]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge branch 'master' into terencehill/ca_arena_mutators
[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 == MAPINFO_TYPE_NEXBALL)
14                 return;
15         if(g_balance_porto_secondary)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                 {
61                         portal1_idx = idx;
62                         if(portal_number >= 2)
63                                 break;
64                 }
65         }
66
67         while(idx >= 2)
68         {
69                 p = polyline[idx-2];
70                 q = polyline[idx-1];
71                 if(idx == 2)
72                         p = p - view_up * 16;
73                 if(idx-1 >= portal1_idx)
74                 {
75                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
76                 }
77                 else
78                 {
79                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
80                 }
81                 --idx;
82         }
83 }
84
85 void Porto_Init()
86 {
87         porto = spawn();
88         porto.classname = "porto";
89         porto.draw = Porto_Draw;
90         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
91 }
92
93 float drawtime;
94 float avgspeed;
95 vector GetCurrentFov(float fov)
96 {
97         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98         float velocityzoom, curspeed;
99         vector v;
100
101         zoomsensitivity = autocvar_cl_zoomsensitivity;
102         zoomfactor = autocvar_cl_zoomfactor;
103         if(zoomfactor < 1 || zoomfactor > 16)
104                 zoomfactor = 2.5;
105         zoomspeed = autocvar_cl_zoomspeed;
106         if(zoomspeed >= 0)
107         if(zoomspeed < 0.5 || zoomspeed > 16)
108                         zoomspeed = 3.5;
109
110         zoomdir = button_zoom;
111         if(hud == HUD_NORMAL)
112         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
113                 zoomdir += button_attack2;
114         if(spectatee_status > 0 || isdemo())
115         {
116                 if(spectatorbutton_zoom)
117                 {
118                         if(zoomdir)
119                                 zoomdir = 0;
120                         else
121                                 zoomdir = 1;
122                 }
123                 // fteqcc failed twice here already, don't optimize this
124         }
125
126         if(zoomdir) { zoomin_effect = 0; }
127
128         if(camera_active)
129         {
130                 current_viewzoom = min(1, current_viewzoom + drawframetime);
131         }
132         else if(autocvar_cl_spawnzoom && zoomin_effect)
133         {
134                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
135                 
136                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime); 
137                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
138                 if(current_viewzoom == 1) { zoomin_effect = 0; }
139         }
140         else
141         {
142                 if(zoomspeed < 0) // instant zoom
143                 {
144                         if(zoomdir)
145                                 current_viewzoom = 1 / zoomfactor;
146                         else
147                                 current_viewzoom = 1;
148                 }
149                 else
150                 {
151                         if(zoomdir)
152                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
153                         else
154                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
155                 }
156         }
157
158         if(almost_equals(current_viewzoom, 1))
159                 current_zoomfraction = 0;
160         else if(almost_equals(current_viewzoom, 1/zoomfactor))
161                 current_zoomfraction = 1;
162         else
163                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
164
165         if(zoomsensitivity < 1)
166                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
167         else
168                 setsensitivityscale(1);
169                 
170         makevectors(view_angles);
171
172         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
173         {
174                 v = pmove_vel;
175                 if(csqcplayer)
176                         v = csqcplayer.velocity;
177
178                 switch(autocvar_cl_velocityzoom_type)
179                 {
180                         case 3: curspeed = max(0, v_forward * v); break;
181                         case 2: curspeed = (v_forward * v); break;
182                         case 1: default: curspeed = vlen(v); break;
183                 }
184                 
185                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
186                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
187                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
188                 
189                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
190         }
191         else
192                 velocityzoom = 1;
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t, n;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_ent)
241                 n = trace_ent.entnum;
242         else
243                 n = trace_networkentity;
244         if(n < 1)
245                 return SHOTTYPE_HITWORLD;
246         if(n > maxclients)
247                 return SHOTTYPE_HITWORLD;
248         t = GetPlayerColor(n - 1);
249         if(teamplay)
250                 if(t == myteam)
251                         return SHOTTYPE_HITTEAM;
252         if(t == NUM_SPECTATOR)
253                 return SHOTTYPE_HITWORLD;
254         return SHOTTYPE_HITENEMY;
255 }
256
257 float TrueAimCheck()
258 {
259         float nudge = 1; // added to traceline target and subtracted from result
260         vector vecs, trueaimpoint, w_shotorg;
261         vector mi, ma, dv;
262         float shottype;
263         entity ta;
264         float mv;
265
266         mi = ma = '0 0 0';
267         ta = trueaim;
268         mv = MOVE_NOMONSTERS;
269
270         switch(activeweapon)
271         {
272                 case WEP_TUBA: // no aim
273                 case WEP_PORTO: // shoots from eye
274                 case WEP_HOOK: // no trueaim
275                 case WEP_GRENADE_LAUNCHER: // toss curve
276                         return SHOTTYPE_HITWORLD;
277                 case WEP_NEX:
278                 case WEP_MINSTANEX:
279                         mv = MOVE_NORMAL;
280                         break;
281                 case WEP_RIFLE:
282                         ta = trueaim_rifle;
283                         mv = MOVE_NORMAL;
284                         if(zoomscript_caught)
285                         {
286                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
287                                 return EnemyHitCheck();
288                         }
289                         break;
290                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
291                         mi = '-3 -3 -3';
292                         ma = '3 3 3';
293                         break;
294                 case WEP_FIREBALL: // projectile has a size!
295                         mi = '-16 -16 -16';
296                         ma = '16 16 16';
297                         break;
298                 case WEP_SEEKER: // projectile has a size!
