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