]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge remote-tracking branch 'origin/master' into samual/notification_rewrite
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
8 void Porto_Draw()
9 {
10         vector p, dir, ang, q, nextdir;
11         float idx, portal_number, portal1_idx;
12
13         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
14                 return;
15         if(g_balance_porto_secondary)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                 {
61                         portal1_idx = idx;
62                         if(portal_number >= 2)
63                                 break;
64                 }
65         }
66
67         while(idx >= 2)
68         {
69                 p = polyline[idx-2];
70                 q = polyline[idx-1];
71                 if(idx == 2)
72                         p = p - view_up * 16;
73                 if(idx-1 >= portal1_idx)
74                 {
75                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
76                 }
77                 else
78                 {
79                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
80                 }
81                 --idx;
82         }
83 }
84
85 void Porto_Init()
86 {
87         porto = spawn();
88         porto.classname = "porto";
89         porto.draw = Porto_Draw;
90         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
91 }
92
93 float drawtime;
94 float avgspeed;
95 vector GetCurrentFov(float fov)
96 {
97         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98         float velocityzoom, curspeed;
99         vector v;
100
101         zoomsensitivity = autocvar_cl_zoomsensitivity;
102         zoomfactor = autocvar_cl_zoomfactor;
103         if(zoomfactor < 1 || zoomfactor > 16)
104                 zoomfactor = 2.5;
105         zoomspeed = autocvar_cl_zoomspeed;
106         if(zoomspeed >= 0)
107         if(zoomspeed < 0.5 || zoomspeed > 16)
108                         zoomspeed = 3.5;
109
110         zoomdir = button_zoom;
111         if(hud == HUD_NORMAL)
112         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
113                 zoomdir += button_attack2;
114         if(spectatee_status > 0 || isdemo())
115         {
116                 if(spectatorbutton_zoom)
117                 {
118                         if(zoomdir)
119                                 zoomdir = 0;
120                         else
121                                 zoomdir = 1;
122                 }
123                 // fteqcc failed twice here already, don't optimize this
124         }
125
126         if(zoomdir) { zoomin_effect = 0; }
127
128         if(camera_active)
129         {
130                 current_viewzoom = min(1, current_viewzoom + drawframetime);
131         }
132         else if(autocvar_cl_spawnzoom && zoomin_effect)
133         {
134                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
135                 
136                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime); 
137                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
138                 if(current_viewzoom == 1) { zoomin_effect = 0; }
139         }
140         else
141         {
142                 if(zoomspeed < 0) // instant zoom
143                 {
144                         if(zoomdir)
145                                 current_viewzoom = 1 / zoomfactor;
146                         else
147                                 current_viewzoom = 1;
148                 }
149                 else
150                 {
151                         if(zoomdir)
152                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
153                         else
154                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
155                 }
156         }
157
158         if(almost_equals(current_viewzoom, 1))
159                 current_zoomfraction = 0;
160         else if(almost_equals(current_viewzoom, 1/zoomfactor))
161                 current_zoomfraction = 1;
162         else
163                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
164
165         if(zoomsensitivity < 1)
166                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
167         else
168                 setsensitivityscale(1);
169                 
170         makevectors(view_angles);
171
172         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
173         {
174                 v = pmove_vel;
175                 if(csqcplayer)
176                         v = csqcplayer.velocity;
177
178                 switch(autocvar_cl_velocityzoom_type)
179                 {
180                         case 3: curspeed = max(0, v_forward * v); break;
181                         case 2: curspeed = (v_forward * v); break;
182                         case 1: default: curspeed = vlen(v); break;
183                 }
184                 
185                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
186                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
187                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
188                 
189                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
190         }
191         else
192                 velocityzoom = 1;
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t, n;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_ent)
241                 n = trace_ent.entnum;
242         else
243                 n = trace_networkentity;
244         if(n < 1)
245                 return SHOTTYPE_HITWORLD;
246         if(n > maxclients)
247                 return SHOTTYPE_HITWORLD;
248         t = GetPlayerColor(n - 1);
249         if(teamplay)
250                 if(t == myteam)
251                         return SHOTTYPE_HITTEAM;
252         if(t == FL_SPECTATOR)
253                 return SHOTTYPE_HITWORLD;
254         return SHOTTYPE_HITENEMY;
255 }
256
257 float TrueAimCheck()
258 {
259         float nudge = 1; // added to traceline target and subtracted from result
260         vector vecs, trueaimpoint, w_shotorg;
261         vector mi, ma, dv;
262         float shottype;
263         entity ta;
264         float mv;
265
266         mi = ma = '0 0 0';
267         ta = trueaim;
268         mv = MOVE_NOMONSTERS;
269
270         switch(activeweapon)
271         {
272                 case WEP_TUBA: // no aim
273                 case WEP_PORTO: // shoots from eye
274                 case WEP_HOOK: // no trueaim
275                 case WEP_GRENADE_LAUNCHER: // toss curve
276                         return SHOTTYPE_HITWORLD;
277                 case WEP_NEX:
278                 case WEP_MINSTANEX:
279                         mv = MOVE_NORMAL;
280                         break;
281                 case WEP_RIFLE:
282                         ta = trueaim_rifle;
283                         mv = MOVE_NORMAL;
284                         if(zoomscript_caught)
285                         {
286                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
287                                 return EnemyHitCheck();
288                         }
289                         break;
290                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
291                         mi = '-3 -3 -3';
292                         ma = '3 3 3';
293                         break;
294                 case WEP_FIREBALL: // projectile has a size!