299                         mi = '-2 -2 -2';
300                         ma = '2 2 2';
301                         break;
302                 case WEP_ELECTRO: // projectile has a size!
303                         mi = '0 0 -3';
304                         ma = '0 0 -3';
305                         break;
306         }
307
308         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
309
310         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
311         trueaimpoint = trace_endpos;
312
313         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
314                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
315
316         if(vecs_x > 0)
317                 vecs_y = -vecs_y;
318         else
319                 vecs = '0 0 0';
320
321         dv = view_right * vecs_y + view_up * vecs_z;
322         w_shotorg = view_origin + dv;
323
324         // now move the vecs forward as much as requested if possible
325         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
326         w_shotorg = trace_endpos - view_forward * nudge;
327
328         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
329         shottype = EnemyHitCheck();
330         if(shottype != SHOTTYPE_HITWORLD)
331                 return shottype;
332
333 #if 0
334         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
335         // or rather, I know why, but see no fix
336         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
337                 // 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
338                 return SHOTTYPE_HITOBSTRUCTION;
339 #endif
340
341         return SHOTTYPE_HITWORLD;
342 }
343
344 void CSQC_common_hud(void);
345
346 void PostInit(void);
347 void CSQC_Demo_Camera();
348 float HUD_WouldDrawScoreboard();
349 float camera_mode;
350 float CAMERA_FREE = 1;
351 float CAMERA_CHASE = 2;
352 float reticle_type;
353 string NextFrameCommand;
354 void CSQC_SPIDER_HUD();
355 void CSQC_RAPTOR_HUD();
356
357 vector freeze_org, freeze_ang;
358 entity nightvision_noise, nightvision_noise2;
359
360 #define MAX_TIME_DIFF 5
361 float pickup_crosshair_time, pickup_crosshair_size;
362 float hit_time, typehit_time;
363 float nextsound_hit_time, nextsound_typehit_time;
364 float hitindication_crosshair_time, hitindication_crosshair_size;
365 float use_nex_chargepool;
366
367 float myhealth, myhealth_prev;
368 float myhealth_flash;
369
370 float old_blurradius, old_bluralpha;
371 float old_sharpen_intensity;
372
373 vector myhealth_gentlergb;
374
375 float contentavgalpha, liquidalpha_prev;
376 vector liquidcolor_prev;
377
378 float eventchase_current_distance;
379
380 vector damage_blurpostprocess, content_blurpostprocess;
381
382 float checkfail[16];
383
384 #define BUTTON_3 4
385 #define BUTTON_4 8
386 float cl_notice_run();
387 void CSQC_UpdateView(float w, float h)
388 {
389         entity e;
390         float fov;
391         float f, i, j;
392         vector v;
393         vector vf_size, vf_min;
394         float a;
395
396         execute_next_frame();
397
398         ++framecount;
399
400         hud = getstati(STAT_HUD);
401
402         if(autocvar__hud_showbinds_reload) // menu can set this one
403         {
404                 db_close(binddb);
405                 binddb = db_create();
406                 cvar_set("_hud_showbinds_reload", "0");
407         }
408
409         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
410                 view_quality = getproperty(VF_MINFPS_QUALITY);
411         else
412                 view_quality = 1;
413
414         button_attack2 = (input_buttons & BUTTON_3);
415         button_zoom = (input_buttons & BUTTON_4);
416
417 #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
418         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
419         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
420         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);
421         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
422         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
423         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
424         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
425
426         vf_size = getpropertyvec(VF_SIZE);
427         vf_min = getpropertyvec(VF_MIN);
428         vid_width = vf_size_x;
429         vid_height = vf_size_y;
430
431         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
432         vector splash_pos = '0 0 0', splash_size = '0 0 0';
433
434         WaypointSprite_Load();
435
436         CSQCPlayer_SetCamera();
437
438 #ifdef COMPAT_XON050_ENGINE
439         if(spectatee_status)
440                 myteam = GetPlayerColor(spectatee_status - 1);
441         else
442 #endif
443                 myteam = GetPlayerColor(player_localentnum - 1);
444
445         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
446
447         float is_dead = (getstati(STAT_HEALTH) <= 0);
448
449         // FIXME do we need this hack?
450         if(isdemo())
451         {
452                 // in demos, input_buttons do not work
453                 button_zoom = (autocvar__togglezoom == "-");
454         }
455         else if(button_zoom
456                 && autocvar_cl_unpress_zoom_on_death
457                 && (spectatee_status >= 0)
458                 && (is_dead || intermission))
459         {
460                 // no zoom while dead or in intermission please
461                 localcmd("-zoom\n");
462                 button_zoom = FALSE;
463         }
464
465         // event chase camera
466         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
467         {
468                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
469                 {
470                         // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
471                         vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
472
473                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
474                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
475                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
476                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
477
478                         // make the camera smooth back
479                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
480                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
481                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
482                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
483
484                         makevectors(view_angles);
485
486                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
487                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
488
489                         // If the boxtrace fails, revert back to line tracing.
490                         if(trace_startsolid)
491                         {
492                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
493                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
494                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
495                         }
496                         else { setproperty(VF_ORIGIN, trace_endpos); }
497
498                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
499                 }
500                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
501                 {
502                         cvar_set("chase_active", "0");
503                         eventchase_current_distance = 0; // start from 0 next time
504                 }
505         }
506         // workaround for camera stuck between player's legs when using chase_active 1
507         // because the engine stops updating the chase_active camera when the game ends
508         else if(intermission)
509         {
510                 cvar_settemp("chase_active", "-1");
511                 eventchase_current_distance = 0;
512         }
513
514         // do lockview after event chase camera so that it still applies whenever necessary.
