]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge remote-tracking branch 'origin/master' into samual/individual_switchdelay
[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 float rainbow_last_flicker;
385 vector rainbow_prev_color;
386
387 #define BUTTON_3 4
388 #define BUTTON_4 8
389 float cl_notice_run();
390 float prev_myteam;
391 void CSQC_UpdateView(float w, float h)
392 {
393         entity e;
394         float fov;
395         float f, i, j;
396         vector v;
397         vector vf_size, vf_min;
398         float a;
399
400         execute_next_frame();
401
402         ++framecount;
403
404         hud = getstati(STAT_HUD);
405
406         if(autocvar__hud_showbinds_reload) // menu can set this one
407         {
408                 db_close(binddb);
409                 binddb = db_create();
410                 cvar_set("_hud_showbinds_reload", "0");
411         }
412
413         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
414                 view_quality = getproperty(VF_MINFPS_QUALITY);
415         else
416                 view_quality = 1;
417
418         button_attack2 = (input_buttons & BUTTON_3);
419         button_zoom = (input_buttons & BUTTON_4);
420
421 #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
422         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
423         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
424         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);
425         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
426         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
427         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
428         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
429
430         vf_size = getpropertyvec(VF_SIZE);
431         vf_min = getpropertyvec(VF_MIN);
432         vid_width = vf_size_x;
433         vid_height = vf_size_y;
434
435         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
436         vector splash_pos = '0 0 0', splash_size = '0 0 0';
437
438         WaypointSprite_Load();
439
440         CSQCPlayer_SetCamera();
441
442 #ifdef COMPAT_XON050_ENGINE
443         if(spectatee_status)
444                 myteam = GetPlayerColor(spectatee_status - 1);
445         else
446 #endif
447                 myteam = GetPlayerColor(player_localentnum - 1);
448
449         if(myteam != prev_myteam)
450         {
451                 myteamcolors = colormapPaletteColor(myteam, 1);
452                 for(i = 0; i < HUD_PANEL_NUM; ++i)
453                         hud_panel[i].update_time = time;
454                 prev_myteam = myteam;
455         }
456
457         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
458
459         float is_dead = (getstati(STAT_HEALTH) <= 0);
460
461         // FIXME do we need this hack?
462         if(isdemo())
463         {
464                 // in demos, input_buttons do not work
465                 button_zoom = (autocvar__togglezoom == "-");
466         }
467         else if(button_zoom
468                 && autocvar_cl_unpress_zoom_on_death
469                 && (spectatee_status >= 0)
470                 && (is_dead || intermission))
471         {
472                 // no zoom while dead or in intermission please
473                 localcmd("-zoom\n");
474                 button_zoom = FALSE;
475         }
476
477         // event chase camera
478         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
479         {
480                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
481                 {
482                         // 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.)
483                         vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
484
485                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
486                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
487                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
488                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
489
490                         // make the camera smooth back
491                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
492                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
493                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
494                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
495
496                         makevectors(view_angles);
497
498                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
499                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
500
501                         // If the boxtrace fails, revert back to line tracing.
502                         if(trace_startsolid)
503                         {
504                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
505                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
506                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
507                         }
508                         else { setproperty(VF_ORIGIN, trace_endpos); }
509
510                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
511                 }
512                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
513                 {
514                         cvar_set("chase_active", "0");
515                         eventchase_current_distance = 0; // start from 0 next time
516                 }
517         }
518         // workaround for camera stuck between player's legs when using chase_active 1
519         // because the engine stops updating the chase_active camera when the game ends
520         else if(intermission)
521         {
522                 cvar_settemp("chase_active", "-1");
523                 eventchase_current_distance = 0;
524         }
525
526         // do lockview after event chase camera so that it still applies whenever necessary.
527         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
528         {
529                 setproperty(VF_ORIGIN, freeze_org);
530                 setproperty(VF_ANGLES, freeze_ang);
531         }
532         else
533         {
534                 freeze_org = getpropertyvec(VF_ORIGIN);
535                 freeze_ang = getpropertyvec(VF_ANGLES);
536         }
537
538         WarpZone_FixView();
539         //WarpZone_FixPMove();
540
541         // Render the Scene
542         view_origin = getpropertyvec(VF_ORIGIN);
543         view_angles = getpropertyvec(VF_ANGLES);
544         makevectors(view_angles);
545         view_forward = v_forward;
546         view_right = v_right;
547         view_up = v_up;
548
549 #ifdef BLURTEST
550         if(time > blurtest_time0 && time < blurtest_time1)
551         {
552                 float r, t;
553
554                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
555                 r = t * blurtest_radius;
556                 f = 1 / pow(t, blurtest_power) - 1;
557
558                 cvar_set("r_glsl_postprocess", "1");
559                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
560         }
561         else
562         {
563                 cvar_set("r_glsl_postprocess", "0");
564                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
565         }
566 #endif
567
568         TargetMusic_Advance();
569         Fog_Force();
570
571         if(drawtime == 0)
572                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
573         else
574                 drawframetime = bound(0.000001, time - drawtime, 1);
575         drawtime = time;
576
577         // watch for gametype changes here...
