476991137586a62dec20cce20dbb33173857100e
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
8 void Porto_Draw()
9 {
10         vector p, dir, ang, q, nextdir;
11         float idx, portal_number, portal1_idx;
12
13         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
14                 return;
15         if(intermission == 1)
16                 return;
17         if(intermission == 2)
18                 return;
19         if (getstati(STAT_HEALTH) <= 0)
20                 return;
21
22         dir = view_forward;
23
24         if(angles_held_status)
25         {
26                 makevectors(angles_held);
27                 dir = v_forward;
28         }
29
30         p = view_origin;
31
32         polyline[0] = p;
33         idx = 1;
34         portal_number = 0;
35         nextdir = dir;
36
37         for(;;)
38         {
39                 dir = nextdir;
40                 traceline(p, p + 65536 * dir, TRUE, porto);
41                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
42                         return;
43                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
44                 p = trace_endpos;
45                 polyline[idx] = p;
46                 ++idx;
47                 if(idx >= 16)
48                         return;
49                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
50                         continue;
51                 ++portal_number;
52                 ang = vectoangles2(trace_plane_normal, dir);
53                 ang_x = -ang_x;
54                 makevectors(ang);
55                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
56                         return;
57                 if(portal_number == 1)
58                         portal1_idx = idx;
59                 if(portal_number >= 2)
60                         break;
61         }
62
63         while(idx >= 2)
64         {
65                 p = polyline[idx-2];
66                 q = polyline[idx-1];
67                 if(idx == 2)
68                         p = p - view_up * 16;
69                 if(idx-1 >= portal1_idx)
70                 {
71                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
72                 }
73                 else
74                 {
75                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
76                 }
77                 --idx;
78         }
79 }
80
81 /**
82  * Checks whether the server initiated a map restart (stat_game_starttime changed)
83  *
84  * TODO: Use a better solution where a common shared entitiy is used that contains
85  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
86  * and STAT_FRAGLIMIT to be auto-sent)
87  */
88 void CheckForGamestartChange() {
89         float startTime;
90         startTime = getstatf(STAT_GAMESTARTTIME);
91         if (previous_game_starttime != startTime) {
92                 if ((time + 5.0) < startTime) {
93                         //if connecting to server while restart was active don't always play prepareforbattle
94                         sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
95                 }
96                 if (time < startTime) {
97                         restartAnnouncer = spawn();
98                         restartAnnouncer.think = restartAnnouncer_Think;
99                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
100                 }
101         }
102         previous_game_starttime = startTime;
103 }
104
105 void Porto_Init()
106 {
107         porto = spawn();
108         porto.classname = "porto";
109         porto.draw = Porto_Draw;
110         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
111 }
112
113 float drawtime;
114 float avgspeed;
115 vector GetCurrentFov(float fov)
116 {
117         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
118
119         zoomsensitivity = autocvar_cl_zoomsensitivity;
120         zoomfactor = autocvar_cl_zoomfactor;
121         if(zoomfactor < 1 || zoomfactor > 16)
122                 zoomfactor = 2.5;
123         zoomspeed = autocvar_cl_zoomspeed;
124         if(zoomspeed >= 0)
125                 if(zoomspeed < 0.5 || zoomspeed > 16)
126                         zoomspeed = 3.5;
127
128         zoomdir = button_zoom;
129         if(hud == HUD_NORMAL)
130         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
131                 zoomdir += button_attack2;
132         if(spectatee_status > 0 || isdemo())
133         {
134                 if(spectatorbutton_zoom)
135                         zoomdir = 0 + !zoomdir;
136                 // do not even THINK about removing this 0
137                 // _I_ know what I am doing
138                 // fteqcc does not
139         }
140
141         if(zoomdir)
142                 zoomin_effect = 0;
143
144         if(zoomin_effect || camera_active)
145         {
146                 current_viewzoom = min(1, current_viewzoom + drawframetime);
147         }
148         else
149         {
150                 if(zoomspeed < 0) // instant zoom
151                 {
152                         if(zoomdir)
153                                 current_viewzoom = 1 / zoomfactor;
154                         else
155                                 current_viewzoom = 1;
156                 }
157                 else
158                 {
159                         if(zoomdir)
160                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
161                         else
162                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
163                 }
164         }
165
166         if(almost_equals(current_viewzoom, 1))
167                 current_zoomfraction = 0;
168         else if(almost_equals(current_viewzoom, 1/zoomfactor))
169                 current_zoomfraction = 1;
170         else
171                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
172
173         if(zoomsensitivity < 1)
174                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
175         else
176                 setsensitivityscale(1);
177
178         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
179         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
180         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
181
182         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
183
184         float frustumx, frustumy, fovx, fovy;
185         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
186         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
187         fovx = atan2(frustumx, 1) / M_PI * 360.0;
188         fovy = atan2(frustumy, 1) / M_PI * 360.0;
189
190         return '1 0 0' * fovx + '0 1 0' * fovy;
191 }
192
193 // this function must match W_SetupShot!