515         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
516         {
517                 setproperty(VF_ORIGIN, freeze_org);
518                 setproperty(VF_ANGLES, freeze_ang);
519         }
520         else
521         {
522                 freeze_org = getpropertyvec(VF_ORIGIN);
523                 freeze_ang = getpropertyvec(VF_ANGLES);
524         }
525
526         WarpZone_FixView();
527         //WarpZone_FixPMove();
528
529         // Render the Scene
530         view_origin = getpropertyvec(VF_ORIGIN);
531         view_angles = getpropertyvec(VF_ANGLES);
532         makevectors(view_angles);
533         view_forward = v_forward;
534         view_right = v_right;
535         view_up = v_up;
536
537 #ifdef BLURTEST
538         if(time > blurtest_time0 && time < blurtest_time1)
539         {
540                 float r, t;
541
542                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
543                 r = t * blurtest_radius;
544                 f = 1 / pow(t, blurtest_power) - 1;
545
546                 cvar_set("r_glsl_postprocess", "1");
547                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
548         }
549         else
550         {
551                 cvar_set("r_glsl_postprocess", "0");
552                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
553         }
554 #endif
555
556         TargetMusic_Advance();
557         Fog_Force();
558
559         if(drawtime == 0)
560                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
561         else
562                 drawframetime = bound(0.000001, time - drawtime, 1);
563         drawtime = time;
564
565         // watch for gametype changes here...
566         // in ParseStuffCMD the cmd isn't executed yet :/
567         // might even be better to add the gametype to TE_CSQC_INIT...?
568         if(!postinit)
569                 PostInit();
570
571         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
572         {
573                 if(calledhooks & HOOK_START)
574                 {
575                         localcmd("\ncl_hook_gameend\n");
576                         calledhooks |= HOOK_END;
577                 }
578         }
579
580         Announcer();
581
582         fov = autocvar_fov;
583         if(fov <= 59.5)
584         {
585                 if(!zoomscript_caught)
586                 {
587                         localcmd("+button9\n");
588                         zoomscript_caught = 1;
589                 }
590         }
591         else
592         {
593                 if(zoomscript_caught)
594                 {
595                         localcmd("-button9\n");
596                         zoomscript_caught = 0;
597                 }
598         }
599
600         ColorTranslateMode = autocvar_cl_stripcolorcodes;
601
602         // next WANTED weapon (for HUD)
603         switchweapon = getstati(STAT_SWITCHWEAPON);
604
605         // currently switching-to weapon (for crosshair)
606         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
607
608         // actually active weapon (for zoom)
609         activeweapon = getstati(STAT_ACTIVEWEAPON);
610
611         f = (serverflags & SERVERFLAG_TEAMPLAY);
612         if(f != teamplay)
613         {
614                 teamplay = f;
615                 HUD_InitScores();
616         }
617
618         if(last_switchweapon != switchweapon)
619         {
620                 weapontime = time;
621                 last_switchweapon = switchweapon;
622                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
623                 {
624                         localcmd("-zoom\n");
625                         button_zoom = FALSE;
626                 }
627                 if(autocvar_cl_unpress_attack_on_weapon_switch)
628                 {
629                         localcmd("-fire\n");
630                         localcmd("-fire2\n");
631                         button_attack2 = FALSE;
632                 }
633         }
634         if(last_activeweapon != activeweapon)
635         {
636                 last_activeweapon = activeweapon;
637
638                 e = get_weaponinfo(activeweapon);
639                 if(e.netname != "")
640                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
641                 else
642                         localcmd("\ncl_hook_activeweapon none\n");
643         }
644
645         // ALWAYS Clear Current Scene First
646         clearscene();
647 #ifdef WORKAROUND_XON010
648         if(checkextension("DP_CSQC_ROTATEMOVES"))
649         {
650 #endif
651         setproperty(VF_ORIGIN, view_origin);
652         setproperty(VF_ANGLES, view_angles);
653 #ifdef WORKAROUND_XON010
654         }
655 #endif
656
657         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
658         setproperty(VF_SIZE, vf_size);
659         setproperty(VF_MIN, vf_min);
660
661         // Assign Standard Viewflags
662         // Draw the World (and sky)
663         setproperty(VF_DRAWWORLD, 1);
664
665         // Set the console size vars
666         vid_conwidth = autocvar_vid_conwidth;
667         vid_conheight = autocvar_vid_conheight;
668         vid_pixelheight = autocvar_vid_pixelheight;
669
670         setproperty(VF_FOV, GetCurrentFov(fov));
671
672         // Camera for demo playback
673         if(camera_active)
674         {
675                 if(autocvar_camera_enable)
676                         CSQC_Demo_Camera();
677                 else
678                 {
679                         cvar_set("chase_active", ftos(chase_active_backup));
680                         cvar_set("cl_demo_mousegrab", "0");
681                         camera_active = FALSE;
682                 }
683         }
684 #ifdef CAMERATEST
685         else if(autocvar_camera_enable)
686 #else
687         else if(autocvar_camera_enable && isdemo())
688 #endif
689         {
690                 // Enable required Darkplaces cvars
691                 chase_active_backup = autocvar_chase_active;
692                 cvar_set("chase_active", "2");
693                 cvar_set("cl_demo_mousegrab", "1");
694                 camera_active = TRUE;
695                 camera_mode = FALSE;
696         }
697
698         // Draw the Crosshair
699         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
700
701         // Draw the Engine Status Bar (the default Quake HUD)
702         setproperty(VF_DRAWENGINESBAR, 0);
703
704         // Update the mouse position
705         /*
706            mousepos_x = vid_conwidth;
707            mousepos_y = vid_conheight;
708            mousepos = mousepos*0.5 + getmousepos();
709          */
710
711         e = self;
712         for(self = world; (self = nextent(self)); )
713                 if(self.draw)
714                         self.draw();
715         self = e;
716
717         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
718         renderscene();
719
720         // now switch to 2D drawing mode by calling a 2D drawing function
721         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
722         // next R_RenderScene call
723         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
724
725         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
726         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
727         {
728                 // apply night vision effect
729                 vector tc_00, tc_01, tc_10, tc_11;
730                 vector rgb;
731                 rgb_x = 0; // fteqcc sucks
732                 rgb_y = 0; // fteqcc sucks
733                 rgb_z = 0; // fteqcc sucks
734
735                 if(!nightvision_noise)
736                 {
737                         nightvision_noise = spawn();
738                         nightvision_noise.classname = "nightvision_noise";
739                 }
740                 if(!nightvision_noise2)
741                 {
742                         nightvision_noise2 = spawn();
743                         nightvision_noise2.classname = "nightvision_noise2";
744                 }
745
746                 // color tint in yellow
747                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
748
749                 // draw BG
750                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
751                 rgb = '1 1 1';
752                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
753                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
754                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
755                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
