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[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                 {
136                         if(zoomdir)
137                                 zoomdir = 0;
138                         else
139                                 zoomdir = 1;
140                 }
141                 // fteqcc failed twice here already, don't optimize this
142         }
143
144         if(zoomdir)
145                 zoomin_effect = 0;
146
147         if(zoomin_effect || camera_active)
148         {
149                 current_viewzoom = min(1, current_viewzoom + drawframetime);
150         }
151         else
152         {
153                 if(zoomspeed < 0) // instant zoom
154                 {
155                         if(zoomdir)
156                                 current_viewzoom = 1 / zoomfactor;
157                         else
158                                 current_viewzoom = 1;
159                 }
160                 else
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
164                         else
165                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
166                 }
167         }
168
169         if(almost_equals(current_viewzoom, 1))
170                 current_zoomfraction = 0;
171         else if(almost_equals(current_viewzoom, 1/zoomfactor))
172                 current_zoomfraction = 1;
173         else
174                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
175
176         if(zoomsensitivity < 1)
177                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
178         else
179                 setsensitivityscale(1);
180
181         if (autocvar_cl_velocityzoom)
182         {
183                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
184                 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
185                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
186                 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
187         }
188         else
189                 velocityzoom = 1;
190
191         float frustumx, frustumy, fovx, fovy;
192         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
193         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
194         fovx = atan2(frustumx, 1) / M_PI * 360.0;
195         fovy = atan2(frustumy, 1) / M_PI * 360.0;
196
197         return '1 0 0' * fovx + '0 1 0' * fovy;
198 }
199
200 // this function must match W_SetupShot!
201 float zoomscript_caught;
202
203 vector wcross_origin;
204 float wcross_scale_prev, wcross_alpha_prev;
205 vector wcross_color_prev;
206 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
207 vector wcross_color_goal_prev;
208 float wcross_changedonetime;
209
210 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
211 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
212 float wcross_name_changestarttime, wcross_name_changedonetime;
213 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
214 entity trueaim;
215 entity trueaim_rifle;
216
217 #define SHOTTYPE_HITTEAM 1
218 #define SHOTTYPE_HITOBSTRUCTION 2
219 #define SHOTTYPE_HITWORLD 3
220 #define SHOTTYPE_HITENEMY 4
221
222 void TrueAim_Init()
223 {
224         trueaim = spawn();
225         trueaim.classname = "trueaim";
226         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
227         trueaim_rifle = spawn();
228         trueaim_rifle.classname = "trueaim_rifle";
229         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 }
231
232 float EnemyHitCheck()
233 {
234         float t;
235         wcross_origin = project_3d_to_2d(trace_endpos);
236         wcross_origin_z = 0;
237         if(trace_networkentity < 1)
238                 return SHOTTYPE_HITWORLD;
239         if(trace_networkentity > maxclients)
240                 return SHOTTYPE_HITWORLD;
241         t = GetPlayerColor(trace_networkentity - 1);
242         if(teamplay)
243                 if(t == myteam)
244                         return SHOTTYPE_HITTEAM;
245         if(t == COLOR_SPECTATOR)
246                 return SHOTTYPE_HITWORLD;
247         return SHOTTYPE_HITENEMY;
248 }
249
250 float TrueAimCheck()
251 {
252         float nudge = 1; // added to traceline target and subtracted from result
253         vector vecs, trueaimpoint, w_shotorg;
254         vector mi, ma, dv;
255         float shottype;
256         entity ta;
257         float mv;
258
259         mi = ma = '0 0 0';
260         ta = trueaim;
261         mv = MOVE_NOMONSTERS;
262
263         switch(activeweapon)
264         {
265                 case WEP_TUBA: // no aim
266                 case WEP_PORTO: // shoots from eye
267                 case WEP_HOOK: // no trueaim
268                 case WEP_GRENADE_LAUNCHER: // toss curve
269                         return SHOTTYPE_HITWORLD;
270                 case WEP_NEX:
271                 case WEP_MINSTANEX:
272                         mv = MOVE_NORMAL;
273                         break;
274                 case WEP_RIFLE:
275                         ta = trueaim_rifle;
276                         mv = MOVE_NORMAL;
277                         if(zoomscript_caught)
278                         {
279                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
280                                 return EnemyHitCheck();
281                         }
282                         break;
283                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
284                         mi = '-3 -3 -3';
285                         ma = '3 3 3';
286                         break;
287                 case WEP_FIREBALL: // projectile has a size!
288                         mi = '-16 -16 -16';
289                         ma = '16 16 16';
290                         break;
291                 case WEP_SEEKER: // projectile has a size!
292                         mi = '-2 -2 -2';
293                         ma = '2 2 2';
294                         break;
295                 case WEP_ELECTRO: // projectile has a size!