295                         mi = '-16 -16 -16';
296                         ma = '16 16 16';
297                         break;
298                 case WEP_SEEKER: // projectile has a size!
299                         mi = '-2 -2 -2';
300                         ma = '2 2 2';
301                         break;
302                 case WEP_ELECTRO: // projectile has a size!
303                         mi = '0 0 -3';
304                         ma = '0 0 -3';
305                         break;
306         }
307
308         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
309
310         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
311         trueaimpoint = trace_endpos;
312
313         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
314                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
315
316         if(vecs_x > 0)
317                 vecs_y = -vecs_y;
318         else
319                 vecs = '0 0 0';
320
321         dv = view_right * vecs_y + view_up * vecs_z;
322         w_shotorg = view_origin + dv;
323
324         // now move the vecs forward as much as requested if possible
325         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
326         w_shotorg = trace_endpos - view_forward * nudge;
327
328         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
329         shottype = EnemyHitCheck();
330         if(shottype != SHOTTYPE_HITWORLD)
331                 return shottype;
332
333 #if 0
334         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
335         // or rather, I know why, but see no fix
336         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
337                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
338                 return SHOTTYPE_HITOBSTRUCTION;
339 #endif
340
341         return SHOTTYPE_HITWORLD;
342 }
343
344 void CSQC_common_hud(void);
345
346 void PostInit(void);
347 void CSQC_Demo_Camera();
348 float HUD_WouldDrawScoreboard();
349 float camera_mode;
350 float CAMERA_FREE = 1;
351 float CAMERA_CHASE = 2;
352 float reticle_type;
353 string NextFrameCommand;
354 void CSQC_SPIDER_HUD();
355 void CSQC_RAPTOR_HUD();
356
357 vector freeze_org, freeze_ang;
358 entity nightvision_noise, nightvision_noise2;
359
360 #define MAX_TIME_DIFF 5
361 float pickup_crosshair_time, pickup_crosshair_size;
362 float hit_time, typehit_time;
363 float nextsound_hit_time, nextsound_typehit_time;
364 float hitindication_crosshair_time, hitindication_crosshair_size;
365 float use_nex_chargepool;
366
367 float myhealth, myhealth_prev;
368 float myhealth_flash;
369
370 float old_blurradius, old_bluralpha;
371 float old_sharpen_intensity;
372
373 vector myhealth_gentlergb;
374
375 float contentavgalpha, liquidalpha_prev;
376 vector liquidcolor_prev;
377
378 float eventchase_current_distance;
379
380 vector damage_blurpostprocess, content_blurpostprocess;
381
382 float checkfail[16];
383
384 #define BUTTON_3 4
385 #define BUTTON_4 8
386 float cl_notice_run();
387 void CSQC_UpdateView(float w, float h)
388 {
389         entity e;
390         float fov;
391         float f, i, j;
392         vector v;
393         vector vf_size, vf_min;
394         float a;
395
396         execute_next_frame();
397
398         ++framecount;
399
400         hud = getstati(STAT_HUD);
401
402         if(autocvar__hud_showbinds_reload) // menu can set this one
403         {
404                 db_close(binddb);
405                 binddb = db_create();
406                 cvar_set("_hud_showbinds_reload", "0");
407         }
408
409         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
410                 view_quality = getproperty(VF_MINFPS_QUALITY);
411         else
412                 view_quality = 1;
413
414         button_attack2 = (input_buttons & BUTTON_3);
415         button_zoom = (input_buttons & BUTTON_4);
416
417         // FIXME do we need this hack?
418         if(isdemo())
419         {
420                 // in demos, input_buttons do not work
421                 button_zoom = (autocvar__togglezoom == "-");
422         }
423
424 #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
425         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
426         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
427         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);
428         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
429         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
430         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
431         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
432
433         vf_size = getpropertyvec(VF_SIZE);
434         vf_min = getpropertyvec(VF_MIN);
435         vid_width = vf_size_x;
436         vid_height = vf_size_y;
437
438         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
439         vector splash_pos = '0 0 0', splash_size = '0 0 0';
440
441         WaypointSprite_Load();
442
443         CSQCPlayer_SetCamera();
444
445 #ifdef COMPAT_XON050_ENGINE
446         if(spectatee_status)
447                 myteam = GetPlayerColor(spectatee_status - 1);
448         else
449 #endif
450                 myteam = GetPlayerColor(player_localentnum - 1);
451
452         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
453
454         // event chase camera
455         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
456         {
457                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
458                 {
459                         // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
460                         vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
461
462                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
463                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
464                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
465                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
466
467                         // make the camera smooth back
468                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
469                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
470                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
471                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
472
473                         makevectors(view_angles);
474
475                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
476                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
477
478                         // If the boxtrace fails, revert back to line tracing.
479                         if(trace_startsolid)
480                         {
481                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
482                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
483                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
484                         }
485                         else { setproperty(VF_ORIGIN, trace_endpos); }
486
487                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
488                 }
489                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
490                 {
491                         cvar_set("chase_active", "0");
492                         eventchase_current_distance = 0; // start from 0 next time
493                 }
494         }
495         // workaround for camera stuck between player's legs when using chase_active 1
496         // because the engine stops updating the chase_active camera when the game ends
497         else if(intermission)
498         {
499                 cvar_settemp("chase_active", "-1");
500                 eventchase_current_distance = 0;
501         }
502
503         // do lockview after event chase camera so that it still applies whenever necessary.