756                 tc_11 = tc_01 + tc_10 - tc_00;
757                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
758                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
759                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
760                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
761                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
762                 R_EndPolygon();
763
764                 // draw FG
765                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
766                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
767                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
768                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
769                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
770                 tc_11 = tc_01 + tc_10 - tc_00;
771                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
772                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
773                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
774                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
775                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
776                 R_EndPolygon();
777         }
778         
779         // Draw the aiming reticle for weapons that use it
780         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
781         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
782         // the view to go back to normal, so reticle_type would become 0 as we fade out)
783         if(spectatee_status || is_dead || hud != HUD_NORMAL)
784                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
785         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
786                 reticle_type = 2; // nex zoom
787         else if(button_zoom || zoomscript_caught)
788                 reticle_type = 1; // normal zoom
789         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
790                 reticle_type = 2; // nex zoom
791     
792         if(reticle_type && autocvar_cl_reticle)
793         {
794                 if(autocvar_cl_reticle_stretch)
795                 {
796                         reticle_size_x = vid_conwidth;
797                         reticle_size_y = vid_conheight;
798                         reticle_pos_x = 0;
799                         reticle_pos_y = 0;
800                 }
801                 else
802                 {
803                         reticle_size_x = max(vid_conwidth, vid_conheight);
804                         reticle_size_y = max(vid_conwidth, vid_conheight);
805                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
806                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
807                 }
808
809                 f = current_zoomfraction;
810                 if(zoomscript_caught)
811                         f = 1;
812                 if(autocvar_cl_reticle_item_normal)
813                 {
814                         if(reticle_type == 1 && f)
815                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
816                 }
817                 if(autocvar_cl_reticle_item_nex)
818                 {
819                         if(reticle_type == 2 && f)
820                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
821                 }
822         }
823
824
825         // improved polyblend
826         if(autocvar_hud_contents)
827         {
828                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
829                 vector liquidcolor;
830
831                 switch(pointcontents(view_origin))
832                 {
833                         case CONTENT_WATER:
834                                 liquidalpha = autocvar_hud_contents_water_alpha;
835                                 liquidcolor = stov(autocvar_hud_contents_water_color);
836                                 incontent = 1;
837                                 break;
838
839                         case CONTENT_LAVA:
840                                 liquidalpha = autocvar_hud_contents_lava_alpha;
841                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
842                                 incontent = 1;
843                                 break;
844
845                         case CONTENT_SLIME:
846                                 liquidalpha = autocvar_hud_contents_slime_alpha;
847                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
848                                 incontent = 1;
849                                 break;
850
851                         default:
852                                 liquidalpha = 0;
853                                 liquidcolor = '0 0 0';
854                                 incontent = 0;
855                                 break;
856                 }
857
858                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
859                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
860                         contentfadetime = autocvar_hud_contents_fadeintime;
861                         liquidalpha_prev = liquidalpha;
862                         liquidcolor_prev = liquidcolor;
863                 }
864                 else
865                         contentfadetime = autocvar_hud_contents_fadeouttime;
866
867                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
868                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
869
870                 if(contentavgalpha)
871                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
872
873                 if(autocvar_hud_postprocessing)
874                 {
875                         if(autocvar_hud_contents_blur && contentavgalpha)
876                         {
877                                 content_blurpostprocess_x = 1;
878                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
879                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
880                         }
881                         else
882                         {
883                                 content_blurpostprocess_x = 0;
884                                 content_blurpostprocess_y = 0;
885                                 content_blurpostprocess_z = 0;
886                         }
887                 }
888         }
889
890         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
891         {
892                 splash_size_x = max(vid_conwidth, vid_conheight);
893                 splash_size_y = max(vid_conwidth, vid_conheight);
894                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
895                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
896
897                 float myhealth_flash_temp;
898                 myhealth = getstati(STAT_HEALTH);
899
900                 // fade out
901                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
902                 // add new damage
903                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
904
905                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
906                 pain_threshold = autocvar_hud_damage_pain_threshold;
907                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
908                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
909
910                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
911                 {
912                         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);
913                 }
914
915                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
916
917                 if(myhealth_prev < 1)
918                 {
919                         if(myhealth >= 1)
920                         {
921                                 myhealth_flash = 0; // just spawned, clear the flash immediately
922                                 myhealth_flash_temp = 0;
923                         }
924                         else
925                         {
926                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
927                         }
928                 }
929
930                 if(spectatee_status == -1 || intermission)
931                 {
932                         myhealth_flash = 0; // observing, or match ended
933                         myhealth_flash_temp = 0;
934                 }
935
936                 myhealth_prev = myhealth;
937
938                 // IDEA: change damage color/picture based on player model for robot/alien species?