194 float zoomscript_caught;
195
196 vector wcross_origin;
197 float wcross_scale_prev, wcross_alpha_prev;
198 vector wcross_color_prev;
199 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
200 vector wcross_color_goal_prev;
201 float wcross_changedonetime;
202
203 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
204 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
205 float wcross_name_changestarttime, wcross_name_changedonetime;
206 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
207 entity trueaim;
208 entity trueaim_rifle;
209
210 #define SHOTTYPE_HITTEAM 1
211 #define SHOTTYPE_HITOBSTRUCTION 2
212 #define SHOTTYPE_HITWORLD 3
213 #define SHOTTYPE_HITENEMY 4
214
215 void TrueAim_Init()
216 {
217         trueaim = spawn();
218         trueaim.classname = "trueaim";
219         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
220         trueaim_rifle = spawn();
221         trueaim_rifle.classname = "trueaim_rifle";
222         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
223 }
224
225 float EnemyHitCheck()
226 {
227         float t;
228         wcross_origin = project_3d_to_2d(trace_endpos);
229         wcross_origin_z = 0;
230         if(trace_networkentity < 1)
231                 return SHOTTYPE_HITWORLD;
232         if(trace_networkentity > maxclients)
233                 return SHOTTYPE_HITWORLD;
234         t = GetPlayerColor(trace_networkentity - 1);
235         if(teamplay)
236                 if(t == myteam)
237                         return SHOTTYPE_HITTEAM;
238         if(t == COLOR_SPECTATOR)
239                 return SHOTTYPE_HITWORLD;
240         return SHOTTYPE_HITENEMY;
241 }
242
243 float TrueAimCheck()
244 {
245         float nudge = 1; // added to traceline target and subtracted from result
246         vector vecs, trueaimpoint, w_shotorg;
247         vector mi, ma, dv;
248         float shottype;
249         entity ta;
250         float mv;
251
252         mi = ma = '0 0 0';
253         ta = trueaim;
254         mv = MOVE_NOMONSTERS;
255
256         switch(activeweapon)
257         {
258                 case WEP_TUBA: // no aim
259                 case WEP_PORTO: // shoots from eye
260                 case WEP_HOOK: // no trueaim
261                 case WEP_GRENADE_LAUNCHER: // toss curve
262                         return SHOTTYPE_HITWORLD;
263                 case WEP_NEX:
264                 case WEP_MINSTANEX:
265                         mv = MOVE_NORMAL;
266                         break;
267                 case WEP_RIFLE:
268                         ta = trueaim_rifle;
269                         mv = MOVE_NORMAL;
270                         if(zoomscript_caught)
271                         {
272                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
273                                 return EnemyHitCheck();
274                         }
275                         break;
276                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
277                         mi = '-3 -3 -3';
278                         ma = '3 3 3';
279                         break;
280                 case WEP_FIREBALL: // projectile has a size!
281                         mi = '-16 -16 -16';
282                         ma = '16 16 16';
283                         break;
284                 case WEP_SEEKER: // projectile has a size!
285                         mi = '-2 -2 -2';
286                         ma = '2 2 2';
287                         break;
288                 case WEP_ELECTRO: // projectile has a size!
289                         mi = '0 0 -3';
290                         ma = '0 0 -3';
291                         break;
292         }
293
294         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
295
296         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
297         trueaimpoint = trace_endpos;
298
299         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
300                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
301
302         if(vecs_x > 0)
303                 vecs_y = -vecs_y;
304         else
305                 vecs = '0 0 0';
306
307         dv = view_right * vecs_y + view_up * vecs_z;
308         w_shotorg = view_origin + dv;
309
310         // now move the vecs forward as much as requested if possible
311         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
312         w_shotorg = trace_endpos - view_forward * nudge;
313
314         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
315         shottype = EnemyHitCheck();
316         if(shottype != SHOTTYPE_HITWORLD)
317                 return shottype;
318
319 #if 0
320         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
321         // or rather, I know why, but see no fix
322         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
323                 // 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
324                 return SHOTTYPE_HITOBSTRUCTION;
325 #endif
326
327         return SHOTTYPE_HITWORLD;
328 }
329
330 void CSQC_common_hud(void);
331
332 void PostInit(void);
333 void CSQC_Demo_Camera();
334 float HUD_WouldDrawScoreboard();
335 float camera_mode;
336 float reticle_type;
337 string NextFrameCommand;
338 void CSQC_SPIDER_HUD();
339 void CSQC_RAPTOR_HUD();
340
341 vector freeze_org, freeze_ang;
342 entity nightvision_noise, nightvision_noise2;
343
344 float pickup_crosshair_time, pickup_crosshair_size;
345 float hit_time, typehit_time;
346 float nextsound_hit_time, nextsound_typehit_time;
347 float hitindication_crosshair_time, hitindication_crosshair_size;
348 float use_nex_chargepool;
349
350 float myhealth, myhealth_prev;
351 float myhealth_flash;
352
353 float old_blurradius, old_bluralpha;
354 float old_sharpen_intensity;
355
356 vector myhealth_gentlergb;
357
358 float contentavgalpha, liquidalpha_prev;
359 vector liquidcolor_prev;
360
361 float eventchase_current_distance;
362
363 vector damage_blurpostprocess, content_blurpostprocess;
364
365 float checkfail[16];
366
367 void CSQC_UpdateView(float w, float h)
368 {
369         entity e;
370         float fov;
371         float f, i, j;
372         vector v;
373         vector vf_size, vf_min;
374         float a;
375         hud = getstati(STAT_HUD);
376
377         button_attack2 = (input_buttons & BUTTON_3);
378         button_zoom = (input_buttons & BUTTON_4);
379
380 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
381         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
382         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
383         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);
384         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
385         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
386         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
387
388         vf_size = R_SetView3fv(VF_SIZE);
389         vf_min = R_SetView3fv(VF_MIN);
390         vid_width = vf_size_x;
391         vid_height = vf_size_y;
392
393         vector reticle_pos, reticle_size;
394         vector splash_pos, splash_size;
395
396         WaypointSprite_Load();
397
398         if(spectatee_status)
399                 myteam = GetPlayerColor(spectatee_status - 1);
400         else
401                 myteam = GetPlayerColor(player_localentnum - 1);
402
403         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
404
405         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
406         {
407                 R_SetView(VF_ORIGIN, freeze_org);
408                 R_SetView(VF_ANGLES, freeze_ang);
409         }
410         else
411         {
412                 freeze_org = R_SetView3fv(VF_ORIGIN);
413                 freeze_ang = R_SetView3fv(VF_ANGLES);
414         }
415
416         // event chase camera
417         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
418         {
419                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
420                 {
421                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
422                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
423                         if(!autocvar_chase_active)
424                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
425
426                         // make the camera smooth back
427                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
428                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
429                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
430                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
431
432                         vector eventchase_target_origin;
433                         makevectors(view_angles);
434                         // pass 1, used to check where the camera would go and obtain the trace_fraction
435                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
436
437                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
438                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
439                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
440                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
