1 || intermission)
2076                 {
2077                         myhealth_flash = 0; // observing, or match ended
2078                         myhealth_flash_temp = 0;
2079                 }
2080
2081                 myhealth_prev = myhealth;
2082
2083                 // IDEA: change damage color/picture based on player model for robot/alien species?
2084                 // pro: matches model better
2085                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2086                 // maybe different reddish pics?
2087                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2088                 {
2089                         if(autocvar_cl_gentle_damage == 2)
2090                         {
2091                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2092                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2093                         }
2094                         else
2095                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2096
2097                         if(myhealth_flash_temp > 0)
2098                                 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);
2099                 }
2100                 else if(myhealth_flash_temp > 0)
2101                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2102
2103                 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.
2104                 {
2105                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2106                         {
2107                                 damage_blurpostprocess.x = 1;
2108                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2109                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2110                         }
2111                         else
2112                         {
2113                                 damage_blurpostprocess.x = 0;
2114                                 damage_blurpostprocess.y = 0;
2115                                 damage_blurpostprocess.z = 0;
2116                         }
2117                 }
2118         }
2119
2120         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2121         float e2 = (autocvar_hud_powerup != 0);
2122         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2123         {
2124                 // enable or disable rendering types if they are used or not
2125                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2126                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2127
2128                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2129                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2130                 {
2131                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2132                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2133                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2134                         {
2135                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2136                                 old_blurradius = blurradius;
2137                                 old_bluralpha = bluralpha;
2138                         }
2139                 }
2140                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2141                 {
2142                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2143                         old_blurradius = 0;
2144                         old_bluralpha = 0;
2145                 }
2146
2147                 // edge detection postprocess handling done second (used by hud_powerup)
2148                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2149                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2150                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2151
2152                 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
2153
2154                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2155                 {
2156                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2157                         {
2158                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2159                                 old_sharpen_intensity = sharpen_intensity;
2160                         }
2161                 }
2162                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2163                 {
2164                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2165                         old_sharpen_intensity = 0;
2166                 }
2167
2168                 if(cvar("r_glsl_postprocess") == 0)
2169                         cvar_set("r_glsl_postprocess", "2");
2170         }
2171         else if(cvar("r_glsl_postprocess") == 2)
2172                 cvar_set("r_glsl_postprocess", "0");
2173
2174         /*if(gametype == MAPINFO_TYPE_CTF)
2175           {
2176           ctf_view();
2177           } else */
2178
2179         // draw 2D entities
2180         FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2181         Draw_ShowNames_All();
2182         Debug_Draw();
2183
2184         scoreboard_active = HUD_WouldDrawScoreboard();
2185
2186         HUD_Draw();
2187
2188         if(NextFrameCommand)
2189         {
2190                 localcmd("\n", NextFrameCommand, "\n");
2191                 NextFrameCommand = string_null;
2192         }
2193
2194         // we must do this check AFTER a frame was rendered, or it won't work
2195         if(cs_project_is_b0rked == 0)
2196         {
2197                 string w0, h0;
2198                 w0 = ftos(autocvar_vid_conwidth);
2199                 h0 = ftos(autocvar_vid_conheight);
2200                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2201                 //setproperty(VF_FOV, '90 90 0');
2202                 setproperty(VF_ORIGIN, '0 0 0');
2203                 setproperty(VF_ANGLES, '0 0 0');
2204                 setproperty(VF_PERSPECTIVE, 1);
2205                 makevectors('0 0 0');
2206                 vector v1, v2;
2207                 cvar_set("vid_conwidth", "800");
2208                 cvar_set("vid_conheight", "600");
2209                 v1 = cs_project(v_forward);
2210                 cvar_set("vid_conwidth", "640");
2211                 cvar_set("vid_conheight", "480");
2212                 v2 = cs_project(v_forward);
2213                 if(v1 == v2)
2214                         cs_project_is_b0rked = 1;
2215                 else
2216                         cs_project_is_b0rked = -1;