504         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
505         {
506                 setproperty(VF_ORIGIN, freeze_org);
507                 setproperty(VF_ANGLES, freeze_ang);
508         }
509         else
510         {
511                 freeze_org = getpropertyvec(VF_ORIGIN);
512                 freeze_ang = getpropertyvec(VF_ANGLES);
513         }
514
515         WarpZone_FixView();
516         //WarpZone_FixPMove();
517
518         // Render the Scene
519         view_origin = getpropertyvec(VF_ORIGIN);
520         view_angles = getpropertyvec(VF_ANGLES);
521         makevectors(view_angles);
522         view_forward = v_forward;
523         view_right = v_right;
524         view_up = v_up;
525
526 #ifdef BLURTEST
527         if(time > blurtest_time0 && time < blurtest_time1)
528         {
529                 float r, t;
530
531                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
532                 r = t * blurtest_radius;
533                 f = 1 / pow(t, blurtest_power) - 1;
534
535                 cvar_set("r_glsl_postprocess", "1");
536                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
537         }
538         else
539         {
540                 cvar_set("r_glsl_postprocess", "0");
541                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
542         }
543 #endif
544
545         TargetMusic_Advance();
546         Fog_Force();
547
548         if(drawtime == 0)
549                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
550         else
551                 drawframetime = bound(0.000001, time - drawtime, 1);
552         drawtime = time;
553
554         // watch for gametype changes here...
555         // in ParseStuffCMD the cmd isn't executed yet :/
556         // might even be better to add the gametype to TE_CSQC_INIT...?
557         if(!postinit)
558                 PostInit();
559
560         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
561         {
562                 if(calledhooks & HOOK_START)
563                 {
564                         localcmd("\ncl_hook_gameend\n");
565                         calledhooks |= HOOK_END;
566                 }
567         }
568
569         Announcer();
570
571         fov = autocvar_fov;
572         if(fov <= 59.5)
573         {
574                 if(!zoomscript_caught)
575                 {
576                         localcmd("+button9\n");
577                         zoomscript_caught = 1;
578                 }
579         }
580         else
581         {
582                 if(zoomscript_caught)
583                 {
584                         localcmd("-button9\n");
585                         zoomscript_caught = 0;
586                 }
587         }
588
589         ColorTranslateMode = autocvar_cl_stripcolorcodes;
590
591         // next WANTED weapon (for HUD)
592         switchweapon = getstati(STAT_SWITCHWEAPON);
593
594         // currently switching-to weapon (for crosshair)
595         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
596
597         // actually active weapon (for zoom)
598         activeweapon = getstati(STAT_ACTIVEWEAPON);
599
600         f = (serverflags & SERVERFLAG_TEAMPLAY);
601         if(f != teamplay)
602         {
603                 teamplay = f;
604                 HUD_InitScores();
605         }
606
607         if(last_switchweapon != switchweapon) {
608                 weapontime = time;
609                 last_switchweapon = switchweapon;
610         }
611         if(last_activeweapon != activeweapon) {
612                 last_activeweapon = activeweapon;
613
614                 e = get_weaponinfo(activeweapon);
615                 if(e.netname != "")
616                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
617                 else
618                         localcmd("\ncl_hook_activeweapon none\n");
619         }
620
621         // ALWAYS Clear Current Scene First
622         clearscene();
623 #ifdef WORKAROUND_XON010
624         if(checkextension("DP_CSQC_ROTATEMOVES"))
625         {
626 #endif
627         setproperty(VF_ORIGIN, view_origin);
628         setproperty(VF_ANGLES, view_angles);
629 #ifdef WORKAROUND_XON010
630         }
631 #endif
632
633         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
634         setproperty(VF_SIZE, vf_size);
635         setproperty(VF_MIN, vf_min);
636
637         // Assign Standard Viewflags
638         // Draw the World (and sky)
639         setproperty(VF_DRAWWORLD, 1);
640
641         // Set the console size vars
642         vid_conwidth = autocvar_vid_conwidth;
643         vid_conheight = autocvar_vid_conheight;
644         vid_pixelheight = autocvar_vid_pixelheight;
645
646         setproperty(VF_FOV, GetCurrentFov(fov));
647
648         // Camera for demo playback
649         if(camera_active)
650         {
651                 if(autocvar_camera_enable)
652                         CSQC_Demo_Camera();
653                 else
654                 {
655                         cvar_set("chase_active", ftos(chase_active_backup));
656                         cvar_set("cl_demo_mousegrab", "0");
657                         camera_active = FALSE;
658                 }
659         }
660 #ifdef CAMERATEST
661         else if(autocvar_camera_enable)
662 #else
663         else if(autocvar_camera_enable && isdemo())
664 #endif
665         {
666                 // Enable required Darkplaces cvars
667                 chase_active_backup = autocvar_chase_active;
668                 cvar_set("chase_active", "2");
669                 cvar_set("cl_demo_mousegrab", "1");
670                 camera_active = TRUE;
671                 camera_mode = FALSE;
672         }
673
674         // Draw the Crosshair
675         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
676
677         // Draw the Engine Status Bar (the default Quake HUD)
678         setproperty(VF_DRAWENGINESBAR, 0);
679
680         // Update the mouse position
681         /*
682            mousepos_x = vid_conwidth;
683            mousepos_y = vid_conheight;
684            mousepos = mousepos*0.5 + getmousepos();
685          */
686
687         e = self;
688         for(self = world; (self = nextent(self)); )
689                 if(self.draw)
690                         self.draw();
691         self = e;
692
693         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
694         renderscene();
695
696         // now switch to 2D drawing mode by calling a 2D drawing function
697         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
698         // next R_RenderScene call
699         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
700
701         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
702         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
703         {
704                 // apply night vision effect
705                 vector tc_00, tc_01, tc_10, tc_11;
706                 vector rgb;
707                 rgb_x = 0; // fteqcc sucks
708                 rgb_y = 0; // fteqcc sucks
709                 rgb_z = 0; // fteqcc sucks
710
711                 if(!nightvision_noise)
712                 {
713                         nightvision_noise = spawn();
714                         nightvision_noise.classname = "nightvision_noise";
715                 }
716                 if(!nightvision_noise2)
717                 {
718                         nightvision_noise2 = spawn();
719                         nightvision_noise2.classname = "nightvision_noise2";
720                 }
721
722                 // color tint in yellow
723                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
724
725                 // draw BG
726                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
727                 rgb = '1 1 1';
728                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
729                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
730                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
731                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
732                 tc_11 = tc_01 + tc_10 - tc_00;
733                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
734                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
735                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