441                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
442
443                         R_SetView(VF_ORIGIN, trace_endpos);
444                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
445                 }
446                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
447                 {
448                         cvar_set("chase_active", "0");
449                         eventchase_current_distance = 0; // start from 0 next time
450                 }
451         }
452
453         WarpZone_FixView();
454         //WarpZone_FixPMove();
455
456         // Render the Scene
457         view_origin = R_SetView3fv(VF_ORIGIN);
458         view_angles = R_SetView3fv(VF_ANGLES);
459         makevectors(view_angles);
460         view_forward = v_forward;
461         view_right = v_right;
462         view_up = v_up;
463
464 #ifdef BLURTEST
465         if(time > blurtest_time0 && time < blurtest_time1)
466         {
467                 float r, t;
468
469                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
470                 r = t * blurtest_radius;
471                 f = 1 / pow(t, blurtest_power) - 1;
472
473                 cvar_set("r_glsl_postprocess", "1");
474                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
475         }
476         else
477         {
478                 cvar_set("r_glsl_postprocess", "0");
479                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
480         }
481 #endif
482
483         TargetMusic_Advance();
484         Fog_Force();
485
486         if(drawtime == 0)
487                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
488         else
489                 drawframetime = bound(0.000001, time - drawtime, 1);
490         drawtime = time;
491
492         // watch for gametype changes here...
493         // in ParseStuffCMD the cmd isn't executed yet :/
494         // might even be better to add the gametype to TE_CSQC_INIT...?
495         if(!postinit)
496                 PostInit();
497
498         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
499                 if(calledhooks & HOOK_START)
500                 {
501                         localcmd("\ncl_hook_gameend\n");
502                         calledhooks |= HOOK_END;
503                 }
504
505         CheckForGamestartChange();
506         serverAnnouncer();
507         maptimeAnnouncer();
508         carrierAnnouncer();
509
510         fov = autocvar_fov;
511         if(fov <= 59.5)
512         {
513                 if(!zoomscript_caught)
514                 {
515                         localcmd("+button9\n");
516                         zoomscript_caught = 1;
517                 }
518         }
519         else
520         {
521                 if(zoomscript_caught)
522                 {
523                         localcmd("-button9\n");
524                         zoomscript_caught = 0;
525                 }
526         }
527
528         ColorTranslateMode = autocvar_cl_stripcolorcodes;
529         activeweapon = getstati(STAT_SWITCHWEAPON);
530         f = (serverflags & SERVERFLAG_TEAMPLAY);
531         if(f != teamplay)
532         {
533                 teamplay = f;
534                 HUD_InitScores();
535         }
536
537         if(last_weapon != activeweapon) {
538                 weapontime = time;
539                 last_weapon = activeweapon;
540
541                 e = get_weaponinfo(activeweapon);
542                 if(e.netname != "")
543                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
544                 else
545                         localcmd("\ncl_hook_activeweapon none\n");
546         }
547
548         // ALWAYS Clear Current Scene First
549         R_ClearScene();
550 #ifdef WORKAROUND_XON010
551         if(checkextension("DP_CSQC_ROTATEMOVES"))
552         {
553 #endif
554         R_SetView(VF_ORIGIN, view_origin);
555         R_SetView(VF_ANGLES, view_angles);
556 #ifdef WORKAROUND_XON010
557         }
558 #endif
559
560         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
561         R_SetView(VF_SIZE, vf_size);
562         R_SetView(VF_MIN, vf_min);
563
564         // Assign Standard Viewflags
565         // Draw the World (and sky)
566         R_SetView(VF_DRAWWORLD, 1);
567
568         // Set the console size vars
569         vid_conwidth = autocvar_vid_conwidth;
570         vid_conheight = autocvar_vid_conheight;
571         vid_pixelheight = autocvar_vid_pixelheight;
572
573         R_SetView(VF_FOV, GetCurrentFov(fov));
574
575         // Camera for demo playback
576         if(camera_active)
577         {
578                 if(autocvar_camera_enable)
579                         CSQC_Demo_Camera();
580                 else
581                 {
582                         cvar_set("chase_active", ftos(chase_active_backup));
583                         cvar_set("cl_demo_mousegrab", "0");
584                         camera_active = FALSE;
585                 }
586         }
587 #ifdef CAMERATEST
588         else if(autocvar_camera_enable)
589 #else
590         else if(autocvar_camera_enable && isdemo())
591 #endif
592         {
593                 // Enable required Darkplaces cvars
594                 chase_active_backup = autocvar_chase_active;
595                 cvar_set("chase_active", "2");
596                 cvar_set("cl_demo_mousegrab", "1");
597                 camera_active = TRUE;
598                 camera_mode = FALSE;
599         }
600
601         // Draw the Crosshair
602         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
603
604         // Draw the Engine Status Bar (the default Quake HUD)
605         R_SetView(VF_DRAWENGINEHUD, 0);
606
607         // Update the mouse position
608         /*
609            mousepos_x = vid_conwidth;
610            mousepos_y = vid_conheight;
611            mousepos = mousepos*0.5 + getmousepos();
612          */
613
614         e = self;
615         for(self = world; (self = nextent(self)); )
616                 if(self.draw)
617                         self.draw();
618         self = e;
619
620         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
621         R_RenderScene();
622
623         // now switch to 2D drawing mode by calling a 2D drawing function
624         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
625         // next R_RenderScene call
626         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
627
628         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
629         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
630         {
631                 // apply night vision effect
632                 vector rgb, tc_00, tc_01, tc_10, tc_11;
633
634                 if(!nightvision_noise)
635                 {
636                         nightvision_noise = spawn();
637                         nightvision_noise.classname = "nightvision_noise";
638                 }
639                 if(!nightvision_noise2)
640                 {
641                         nightvision_noise2 = spawn();
642                         nightvision_noise2.classname = "nightvision_noise2";
643                 }
644
645                 // color tint in yellow
646                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
647
648                 // draw BG
649                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
650                 rgb = '1 1 1';
651                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
652                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
653                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
654                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
655                 tc_11 = tc_01 + tc_10 - tc_00;
656                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
657                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
658                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
659                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
660                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
661                 R_EndPolygon();
662
663                 // draw FG
664                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
665                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
666                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
667                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
668                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
669                 tc_11 = tc_01 + tc_10 - tc_00;
670                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
671                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
672                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
673                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
674                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
675                 R_EndPolygon();
676         }
677         
678         // Draw the aiming reticle for weapons that use it
679         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