2217                 cvar_set("vid_conwidth", w0);
2218                 cvar_set("vid_conheight", h0);
2219         }
2220
2221         if(autocvar__hud_configure)
2222                 HUD_Panel_Mouse();
2223         else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2224                 HUD_Minigame_Mouse();
2225         else if(QuickMenu_IsOpened())
2226                 QuickMenu_Mouse();
2227         else
2228                 HUD_Radar_Mouse();
2229
2230         cl_notice_run();
2231         unpause_update();
2232         Net_Flush();
2233
2234         // let's reset the view back to normal for the end
2235         setproperty(VF_MIN, '0 0 0');
2236         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2237 }
2238
2239
2240 // following vectors must be global to allow seamless switching between camera modes
2241 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2242 void CSQC_Demo_Camera()
2243 {
2244         float speed, attenuation, dimensions;
2245         vector tmp, delta;
2246
2247         if( autocvar_camera_reset || !camera_mode )
2248         {
2249                 camera_offset = '0 0 0';
2250                 current_angles = '0 0 0';
2251                 camera_direction = '0 0 0';
2252                 camera_offset.z += 30;
2253                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2254                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2255                 current_origin = view_origin;
2256                 current_camera_offset  = camera_offset;
2257                 cvar_set("camera_reset", "0");
2258                 camera_mode = CAMERA_CHASE;
2259         }
2260
2261         // Camera angles
2262         if( camera_roll )
2263                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2264
2265         if(autocvar_camera_look_player)
2266         {
2267                 vector dir;
2268                 float n;
2269
2270                 dir = normalize(view_origin - current_position);
2271                 n = mouse_angles.z;
2272                 mouse_angles = vectoangles(dir);
2273                 mouse_angles.x = mouse_angles.x * -1;
2274                 mouse_angles.z = n;
2275         }
2276         else
2277         {
2278                 tmp = getmousepos() * 0.1;
2279                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2280                 {
2281                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2282                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2283                 }
2284         }
2285
2286         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2287         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2288         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2289         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2290
2291         // Fix difference when angles don't have the same sign
2292         delta = '0 0 0';
2293         if(mouse_angles.y < -60 && current_angles.y > 60)
2294                 delta = '0 360 0';
2295         if(mouse_angles.y > 60 && current_angles.y < -60)
2296                 delta = '0 -360 0';
2297
2298         if(autocvar_camera_look_player)
2299                 attenuation = autocvar_camera_look_attenuation;
2300         else
2301                 attenuation = autocvar_camera_speed_attenuation;
2302
2303         attenuation = 1 / max(1, attenuation);
2304         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2305
2306         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2307         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2308         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2309         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2310
2311         // Camera position
2312         tmp = '0 0 0';
2313         dimensions = 0;
2314
2315         if( camera_direction.x )
2316         {
2317                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2318                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2319                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2320                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2321                 ++dimensions;
2322         }
2323
2324         if( camera_direction.y )
2325         {
2326                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2327                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2328                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2329                 ++dimensions;
2330         }
2331
2332         if( camera_direction.z )
2333         {
2334                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2335                 ++dimensions;
2336         }
2337
2338         if(autocvar_camera_free)
2339                 speed = autocvar_camera_speed_free;
2340         else
2341                 speed = autocvar_camera_speed_chase;
2342
2343         if(dimensions)
2344         {
2345                 speed = speed * sqrt(1 / dimensions);
2346                 camera_offset += tmp * speed;
2347         }
2348
2349         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2350
2351         // Camera modes
2352         if( autocvar_camera_free )
2353         {
2354                 if ( camera_mode == CAMERA_CHASE )
2355                 {
2356                         current_camera_offset = current_origin + current_camera_offset;
2357                         camera_offset = current_origin + camera_offset;
2358                 }
2359
2360                 camera_mode = CAMERA_FREE;
2361                 current_position = current_camera_offset;
2362         }
2363         else
2364         {
2365                 if ( camera_mode == CAMERA_FREE )
2366                 {
2367                         current_origin = view_origin;
2368                         camera_offset = camera_offset - current_origin;
2369                         current_camera_offset = current_camera_offset - current_origin;
2370                 }
2371
2372                 camera_mode = CAMERA_CHASE;
2373
2374                 if(autocvar_camera_chase_smoothly)
2375                         current_origin += (view_origin - current_origin) * attenuation;
2376                 else
2377                         current_origin = view_origin;
2378
2379                 current_position = current_origin + current_camera_offset;
2380         }
2381
2382         setproperty(VF_ANGLES, current_angles);
2383         setproperty(VF_ORIGIN, current_position);
2384 }