296                         mi = '0 0 -3';
297                         ma = '0 0 -3';
298                         break;
299         }
300
301         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
302
303         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
304         trueaimpoint = trace_endpos;
305
306         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
307                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         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
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // 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
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
342 float camera_mode;
343 float reticle_type;
344 string NextFrameCommand;
345 void CSQC_SPIDER_HUD();
346 void CSQC_RAPTOR_HUD();
347
348 vector freeze_org, freeze_ang;
349 entity nightvision_noise, nightvision_noise2;
350
351 float pickup_crosshair_time, pickup_crosshair_size;
352 float hit_time, typehit_time;
353 float nextsound_hit_time, nextsound_typehit_time;
354 float hitindication_crosshair_time, hitindication_crosshair_size;
355 float use_nex_chargepool;
356
357 float myhealth, myhealth_prev;
358 float myhealth_flash;
359
360 float old_blurradius, old_bluralpha;
361 float old_sharpen_intensity;
362
363 vector myhealth_gentlergb;
364
365 float contentavgalpha, liquidalpha_prev;
366 vector liquidcolor_prev;
367
368 float eventchase_current_distance;
369
370 vector damage_blurpostprocess, content_blurpostprocess;
371
372 float checkfail[16];
373
374 void CSQC_UpdateView(float w, float h)
375 {
376         entity e;
377         float fov;
378         float f, i, j;
379         vector v;
380         vector vf_size, vf_min;
381         float a;
382         hud = getstati(STAT_HUD);
383
384         button_attack2 = (input_buttons & BUTTON_3);
385         button_zoom = (input_buttons & BUTTON_4);
386
387         // FIXME do we need this hack?
388         if(isdemo())
389         {
390                 // in demos, input_buttons do not work
391                 button_zoom = (autocvar__togglezoom == "-");
392         }
393
394 #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
395         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
396         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
397         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);
398         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
399         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
400         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
401
402         vf_size = R_SetView3fv(VF_SIZE);
403         vf_min = R_SetView3fv(VF_MIN);
404         vid_width = vf_size_x;
405         vid_height = vf_size_y;
406
407         vector reticle_pos, reticle_size;
408         vector splash_pos, splash_size;
409
410         WaypointSprite_Load();
411
412         if(spectatee_status)
413                 myteam = GetPlayerColor(spectatee_status - 1);
414         else
415                 myteam = GetPlayerColor(player_localentnum - 1);
416
417         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
418
419         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
420         {
421                 R_SetView(VF_ORIGIN, freeze_org);
422                 R_SetView(VF_ANGLES, freeze_ang);
423         }
424         else
425         {
426                 freeze_org = R_SetView3fv(VF_ORIGIN);
427                 freeze_ang = R_SetView3fv(VF_ANGLES);
428         }
429
430         // event chase camera
431         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
432         {
433                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
434                 {
435                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
436                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
437                         if(!autocvar_chase_active)
438                                 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)
439
440                         // make the camera smooth back
441                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
442                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
443                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
444                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
445
446                         vector eventchase_target_origin;
447                         makevectors(view_angles);
448                         // pass 1, used to check where the camera would go and obtain the trace_fraction
449                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
450
451                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
452                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
453                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
454                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
455                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
456
457                         R_SetView(VF_ORIGIN, trace_endpos);
458                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
459                 }
460                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
461                 {
462                         cvar_set("chase_active", "0");
463                         eventchase_current_distance = 0; // start from 0 next time
464                 }
465         }
466
467         WarpZone_FixView();
468         //WarpZone_FixPMove();
469
470         // Render the Scene
471         view_origin = R_SetView3fv(VF_ORIGIN);
472         view_angles = R_SetView3fv(VF_ANGLES);
473         makevectors(view_angles);
474         view_forward = v_forward;
475         view_right = v_right;
476         view_up = v_up;
477
478 #ifdef BLURTEST
479         if(time > blurtest_time0 && time < blurtest_time1)
480         {
481                 float r, t;
482
483                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
484                 r = t * blurtest_radius;
485                 f = 1 / pow(t, blurtest_power) - 1;
486
487                 cvar_set("r_glsl_postprocess", "1");
488                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
489         }
490         else
491         {
492                 cvar_set("r_glsl_postprocess", "0");
493                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
494         }
495 #endif
496
497         TargetMusic_Advance();
498         Fog_Force();
499
500         if(drawtime == 0)
501                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
502         else
503                 drawframetime = bound(0.000001, time - drawtime, 1);
504         drawtime = time;
505
506         // watch for gametype changes here...
507         // in ParseStuffCMD the cmd isn't executed yet :/
508         // might even be better to add the gametype to TE_CSQC_INIT...?
