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