736                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
737                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
738                 R_EndPolygon();
739
740                 // draw FG
741                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
742                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
743                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
744                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
745                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
746                 tc_11 = tc_01 + tc_10 - tc_00;
747                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
748                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
749                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
750                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
751                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
752                 R_EndPolygon();
753         }
754         
755         // Draw the aiming reticle for weapons that use it
756         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
757         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
758         // the view to go back to normal, so reticle_type would become 0 as we fade out)
759         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
760                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
761         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
762                 reticle_type = 2; // nex zoom
763         else if(button_zoom || zoomscript_caught)
764                 reticle_type = 1; // normal zoom
765         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
766                 reticle_type = 2; // nex zoom
767     
768         if(reticle_type && autocvar_cl_reticle)
769         {
770                 if(autocvar_cl_reticle_stretch)
771                 {
772                         reticle_size_x = vid_conwidth;
773                         reticle_size_y = vid_conheight;
774                         reticle_pos_x = 0;
775                         reticle_pos_y = 0;
776                 }
777                 else
778                 {
779                         reticle_size_x = max(vid_conwidth, vid_conheight);
780                         reticle_size_y = max(vid_conwidth, vid_conheight);
781                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
782                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
783                 }
784
785                 f = current_zoomfraction;
786                 if(zoomscript_caught)
787                         f = 1;
788                 if(autocvar_cl_reticle_item_normal)
789                 {
790                         if(reticle_type == 1 && f)
791                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
792                 }
793                 if(autocvar_cl_reticle_item_nex)
794                 {
795                         if(reticle_type == 2 && f)
796                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
797                 }
798         }
799
800
801         // improved polyblend
802         if(autocvar_hud_contents)
803         {
804                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
805                 vector liquidcolor;
806
807                 switch(pointcontents(view_origin))
808                 {
809                         case CONTENT_WATER:
810                                 liquidalpha = autocvar_hud_contents_water_alpha;
811                                 liquidcolor = stov(autocvar_hud_contents_water_color);
812                                 incontent = 1;
813                                 break;
814
815                         case CONTENT_LAVA:
816                                 liquidalpha = autocvar_hud_contents_lava_alpha;
817                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
818                                 incontent = 1;
819                                 break;
820
821                         case CONTENT_SLIME:
822                                 liquidalpha = autocvar_hud_contents_slime_alpha;
823                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
824                                 incontent = 1;
825                                 break;
826
827                         default:
828                                 liquidalpha = 0;
829                                 liquidcolor = '0 0 0';
830                                 incontent = 0;
831                                 break;
832                 }
833
834                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
835                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
836                         contentfadetime = autocvar_hud_contents_fadeintime;
837                         liquidalpha_prev = liquidalpha;
838                         liquidcolor_prev = liquidcolor;
839                 }
840                 else
841                         contentfadetime = autocvar_hud_contents_fadeouttime;
842
843                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
844                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
845
846                 if(contentavgalpha)
847                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
848
849                 if(autocvar_hud_postprocessing)
850                 {
851                         if(autocvar_hud_contents_blur && contentavgalpha)
852                         {
853                                 content_blurpostprocess_x = 1;
854                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
855                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
856                         }
857                         else
858                         {
859                                 content_blurpostprocess_x = 0;
860                                 content_blurpostprocess_y = 0;
861                                 content_blurpostprocess_z = 0;
862                         }
863                 }
864         }
865         
866         if(autocvar_hud_damage)
867         {
868                 splash_size_x = max(vid_conwidth, vid_conheight);
869                 splash_size_y = max(vid_conwidth, vid_conheight);
870                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
871                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
872
873                 float myhealth_flash_temp;
874                 myhealth = getstati(STAT_HEALTH);
875
876                 // fade out
877                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
878                 // add new damage
879                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
880
881                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
882                 pain_threshold = autocvar_hud_damage_pain_threshold;
883                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
884                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
885
886                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
887                 {
888                         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);
889                 }
890
891                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
892
893                 if(myhealth_prev < 1)
894                 {
895                         if(myhealth >= 1)
896                         {
897                                 myhealth_flash = 0; // just spawned, clear the flash immediately
898                                 myhealth_flash_temp = 0;
899                         }
900                         else
901                         {
902                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
903                         }
904                 }
905
906                 if(spectatee_status == -1 || intermission)
907                 {
908                         myhealth_flash = 0; // observing, or match ended
909                         myhealth_flash_temp = 0;
910                 }
911
912                 myhealth_prev = myhealth;
913
914                 // IDEA: change damage color/picture based on player model for robot/alien species?