578         // in ParseStuffCMD the cmd isn't executed yet :/
579         // might even be better to add the gametype to TE_CSQC_INIT...?
580         if(!postinit)
581                 PostInit();
582
583         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
584         {
585                 if(calledhooks & HOOK_START)
586                 {
587                         localcmd("\ncl_hook_gameend\n");
588                         calledhooks |= HOOK_END;
589                 }
590         }
591
592         Announcer();
593
594         fov = autocvar_fov;
595         if(fov <= 59.5)
596         {
597                 if(!zoomscript_caught)
598                 {
599                         localcmd("+button9\n");
600                         zoomscript_caught = 1;
601                 }
602         }
603         else
604         {
605                 if(zoomscript_caught)
606                 {
607                         localcmd("-button9\n");
608                         zoomscript_caught = 0;
609                 }
610         }
611
612         ColorTranslateMode = autocvar_cl_stripcolorcodes;
613
614         // next WANTED weapon (for HUD)
615         switchweapon = getstati(STAT_SWITCHWEAPON);
616
617         // currently switching-to weapon (for crosshair)
618         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
619
620         // actually active weapon (for zoom)
621         activeweapon = getstati(STAT_ACTIVEWEAPON);
622
623         f = (serverflags & SERVERFLAG_TEAMPLAY);
624         if(f != teamplay)
625         {
626                 teamplay = f;
627                 HUD_InitScores();
628         }
629
630         if(last_switchweapon != switchweapon)
631         {
632                 weapontime = time;
633                 last_switchweapon = switchweapon;
634                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
635                 {
636                         localcmd("-zoom\n");
637                         button_zoom = FALSE;
638                 }
639                 if(autocvar_cl_unpress_attack_on_weapon_switch)
640                 {
641                         localcmd("-fire\n");
642                         localcmd("-fire2\n");
643                         button_attack2 = FALSE;
644                 }
645         }
646         if(last_activeweapon != activeweapon)
647         {
648                 last_activeweapon = activeweapon;
649
650                 e = get_weaponinfo(activeweapon);
651                 if(e.netname != "")
652                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
653                 else
654                         localcmd("\ncl_hook_activeweapon none\n");
655         }
656
657         // ALWAYS Clear Current Scene First
658         clearscene();
659 #ifdef WORKAROUND_XON010
660         if(checkextension("DP_CSQC_ROTATEMOVES"))
661         {
662 #endif
663         setproperty(VF_ORIGIN, view_origin);
664         setproperty(VF_ANGLES, view_angles);
665 #ifdef WORKAROUND_XON010
666         }
667 #endif
668
669         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
670         setproperty(VF_SIZE, vf_size);
671         setproperty(VF_MIN, vf_min);
672
673         // Assign Standard Viewflags
674         // Draw the World (and sky)
675         setproperty(VF_DRAWWORLD, 1);
676
677         // Set the console size vars
678         vid_conwidth = autocvar_vid_conwidth;
679         vid_conheight = autocvar_vid_conheight;
680         vid_pixelheight = autocvar_vid_pixelheight;
681
682         setproperty(VF_FOV, GetCurrentFov(fov));
683
684         // Camera for demo playback
685         if(camera_active)
686         {
687                 if(autocvar_camera_enable)
688                         CSQC_Demo_Camera();
689                 else
690                 {
691                         cvar_set("chase_active", ftos(chase_active_backup));
692                         cvar_set("cl_demo_mousegrab", "0");
693                         camera_active = FALSE;
694                 }
695         }
696 #ifdef CAMERATEST
697         else if(autocvar_camera_enable)
698 #else
699         else if(autocvar_camera_enable && isdemo())
700 #endif
701         {
702                 // Enable required Darkplaces cvars
703                 chase_active_backup = autocvar_chase_active;
704                 cvar_set("chase_active", "2");
705                 cvar_set("cl_demo_mousegrab", "1");
706                 camera_active = TRUE;
707                 camera_mode = FALSE;
708         }
709
710         // Draw the Crosshair
711         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
712
713         // Draw the Engine Status Bar (the default Quake HUD)
714         setproperty(VF_DRAWENGINESBAR, 0);
715
716         // Update the mouse position
717         /*
718            mousepos_x = vid_conwidth;
719            mousepos_y = vid_conheight;
720            mousepos = mousepos*0.5 + getmousepos();
721          */
722
723         e = self;
724         for(self = world; (self = nextent(self)); )
725                 if(self.draw)
726                         self.draw();
727         self = e;
728
729         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
730         renderscene();
731
732         // now switch to 2D drawing mode by calling a 2D drawing function
733         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
734         // next R_RenderScene call
735         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
736
737         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
738         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
739         {
740                 // apply night vision effect
741                 vector tc_00, tc_01, tc_10, tc_11;
742                 vector rgb;
743                 rgb_x = 0; // fteqcc sucks
744                 rgb_y = 0; // fteqcc sucks
745                 rgb_z = 0; // fteqcc sucks
746
747                 if(!nightvision_noise)
748                 {
749                         nightvision_noise = spawn();
750                         nightvision_noise.classname = "nightvision_noise";
751                 }
752                 if(!nightvision_noise2)
753                 {
754                         nightvision_noise2 = spawn();
755                         nightvision_noise2.classname = "nightvision_noise2";
756                 }
757
758                 // color tint in yellow
759                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
760
761                 // draw BG
762                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
763                 rgb = '1 1 1';
764                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
765                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
766                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
767                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
768                 tc_11 = tc_01 + tc_10 - tc_00;
769                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
770                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
771                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
772                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
773                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
774                 R_EndPolygon();
775
776                 // draw FG
777                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
778                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
779                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
780                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
781                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