680         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
681         // the view to go back to normal, so reticle_type would become 0 as we fade out)
682         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
683                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
684         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
685                 reticle_type = 2; // nex zoom
686         else if(button_zoom || zoomscript_caught)
687                 reticle_type = 1; // normal zoom
688         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
689                 reticle_type = 2; // nex zoom
690     
691         if (reticle_type)
692         {
693                 if(autocvar_cl_reticle_stretch)
694                 {
695                         reticle_size_x = vid_conwidth;
696                         reticle_size_y = vid_conheight;
697                         reticle_pos_x = 0;
698                         reticle_pos_y = 0;
699                 }
700                 else
701                 {
702                         reticle_size_x = max(vid_conwidth, vid_conheight);
703                         reticle_size_y = max(vid_conwidth, vid_conheight);
704                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
705                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
706                 }
707
708                 f = current_zoomfraction;
709                 if(zoomscript_caught)
710                         f = 1;
711                 if(autocvar_cl_reticle_item_normal)
712                 {
713                         if(reticle_type == 1 && f)
714                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
715                 }
716                 if(autocvar_cl_reticle_item_nex)
717                 {
718                         if(reticle_type == 2 && f)
719                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
720                 }
721         }
722
723
724         // improved polyblend
725         vector rgb;
726         if(autocvar_hud_contents)
727         {
728                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
729                 vector liquidcolor;
730
731                 switch(pointcontents(view_origin))
732                 {
733                         case CONTENT_WATER:
734                                 liquidalpha = autocvar_hud_contents_water_alpha;
735                                 liquidcolor = stov(autocvar_hud_contents_water_color);
736                                 incontent = 1;
737                                 break;
738
739                         case CONTENT_LAVA:
740                                 liquidalpha = autocvar_hud_contents_lava_alpha;
741                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
742                                 incontent = 1;
743                                 break;
744
745                         case CONTENT_SLIME:
746                                 liquidalpha = autocvar_hud_contents_slime_alpha;
747                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
748                                 incontent = 1;
749                                 break;
750
751                         default:
752                                 liquidalpha = 0;
753                                 liquidcolor = '0 0 0';
754                                 incontent = 0;
755                                 break;
756                 }
757
758                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
759                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
760                         contentfadetime = autocvar_hud_contents_fadeintime;
761                         liquidalpha_prev = liquidalpha;
762                         liquidcolor_prev = liquidcolor;
763                 }
764                 else
765                         contentfadetime = autocvar_hud_contents_fadeouttime;
766
767                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
768                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
769
770                 if(contentavgalpha)
771                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
772
773                 if(autocvar_hud_postprocessing)
774                 {
775                         if(autocvar_hud_contents_blur && contentavgalpha)
776                         {
777                                 content_blurpostprocess_x = 1;
778                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
779                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
780                         }
781                         else
782                         {
783                                 content_blurpostprocess_x = 0;
784                                 content_blurpostprocess_y = 0;
785                                 content_blurpostprocess_z = 0;
786                         }
787                 }
788         }
789         
790         if(autocvar_hud_damage && !autocvar_chase_active)
791
792         {
793                 splash_size_x = max(vid_conwidth, vid_conheight);
794                 splash_size_y = max(vid_conwidth, vid_conheight);
795                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
796                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
797
798                 float myhealth_flash_temp;
799                 myhealth = getstati(STAT_HEALTH);
800
801                 // fade out
802                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
803                 // add new damage
804                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
805
806                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
807                 pain_threshold = autocvar_hud_damage_pain_threshold;
808                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
809                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
810
811                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
812                 {
813                         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);
814                 }
815
816                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
817
818                 if(myhealth_prev < 1)
819                 {
820                         if(myhealth >= 1)
821                         {
822                                 myhealth_flash = 0; // just spawned, clear the flash immediately
823                                 myhealth_flash_temp = 0;
824                         }
825                         else
826                         {
827                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
828                         }
829                 }
830
831                 if(spectatee_status == -1 || intermission)
832                 {
833                         myhealth_flash = 0; // observing, or match ended
834                         myhealth_flash_temp = 0;
835                 }
836
837                 myhealth_prev = myhealth;
838
839                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
840                 {
841                         if(autocvar_cl_gentle_damage == 2)
842                         {
843                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
844                                 {
845                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
846                                 }
847                         }
848                         else
849                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
850
851                         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);
852                 }
853                 else
854                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
855
856                 if(autocvar_hud_postprocessing)
857                 {
858                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
859                         {
860                                 damage_blurpostprocess_x = 1;
861                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
862                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
863                         }
864                         else
865                         {
866                                 damage_blurpostprocess_x = 0;
867                                 damage_blurpostprocess_y = 0;
868                                 damage_blurpostprocess_z = 0;
869                         }
870                 }
871         }
872
873         if(autocvar_hud_postprocessing)
874         {
875                 // all of this should be done in the engine eventually
876
877                 // enable or disable rendering types if they are used or not
878                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
879                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
880                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
881                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
882
883                 // lets apply the postprocess effects from the previous two functions if needed