915                 // pro: matches model better
916                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
917                 // maybe different reddish pics?
918                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
919                 {
920                         if(autocvar_cl_gentle_damage == 2)
921                         {
922                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
923                                 {
924                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
925                                 }
926                         }
927                         else
928                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
929
930                         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);
931                 }
932                 else
933                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
934
935                 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
936                 {
937                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
938                         {
939                                 damage_blurpostprocess_x = 1;
940                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
941                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
942                         }
943                         else
944                         {
945                                 damage_blurpostprocess_x = 0;
946                                 damage_blurpostprocess_y = 0;
947                                 damage_blurpostprocess_z = 0;
948                         }
949                 }
950         }
951
952         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
953         float e2 = (autocvar_hud_powerup != 0);
954         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
955         {
956                 // enable or disable rendering types if they are used or not
957                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
958                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
959
960                 // blur postprocess handling done first (used by hud_damage and hud_contents)
961                 if((damage_blurpostprocess_x || content_blurpostprocess_x))
962                 {
963                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
964                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
965                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
966                         {
967                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
968                                 old_blurradius = blurradius;
969                                 old_bluralpha = bluralpha;
970                         }
971                 }
972                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
973                 {
974                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
975                         old_blurradius = 0;
976                         old_bluralpha = 0;
977                 }
978
979                 // edge detection postprocess handling done second (used by hud_powerup) 
980                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
981                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
982                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
983                 
984                 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
985                 
986                 if(autocvar_hud_powerup && sharpen_intensity > 0)
987                 {
988                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
989                         {
990                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
991                                 old_sharpen_intensity = sharpen_intensity;
992                         }
993                 }
994                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
995                 {
996                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
997                         old_sharpen_intensity = 0;
998                 }
999
1000                 if(cvar("r_glsl_postprocess") == 0)
1001                         cvar_set("r_glsl_postprocess", "2");
1002         }
1003         else if(cvar("r_glsl_postprocess") == 2)
1004                 cvar_set("r_glsl_postprocess", "0");
1005
1006         if(menu_visible)
1007                 menu_show();
1008
1009         /*if(gametype == MAPINFO_TYPE_CTF)
1010           {
1011           ctf_view();
1012           } else */
1013
1014         // draw 2D entities
1015         e = self;
1016         for(self = world; (self = nextent(self)); )
1017                 if(self.draw2d)
1018                         self.draw2d();
1019         self = e;
1020         Draw_ShowNames_All();
1021
1022         scoreboard_active = HUD_WouldDrawScoreboard();
1023
1024         hit_time = getstatf(STAT_HIT_TIME);
1025         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1026         {
1027                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1028                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1029                         
1030                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1031         }
1032         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1033         if(typehit_time > nextsound_typehit_time) 
1034         {
1035                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1036                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1037                         
1038                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1039         }
1040
1041         //else
1042         {
1043                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1044                 {
1045                         if(getstati(STAT_FROZEN))
1046                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1047                         if(getstatf(STAT_REVIVE_PROGRESS))
1048                         {
1049                                 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);
1050                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1051                         }
1052                 }
1053
1054                 if(autocvar_r_letterbox == 0)
1055                         if(autocvar_viewsize < 120)
1056                                 CSQC_common_hud();
1057
1058                 // crosshair goes VERY LAST
1059                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1060                 {
1061                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1062                                 return;
1063                                 
1064                         string wcross_style;
1065                         float wcross_alpha, wcross_resolution;
1066                         wcross_style = autocvar_crosshair;
1067                         if (wcross_style == "0")
1068                                 return;
1069                         wcross_resolution = autocvar_crosshair_size;
1070                         if (wcross_resolution == 0)
1071                                 return;
1072                         wcross_alpha = autocvar_crosshair_alpha;
1073                         if (wcross_alpha == 0)
1074                                 return;
1075
1076                         // TrueAim check
1077                         float shottype;
1078
1079                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1080                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1081                         wcross_origin_z = 0;
1082                         if(autocvar_crosshair_hittest)
1083                         {
1084                                 vector wcross_oldorigin;
1085                                 wcross_oldorigin = wcross_origin;
1086                                 shottype = TrueAimCheck();
1087                                 if(shottype == SHOTTYPE_HITWORLD)
1088                                 {
1089                                         v = wcross_origin - wcross_oldorigin;
1090                                         v_x /= vid_conwidth;
1091                                         v_y /= vid_conheight;
1092                                         if(vlen(v) > 0.01)
1093                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1094                                 }
1095                                 if(!autocvar_crosshair_hittest_showimpact)
1096                                         wcross_origin = wcross_oldorigin;
1097                         }
1098                         else
1099                                 shottype = SHOTTYPE_HITWORLD;
1100
1101                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1102                         string wcross_wep = "", wcross_name;
1103                         float wcross_scale, wcross_blur;
1104
1105                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1106                                 e = get_weaponinfo(switchingweapon);
1107                                 if (e && e.netname != "")
1108                                 {
1109                                         wcross_wep = e.netname;
1110                                         if(autocvar_crosshair_per_weapon)
1111                                         {
1112                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1113                                                 if (wcross_resolution == 0)
1114                                                         return;
1115                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1116                                                 if (wcross_alpha == 0)
1117                                                         return;
1118
1119                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1120                                                 if(wcross_style == "" || wcross_style == "0")
1121                                                         wcross_style = wcross_wep;
1122                                         }
1123                                 }
1124                         }
1125                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1126                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1127                         else if(autocvar_crosshair_color_by_health)
1128                         {
1129                                 float x = getstati(STAT_HEALTH);
1130
1131                                 //x = red
1132                                 //y = green
1133                                 //z = blue
1134
1135                                 wcross_color_z = 0;
1136
1137                                 if(x > 200)