782                 tc_11 = tc_01 + tc_10 - tc_00;
783                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
784                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
785                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
786                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
787                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
788                 R_EndPolygon();
789         }
790         
791         // Draw the aiming reticle for weapons that use it
792         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
793         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
794         // the view to go back to normal, so reticle_type would become 0 as we fade out)
795         if(spectatee_status || is_dead || hud != HUD_NORMAL)
796                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
797         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
798                 reticle_type = 2; // nex zoom
799         else if(button_zoom || zoomscript_caught)
800                 reticle_type = 1; // normal zoom
801         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
802                 reticle_type = 2; // nex zoom
803     
804         if(reticle_type && autocvar_cl_reticle)
805         {
806                 if(autocvar_cl_reticle_stretch)
807                 {
808                         reticle_size_x = vid_conwidth;
809                         reticle_size_y = vid_conheight;
810                         reticle_pos_x = 0;
811                         reticle_pos_y = 0;
812                 }
813                 else
814                 {
815                         reticle_size_x = max(vid_conwidth, vid_conheight);
816                         reticle_size_y = max(vid_conwidth, vid_conheight);
817                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
818                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
819                 }
820
821                 f = current_zoomfraction;
822                 if(zoomscript_caught)
823                         f = 1;
824                 if(autocvar_cl_reticle_item_normal)
825                 {
826                         if(reticle_type == 1 && f)
827                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
828                 }
829                 if(autocvar_cl_reticle_item_nex)
830                 {
831                         if(reticle_type == 2 && f)
832                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
833                 }
834         }
835
836
837         // improved polyblend
838         if(autocvar_hud_contents)
839         {
840                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
841                 vector liquidcolor;
842
843                 switch(pointcontents(view_origin))
844                 {
845                         case CONTENT_WATER:
846                                 liquidalpha = autocvar_hud_contents_water_alpha;
847                                 liquidcolor = stov(autocvar_hud_contents_water_color);
848                                 incontent = 1;
849                                 break;
850
851                         case CONTENT_LAVA:
852                                 liquidalpha = autocvar_hud_contents_lava_alpha;
853                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
854                                 incontent = 1;
855                                 break;
856
857                         case CONTENT_SLIME:
858                                 liquidalpha = autocvar_hud_contents_slime_alpha;
859                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
860                                 incontent = 1;
861                                 break;
862
863                         default:
864                                 liquidalpha = 0;
865                                 liquidcolor = '0 0 0';
866                                 incontent = 0;
867                                 break;
868                 }
869
870                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
871                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
872                         contentfadetime = autocvar_hud_contents_fadeintime;
873                         liquidalpha_prev = liquidalpha;
874                         liquidcolor_prev = liquidcolor;
875                 }
876                 else
877                         contentfadetime = autocvar_hud_contents_fadeouttime;
878
879                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
880                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
881
882                 if(contentavgalpha)
883                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
884
885                 if(autocvar_hud_postprocessing)
886                 {
887                         if(autocvar_hud_contents_blur && contentavgalpha)
888                         {
889                                 content_blurpostprocess_x = 1;
890                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
891                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
892                         }
893                         else
894                         {
895                                 content_blurpostprocess_x = 0;
896                                 content_blurpostprocess_y = 0;
897                                 content_blurpostprocess_z = 0;
898                         }
899                 }
900         }
901
902         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
903         {
904                 splash_size_x = max(vid_conwidth, vid_conheight);
905                 splash_size_y = max(vid_conwidth, vid_conheight);
906                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
907                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
908
909                 float myhealth_flash_temp;
910                 myhealth = getstati(STAT_HEALTH);
911
912                 // fade out
913                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
914                 // add new damage
915                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
916
917                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
918                 pain_threshold = autocvar_hud_damage_pain_threshold;
919                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
920                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
921
922                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
923                 {
924                         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);
925                 }
926
927                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
928
929                 if(myhealth_prev < 1)
930                 {
931                         if(myhealth >= 1)
932                         {
933                                 myhealth_flash = 0; // just spawned, clear the flash immediately
934                                 myhealth_flash_temp = 0;
935                         }
936                         else
937                         {
938                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
939                         }
940                 }
941
942                 if(spectatee_status == -1 || intermission)
943                 {
944                         myhealth_flash = 0; // observing, or match ended
945                         myhealth_flash_temp = 0;
946                 }
947
948                 myhealth_prev = myhealth;
949
950                 // IDEA: change damage color/picture based on player model for robot/alien species?