509         if(!postinit)
510                 PostInit();
511
512         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
513                 if(calledhooks & HOOK_START)
514                 {
515                         localcmd("\ncl_hook_gameend\n");
516                         calledhooks |= HOOK_END;
517                 }
518
519         CheckForGamestartChange();
520         serverAnnouncer();
521         maptimeAnnouncer();
522         carrierAnnouncer();
523
524         fov = autocvar_fov;
525         if(fov <= 59.5)
526         {
527                 if(!zoomscript_caught)
528                 {
529                         localcmd("+button9\n");
530                         zoomscript_caught = 1;
531                 }
532         }
533         else
534         {
535                 if(zoomscript_caught)
536                 {
537                         localcmd("-button9\n");
538                         zoomscript_caught = 0;
539                 }
540         }
541
542         ColorTranslateMode = autocvar_cl_stripcolorcodes;
543         activeweapon = getstati(STAT_SWITCHWEAPON);
544         f = (serverflags & SERVERFLAG_TEAMPLAY);
545         if(f != teamplay)
546         {
547                 teamplay = f;
548                 HUD_InitScores();
549         }
550
551         if(last_weapon != activeweapon) {
552                 weapontime = time;
553                 last_weapon = activeweapon;
554
555                 e = get_weaponinfo(activeweapon);
556                 if(e.netname != "")
557                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
558                 else
559                         localcmd("\ncl_hook_activeweapon none\n");
560         }
561
562         // ALWAYS Clear Current Scene First
563         R_ClearScene();
564 #ifdef WORKAROUND_XON010
565         if(checkextension("DP_CSQC_ROTATEMOVES"))
566         {
567 #endif
568         R_SetView(VF_ORIGIN, view_origin);
569         R_SetView(VF_ANGLES, view_angles);
570 #ifdef WORKAROUND_XON010
571         }
572 #endif
573
574         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
575         R_SetView(VF_SIZE, vf_size);
576         R_SetView(VF_MIN, vf_min);
577
578         // Assign Standard Viewflags
579         // Draw the World (and sky)
580         R_SetView(VF_DRAWWORLD, 1);
581
582         // Set the console size vars
583         vid_conwidth = autocvar_vid_conwidth;
584         vid_conheight = autocvar_vid_conheight;
585         vid_pixelheight = autocvar_vid_pixelheight;
586
587         R_SetView(VF_FOV, GetCurrentFov(fov));
588
589         // Camera for demo playback
590         if(camera_active)
591         {
592                 if(autocvar_camera_enable)
593                         CSQC_Demo_Camera();
594                 else
595                 {
596                         cvar_set("chase_active", ftos(chase_active_backup));
597                         cvar_set("cl_demo_mousegrab", "0");
598                         camera_active = FALSE;
599                 }
600         }
601 #ifdef CAMERATEST
602         else if(autocvar_camera_enable)
603 #else
604         else if(autocvar_camera_enable && isdemo())
605 #endif
606         {
607                 // Enable required Darkplaces cvars
608                 chase_active_backup = autocvar_chase_active;
609                 cvar_set("chase_active", "2");
610                 cvar_set("cl_demo_mousegrab", "1");
611                 camera_active = TRUE;
612                 camera_mode = FALSE;
613         }
614
615         // Draw the Crosshair
616         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
617
618         // Draw the Engine Status Bar (the default Quake HUD)
619         R_SetView(VF_DRAWENGINEHUD, 0);
620
621         // Update the mouse position
622         /*
623            mousepos_x = vid_conwidth;
624            mousepos_y = vid_conheight;
625            mousepos = mousepos*0.5 + getmousepos();
626          */
627
628         e = self;
629         for(self = world; (self = nextent(self)); )
630                 if(self.draw)
631                         self.draw();
632         self = e;
633
634         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
635         R_RenderScene();
636
637         // now switch to 2D drawing mode by calling a 2D drawing function
638         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
639         // next R_RenderScene call
640         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
641
642         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
643         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
644         {
645                 // apply night vision effect
646                 vector rgb, tc_00, tc_01, tc_10, tc_11;
647
648                 if(!nightvision_noise)
649                 {
650                         nightvision_noise = spawn();
651                         nightvision_noise.classname = "nightvision_noise";
652                 }
653                 if(!nightvision_noise2)
654                 {
655                         nightvision_noise2 = spawn();
656                         nightvision_noise2.classname = "nightvision_noise2";
657                 }
658
659                 // color tint in yellow
660                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
661
662                 // draw BG
663                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
664                 rgb = '1 1 1';
665                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
666                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
667                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
668                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
669                 tc_11 = tc_01 + tc_10 - tc_00;
670                 R_BeginPolygon("gfx/nightvision-bg.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                 // draw FG
678                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
679                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
680                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
681                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
682                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
683                 tc_11 = tc_01 + tc_10 - tc_00;
684                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
685                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
686                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
687                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
688                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
689                 R_EndPolygon();
690         }
691         
692         // Draw the aiming reticle for weapons that use it
693         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
694         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
695         // the view to go back to normal, so reticle_type would become 0 as we fade out)
696         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
697                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
698         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
699                 reticle_type = 2; // nex zoom
700         else if(button_zoom || zoomscript_caught)
701                 reticle_type = 1; // normal zoom
702         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
703                 reticle_type = 2; // nex zoom
704     
705         if (reticle_type)
706         {
707                 if(autocvar_cl_reticle_stretch)
708                 {
709                         reticle_size_x = vid_conwidth;
710                         reticle_size_y = vid_conheight;
711                         reticle_pos_x = 0;
712                         reticle_pos_y = 0;
713                 }
714                 else
715                 {
716                         reticle_size_x = max(vid_conwidth, vid_conheight);
717                         reticle_size_y = max(vid_conwidth, vid_conheight);
718                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
719                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
720                 }
721
722                 f = current_zoomfraction;
723                 if(zoomscript_caught)
724                         f = 1;
725                 if(autocvar_cl_reticle_item_normal)
726                 {
727                         if(reticle_type == 1 && f)
728                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