1138                                 {
1139                                         wcross_color_x = 0;
1140                                         wcross_color_y = 1;
1141                                 }
1142                                 else if(x > 150)
1143                                 {
1144                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1145                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1146                                 }
1147                                 else if(x > 100)
1148                                 {
1149                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1150                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1151                                         wcross_color_z = 1 - (x-100)*0.02;
1152                                 }
1153                                 else if(x > 50)
1154                                 {
1155                                         wcross_color_x = 1;
1156                                         wcross_color_y = 1;
1157                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1158                                 }
1159                                 else if(x > 20)
1160                                 {
1161                                         wcross_color_x = 1;
1162                                         wcross_color_y = (x-20)*90/27/100;
1163                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1164                                 }
1165                                 else
1166                                 {
1167                                         wcross_color_x = 1;
1168                                         wcross_color_y = 0;
1169                                 }
1170                         }
1171                         else
1172                                 wcross_color = stov(autocvar_crosshair_color);
1173
1174                         wcross_name = strcat("gfx/crosshair", wcross_style);
1175
1176                         if(autocvar_crosshair_effect_scalefade)
1177                         {
1178                                 wcross_scale = wcross_resolution;
1179                                 wcross_resolution = 1;
1180                         }
1181                         else
1182                         {
1183                                 wcross_scale = 1;
1184                         }
1185
1186                         if(autocvar_crosshair_pickup)
1187                         {
1188                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1189                                 
1190                                 if(pickup_crosshair_time < stat_pickup_time)
1191                                 {
1192                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1193                                                 pickup_crosshair_size = 1;
1194                                                 
1195                                         pickup_crosshair_time = stat_pickup_time;
1196                                 }
1197
1198                                 if(pickup_crosshair_size > 0)
1199                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1200                                 else
1201                                         pickup_crosshair_size = 0;
1202
1203                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1204                         }
1205
1206                         if(autocvar_crosshair_hitindication)
1207                         {
1208                                 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1209                                 
1210                                 if(hitindication_crosshair_time < hit_time)
1211                                 {
1212                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1213                                                 hitindication_crosshair_size = 1;
1214                                                 
1215                                         hitindication_crosshair_time = hit_time;
1216                                 }
1217
1218                                 if(hitindication_crosshair_size > 0)
1219                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1220                                 else
1221                                         hitindication_crosshair_size = 0;
1222
1223                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1224                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1225                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1226                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1227                         }
1228
1229                         if(shottype == SHOTTYPE_HITENEMY)
1230                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1231                         if(shottype == SHOTTYPE_HITTEAM)
1232                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1233
1234                         f = autocvar_crosshair_effect_speed;
1235                         if(f < 0)
1236                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1237                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1238                         {
1239                                 wcross_changedonetime = time + f;
1240                         }
1241                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1242                         {
1243                                 wcross_name_changestarttime = time;
1244                                 wcross_name_changedonetime = time + f;
1245                                 if(wcross_name_goal_prev_prev)
1246                                         strunzone(wcross_name_goal_prev_prev);
1247                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1248                                 wcross_name_goal_prev = strzone(wcross_name);
1249                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1250                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1251                                 wcross_resolution_goal_prev = wcross_resolution;
1252                         }
1253
1254                         wcross_scale_goal_prev = wcross_scale;
1255                         wcross_alpha_goal_prev = wcross_alpha;
1256                         wcross_color_goal_prev = wcross_color;
1257
1258                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1259                         {
1260                                 wcross_blur = 1;
1261                                 wcross_alpha *= 0.75;
1262                         }
1263                         else
1264                                 wcross_blur = 0;
1265                         // *_prev is at time-frametime
1266                         // * is at wcross_changedonetime+f
1267                         // what do we have at time?
1268                         if(time < wcross_changedonetime)
1269                         {
1270                                 f = frametime / (wcross_changedonetime - time + frametime);
1271                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1272                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1273                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1274                         }
1275
1276                         wcross_scale_prev = wcross_scale;
1277                         wcross_alpha_prev = wcross_alpha;
1278                         wcross_color_prev = wcross_color;
1279
1280                         wcross_scale *= 1 - autocvar__menu_alpha;
1281                         wcross_alpha *= 1 - autocvar__menu_alpha;
1282                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1283
1284                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1285                         {
1286                                 // crosshair rings for weapon stats
1287                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1288                                 {
1289                                         // declarations and stats
1290                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1291                                         string ring_image = string_null, ring_inner_image = string_null;
1292                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1293
1294                                         ring_scale = autocvar_crosshair_ring_size;
1295
1296                                         float weapon_clipload, weapon_clipsize;
1297                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1298                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1299
1300                                         float nex_charge, nex_chargepool;
1301                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1302                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1303
1304                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1305                                                 nex_charge_movingavg = nex_charge;
1306
1307
1308                                         // handle the values
1309                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1310                                         {
1311                                                 if (nex_chargepool || use_nex_chargepool) { 
1312                                                         use_nex_chargepool = 1; 
1313                                                         ring_inner_value = nex_chargepool;
1314                                                 } else { 
1315                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1316                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1317                                                 }
1318
1319                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1320                                                 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;
1321                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1322
1323                                                 // draw the outer ring to show the current charge of the weapon
1324                                                 ring_value = nex_charge;
1325                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1326                                                 ring_rgb = wcross_color;
1327                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1328                                         }
1329                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1330                                         {
1331                                                 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.