951                 // pro: matches model better
952                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
953                 // maybe different reddish pics?
954                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
955                 {
956                         if(autocvar_cl_gentle_damage == 2)
957                         {
958                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
959                                 {
960                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
961                                 }
962                         }
963                         else
964                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
965
966                         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);
967                 }
968                 else
969                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
970
971                 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.
972                 {
973                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
974                         {
975                                 damage_blurpostprocess_x = 1;
976                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
977                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
978                         }
979                         else
980                         {
981                                 damage_blurpostprocess_x = 0;
982                                 damage_blurpostprocess_y = 0;
983                                 damage_blurpostprocess_z = 0;
984                         }
985                 }
986         }
987
988         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
989         float e2 = (autocvar_hud_powerup != 0);
990         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
991         {
992                 // enable or disable rendering types if they are used or not
993                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
994                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
995
996                 // blur postprocess handling done first (used by hud_damage and hud_contents)
997                 if((damage_blurpostprocess_x || content_blurpostprocess_x))
998                 {
999                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1000                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1001                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1002                         {
1003                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1004                                 old_blurradius = blurradius;
1005                                 old_bluralpha = bluralpha;
1006                         }
1007                 }
1008                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1009                 {
1010                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1011                         old_blurradius = 0;
1012                         old_bluralpha = 0;
1013                 }
1014
1015                 // edge detection postprocess handling done second (used by hud_powerup) 
1016                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1017                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1018                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1019                 
1020                 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.
1021                 
1022                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1023                 {
1024                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1025                         {
1026                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1027                                 old_sharpen_intensity = sharpen_intensity;
1028                         }
1029                 }
1030                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1031                 {
1032                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1033                         old_sharpen_intensity = 0;
1034                 }
1035
1036                 if(cvar("r_glsl_postprocess") == 0)
1037                         cvar_set("r_glsl_postprocess", "2");
1038         }
1039         else if(cvar("r_glsl_postprocess") == 2)
1040                 cvar_set("r_glsl_postprocess", "0");
1041
1042         if(menu_visible)
1043                 menu_show();
1044
1045         /*if(gametype == MAPINFO_TYPE_CTF)
1046           {
1047           ctf_view();
1048           } else */
1049
1050         // draw 2D entities
1051         e = self;
1052         for(self = world; (self = nextent(self)); )
1053                 if(self.draw2d)
1054                         self.draw2d();
1055         self = e;
1056         Draw_ShowNames_All();
1057
1058         scoreboard_active = HUD_WouldDrawScoreboard();
1059
1060         hit_time = getstatf(STAT_HIT_TIME);
1061         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1062         {
1063                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1064                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1065                         
1066                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1067         }
1068         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1069         if(typehit_time > nextsound_typehit_time) 
1070         {
1071                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1072                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1073                         
1074                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1075         }
1076
1077         //else
1078         {
1079                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1080                 {
1081                         if(getstati(STAT_FROZEN))
1082                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1083                         if(getstatf(STAT_REVIVE_PROGRESS))
1084                         {
1085                                 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);
1086                                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1087                         }
1088                 }
1089
1090                 if(autocvar_r_letterbox == 0)
1091                         if(autocvar_viewsize < 120)
1092                                 CSQC_common_hud();
1093
1094                 // crosshair goes VERY LAST
1095                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1096                 {
1097                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1098                                 return;
1099                                 
1100                         string wcross_style;
1101                         float wcross_alpha, wcross_resolution;
1102                         wcross_style = autocvar_crosshair;
1103                         if (wcross_style == "0")
1104                                 return;
1105                         wcross_resolution = autocvar_crosshair_size;
1106                         if (wcross_resolution == 0)
1107                                 return;
1108                         wcross_alpha = autocvar_crosshair_alpha;
1109                         if (wcross_alpha == 0)
1110                                 return;
1111
1112                         // TrueAim check
1113                         float shottype;
1114
1115                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1116                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1117                         wcross_origin_z = 0;