729                 }
730                 if(autocvar_cl_reticle_item_nex)
731                 {
732                         if(reticle_type == 2 && f)
733                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
734                 }
735         }
736
737
738         // improved polyblend
739         vector rgb;
740         if(autocvar_hud_contents)
741         {
742                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
743                 vector liquidcolor;
744
745                 switch(pointcontents(view_origin))
746                 {
747                         case CONTENT_WATER:
748                                 liquidalpha = autocvar_hud_contents_water_alpha;
749                                 liquidcolor = stov(autocvar_hud_contents_water_color);
750                                 incontent = 1;
751                                 break;
752
753                         case CONTENT_LAVA:
754                                 liquidalpha = autocvar_hud_contents_lava_alpha;
755                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
756                                 incontent = 1;
757                                 break;
758
759                         case CONTENT_SLIME:
760                                 liquidalpha = autocvar_hud_contents_slime_alpha;
761                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
762                                 incontent = 1;
763                                 break;
764
765                         default:
766                                 liquidalpha = 0;
767                                 liquidcolor = '0 0 0';
768                                 incontent = 0;
769                                 break;
770                 }
771
772                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
773                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
774                         contentfadetime = autocvar_hud_contents_fadeintime;
775                         liquidalpha_prev = liquidalpha;
776                         liquidcolor_prev = liquidcolor;
777                 }
778                 else
779                         contentfadetime = autocvar_hud_contents_fadeouttime;
780
781                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
782                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
783
784                 if(contentavgalpha)
785                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
786
787                 if(autocvar_hud_postprocessing)
788                 {
789                         if(autocvar_hud_contents_blur && contentavgalpha)
790                         {
791                                 content_blurpostprocess_x = 1;
792                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
793                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
794                         }
795                         else
796                         {
797                                 content_blurpostprocess_x = 0;
798                                 content_blurpostprocess_y = 0;
799                                 content_blurpostprocess_z = 0;
800                         }
801                 }
802         }
803         
804         if(autocvar_hud_damage && !autocvar_chase_active)
805
806         {
807                 splash_size_x = max(vid_conwidth, vid_conheight);
808                 splash_size_y = max(vid_conwidth, vid_conheight);
809                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
810                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
811
812                 float myhealth_flash_temp;
813                 myhealth = getstati(STAT_HEALTH);
814
815                 // fade out
816                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
817                 // add new damage
818                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
819
820                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
821                 pain_threshold = autocvar_hud_damage_pain_threshold;
822                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
823                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
824
825                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
826                 {
827                         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);
828                 }
829
830                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
831
832                 if(myhealth_prev < 1)
833                 {
834                         if(myhealth >= 1)
835                         {
836                                 myhealth_flash = 0; // just spawned, clear the flash immediately
837                                 myhealth_flash_temp = 0;
838                         }
839                         else
840                         {
841                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
842                         }
843                 }
844
845                 if(spectatee_status == -1 || intermission)
846                 {
847                         myhealth_flash = 0; // observing, or match ended
848                         myhealth_flash_temp = 0;
849                 }
850
851                 myhealth_prev = myhealth;
852
853                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
854                 {
855                         if(autocvar_cl_gentle_damage == 2)
856                         {
857                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
858                                 {
859                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
860                                 }
861                         }
862                         else
863                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
864
865                         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);
866                 }
867                 else
868                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
869
870                 if(autocvar_hud_postprocessing)
871                 {
872                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
873                         {
874                                 damage_blurpostprocess_x = 1;
875                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
876                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
877                         }
878                         else
879                         {
880                                 damage_blurpostprocess_x = 0;
881                                 damage_blurpostprocess_y = 0;
882                                 damage_blurpostprocess_z = 0;
883                         }
884                 }
885         }
886
887         if(autocvar_hud_postprocessing)
888         {
889                 // all of this should be done in the engine eventually
890
891                 // enable or disable rendering types if they are used or not
892                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
893                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
894                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
895                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
896
897                 // lets apply the postprocess effects from the previous two functions if needed
898                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
899                 {
900                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
901                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
902                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
903                         {
904                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
905                                 old_blurradius = blurradius;
906                                 old_bluralpha = bluralpha;
907                         }
908                 }
909                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
910                 {
911                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
912                         old_blurradius = 0;
913                         old_bluralpha = 0;
914                 }
915
916                 float sharpen_intensity;
917                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
918                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
919                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