884                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
885                 {
886                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
887                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
888                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
889                         {
890                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
891                                 old_blurradius = blurradius;
892                                 old_bluralpha = bluralpha;
893                         }
894                 }
895                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
896                 {
897                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
898                         old_blurradius = 0;
899                         old_bluralpha = 0;
900                 }
901
902                 float sharpen_intensity;
903                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
904                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
905                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
906                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
907
908                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
909                 {
910                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
911
912                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
913                         {
914                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
915                                 old_sharpen_intensity = sharpen_intensity;
916                         }
917                 }
918                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
919                 {
920                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
921                         old_sharpen_intensity = 0;
922                 }
923         }
924
925         if(menu_visible)
926                 menu_show();
927
928         /*if(gametype == GAME_CTF)
929           {
930           ctf_view();
931           } else */
932
933         // draw 2D entities
934         e = self;
935         for(self = world; (self = nextent(self)); )
936                 if(self.draw2d)
937                         self.draw2d();
938         self = e;
939         Draw_ShowNames_All();
940
941         scoreboard_active = HUD_WouldDrawScoreboard();
942
943         hit_time = getstatf(STAT_HIT_TIME);
944         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
945         {
946                 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
947                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
948         }
949         typehit_time = getstatf(STAT_TYPEHIT_TIME);
950         if(typehit_time > nextsound_typehit_time)
951         {
952                 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
953                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
954         }
955
956         //else
957         {
958                 if(gametype == GAME_FREEZETAG)
959                 {
960                         if(getstati(STAT_FROZEN))
961                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
962                         if(getstatf(STAT_REVIVE_PROGRESS))
963                         {
964                                 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);
965                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
966                         }
967                 }
968
969                 if(autocvar_r_letterbox == 0)
970                         if(autocvar_viewsize < 120)
971                                 CSQC_common_hud();
972
973                 // crosshair goes VERY LAST
974                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
975                         string wcross_style;
976                         float wcross_alpha, wcross_resolution;
977                         wcross_style = autocvar_crosshair;
978                         if (wcross_style == "0")
979                                 return;
980                         wcross_resolution = autocvar_crosshair_size;
981                         if (wcross_resolution == 0)
982                                 return;
983                         wcross_alpha = autocvar_crosshair_alpha;
984                         if (wcross_alpha == 0)
985                                 return;
986
987                         // TrueAim check
988                         float shottype;
989
990                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
991                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
992                         wcross_origin_z = 0;
993                         if(autocvar_crosshair_hittest)
994                         {
995                                 vector wcross_oldorigin;
996                                 wcross_oldorigin = wcross_origin;
997                                 shottype = TrueAimCheck();
998                                 if(shottype == SHOTTYPE_HITWORLD)
999                                 {
1000                                         v = wcross_origin - wcross_oldorigin;
1001                                         v_x /= vid_conwidth;
1002                                         v_y /= vid_conheight;
1003                                         if(vlen(v) > 0.01)
1004                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1005                                 }
1006                                 if(!autocvar_crosshair_hittest_showimpact)
1007                                         wcross_origin = wcross_oldorigin;
1008                         }
1009                         else
1010                                 shottype = SHOTTYPE_HITWORLD;
1011
1012                         vector wcross_color, wcross_size;
1013                         string wcross_wep, wcross_name;
1014                         float wcross_scale, wcross_blur;
1015
1016                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1017                                 e = get_weaponinfo(activeweapon);
1018                                 if (e && e.netname != "")
1019                                 {
1020                                         wcross_wep = e.netname;
1021                                         if(autocvar_crosshair_per_weapon)
1022                                         {
1023                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1024                                                 if (wcross_resolution == 0)
1025                                                         return;
1026                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1027                                                 if (wcross_alpha == 0)
1028                                                         return;
1029
1030                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1031                                                 if(wcross_style == "" || wcross_style == "0")
1032                                                         wcross_style = wcross_wep;
1033                                         }
1034                                 }
1035                         }
1036                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1037                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1038                         else if(autocvar_crosshair_color_by_health)
1039                         {
1040                                 local float x = getstati(STAT_HEALTH);
1041
1042                                 //x = red
1043                                 //y = green
1044                                 //z = blue
1045
1046                                 wcross_color_z = 0;
1047
1048                                 if(x > 200)
1049                                 {
1050                                         wcross_color_x = 0;
1051                                         wcross_color_y = 1;
1052                                 }
1053                                 else if(x > 150)
1054                                 {
1055                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1056                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1057                                 }
1058                                 else if(x > 100)
1059                                 {
1060                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1061                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1062                                         wcross_color_z = 1 - (x-100)*0.02;
1063                                 }
1064                                 else if(x > 50)
1065                                 {
1066                                         wcross_color_x = 1;
1067                                         wcross_color_y = 1;
1068                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1069                                 }
1070                                 else if(x > 20)
1071                                 {