1118                         if(autocvar_crosshair_hittest)
1119                         {
1120                                 vector wcross_oldorigin;
1121                                 wcross_oldorigin = wcross_origin;
1122                                 shottype = TrueAimCheck();
1123                                 if(shottype == SHOTTYPE_HITWORLD)
1124                                 {
1125                                         v = wcross_origin - wcross_oldorigin;
1126                                         v_x /= vid_conwidth;
1127                                         v_y /= vid_conheight;
1128                                         if(vlen(v) > 0.01)
1129                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1130                                 }
1131                                 if(!autocvar_crosshair_hittest_showimpact)
1132                                         wcross_origin = wcross_oldorigin;
1133                         }
1134                         else
1135                                 shottype = SHOTTYPE_HITWORLD;
1136
1137                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1138                         string wcross_wep = "", wcross_name;
1139                         float wcross_scale, wcross_blur;
1140
1141                         if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1142                         {
1143                                 e = get_weaponinfo(switchingweapon);
1144                                 if (e && e.netname != "")
1145                                 {
1146                                         wcross_wep = e.netname;
1147                                         if(autocvar_crosshair_per_weapon)
1148                                         {
1149                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1150                                                 if (wcross_resolution == 0)
1151                                                         return;
1152                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1153                                                 if (wcross_alpha == 0)
1154                                                         return;
1155
1156                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1157                                                 if(wcross_style == "" || wcross_style == "0")
1158                                                         wcross_style = wcross_wep;
1159                                         }
1160                                 }
1161                         }
1162
1163                         //print(sprintf("crosshair style: %s\n", wcross_style));
1164                         wcross_name = strcat("gfx/crosshair", wcross_style);
1165
1166                         // MAIN CROSSHAIR COLOR DECISION
1167                         switch(autocvar_crosshair_color_special)
1168                         {
1169                                 case 1: // crosshair_color_per_weapon
1170                                 {
1171                                         if(wcross_wep != "")
1172                                         {
1173                                                 wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
1174                                                 break;
1175                                         }
1176                                         else { goto normalcolor; }
1177                                 }
1178
1179                                 case 2: // crosshair_color_by_health
1180                                 {
1181                                         float x = getstati(STAT_HEALTH);
1182
1183                                         //x = red
1184                                         //y = green
1185                                         //z = blue
1186
1187                                         wcross_color_z = 0;
1188
1189                                         if(x > 200)
1190                                         {
1191                                                 wcross_color_x = 0;
1192                                                 wcross_color_y = 1;
1193                                         }
1194                                         else if(x > 150)
1195                                         {
1196                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1197                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1198                                         }
1199                                         else if(x > 100)
1200                                         {
1201                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1202                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1203                                                 wcross_color_z = 1 - (x-100)*0.02;
1204                                         }
1205                                         else if(x > 50)
1206                                         {
1207                                                 wcross_color_x = 1;
1208                                                 wcross_color_y = 1;
1209                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1210                                         }
1211                                         else if(x > 20)
1212                                         {
1213                                                 wcross_color_x = 1;
1214                                                 wcross_color_y = (x-20)*90/27/100;
1215                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;
1216                                         }
1217                                         else
1218                                         {
1219                                                 wcross_color_x = 1;
1220                                                 wcross_color_y = 0;
1221                                         }
1222                                         break;
1223                                 }
1224
1225                                 case 3: // crosshair_color_rainbow
1226                                 {
1227                                         if(time >= rainbow_last_flicker)
1228                                         {
1229                                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1230                                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1231                                         }
1232                                         wcross_color = rainbow_prev_color;
1233                                         break;
1234                                 }
1235                                 :normalcolor
1236                                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1237                         }
1238
1239                         if(autocvar_crosshair_effect_scalefade)
1240                         {
1241                                 wcross_scale = wcross_resolution;
1242                                 wcross_resolution = 1;
1243                         }
1244                         else
1245                         {
1246                                 wcross_scale = 1;
1247                         }
1248
1249                         if(autocvar_crosshair_pickup)
1250                         {
1251                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1252                                 
1253                                 if(pickup_crosshair_time < stat_pickup_time)
1254                                 {
1255                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1256                                                 pickup_crosshair_size = 1;
1257                                                 