920                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
921
922                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
923                 {
924                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
925
926                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
927                         {
928                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
929                                 old_sharpen_intensity = sharpen_intensity;
930                         }
931                 }
932                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
933                 {
934                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
935                         old_sharpen_intensity = 0;
936                 }
937         }
938
939         if(menu_visible)
940                 menu_show();
941
942         /*if(gametype == GAME_CTF)
943           {
944           ctf_view();
945           } else */
946
947         // draw 2D entities
948         e = self;
949         for(self = world; (self = nextent(self)); )
950                 if(self.draw2d)
951                         self.draw2d();
952         self = e;
953         Draw_ShowNames_All();
954
955         scoreboard_active = HUD_WouldDrawScoreboard();
956
957         hit_time = getstatf(STAT_HIT_TIME);
958         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
959         {
960                 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
961                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
962         }
963         typehit_time = getstatf(STAT_TYPEHIT_TIME);
964         if(typehit_time > nextsound_typehit_time)
965         {
966                 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
967                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
968         }
969
970         //else
971         {
972                 if(gametype == GAME_FREEZETAG)
973                 {
974                         if(getstati(STAT_FROZEN))
975                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
976                         if(getstatf(STAT_REVIVE_PROGRESS))
977                         {
978                                 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);
979                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
980                         }
981                 }
982
983                 if(autocvar_r_letterbox == 0)
984                         if(autocvar_viewsize < 120)
985                                 CSQC_common_hud();
986
987                 // crosshair goes VERY LAST
988                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
989                         string wcross_style;
990                         float wcross_alpha, wcross_resolution;
991                         wcross_style = autocvar_crosshair;
992                         if (wcross_style == "0")
993                                 return;
994                         wcross_resolution = autocvar_crosshair_size;
995                         if (wcross_resolution == 0)
996                                 return;
997                         wcross_alpha = autocvar_crosshair_alpha;
998                         if (wcross_alpha == 0)
999                                 return;
1000
1001                         // TrueAim check
1002                         float shottype;
1003
1004                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1005                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1006                         wcross_origin_z = 0;
1007                         if(autocvar_crosshair_hittest)
1008                         {
1009                                 vector wcross_oldorigin;
1010                                 wcross_oldorigin = wcross_origin;
1011                                 shottype = TrueAimCheck();
1012                                 if(shottype == SHOTTYPE_HITWORLD)
1013                                 {
1014                                         v = wcross_origin - wcross_oldorigin;
1015                                         v_x /= vid_conwidth;
1016                                         v_y /= vid_conheight;
1017                                         if(vlen(v) > 0.01)
1018                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1019                                 }
1020                                 if(!autocvar_crosshair_hittest_showimpact)
1021                                         wcross_origin = wcross_oldorigin;
1022                         }
1023                         else
1024                                 shottype = SHOTTYPE_HITWORLD;
1025
1026                         vector wcross_color, wcross_size;
1027                         string wcross_wep, wcross_name;
1028                         float wcross_scale, wcross_blur;
1029
1030                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1031                                 e = get_weaponinfo(activeweapon);
1032                                 if (e && e.netname != "")
1033                                 {
1034                                         wcross_wep = e.netname;
1035                                         if(autocvar_crosshair_per_weapon)
1036                                         {
1037                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1038                                                 if (wcross_resolution == 0)
1039                                                         return;
1040                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1041                                                 if (wcross_alpha == 0)
1042                                                         return;
1043
1044                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1045                                                 if(wcross_style == "" || wcross_style == "0")
1046                                                         wcross_style = wcross_wep;
1047                                         }
1048                                 }
1049                         }
1050                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1051                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1052                         else if(autocvar_crosshair_color_by_health)
1053                         {
1054                                 local float x = getstati(STAT_HEALTH);
1055
1056                                 //x = red
1057                                 //y = green
1058                                 //z = blue
1059
1060                                 wcross_color_z = 0;
1061
1062                                 if(x > 200)
1063                                 {
1064                                         wcross_color_x = 0;
1065                                         wcross_color_y = 1;
1066                                 }
1067                                 else if(x > 150)
1068                                 {
1069                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1070                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1071                                 }
1072                                 else if(x > 100)
1073                                 {
1074                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1075                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1076                                         wcross_color_z = 1 - (x-100)*0.02;
1077                                 }
1078                                 else if(x > 50)
1079                                 {
1080                                         wcross_color_x = 1;
1081                                         wcross_color_y = 1;
1082                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1083                                 }
1084                                 else if(x > 20)
1085                                 {
1086                                         wcross_color_x = 1;
1087                                         wcross_color_y = (x-20)*90/27/100;
1088                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1089                                 }
1090                                 else
1091                                 {
1092                                         wcross_color_x = 1;
1093                                         wcross_color_y = 0;
1094                                 }
1095                         }
1096                         else