939                 // pro: matches model better
940                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
941                 // maybe different reddish pics?
942                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
943                 {
944                         if(autocvar_cl_gentle_damage == 2)
945                         {
946                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
947                                 {
948                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
949                                 }
950                         }
951                         else
952                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
953
954                         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);
955                 }
956                 else
957                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
958
959                 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
960                 {
961                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
962                         {
963                                 damage_blurpostprocess_x = 1;
964                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
965                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
966                         }
967                         else
968                         {
969                                 damage_blurpostprocess_x = 0;
970                                 damage_blurpostprocess_y = 0;
971                                 damage_blurpostprocess_z = 0;
972                         }
973                 }
974         }
975
976         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
977         float e2 = (autocvar_hud_powerup != 0);
978         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
979         {
980                 // enable or disable rendering types if they are used or not
981                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
982                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
983
984                 // blur postprocess handling done first (used by hud_damage and hud_contents)
985                 if((damage_blurpostprocess_x || content_blurpostprocess_x))
986                 {
987                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
988                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
989                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
990                         {
991                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
992                                 old_blurradius = blurradius;
993                                 old_bluralpha = bluralpha;
994                         }
995                 }
996                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
997                 {
998                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
999                         old_blurradius = 0;
1000                         old_bluralpha = 0;
1001                 }
1002
1003                 // edge detection postprocess handling done second (used by hud_powerup) 
1004                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1005                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1006                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1007                 
1008                 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1009                 
1010                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1011                 {
1012                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1013                         {
1014                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1015                                 old_sharpen_intensity = sharpen_intensity;
1016                         }
1017                 }
1018                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1019                 {
1020                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1021                         old_sharpen_intensity = 0;
1022                 }
1023
1024                 if(cvar("r_glsl_postprocess") == 0)
1025                         cvar_set("r_glsl_postprocess", "2");
1026         }
1027         else if(cvar("r_glsl_postprocess") == 2)
1028                 cvar_set("r_glsl_postprocess", "0");
1029
1030         if(menu_visible)
1031                 menu_show();
1032
1033         /*if(gametype == MAPINFO_TYPE_CTF)
1034           {
1035           ctf_view();
1036           } else */
1037
1038         // draw 2D entities
1039         e = self;
1040         for(self = world; (self = nextent(self)); )
1041                 if(self.draw2d)
1042                         self.draw2d();
1043         self = e;
1044         Draw_ShowNames_All();
1045
1046         scoreboard_active = HUD_WouldDrawScoreboard();
1047
1048         hit_time = getstatf(STAT_HIT_TIME);
1049         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1050         {
1051                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1052                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1053                         
1054                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1055         }
1056         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1057         if(typehit_time > nextsound_typehit_time) 
1058         {
1059                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1060                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1061                         
1062                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1063         }
1064
1065         //else
1066         {
1067                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1068                 {
1069                         if(getstati(STAT_FROZEN))
1070                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1071                         if(getstatf(STAT_REVIVE_PROGRESS))
1072                         {
1073                                 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);
1074                                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1075                         }
1076                 }
1077
1078                 if(autocvar_r_letterbox == 0)
1079                         if(autocvar_viewsize < 120)
1080                                 CSQC_common_hud();
1081
1082                 // crosshair goes VERY LAST
1083                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1084                 {
1085                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1086                                 return;
1087                                 
1088                         string wcross_style;
1089                         float wcross_alpha, wcross_resolution;
1090                         wcross_style = autocvar_crosshair;
1091                         if (wcross_style == "0")
1092                                 return;
1093                         wcross_resolution = autocvar_crosshair_size;
1094                         if (wcross_resolution == 0)
1095                                 return;
1096                         wcross_alpha = autocvar_crosshair_alpha;
1097                         if (wcross_alpha == 0)
1098                                 return;
1099
1100                         // TrueAim check
1101                         float shottype;
1102
1103                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1104                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1105                         wcross_origin_z = 0;
1106                         if(autocvar_crosshair_hittest)
1107                         {
1108                                 vector wcross_oldorigin;
1109                                 wcross_oldorigin = wcross_origin;
1110                                 shottype = TrueAimCheck();
1111                                 if(shottype == SHOTTYPE_HITWORLD)
1112                                 {
1113                                         v = wcross_origin - wcross_oldorigin;
1114                                         v_x /= vid_conwidth;
1115                                         v_y /= vid_conheight;
1116                                         if(vlen(v) > 0.01)
1117                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1118                                 }
1119                                 if(!autocvar_crosshair_hittest_showimpact)
1120                                         wcross_origin = wcross_oldorigin;
1121                         }
1122                         else
1123                                 shottype = SHOTTYPE_HITWORLD;
1124
1125                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1126                         string wcross_wep = "", wcross_name;
1127                         float wcross_scale, wcross_blur;
1128
1129                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1130                                 e = get_weaponinfo(switchingweapon);
1131                                 if (e && e.netname != "")
1132                                 {
1133                                         wcross_wep = e.netname;
1134                                         if(autocvar_crosshair_per_weapon)
1135                                         {
1136                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1137                                                 if (wcross_resolution == 0)
1138                                                         return;
1139                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1140                                                 if (wcross_alpha == 0)
1141                                                         return;
1142
1143                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1144                                                 if(wcross_style == "" || wcross_style == "0")
1145                                                         wcross_style = wcross_wep;
1146                                         }
1147                                 }
1148                         }
1149                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1150                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1151                         else if(autocvar_crosshair_color_by_health)
1152                         {
1153                                 float x = getstati(STAT_HEALTH);
1154
1155                                 //x = red
1156                                 //y = green
1157                                 //z = blue
1158
1159                                 wcross_color_z = 0;
1160