1258                                         pickup_crosshair_time = stat_pickup_time;
1259                                 }
1260
1261                                 if(pickup_crosshair_size > 0)
1262                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1263                                 else
1264                                         pickup_crosshair_size = 0;
1265
1266                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1267                         }
1268
1269                         if(autocvar_crosshair_hitindication)
1270                         {
1271                                 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1272                                 
1273                                 if(hitindication_crosshair_time < hit_time)
1274                                 {
1275                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1276                                                 hitindication_crosshair_size = 1;
1277                                                 
1278                                         hitindication_crosshair_time = hit_time;
1279                                 }
1280
1281                                 if(hitindication_crosshair_size > 0)
1282                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1283                                 else
1284                                         hitindication_crosshair_size = 0;
1285
1286                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1287                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1288                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1289                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1290                         }
1291
1292                         if(shottype == SHOTTYPE_HITENEMY)
1293                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1294                         if(shottype == SHOTTYPE_HITTEAM)
1295                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1296
1297                         f = fabs(autocvar_crosshair_effect_time);
1298                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1299                         {
1300                                 wcross_changedonetime = time + f;
1301                         }
1302                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1303                         {
1304                                 wcross_name_changestarttime = time;
1305                                 wcross_name_changedonetime = time + f;
1306                                 if(wcross_name_goal_prev_prev)
1307                                         strunzone(wcross_name_goal_prev_prev);
1308                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1309                                 wcross_name_goal_prev = strzone(wcross_name);
1310                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1311                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1312                                 wcross_resolution_goal_prev = wcross_resolution;
1313                         }
1314
1315                         wcross_scale_goal_prev = wcross_scale;
1316                         wcross_alpha_goal_prev = wcross_alpha;
1317                         wcross_color_goal_prev = wcross_color;
1318
1319                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1320                         {
1321                                 wcross_blur = 1;
1322                                 wcross_alpha *= 0.75;
1323                         }
1324                         else
1325                                 wcross_blur = 0;
1326                         // *_prev is at time-frametime
1327                         // * is at wcross_changedonetime+f
1328                         // what do we have at time?
1329                         if(time < wcross_changedonetime)
1330                         {
1331                                 f = frametime / (wcross_changedonetime - time + frametime);
1332                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1333                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1334                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1335                         }
1336
1337                         wcross_scale_prev = wcross_scale;
1338                         wcross_alpha_prev = wcross_alpha;
1339                         wcross_color_prev = wcross_color;
1340
1341                         wcross_scale *= 1 - autocvar__menu_alpha;
1342                         wcross_alpha *= 1 - autocvar__menu_alpha;
1343                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1344
1345                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1346                         {
1347                                 // crosshair rings for weapon stats
1348                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1349                                 {
1350                                         // declarations and stats
1351                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1352                                         string ring_image = string_null, ring_inner_image = string_null;
1353                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1354
1355                                         ring_scale = autocvar_crosshair_ring_size;
1356
1357                                         float weapon_clipload, weapon_clipsize;
1358                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1359                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1360
1361                                         float nex_charge, nex_chargepool;
1362                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1363                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1364
1365                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1366                                                 nex_charge_movingavg = nex_charge;
1367
1368
1369                                         // handle the values
1370                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1371                                         {
1372                                                 if (nex_chargepool || use_nex_chargepool) { 
1373                                                         use_nex_chargepool = 1; 
1374                                                         ring_inner_value = nex_chargepool;
1375                                                 } else { 
1376                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1377                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1378                                                 }
1379
1380                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1381                                                 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;
1382                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1383
1384                                                 // draw the outer ring to show the current charge of the weapon
1385                                                 ring_value = nex_charge;
1386                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1387                                                 ring_rgb = wcross_color;
1388                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1389                                         }
1390                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1391                                         {
1392                                                 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.