1097                                 wcross_color = stov(autocvar_crosshair_color);
1098
1099                         wcross_name = strcat("gfx/crosshair", wcross_style);
1100
1101                         if(autocvar_crosshair_effect_scalefade)
1102                         {
1103                                 wcross_scale = wcross_resolution;
1104                                 wcross_resolution = 1;
1105                         }
1106                         else
1107                         {
1108                                 wcross_scale = 1;
1109                         }
1110
1111                         if(autocvar_crosshair_pickup)
1112                         {
1113                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1114                                 {
1115                                         pickup_crosshair_size = 1;
1116                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1117                                 }
1118
1119                                 if(pickup_crosshair_size > 0)
1120                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1121                                 else
1122                                         pickup_crosshair_size = 0;
1123
1124                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1125                         }
1126
1127                         vector hitindication_color;
1128                         if(autocvar_crosshair_hitindication)
1129                         {
1130                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1131                                 if(hitindication_crosshair_time < hit_time)
1132                                 {
1133                                         hitindication_crosshair_size = 1;
1134                                         hitindication_crosshair_time = hit_time;
1135                                 }
1136
1137                                 if(hitindication_crosshair_size > 0)
1138                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1139                                 else
1140                                         hitindication_crosshair_size = 0;
1141
1142                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1143                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1144                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1145                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1146                         }
1147
1148                         if(shottype == SHOTTYPE_HITENEMY)
1149                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1150                         if(shottype == SHOTTYPE_HITTEAM)
1151                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1152
1153                         f = autocvar_crosshair_effect_speed;
1154                         if(f < 0)
1155                                 f *= -2 * g_weaponswitchdelay;
1156                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1157                         {
1158                                 wcross_changedonetime = time + f;
1159                         }
1160                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1161                         {
1162                                 wcross_name_changestarttime = time;
1163                                 wcross_name_changedonetime = time + f;
1164                                 if(wcross_name_goal_prev_prev)
1165                                         strunzone(wcross_name_goal_prev_prev);
1166                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1167                                 wcross_name_goal_prev = strzone(wcross_name);
1168                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1169                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1170                                 wcross_resolution_goal_prev = wcross_resolution;
1171                         }
1172
1173                         wcross_scale_goal_prev = wcross_scale;
1174                         wcross_alpha_goal_prev = wcross_alpha;
1175                         wcross_color_goal_prev = wcross_color;
1176
1177                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1178                         {
1179                                 wcross_blur = 1;
1180                                 wcross_alpha *= 0.75;
1181                         }
1182                         else
1183                                 wcross_blur = 0;
1184                         // *_prev is at time-frametime
1185                         // * is at wcross_changedonetime+f
1186                         // what do we have at time?
1187                         if(time < wcross_changedonetime)
1188                         {
1189                                 f = frametime / (wcross_changedonetime - time + frametime);
1190                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1191                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1192                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1193                         }
1194
1195                         wcross_scale_prev = wcross_scale;
1196                         wcross_alpha_prev = wcross_alpha;
1197                         wcross_color_prev = wcross_color;
1198
1199                         wcross_scale *= 1 - autocvar__menu_alpha;
1200                         wcross_alpha *= 1 - autocvar__menu_alpha;
1201                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1202
1203                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1204                         {
1205                                 // crosshair rings for weapon stats
1206                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1207                                 {
1208                                         // declarations and stats
1209                                         float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1210                                         string ring_image, ring_inner_image;
1211                                         vector ring_rgb, ring_inner_rgb;
1212
1213                                         ring_scale = autocvar_crosshair_ring_size;
1214
1215                                         float weapon_clipload, weapon_clipsize;
1216                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1217                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1218
1219                                         float nex_charge, nex_chargepool;
1220                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1221                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1222
1223                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1224                                                 nex_charge_movingavg = nex_charge;
1225
1226
1227                                         // handle the values
1228                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1229                                         {
1230                                                 if (nex_chargepool || use_nex_chargepool) { 
1231                                                         use_nex_chargepool = 1; 
1232                                                         ring_inner_value = nex_chargepool;
1233                                                 } else { 
1234                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1235                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1236                                                 }
1237
1238                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1239                                                 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;
1240                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1241
1242                                                 // draw the outer ring to show the current charge of the weapon
1243                                                 ring_value = nex_charge;
1244                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1245                                                 ring_rgb = wcross_color;
1246                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1247                                         }
1248                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1249                                         {
1250                                                 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.