1072                                         wcross_color_x = 1;
1073                                         wcross_color_y = (x-20)*90/27/100;
1074                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1075                                 }
1076                                 else
1077                                 {
1078                                         wcross_color_x = 1;
1079                                         wcross_color_y = 0;
1080                                 }
1081                         }
1082                         else
1083                                 wcross_color = stov(autocvar_crosshair_color);
1084
1085                         wcross_name = strcat("gfx/crosshair", wcross_style);
1086
1087                         if(autocvar_crosshair_effect_scalefade)
1088                         {
1089                                 wcross_scale = wcross_resolution;
1090                                 wcross_resolution = 1;
1091                         }
1092                         else
1093                         {
1094                                 wcross_scale = 1;
1095                         }
1096
1097                         if(autocvar_crosshair_pickup)
1098                         {
1099                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1100                                 {
1101                                         pickup_crosshair_size = 1;
1102                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1103                                 }
1104
1105                                 if(pickup_crosshair_size > 0)
1106                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1107                                 else
1108                                         pickup_crosshair_size = 0;
1109
1110                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1111                         }
1112
1113                         vector hitindication_color;
1114                         if(autocvar_crosshair_hitindication)
1115                         {
1116                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1117                                 if(hitindication_crosshair_time < hit_time)
1118                                 {
1119                                         hitindication_crosshair_size = 1;
1120                                         hitindication_crosshair_time = hit_time;
1121                                 }
1122
1123                                 if(hitindication_crosshair_size > 0)
1124                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1125                                 else
1126                                         hitindication_crosshair_size = 0;
1127
1128                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1129                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1130                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1131                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1132                         }
1133
1134                         if(shottype == SHOTTYPE_HITENEMY)
1135                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1136                         if(shottype == SHOTTYPE_HITTEAM)
1137                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1138
1139                         f = autocvar_crosshair_effect_speed;
1140                         if(f < 0)
1141                                 f *= -2 * g_weaponswitchdelay;
1142                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1143                         {
1144                                 wcross_changedonetime = time + f;
1145                         }
1146                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1147                         {
1148                                 wcross_name_changestarttime = time;
1149                                 wcross_name_changedonetime = time + f;
1150                                 if(wcross_name_goal_prev_prev)
1151                                         strunzone(wcross_name_goal_prev_prev);
1152                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1153                                 wcross_name_goal_prev = strzone(wcross_name);
1154                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1155                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1156                                 wcross_resolution_goal_prev = wcross_resolution;
1157                         }
1158
1159                         wcross_scale_goal_prev = wcross_scale;
1160                         wcross_alpha_goal_prev = wcross_alpha;
1161                         wcross_color_goal_prev = wcross_color;
1162
1163                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1164                         {
1165                                 wcross_blur = 1;
1166                                 wcross_alpha *= 0.75;
1167                         }
1168                         else
1169                                 wcross_blur = 0;
1170                         // *_prev is at time-frametime
1171                         // * is at wcross_changedonetime+f
1172                         // what do we have at time?
1173                         if(time < wcross_changedonetime)
1174                         {
1175                                 f = frametime / (wcross_changedonetime - time + frametime);
1176                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1177                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1178                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1179                         }
1180
1181                         wcross_scale_prev = wcross_scale;
1182                         wcross_alpha_prev = wcross_alpha;
1183                         wcross_color_prev = wcross_color;
1184
1185                         wcross_scale *= 1 - autocvar__menu_alpha;
1186                         wcross_alpha *= 1 - autocvar__menu_alpha;
1187                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1188
1189                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1190                         {
1191                                 // crosshair rings for weapon stats
1192                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1193                                 {
1194                                         // declarations and stats
1195                                         float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1196                                         string ring_image, ring_inner_image;
1197                                         vector ring_rgb, ring_inner_rgb;
1198
1199                                         ring_scale = autocvar_crosshair_ring_size;
1200
1201                                         float weapon_clipload, weapon_clipsize;
1202                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1203                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1204
1205                                         float nex_charge, nex_chargepool;
1206                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1207                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1208
1209                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1210                                                 nex_charge_movingavg = nex_charge;
1211
1212
1213                                         // handle the values
1214                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1215                                         {
1216                                                 if (nex_chargepool || use_nex_chargepool) { 
1217                                                         use_nex_chargepool = 1; 
1218                                                         ring_inner_value = nex_chargepool;
1219                                                 } else { 
1220                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1221                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1222                                                 }
1223
1224                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1225                                                 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1226                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1227
1228                                                 // draw the outer ring to show the current charge of the weapon
1229                                                 ring_value = nex_charge;
1230                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1231                                                 ring_rgb = wcross_color;
1232                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1233                                         }
1234                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1235                                         {
1236                                                 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.