1161                                 if(x > 200)
1162                                 {
1163                                         wcross_color_x = 0;
1164                                         wcross_color_y = 1;
1165                                 }
1166                                 else if(x > 150)
1167                                 {
1168                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1169                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1170                                 }
1171                                 else if(x > 100)
1172                                 {
1173                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1174                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1175                                         wcross_color_z = 1 - (x-100)*0.02;
1176                                 }
1177                                 else if(x > 50)
1178                                 {
1179                                         wcross_color_x = 1;
1180                                         wcross_color_y = 1;
1181                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1182                                 }
1183                                 else if(x > 20)
1184                                 {
1185                                         wcross_color_x = 1;
1186                                         wcross_color_y = (x-20)*90/27/100;
1187                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1188                                 }
1189                                 else
1190                                 {
1191                                         wcross_color_x = 1;
1192                                         wcross_color_y = 0;
1193                                 }
1194                         }
1195                         else
1196                                 wcross_color = stov(autocvar_crosshair_color);
1197
1198                         wcross_name = strcat("gfx/crosshair", wcross_style);
1199
1200                         if(autocvar_crosshair_effect_scalefade)
1201                         {
1202                                 wcross_scale = wcross_resolution;
1203                                 wcross_resolution = 1;
1204                         }
1205                         else
1206                         {
1207                                 wcross_scale = 1;
1208                         }
1209
1210                         if(autocvar_crosshair_pickup)
1211                         {
1212                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1213                                 
1214                                 if(pickup_crosshair_time < stat_pickup_time)
1215                                 {
1216                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1217                                                 pickup_crosshair_size = 1;
1218                                                 
1219                                         pickup_crosshair_time = stat_pickup_time;
1220                                 }
1221
1222                                 if(pickup_crosshair_size > 0)
1223                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1224                                 else
1225                                         pickup_crosshair_size = 0;
1226
1227                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1228                         }
1229
1230                         if(autocvar_crosshair_hitindication)
1231                         {
1232                                 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1233                                 
1234                                 if(hitindication_crosshair_time < hit_time)
1235                                 {
1236                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1237                                                 hitindication_crosshair_size = 1;
1238                                                 
1239                                         hitindication_crosshair_time = hit_time;
1240                                 }
1241
1242                                 if(hitindication_crosshair_size > 0)
1243                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1244                                 else
1245                                         hitindication_crosshair_size = 0;
1246
1247                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1248                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1249                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1250                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1251                         }
1252
1253                         if(shottype == SHOTTYPE_HITENEMY)
1254                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1255                         if(shottype == SHOTTYPE_HITTEAM)
1256                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1257
1258                         f = autocvar_crosshair_effect_speed;
1259                         if(f < 0)
1260                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1261                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1262                         {
1263                                 wcross_changedonetime = time + f;
1264                         }
1265                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1266                         {
1267                                 wcross_name_changestarttime = time;
1268                                 wcross_name_changedonetime = time + f;
1269                                 if(wcross_name_goal_prev_prev)
1270                                         strunzone(wcross_name_goal_prev_prev);
1271                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1272                                 wcross_name_goal_prev = strzone(wcross_name);
1273                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1274                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1275                                 wcross_resolution_goal_prev = wcross_resolution;
1276                         }
1277
1278                         wcross_scale_goal_prev = wcross_scale;
1279                         wcross_alpha_goal_prev = wcross_alpha;
1280                         wcross_color_goal_prev = wcross_color;
1281
1282                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1283                         {
1284                                 wcross_blur = 1;
1285                                 wcross_alpha *= 0.75;
1286                         }
1287                         else
1288                                 wcross_blur = 0;
1289                         // *_prev is at time-frametime
1290                         // * is at wcross_changedonetime+f
1291                         // what do we have at time?
1292                         if(time < wcross_changedonetime)
1293                         {
1294                                 f = frametime / (wcross_changedonetime - time + frametime);
1295                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1296                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1297                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1298                         }
1299
1300                         wcross_scale_prev = wcross_scale;
1301                         wcross_alpha_prev = wcross_alpha;
1302                         wcross_color_prev = wcross_color;
1303
1304                         wcross_scale *= 1 - autocvar__menu_alpha;
1305                         wcross_alpha *= 1 - autocvar__menu_alpha;
1306                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1307
1308                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1309                         {
1310                                 // crosshair rings for weapon stats
1311                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1312                                 {
1313                                         // declarations and stats
1314                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1315                                         string ring_image = string_null, ring_inner_image = string_null;
1316                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1317
1318                                         ring_scale = autocvar_crosshair_ring_size;
1319
1320                                         float weapon_clipload, weapon_clipsize;
1321                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1322                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1323
1324                                         float nex_charge, nex_chargepool;
1325                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1326                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1327
1328                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1329                                                 nex_charge_movingavg = nex_charge;
1330
1331
1332                                         // handle the values
1333                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1334                                         {
1335                                                 if (nex_chargepool || use_nex_chargepool) { 
1336                                                         use_nex_chargepool = 1; 
1337                                                         ring_inner_value = nex_chargepool;
1338                                                 } else { 
1339                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1340                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1341                                                 }
1342
1343                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1344                                                 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;
1345                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1346
1347                                                 // draw the outer ring to show the current charge of the weapon
1348                                                 ring_value = nex_charge;
1349                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1350                                                 ring_rgb = wcross_color;
1351                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1352                                         }
1353                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1354                                         {
1355                                                 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.
