+ if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
+ {
+ // apply night vision effect
+ vector rgb, tc_00, tc_01, tc_10, tc_11;
+ float a;
+
+ if(!nightvision_noise)
+ {
+ nightvision_noise = spawn();
+ nightvision_noise.classname = "nightvision_noise";
+ }
+ if(!nightvision_noise2)
+ {
+ nightvision_noise2 = spawn();
+ nightvision_noise2.classname = "nightvision_noise2";
+ }
+
+ // color tint in yellow
+ drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
+
+ // draw BG
+ a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
+ rgb = '1 1 1';
+ tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
+ tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
+ tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
+ //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
+ tc_11 = tc_01 + tc_10 - tc_00;
+ R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
+ R_PolygonVertex('0 0 0', tc_00, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+ R_EndPolygon();
+
+ // draw FG
+ a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
+ rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
+ tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
+ tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
+ tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
+ tc_11 = tc_01 + tc_10 - tc_00;
+ R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
+ R_PolygonVertex('0 0 0', tc_00, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+ R_EndPolygon();
+ }
+
+ // Draw the aiming reticle for weapons that use it
+ // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
+ // It must be a persisted float for fading out to work properly (you let go of the zoom button for
+ // the view to go back to normal, so reticle_type would become 0 as we fade out)
+ if(spectatee_status || getstati(STAT_HEALTH) <= 0)
+ reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
+ else if(button_zoom || zoomscript_caught)
+ reticle_type = 1; // normal zoom
+ else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
+ reticle_type = 2; // nex zoom
+
+ if(cvar("cl_reticle_stretch"))
+ {
+ reticle_size_x = vid_conwidth;
+ reticle_size_y = vid_conheight;
+ reticle_pos_x = 0;
+ reticle_pos_y = 0;
+ }
+ else
+ {
+ reticle_size_x = max(vid_conwidth, vid_conheight);
+ reticle_size_y = max(vid_conwidth, vid_conheight);
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+ }
+
+ f = current_zoomfraction;
+ if(zoomscript_caught)
+ f = 1;
+ if(cvar("cl_reticle_item_normal"))
+ {
+ precache_pic("gfx/reticle_normal");
+ if(reticle_type == 1 && f)
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
+ }
+ if(cvar("cl_reticle_item_nex"))
+ {
+ precache_pic("gfx/reticle_nex");
+ if(reticle_type == 2 && f)
+ drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
+ }
+