1332                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1333                                                 ring_rgb = wcross_color;
1334                                                 ring_image = "gfx/crosshair_ring.tga";
1335                                         }
1336                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1337                                         {
1338                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1339                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1340                                                 ring_rgb = wcross_color;
1341                                                 ring_image = "gfx/crosshair_ring.tga";
1342                                         }
1343
1344                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1345                                         {
1346                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1347                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1348                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1349                                                 ring_rgb = wcross_color;
1350
1351                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1352                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1353                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1354                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1355                                                 else
1356                                                         ring_image = "gfx/crosshair_ring.tga";
1357                                         }
1358
1359                                         // if in weapon switch animation, fade ring out/in
1360                                         if(g_weaponswitchdelay > 0)
1361                                         {
1362                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1363                                                 if(f > 0 && f < 2)
1364                                                         ring_alpha *= fabs(1 - f);
1365                                         }
1366
1367                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1368                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1369
1370                                         if (ring_value)
1371                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1372                                 }
1373
1374 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1375                                 do \
1376                                 { \
1377                                         if(wcross_blur > 0) \
1378                                         { \
1379                                                 for(i = -2; i <= 2; ++i) \
1380                                                 for(j = -2; j <= 2; ++j) \
1381                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1382                                         } \
1383                                         else \
1384                                         { \
1385                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1386                                         } \
1387                                 } \
1388                                 while(0)
1389
1390 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1391                                 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)
1392
1393 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1394                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1395
1396                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1397                                 {
1398                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1399                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1400                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1401                                         f = 1 - f;
1402                                 }
1403                                 else
1404                                 {
1405                                         f = 1;
1406                                 }
1407                                 wcross_name_alpha_goal_prev = f;
1408
1409                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1410                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1411
1412                                 if(autocvar_crosshair_dot)
1413                                 {
1414                                         vector wcross_color_old;
1415                                         wcross_color_old = wcross_color;
1416                                         
1417                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1418                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1419                                                 
1420                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1421                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1422                                         wcross_color = wcross_color_old;
1423                                 }
1424                         }
1425                 }
1426                 else
1427                 {
1428                         wcross_scale_prev = 0;
1429                         wcross_alpha_prev = 0;
1430                         wcross_scale_goal_prev = 0;
1431                         wcross_alpha_goal_prev = 0;
1432                         wcross_changedonetime = 0;
1433                         if(wcross_name_goal_prev)
1434                                 strunzone(wcross_name_goal_prev);
1435                         wcross_name_goal_prev = string_null;
1436                         if(wcross_name_goal_prev_prev)
1437                                 strunzone(wcross_name_goal_prev_prev);
1438                         wcross_name_goal_prev_prev = string_null;
1439                         wcross_name_changestarttime = 0;
1440                         wcross_name_changedonetime = 0;
1441                         wcross_name_alpha_goal_prev = 0;
1442                         wcross_name_alpha_goal_prev_prev = 0;
1443                         wcross_resolution_goal_prev = 0;
1444                         wcross_resolution_goal_prev_prev = 0;
1445                 }
1446         }
1447
1448         if(NextFrameCommand)
1449         {
1450                 localcmd("\n", NextFrameCommand, "\n");
1451                 NextFrameCommand = string_null;
1452         }
1453
1454         // we must do this check AFTER a frame was rendered, or it won't work
1455         if(cs_project_is_b0rked == 0)
1456         {
1457                 string w0, h0;
1458                 w0 = ftos(autocvar_vid_conwidth);
1459                 h0 = ftos(autocvar_vid_conheight);
1460                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1461                 //setproperty(VF_FOV, '90 90 0');
1462                 setproperty(VF_ORIGIN, '0 0 0');
1463                 setproperty(VF_ANGLES, '0 0 0');
1464                 setproperty(VF_PERSPECTIVE, 1);
1465                 makevectors('0 0 0');
1466                 vector v1, v2;
1467                 cvar_set("vid_conwidth", "800");
1468                 cvar_set("vid_conheight", "600");
1469                 v1 = cs_project(v_forward);
1470                 cvar_set("vid_conwidth", "640");
1471                 cvar_set("vid_conheight", "480");
1472                 v2 = cs_project(v_forward);
1473                 if(v1 == v2)
1474                         cs_project_is_b0rked = 1;