1356                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1357                                                 ring_rgb = wcross_color;
1358                                                 ring_image = "gfx/crosshair_ring.tga";
1359                                         }
1360                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1361                                         {
1362                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1363                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1364                                                 ring_rgb = wcross_color;
1365                                                 ring_image = "gfx/crosshair_ring.tga";
1366                                         }
1367
1368                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1369                                         {
1370                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1371                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1372                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1373                                                 ring_rgb = wcross_color;
1374
1375                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1376                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1377                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1378                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1379                                                 else
1380                                                         ring_image = "gfx/crosshair_ring.tga";
1381                                         }
1382
1383                                         // if in weapon switch animation, fade ring out/in
1384                                         if(g_weaponswitchdelay > 0)
1385                                         {
1386                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1387                                                 if(f > 0 && f < 2)
1388                                                         ring_alpha *= fabs(1 - f);
1389                                         }
1390
1391                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1392                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1393
1394                                         if (ring_value)
1395                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1396                                 }
1397
1398 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1399                                 do \
1400                                 { \
1401                                         if(wcross_blur > 0) \
1402                                         { \
1403                                                 for(i = -2; i <= 2; ++i) \
1404                                                 for(j = -2; j <= 2; ++j) \
1405                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1406                                         } \
1407                                         else \
1408                                         { \
1409                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1410                                         } \
1411                                 } \
1412                                 while(0)
1413
1414 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1415                                 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)
1416
1417 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1418                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1419
1420                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1421                                 {
1422                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1423                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1424                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1425                                         f = 1 - f;
1426                                 }
1427                                 else
1428                                 {
1429                                         f = 1;
1430                                 }
1431                                 wcross_name_alpha_goal_prev = f;
1432
1433                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1434                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1435
1436                                 if(autocvar_crosshair_dot)
1437                                 {
1438                                         vector wcross_color_old;
1439                                         wcross_color_old = wcross_color;
1440                                         
1441                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1442                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1443                                                 
1444                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1445                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1446                                         wcross_color = wcross_color_old;
1447                                 }
1448                         }
1449                 }
1450                 else
1451                 {
1452                         wcross_scale_prev = 0;
1453                         wcross_alpha_prev = 0;
1454                         wcross_scale_goal_prev = 0;
1455                         wcross_alpha_goal_prev = 0;
1456                         wcross_changedonetime = 0;
1457                         if(wcross_name_goal_prev)
1458                                 strunzone(wcross_name_goal_prev);
1459                         wcross_name_goal_prev = string_null;
1460                         if(wcross_name_goal_prev_prev)
1461                                 strunzone(wcross_name_goal_prev_prev);
1462                         wcross_name_goal_prev_prev = string_null;
1463                         wcross_name_changestarttime = 0;
1464                         wcross_name_changedonetime = 0;
1465                         wcross_name_alpha_goal_prev = 0;
1466                         wcross_name_alpha_goal_prev_prev = 0;
1467                         wcross_resolution_goal_prev = 0;
1468                         wcross_resolution_goal_prev_prev = 0;
1469                 }
1470         }
1471
1472         if(NextFrameCommand)
1473         {
1474                 localcmd("\n", NextFrameCommand, "\n");
1475                 NextFrameCommand = string_null;
1476         }
1477
1478         // we must do this check AFTER a frame was rendered, or it won't work
1479         if(cs_project_is_b0rked == 0)
1480         {
1481                 string w0, h0;
1482                 w0 = ftos(autocvar_vid_conwidth);
1483                 h0 = ftos(autocvar_vid_conheight);
1484                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1485                 //setproperty(VF_FOV, '90 90 0');
1486                 setproperty(VF_ORIGIN, '0 0 0');
1487                 setproperty(VF_ANGLES, '0 0 0');
1488                 setproperty(VF_PERSPECTIVE, 1);
1489                 makevectors('0 0 0');
1490                 vector v1, v2;
1491                 cvar_set("vid_conwidth", "800");
1492                 cvar_set("vid_conheight", "600");
1493                 v1 = cs_project(v_forward);
1494                 cvar_set("vid_conwidth", "640");
1495                 cvar_set("vid_conheight", "480");
1496                 v2 = cs_project(v_forward);
1497                 if(v1 == v2)
1498                         cs_project_is_b0rked = 1;