1393                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1394                                                 ring_rgb = wcross_color;
1395                                                 ring_image = "gfx/crosshair_ring.tga";
1396                                         }
1397                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1398                                         {
1399                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1400                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1401                                                 ring_rgb = wcross_color;
1402                                                 ring_image = "gfx/crosshair_ring.tga";
1403                                         }
1404
1405                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1406                                         {
1407                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1408                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1409                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1410                                                 ring_rgb = wcross_color;
1411
1412                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1413                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1414                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1415                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1416                                                 else
1417                                                         ring_image = "gfx/crosshair_ring.tga";
1418                                         }
1419
1420                                         // if in weapon switch animation, fade ring out/in
1421                                         if(fabs(autocvar_crosshair_effect_time) > 0)
1422                                         {
1423                                                 f = (time - wcross_name_changestarttime) / wcross_changedonetime;
1424                                                 if(f > 0 && f < 2)
1425                                                         ring_alpha *= fabs(1 - f);
1426                                         }
1427
1428                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1429                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1430
1431                                         if (ring_value)
1432                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1433                                 }
1434
1435 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1436                                 do \
1437                                 { \
1438                                         if(wcross_blur > 0) \
1439                                         { \
1440                                                 for(i = -2; i <= 2; ++i) \
1441                                                 for(j = -2; j <= 2; ++j) \
1442                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1443                                         } \
1444                                         else \
1445                                         { \
1446                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1447                                         } \
1448                                 } \
1449                                 while(0)
1450
1451 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1452                                 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)
1453
1454 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1455                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1456
1457                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1458                                 {
1459                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1460                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1461                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1462                                         f = 1 - f;
1463                                 }
1464                                 else
1465                                 {
1466                                         f = 1;
1467                                 }
1468                                 wcross_name_alpha_goal_prev = f;
1469
1470                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1471                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1472
1473                                 if(autocvar_crosshair_dot)
1474                                 {
1475                                         vector wcross_color_old;
1476                                         wcross_color_old = wcross_color;
1477                                         
1478                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1479                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1480                                                 
1481                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1482                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1483                                         wcross_color = wcross_color_old;
1484                                 }
1485                         }
1486                 }
1487                 else
1488                 {
1489                         wcross_scale_prev = 0;
1490                         wcross_alpha_prev = 0;
1491                         wcross_scale_goal_prev = 0;
1492                         wcross_alpha_goal_prev = 0;
1493                         wcross_changedonetime = 0;
1494                         if(wcross_name_goal_prev)
1495                                 strunzone(wcross_name_goal_prev);
1496                         wcross_name_goal_prev = string_null;
1497                         if(wcross_name_goal_prev_prev)
1498                                 strunzone(wcross_name_goal_prev_prev);
1499                         wcross_name_goal_prev_prev = string_null;
1500                         wcross_name_changestarttime = 0;
1501                         wcross_name_changedonetime = 0;
1502                         wcross_name_alpha_goal_prev = 0;
1503                         wcross_name_alpha_goal_prev_prev = 0;
1504                         wcross_resolution_goal_prev = 0;
1505                         wcross_resolution_goal_prev_prev = 0;
1506                 }
1507         }
1508
1509         if(NextFrameCommand)
1510         {
1511                 localcmd("\n", NextFrameCommand, "\n");
1512                 NextFrameCommand = string_null;
1513         }
1514
1515         // we must do this check AFTER a frame was rendered, or it won't work
1516         if(cs_project_is_b0rked == 0)
1517         {
1518                 string w0, h0;
1519                 w0 = ftos(autocvar_vid_conwidth);
1520                 h0 = ftos(autocvar_vid_conheight);
1521                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1522                 //setproperty(VF_FOV, '90 90 0');
1523                 setproperty(VF_ORIGIN, '0 0 0');
1524                 setproperty(VF_ANGLES, '0 0 0');
1525                 setproperty(VF_PERSPECTIVE, 1);
1526                 makevectors('0 0 0');
1527                 vector v1, v2;
1528                 cvar_set("vid_conwidth", "800");
1529                 cvar_set("vid_conheight", "600");
1530                 v1 = cs_project(v_forward);
1531                 cvar_set("vid_conwidth", "640");
1532                 cvar_set("vid_conheight", "480");
1533                 v2 = cs_project(v_forward);
1534                 if(v1 == v2)
1535                         cs_project_is_b0rked = 1;