1475                 else
1476                         cs_project_is_b0rked = -1;
1477                 cvar_set("vid_conwidth", w0);
1478                 cvar_set("vid_conheight", h0);
1479         }
1480
1481         if(autocvar__hud_configure)
1482                 HUD_Panel_Mouse();
1483     
1484     if(hud && !intermission)
1485     {        
1486         if(hud == HUD_SPIDERBOT)
1487             CSQC_SPIDER_HUD();
1488         else if(hud == HUD_WAKIZASHI)
1489             CSQC_WAKIZASHI_HUD();
1490         else if(hud == HUD_RAPTOR)
1491             CSQC_RAPTOR_HUD();
1492         else if(hud == HUD_BUMBLEBEE)
1493             CSQC_BUMBLE_HUD();
1494         else if(hud == HUD_BUMBLEBEE_GUN)
1495             CSQC_BUMBLE_GUN_HUD();
1496     }
1497         
1498         cl_notice_run();
1499         
1500         // let's reset the view back to normal for the end
1501         setproperty(VF_MIN, '0 0 0');
1502         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1503 }
1504
1505
1506 void CSQC_common_hud(void)
1507 {
1508         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1509                 Accuracy_LoadLevels();
1510
1511     HUD_Main(); // always run these functions for alpha checks
1512     HUD_DrawScoreboard();
1513
1514     if (scoreboard_active) // scoreboard/accuracy
1515         HUD_Reset();
1516     else if (intermission == 2) // map voting screen
1517     {
1518         HUD_FinaleOverlay();
1519         HUD_Reset();
1520     }
1521         /*
1522         switch(hud)
1523         {
1524                 case HUD_SPIDERBOT:
1525                         CSQC_SPIDER_HUD();
1526                         break;
1527
1528                 case HUD_WAKIZASHI:
1529                         CSQC_WAKIZASHI_HUD();
1530                         break;
1531
1532         case HUD_BUMBLEBEE:
1533             CSQC_BUMBLE_HUD();
1534             break;
1535         }
1536         */
1537 }
1538
1539
1540 // following vectors must be global to allow seamless switching between camera modes
1541 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1542 void CSQC_Demo_Camera()
1543 {
1544         float speed, attenuation, dimensions;
1545         vector tmp, delta;
1546
1547         if( autocvar_camera_reset || !camera_mode )
1548         {
1549                 camera_offset = '0 0 0';
1550                 current_angles = '0 0 0';
1551                 camera_direction = '0 0 0';
1552                 camera_offset_z += 30;
1553                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1554                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1555                 current_origin = view_origin;
1556                 current_camera_offset  = camera_offset;
1557                 cvar_set("camera_reset", "0");
1558                 camera_mode = CAMERA_CHASE;
1559         }
1560
1561         // Camera angles
1562         if( camera_roll )
1563                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1564
1565         if(autocvar_camera_look_player)
1566         {
1567                 vector dir;
1568                 float n;
1569
1570                 dir = normalize(view_origin - current_position);
1571                 n = mouse_angles_z;
1572                 mouse_angles = vectoangles(dir);
1573                 mouse_angles_x = mouse_angles_x * -1;
1574                 mouse_angles_z = n;
1575         }
1576         else
1577         {
1578                 tmp = getmousepos() * 0.1;
1579                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1580                 {
1581                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1582                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1583                 }
1584         }
1585
1586         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1587         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1588         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1589         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1590
1591         // Fix difference when angles don't have the same sign
1592         delta = '0 0 0';
1593         if(mouse_angles_y < -60 && current_angles_y > 60)
1594                 delta = '0 360 0';
1595         if(mouse_angles_y > 60 && current_angles_y < -60)
1596                 delta = '0 -360 0';
1597
1598         if(autocvar_camera_look_player)
1599                 attenuation = autocvar_camera_look_attenuation;
1600         else
1601                 attenuation = autocvar_camera_speed_attenuation;
1602
1603         attenuation = 1 / max(1, attenuation);
1604         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1605
1606         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1607         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1608         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1609         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1610
1611         // Camera position
1612         tmp = '0 0 0';
1613         dimensions = 0;
1614
1615         if( camera_direction_x )
1616         {
1617                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1618                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1619                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1620                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1621                 ++dimensions;
1622         }
1623
1624         if( camera_direction_y )
1625         {
1626                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1627                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1628                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1629                 ++dimensions;
1630         }
1631
1632         if( camera_direction_z )
1633         {
1634                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1635                 ++dimensions;
1636         }
1637
1638         if(autocvar_camera_free)
1639                 speed = autocvar_camera_speed_free;
1640         else
1641                 speed = autocvar_camera_speed_chase;
1642
1643         if(dimensions)
1644         {
1645                 speed = speed * sqrt(1 / dimensions);
1646                 camera_offset += tmp * speed;
1647         }
1648
1649         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1650
1651         // Camera modes
1652         if( autocvar_camera_free )
1653         {
1654                 if ( camera_mode == CAMERA_CHASE )
1655                 {
1656                         current_camera_offset = current_origin + current_camera_offset;
1657                         camera_offset = current_origin + camera_offset;
1658                 }
1659
1660                 camera_mode = CAMERA_FREE;
1661                 current_position = current_camera_offset;
1662         }
1663         else
1664         {
1665                 if ( camera_mode == CAMERA_FREE )
1666                 {
1667                         current_origin = view_origin;
1668                         camera_offset = camera_offset - current_origin;
1669                         current_camera_offset = current_camera_offset - current_origin;
1670                 }
1671
1672                 camera_mode = CAMERA_CHASE;
1673
1674                 if(autocvar_camera_chase_smoothly)
1675                         current_origin += (view_origin - current_origin) * attenuation;
1676                 else
1677                         current_origin = view_origin;
1678
1679                 current_position = current_origin + current_camera_offset;
1680         }
1681
1682         setproperty(VF_ANGLES, current_angles);
1683         setproperty(VF_ORIGIN, current_position);
1684 }