1499                 else
1500                         cs_project_is_b0rked = -1;
1501                 cvar_set("vid_conwidth", w0);
1502                 cvar_set("vid_conheight", h0);
1503         }
1504
1505         if(autocvar__hud_configure)
1506                 HUD_Panel_Mouse();
1507     
1508     if(hud && !intermission)
1509     {        
1510         if(hud == HUD_SPIDERBOT)
1511             CSQC_SPIDER_HUD();
1512         else if(hud == HUD_WAKIZASHI)
1513             CSQC_WAKIZASHI_HUD();
1514         else if(hud == HUD_RAPTOR)
1515             CSQC_RAPTOR_HUD();
1516         else if(hud == HUD_BUMBLEBEE)
1517             CSQC_BUMBLE_HUD();
1518         else if(hud == HUD_BUMBLEBEE_GUN)
1519             CSQC_BUMBLE_GUN_HUD();
1520     }
1521         
1522         cl_notice_run();
1523         
1524         // let's reset the view back to normal for the end
1525         setproperty(VF_MIN, '0 0 0');
1526         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1527 }
1528
1529
1530 void CSQC_common_hud(void)
1531 {
1532         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1533                 Accuracy_LoadLevels();
1534
1535     HUD_Main(); // always run these functions for alpha checks
1536     HUD_DrawScoreboard();
1537
1538     if (scoreboard_active) // scoreboard/accuracy
1539         HUD_Reset();
1540     else if (intermission == 2) // map voting screen
1541     {
1542         HUD_FinaleOverlay();
1543         HUD_Reset();
1544     }
1545         /*
1546         switch(hud)
1547         {
1548                 case HUD_SPIDERBOT:
1549                         CSQC_SPIDER_HUD();
1550                         break;
1551
1552                 case HUD_WAKIZASHI:
1553                         CSQC_WAKIZASHI_HUD();
1554                         break;
1555
1556         case HUD_BUMBLEBEE:
1557             CSQC_BUMBLE_HUD();
1558             break;
1559         }
1560         */
1561 }
1562
1563
1564 // following vectors must be global to allow seamless switching between camera modes
1565 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1566 void CSQC_Demo_Camera()
1567 {
1568         float speed, attenuation, dimensions;
1569         vector tmp, delta;
1570
1571         if( autocvar_camera_reset || !camera_mode )
1572         {
1573                 camera_offset = '0 0 0';
1574                 current_angles = '0 0 0';
1575                 camera_direction = '0 0 0';
1576                 camera_offset_z += 30;
1577                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1578                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1579                 current_origin = view_origin;
1580                 current_camera_offset  = camera_offset;
1581                 cvar_set("camera_reset", "0");
1582                 camera_mode = CAMERA_CHASE;
1583         }
1584
1585         // Camera angles
1586         if( camera_roll )
1587                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1588
1589         if(autocvar_camera_look_player)
1590         {
1591                 vector dir;
1592                 float n;
1593
1594                 dir = normalize(view_origin - current_position);
1595                 n = mouse_angles_z;
1596                 mouse_angles = vectoangles(dir);
1597                 mouse_angles_x = mouse_angles_x * -1;
1598                 mouse_angles_z = n;
1599         }
1600         else
1601         {
1602                 tmp = getmousepos() * 0.1;
1603                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1604                 {
1605                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1606                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1607                 }
1608         }
1609
1610         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1611         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1612         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1613         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1614
1615         // Fix difference when angles don't have the same sign
1616         delta = '0 0 0';
1617         if(mouse_angles_y < -60 && current_angles_y > 60)
1618                 delta = '0 360 0';
1619         if(mouse_angles_y > 60 && current_angles_y < -60)
1620                 delta = '0 -360 0';
1621
1622         if(autocvar_camera_look_player)
1623                 attenuation = autocvar_camera_look_attenuation;
1624         else
1625                 attenuation = autocvar_camera_speed_attenuation;
1626
1627         attenuation = 1 / max(1, attenuation);
1628         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1629
1630         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1631         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1632         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1633         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1634
1635         // Camera position
1636         tmp = '0 0 0';
1637         dimensions = 0;
1638
1639         if( camera_direction_x )
1640         {
1641                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1642                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1643                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1644                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1645                 ++dimensions;
1646         }
1647
1648         if( camera_direction_y )
1649         {
1650                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1651                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1652                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1653                 ++dimensions;
1654         }
1655
1656         if( camera_direction_z )
1657         {
1658                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1659                 ++dimensions;
1660         }
1661
1662         if(autocvar_camera_free)
1663                 speed = autocvar_camera_speed_free;
1664         else
1665                 speed = autocvar_camera_speed_chase;
1666
1667         if(dimensions)
1668         {
1669                 speed = speed * sqrt(1 / dimensions);
1670                 camera_offset += tmp * speed;
1671         }
1672
1673         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1674
1675         // Camera modes
1676         if( autocvar_camera_free )
1677         {
1678                 if ( camera_mode == CAMERA_CHASE )
1679                 {
1680                         current_camera_offset = current_origin + current_camera_offset;
1681                         camera_offset = current_origin + camera_offset;
1682                 }
1683
1684                 camera_mode = CAMERA_FREE;
1685                 current_position = current_camera_offset;
1686         }
1687         else
1688         {
1689                 if ( camera_mode == CAMERA_FREE )
1690                 {
1691                         current_origin = view_origin;
1692                         camera_offset = camera_offset - current_origin;
1693                         current_camera_offset = current_camera_offset - current_origin;
1694                 }
1695
1696                 camera_mode = CAMERA_CHASE;
1697
1698                 if(autocvar_camera_chase_smoothly)
1699                         current_origin += (view_origin - current_origin) * attenuation;
1700                 else
1701                         current_origin = view_origin;
1702
1703                 current_position = current_origin + current_camera_offset;
1704         }
1705
1706         setproperty(VF_ANGLES, current_angles);
1707         setproperty(VF_ORIGIN, current_position);
1708 }