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