1251                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1252                                                 ring_rgb = wcross_color;
1253                                                 ring_image = "gfx/crosshair_ring.tga";
1254                                         }
1255                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1256                                         {
1257                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1258                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1259                                                 ring_rgb = wcross_color;
1260                                                 ring_image = "gfx/crosshair_ring.tga";
1261                                         }
1262
1263                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1264                                         {
1265                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1266                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1267                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1268                                                 ring_rgb = wcross_color;
1269
1270                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1271                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1272                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1273                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1274                                                 else
1275                                                         ring_image = "gfx/crosshair_ring.tga";
1276                                         }
1277
1278                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1279                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1280
1281                                         if (ring_value)
1282                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1283                                 }
1284
1285 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1286                                 do \
1287                                 { \
1288                                         if(wcross_blur > 0) \
1289                                         { \
1290                                                 for(i = -2; i <= 2; ++i) \
1291                                                 for(j = -2; j <= 2; ++j) \
1292                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1293                                         } \
1294                                         else \
1295                                         { \
1296                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1297                                         } \
1298                                 } \
1299                                 while(0)
1300
1301 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1302                                 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)
1303
1304 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1305                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1306
1307                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1308                                 {
1309                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1310                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1311                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1312                                         f = 1 - f;
1313                                 }
1314                                 else
1315                                 {
1316                                         f = 1;
1317                                 }
1318                                 wcross_name_alpha_goal_prev = f;
1319
1320                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1321                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1322
1323                                 if(autocvar_crosshair_dot)
1324                                 {
1325                                         vector wcross_color_old;
1326                                         wcross_color_old = wcross_color;
1327                                         if(autocvar_crosshair_dot_color != "0")
1328                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1329                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1330                                         // FIXME why don't we use wcross_alpha here?
1331                                         wcross_color = wcross_color_old;
1332                                 }
1333                         }
1334                 }
1335                 else
1336                 {
1337                         wcross_scale_prev = 0;
1338                         wcross_alpha_prev = 0;
1339                         wcross_scale_goal_prev = 0;
1340                         wcross_alpha_goal_prev = 0;
1341                         wcross_changedonetime = 0;
1342                         if(wcross_name_goal_prev)
1343                                 strunzone(wcross_name_goal_prev);
1344                         wcross_name_goal_prev = string_null;
1345                         if(wcross_name_goal_prev_prev)
1346                                 strunzone(wcross_name_goal_prev_prev);
1347                         wcross_name_goal_prev_prev = string_null;
1348                         wcross_name_changestarttime = 0;
1349                         wcross_name_changedonetime = 0;
1350                         wcross_name_alpha_goal_prev = 0;
1351                         wcross_name_alpha_goal_prev_prev = 0;
1352                         wcross_resolution_goal_prev = 0;
1353                         wcross_resolution_goal_prev_prev = 0;
1354                 }
1355         }
1356
1357         if(NextFrameCommand)
1358         {
1359                 localcmd("\n", NextFrameCommand, "\n");
1360                 NextFrameCommand = string_null;
1361         }
1362
1363         // we must do this check AFTER a frame was rendered, or it won't work
1364         if(cs_project_is_b0rked == 0)
1365         {
1366                 string w0, h0;
1367                 w0 = ftos(autocvar_vid_conwidth);
1368                 h0 = ftos(autocvar_vid_conheight);
1369                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1370                 //R_SetView(VF_FOV, '90 90 0');
1371                 R_SetView(VF_ORIGIN, '0 0 0');
1372                 R_SetView(VF_ANGLES, '0 0 0');
1373                 R_SetView(VF_PERSPECTIVE, 1);
1374                 makevectors('0 0 0');
1375                 vector v1, v2;
1376                 cvar_set("vid_conwidth", "800");
1377                 cvar_set("vid_conheight", "600");
1378                 v1 = cs_project(v_forward);
1379                 cvar_set("vid_conwidth", "640");
1380                 cvar_set("vid_conheight", "480");
1381                 v2 = cs_project(v_forward);
1382                 if(v1 == v2)
1383                         cs_project_is_b0rked = 1;
1384                 else
1385                         cs_project_is_b0rked = -1;
1386                 cvar_set("vid_conwidth", w0);
1387                 cvar_set("vid_conheight", h0);
1388         }
1389
1390         if(autocvar__hud_configure)
1391                 HUD_Panel_Mouse();
1392     
1393     if(hud && !intermission)
1394     {        
1395         if(hud == HUD_SPIDERBOT)
1396             CSQC_SPIDER_HUD();
1397         else if(hud == HUD_WAKIZASHI)
1398             CSQC_WAKIZASHI_HUD();
1399         else if(hud == HUD_RAPTOR)
1400             CSQC_RAPTOR_HUD();