1237                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1238                                                 ring_rgb = wcross_color;
1239                                                 ring_image = "gfx/crosshair_ring.tga";
1240                                         }
1241                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1242                                         {
1243                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1244                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1245                                                 ring_rgb = wcross_color;
1246                                                 ring_image = "gfx/crosshair_ring.tga";
1247                                         }
1248
1249                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1250                                         {
1251                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1252                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1253                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1254                                                 ring_rgb = wcross_color;
1255
1256                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1257                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1258                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1259                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1260                                                 else
1261                                                         ring_image = "gfx/crosshair_ring.tga";
1262                                         }
1263
1264                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1265                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1266
1267                                         if (ring_value)
1268                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1269                                 }
1270
1271 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1272                                 do \
1273                                 { \
1274                                         if(wcross_blur > 0) \
1275                                         { \
1276                                                 for(i = -2; i <= 2; ++i) \
1277                                                 for(j = -2; j <= 2; ++j) \
1278                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1279                                         } \
1280                                         else \
1281                                         { \
1282                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1283                                         } \
1284                                 } \
1285                                 while(0)
1286
1287 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1288                                 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)
1289
1290 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1291                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1292
1293                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1294                                 {
1295                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1296                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1297                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1298                                         f = 1 - f;
1299                                 }
1300                                 else
1301                                 {
1302                                         f = 1;
1303                                 }
1304                                 wcross_name_alpha_goal_prev = f;
1305
1306                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1307                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1308
1309                                 if(autocvar_crosshair_dot)
1310                                 {
1311                                         vector wcross_color_old;
1312                                         wcross_color_old = wcross_color;
1313                                         if(autocvar_crosshair_dot_color != "0")
1314                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1315                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1316                                         // FIXME why don't we use wcross_alpha here?
1317                                         wcross_color = wcross_color_old;
1318                                 }
1319                         }
1320                 }
1321                 else
1322                 {
1323                         wcross_scale_prev = 0;
1324                         wcross_alpha_prev = 0;
1325                         wcross_scale_goal_prev = 0;
1326                         wcross_alpha_goal_prev = 0;
1327                         wcross_changedonetime = 0;
1328                         if(wcross_name_goal_prev)
1329                                 strunzone(wcross_name_goal_prev);
1330                         wcross_name_goal_prev = string_null;
1331                         if(wcross_name_goal_prev_prev)
1332                                 strunzone(wcross_name_goal_prev_prev);
1333                         wcross_name_goal_prev_prev = string_null;
1334                         wcross_name_changestarttime = 0;
1335                         wcross_name_changedonetime = 0;
1336                         wcross_name_alpha_goal_prev = 0;
1337                         wcross_name_alpha_goal_prev_prev = 0;
1338                         wcross_resolution_goal_prev = 0;
1339                         wcross_resolution_goal_prev_prev = 0;
1340                 }
1341         }
1342
1343         if(NextFrameCommand)
1344         {
1345                 localcmd("\n", NextFrameCommand, "\n");
1346                 NextFrameCommand = string_null;
1347         }
1348
1349         // we must do this check AFTER a frame was rendered, or it won't work
1350         if(cs_project_is_b0rked == 0)
1351         {
1352                 string w0, h0;
1353                 w0 = ftos(autocvar_vid_conwidth);
1354                 h0 = ftos(autocvar_vid_conheight);
1355                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1356                 //R_SetView(VF_FOV, '90 90 0');
1357                 R_SetView(VF_ORIGIN, '0 0 0');
1358                 R_SetView(VF_ANGLES, '0 0 0');
1359                 R_SetView(VF_PERSPECTIVE, 1);
1360                 makevectors('0 0 0');
1361                 vector v1, v2;
1362                 cvar_set("vid_conwidth", "800");
1363                 cvar_set("vid_conheight", "600");
1364                 v1 = cs_project(v_forward);
1365                 cvar_set("vid_conwidth", "640");
1366                 cvar_set("vid_conheight", "480");
1367                 v2 = cs_project(v_forward);
1368                 if(v1 == v2)
1369                         cs_project_is_b0rked = 1;
1370                 else
1371                         cs_project_is_b0rked = -1;
1372                 cvar_set("vid_conwidth", w0);
1373                 cvar_set("vid_conheight", h0);
1374         }
1375
1376         if(autocvar__hud_configure)
1377                 HUD_Panel_Mouse();
1378     
1379     if(hud && !intermission)
1380     {        
1381         if(hud == HUD_SPIDERBOT)
1382             CSQC_SPIDER_HUD();
1383         else if(hud == HUD_WAKIZASHI)
1384             CSQC_WAKIZASHI_HUD();
1385         else if(hud == HUD_RAPTOR)
1386             CSQC_RAPTOR_HUD();