1536                 else
1537                         cs_project_is_b0rked = -1;
1538                 cvar_set("vid_conwidth", w0);
1539                 cvar_set("vid_conheight", h0);
1540         }
1541
1542         if(autocvar__hud_configure)
1543                 HUD_Panel_Mouse();
1544     
1545     if(hud && !intermission)
1546     {        
1547         if(hud == HUD_SPIDERBOT)
1548             CSQC_SPIDER_HUD();
1549         else if(hud == HUD_WAKIZASHI)
1550             CSQC_WAKIZASHI_HUD();
1551         else if(hud == HUD_RAPTOR)
1552             CSQC_RAPTOR_HUD();
1553         else if(hud == HUD_BUMBLEBEE)
1554             CSQC_BUMBLE_HUD();
1555         else if(hud == HUD_BUMBLEBEE_GUN)
1556             CSQC_BUMBLE_GUN_HUD();
1557     }
1558         
1559         cl_notice_run();
1560         
1561         // let's reset the view back to normal for the end
1562         setproperty(VF_MIN, '0 0 0');
1563         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1564 }
1565
1566
1567 void CSQC_common_hud(void)
1568 {
1569         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1570                 Accuracy_LoadLevels();
1571
1572     HUD_Main(); // always run these functions for alpha checks
1573     HUD_DrawScoreboard();
1574
1575     if (scoreboard_active) // scoreboard/accuracy
1576         HUD_Reset();
1577     else if (intermission == 2) // map voting screen
1578     {
1579         HUD_FinaleOverlay();
1580         HUD_Reset();
1581     }
1582         /*
1583         switch(hud)
1584         {
1585                 case HUD_SPIDERBOT:
1586                         CSQC_SPIDER_HUD();
1587                         break;
1588
1589                 case HUD_WAKIZASHI:
1590                         CSQC_WAKIZASHI_HUD();
1591                         break;
1592
1593         case HUD_BUMBLEBEE:
1594             CSQC_BUMBLE_HUD();
1595             break;
1596         }
1597         */
1598 }
1599
1600
1601 // following vectors must be global to allow seamless switching between camera modes
1602 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1603 void CSQC_Demo_Camera()
1604 {
1605         float speed, attenuation, dimensions;
1606         vector tmp, delta;
1607
1608         if( autocvar_camera_reset || !camera_mode )
1609         {
1610                 camera_offset = '0 0 0';
1611                 current_angles = '0 0 0';
1612                 camera_direction = '0 0 0';
1613                 camera_offset_z += 30;
1614                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1615                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1616                 current_origin = view_origin;
1617                 current_camera_offset  = camera_offset;
1618                 cvar_set("camera_reset", "0");
1619                 camera_mode = CAMERA_CHASE;
1620         }
1621
1622         // Camera angles
1623         if( camera_roll )
1624                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1625
1626         if(autocvar_camera_look_player)
1627         {
1628                 vector dir;
1629                 float n;
1630
1631                 dir = normalize(view_origin - current_position);
1632                 n = mouse_angles_z;
1633                 mouse_angles = vectoangles(dir);
1634                 mouse_angles_x = mouse_angles_x * -1;
1635                 mouse_angles_z = n;
1636         }
1637         else
1638         {
1639                 tmp = getmousepos() * 0.1;
1640                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1641                 {
1642                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1643                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1644                 }
1645         }
1646
1647         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1648         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1649         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1650         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1651
1652         // Fix difference when angles don't have the same sign
1653         delta = '0 0 0';
1654         if(mouse_angles_y < -60 && current_angles_y > 60)
1655                 delta = '0 360 0';
1656         if(mouse_angles_y > 60 && current_angles_y < -60)
1657                 delta = '0 -360 0';
1658
1659         if(autocvar_camera_look_player)
1660                 attenuation = autocvar_camera_look_attenuation;
1661         else
1662                 attenuation = autocvar_camera_speed_attenuation;
1663
1664         attenuation = 1 / max(1, attenuation);
1665         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1666
1667         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1668         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1669         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1670         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1671
1672         // Camera position
1673         tmp = '0 0 0';
1674         dimensions = 0;
1675
1676         if( camera_direction_x )
1677         {
1678                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1679                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1680                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1681                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1682                 ++dimensions;
1683         }
1684
1685         if( camera_direction_y )
1686         {
1687                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1688                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1689                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1690                 ++dimensions;
1691         }
1692
1693         if( camera_direction_z )
1694         {
1695                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1696                 ++dimensions;
1697         }
1698
1699         if(autocvar_camera_free)
1700                 speed = autocvar_camera_speed_free;
1701         else
1702                 speed = autocvar_camera_speed_chase;
1703
1704         if(dimensions)
1705         {
1706                 speed = speed * sqrt(1 / dimensions);
1707                 camera_offset += tmp * speed;
1708         }
1709
1710         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1711
1712         // Camera modes
1713         if( autocvar_camera_free )
1714         {
1715                 if ( camera_mode == CAMERA_CHASE )
1716                 {
1717                         current_camera_offset = current_origin + current_camera_offset;
1718                         camera_offset = current_origin + camera_offset;
1719                 }
1720
1721                 camera_mode = CAMERA_FREE;
1722                 current_position = current_camera_offset;
1723         }
1724         else
1725         {
1726                 if ( camera_mode == CAMERA_FREE )
1727                 {
1728                         current_origin = view_origin;
1729                         camera_offset = camera_offset - current_origin;
1730                         current_camera_offset = current_camera_offset - current_origin;
1731                 }
1732
1733                 camera_mode = CAMERA_CHASE;
1734
1735                 if(autocvar_camera_chase_smoothly)
1736                         current_origin += (view_origin - current_origin) * attenuation;
1737                 else
1738                         current_origin = view_origin;
1739
1740                 current_position = current_origin + current_camera_offset;
1741         }
1742
1743         setproperty(VF_ANGLES, current_angles);
1744         setproperty(VF_ORIGIN, current_position);
1745 }