1401         else if(hud == HUD_BUMBLEBEE)
1402             CSQC_BUMBLE_HUD();
1403     }
1404         // let's reset the view back to normal for the end
1405         R_SetView(VF_MIN, '0 0 0');
1406         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1407 }
1408
1409
1410 void CSQC_common_hud(void)
1411 {
1412     // do some accuracy var caching
1413     float i;
1414     if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1415     {
1416         if(autocvar_accuracy_color_levels != acc_color_levels)
1417         {
1418             if(acc_color_levels)
1419                 strunzone(acc_color_levels);
1420             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1421             acc_levels = tokenize(acc_color_levels);
1422             if (acc_levels > MAX_ACCURACY_LEVELS)
1423                 acc_levels = MAX_ACCURACY_LEVELS;
1424
1425             for (i = 0; i < acc_levels; ++i)
1426                 acc_lev[i] = stof(argv(i)) / 100.0;
1427         }
1428         // let know that acc_col[] needs to be loaded
1429         acc_col_x[0] = -1;
1430     }
1431
1432     HUD_Main(); // always run these functions for alpha checks
1433     HUD_DrawScoreboard();
1434
1435     if (scoreboard_active) // scoreboard/accuracy
1436         HUD_Reset();
1437     else if (intermission == 2) // map voting screen
1438     {
1439         HUD_FinaleOverlay();
1440         HUD_Reset();
1441     }
1442         /*
1443         switch(hud)
1444         {
1445                 case HUD_SPIDERBOT:
1446                         CSQC_SPIDER_HUD();
1447                         break;
1448
1449                 case HUD_WAKIZASHI:
1450                         CSQC_WAKIZASHI_HUD();
1451                         break;
1452
1453         case HUD_BUMBLEBEE:
1454             CSQC_BUMBLE_HUD();
1455             break;
1456         }
1457         */
1458 }
1459
1460
1461 // following vectors must be global to allow seamless switching between camera modes
1462 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1463 void CSQC_Demo_Camera()
1464 {
1465         float speed, attenuation, dimensions;
1466         vector tmp, delta;
1467
1468         if( autocvar_camera_reset || !camera_mode )
1469         {
1470                 camera_offset = '0 0 0';
1471                 current_angles = '0 0 0';
1472                 camera_direction = '0 0 0';
1473                 camera_offset_z += 30;
1474                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1475                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1476                 current_origin = view_origin;
1477                 current_camera_offset  = camera_offset;
1478                 cvar_set("camera_reset", "0");
1479                 camera_mode = CAMERA_CHASE;
1480         }
1481
1482         // Camera angles
1483         if( camera_roll )
1484                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1485
1486         if(autocvar_camera_look_player)
1487         {
1488                 local vector dir;
1489                 local float n;
1490
1491                 dir = normalize(view_origin - current_position);
1492                 n = mouse_angles_z;
1493                 mouse_angles = vectoangles(dir);
1494                 mouse_angles_x = mouse_angles_x * -1;
1495                 mouse_angles_z = n;
1496         }
1497         else
1498         {
1499                 tmp = getmousepos() * 0.1;
1500                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1501                 {
1502                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1503                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1504                 }
1505         }
1506
1507         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1508         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1509         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1510         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1511
1512         // Fix difference when angles don't have the same sign
1513         delta = '0 0 0';
1514         if(mouse_angles_y < -60 && current_angles_y > 60)
1515                 delta = '0 360 0';
1516         if(mouse_angles_y > 60 && current_angles_y < -60)
1517                 delta = '0 -360 0';
1518
1519         if(autocvar_camera_look_player)
1520                 attenuation = autocvar_camera_look_attenuation;
1521         else
1522                 attenuation = autocvar_camera_speed_attenuation;
1523
1524         attenuation = 1 / max(1, attenuation);
1525         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1526
1527         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1528         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1529         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1530         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1531
1532         // Camera position
1533         tmp = '0 0 0';
1534         dimensions = 0;
1535
1536         if( camera_direction_x )
1537         {
1538                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1539                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1540                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1541                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1542                 ++dimensions;
1543         }
1544
1545         if( camera_direction_y )
1546         {
1547                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1548                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1549                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1550                 ++dimensions;
1551         }
1552
1553         if( camera_direction_z )
1554         {
1555                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1556                 ++dimensions;
1557         }
1558
1559         if(autocvar_camera_free)
1560                 speed = autocvar_camera_speed_free;
1561         else
1562                 speed = autocvar_camera_speed_chase;
1563
1564         if(dimensions)
1565         {
1566                 speed = speed * sqrt(1 / dimensions);
1567                 camera_offset += tmp * speed;
1568         }
1569
1570         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1571
1572         // Camera modes
1573         if( autocvar_camera_free )
1574         {
1575                 if ( camera_mode == CAMERA_CHASE )
1576                 {
1577                         current_camera_offset = current_origin + current_camera_offset;
1578                         camera_offset = current_origin + camera_offset;
1579                 }
1580
1581                 camera_mode = CAMERA_FREE;
1582                 current_position = current_camera_offset;
1583         }
1584         else
1585         {
1586                 if ( camera_mode == CAMERA_FREE )
1587                 {
1588                         current_origin = view_origin;
1589                         camera_offset = camera_offset - current_origin;
1590                         current_camera_offset = current_camera_offset - current_origin;
1591                 }
1592
1593                 camera_mode = CAMERA_CHASE;
1594
1595                 if(autocvar_camera_chase_smoothly)
1596                         current_origin += (view_origin - current_origin) * attenuation;
1597                 else
1598                         current_origin = view_origin;
1599
1600                 current_position = current_origin + current_camera_offset;
1601         }
1602
1603         R_SetView(VF_ANGLES, current_angles);
1604         R_SetView(VF_ORIGIN, current_position);
1605 }