1387         else if(hud == HUD_BUMBLEBEE)
1388             CSQC_BUMBLE_HUD();
1389     }
1390         // let's reset the view back to normal for the end
1391         R_SetView(VF_MIN, '0 0 0');
1392         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1393 }
1394
1395
1396 void CSQC_common_hud(void)
1397 {
1398     // do some accuracy var caching
1399     float i;
1400     if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1401     {
1402         if(autocvar_accuracy_color_levels != acc_color_levels)
1403         {
1404             if(acc_color_levels)
1405                 strunzone(acc_color_levels);
1406             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1407             acc_levels = tokenize(acc_color_levels);
1408             if (acc_levels > MAX_ACCURACY_LEVELS)
1409                 acc_levels = MAX_ACCURACY_LEVELS;
1410
1411             for (i = 0; i < acc_levels; ++i)
1412                 acc_lev[i] = stof(argv(i)) / 100.0;
1413         }
1414         // let know that acc_col[] needs to be loaded
1415         acc_col_x[0] = -1;
1416     }
1417
1418     HUD_Main(); // always run these functions for alpha checks
1419     HUD_DrawScoreboard();
1420
1421     if (scoreboard_active) // scoreboard/accuracy
1422         HUD_Reset();
1423     else if (intermission == 2) // map voting screen
1424     {
1425         HUD_FinaleOverlay();
1426         HUD_Reset();
1427     }
1428         /*
1429         switch(hud)
1430         {
1431                 case HUD_SPIDERBOT:
1432                         CSQC_SPIDER_HUD();
1433                         break;
1434
1435                 case HUD_WAKIZASHI:
1436                         CSQC_WAKIZASHI_HUD();
1437                         break;
1438
1439         case HUD_BUMBLEBEE:
1440             CSQC_BUMBLE_HUD();
1441             break;
1442         }
1443         */
1444 }
1445
1446
1447 // following vectors must be global to allow seamless switching between camera modes
1448 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1449 void CSQC_Demo_Camera()
1450 {
1451         float speed, attenuation, dimensions;
1452         vector tmp, delta;
1453
1454         if( autocvar_camera_reset || !camera_mode )
1455         {
1456                 camera_offset = '0 0 0';
1457                 current_angles = '0 0 0';
1458                 camera_direction = '0 0 0';
1459                 camera_offset_z += 30;
1460                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1461                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1462                 current_origin = view_origin;
1463                 current_camera_offset  = camera_offset;
1464                 cvar_set("camera_reset", "0");
1465                 camera_mode = CAMERA_CHASE;
1466         }
1467
1468         // Camera angles
1469         if( camera_roll )
1470                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1471
1472         if(autocvar_camera_look_player)
1473         {
1474                 local vector dir;
1475                 local float n;
1476
1477                 dir = normalize(view_origin - current_position);
1478                 n = mouse_angles_z;
1479                 mouse_angles = vectoangles(dir);
1480                 mouse_angles_x = mouse_angles_x * -1;
1481                 mouse_angles_z = n;
1482         }
1483         else
1484         {
1485                 tmp = getmousepos() * 0.1;
1486                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1487                 {
1488                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1489                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1490                 }
1491         }
1492
1493         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1494         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1495         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1496         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1497
1498         // Fix difference when angles don't have the same sign
1499         delta = '0 0 0';
1500         if(mouse_angles_y < -60 && current_angles_y > 60)
1501                 delta = '0 360 0';
1502         if(mouse_angles_y > 60 && current_angles_y < -60)
1503                 delta = '0 -360 0';
1504
1505         if(autocvar_camera_look_player)
1506                 attenuation = autocvar_camera_look_attenuation;
1507         else
1508                 attenuation = autocvar_camera_speed_attenuation;
1509
1510         attenuation = 1 / max(1, attenuation);
1511         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1512
1513         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1514         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1515         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1516         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1517
1518         // Camera position
1519         tmp = '0 0 0';
1520         dimensions = 0;
1521
1522         if( camera_direction_x )
1523         {
1524                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1525                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1526                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1527                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1528                 ++dimensions;
1529         }
1530
1531         if( camera_direction_y )
1532         {
1533                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1534                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1535                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1536                 ++dimensions;
1537         }
1538
1539         if( camera_direction_z )
1540         {
1541                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1542                 ++dimensions;
1543         }
1544
1545         if(autocvar_camera_free)
1546                 speed = autocvar_camera_speed_free;
1547         else
1548                 speed = autocvar_camera_speed_chase;
1549
1550         if(dimensions)
1551         {
1552                 speed = speed * sqrt(1 / dimensions);
1553                 camera_offset += tmp * speed;
1554         }
1555
1556         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1557
1558         // Camera modes
1559         if( autocvar_camera_free )
1560         {
1561                 if ( camera_mode == CAMERA_CHASE )
1562                 {
1563                         current_camera_offset = current_origin + current_camera_offset;
1564                         camera_offset = current_origin + camera_offset;
1565                 }
1566
1567                 camera_mode = CAMERA_FREE;
1568                 current_position = current_camera_offset;
1569         }
1570         else
1571         {
1572                 if ( camera_mode == CAMERA_FREE )
1573                 {
1574                         current_origin = view_origin;
1575                         camera_offset = camera_offset - current_origin;
1576                         current_camera_offset = current_camera_offset - current_origin;
1577                 }
1578
1579                 camera_mode = CAMERA_CHASE;
1580
1581                 if(autocvar_camera_chase_smoothly)
1582                         current_origin += (view_origin - current_origin) * attenuation;
1583                 else
1584                         current_origin = view_origin;
1585
1586                 current_position = current_origin + current_camera_offset;
1587         }
1588
1589         R_SetView(VF_ANGLES, current_angles);
1590         R_SetView(VF_ORIGIN, current_position);
1591 }