]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge remote-tracking branch 'origin/master' into samual/respawn_improvements
[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
111         float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
112         float spawnzoomspeed = autocvar_cl_spawnzoom_speed;
113
114         zoomdir = button_zoom;
115         if(hud == HUD_NORMAL)
116         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
117                 zoomdir += button_attack2;
118         if(spectatee_status > 0 || isdemo())
119         {
120                 if(spectatorbutton_zoom)
121                 {
122                         if(zoomdir)
123                                 zoomdir = 0;
124                         else
125                                 zoomdir = 1;
126                 }
127                 // fteqcc failed twice here already, don't optimize this
128         }
129
130         if(zoomdir) { zoomin_effect = 0; }
131
132         if(camera_active)
133         {
134                 current_viewzoom = min(1, current_viewzoom + drawframetime);
135         }
136         else if(zoomin_effect)
137         {
138                 /*if(autocvar_cl_spawnzoom_type == 1) { current_viewzoom = (current_viewzoom + drawframetime * spawnzoomspeed * (1 - 1 / spawnzoomfactor)); }
139                 else                                                            { */
140                 
141                 current_viewzoom += (spawnzoomspeed * (spawnzoomfactor - current_viewzoom) * drawframetime); 
142                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
143                 if(current_viewzoom == 1) { zoomin_effect = 0; }
144         }
145         else
146         {
147                 if(zoomspeed < 0) // instant zoom
148                 {
149                         if(zoomdir)
150                                 current_viewzoom = 1 / zoomfactor;
151                         else
152                                 current_viewzoom = 1;
153                 }
154                 else
155                 {
156                         if(zoomdir)
157                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
158                         else
159                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
160                 }
161         }
162
163         if(almost_equals(current_viewzoom, 1))
164                 current_zoomfraction = 0;
165         else if(almost_equals(current_viewzoom, 1/zoomfactor))
166                 current_zoomfraction = 1;
167         else
168                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
169
170         if(zoomsensitivity < 1)
171                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
172         else
173                 setsensitivityscale(1);
174                 
175         makevectors(view_angles);
176
177         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
178         {
179                 v = pmove_vel;
180                 if(csqcplayer)
181                         v = csqcplayer.velocity;
182
183                 switch(autocvar_cl_velocityzoom_type)
184                 {
185                         case 3: curspeed = max(0, v_forward * v); break;
186                         case 2: curspeed = (v_forward * v); break;
187                         case 1: default: curspeed = vlen(v); break;
188                 }
189                 
190                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
191                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
192                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
193                 
194                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
195         }
196         else
197                 velocityzoom = 1;
198
199         float frustumx, frustumy, fovx, fovy;
200         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
201         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
202         fovx = atan2(frustumx, 1) / M_PI * 360.0;
203         fovy = atan2(frustumy, 1) / M_PI * 360.0;
204
205         return '1 0 0' * fovx + '0 1 0' * fovy;
206 }
207
208 // this function must match W_SetupShot!
209 float zoomscript_caught;
210
211 vector wcross_origin;
212 float wcross_scale_prev, wcross_alpha_prev;
213 vector wcross_color_prev;
214 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
215 vector wcross_color_goal_prev;
216 float wcross_changedonetime;
217
218 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
219 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
220 float wcross_name_changestarttime, wcross_name_changedonetime;
221 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
222 entity trueaim;
223 entity trueaim_rifle;
224
225 #define SHOTTYPE_HITTEAM 1
226 #define SHOTTYPE_HITOBSTRUCTION 2
227 #define SHOTTYPE_HITWORLD 3
228 #define SHOTTYPE_HITENEMY 4
229
230 void TrueAim_Init()
231 {
232         trueaim = spawn();
233         trueaim.classname = "trueaim";
234         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235         trueaim_rifle = spawn();
236         trueaim_rifle.classname = "trueaim_rifle";
237         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
238 }
239
240 float EnemyHitCheck()
241 {
242         float t, n;
243         wcross_origin = project_3d_to_2d(trace_endpos);
244         wcross_origin_z = 0;
245         if(trace_ent)
246                 n = trace_ent.entnum;
247         else
248                 n = trace_networkentity;
249         if(n < 1)
250                 return SHOTTYPE_HITWORLD;
251         if(n > maxclients)
252                 return SHOTTYPE_HITWORLD;
253         t = GetPlayerColor(n - 1);
254         if(teamplay)
255                 if(t == myteam)
256                         return SHOTTYPE_HITTEAM;
257         if(t == COLOR_SPECTATOR)
258                 return SHOTTYPE_HITWORLD;
259         return SHOTTYPE_HITENEMY;
260 }
261
262 float TrueAimCheck()
263 {
264         float nudge = 1; // added to traceline target and subtracted from result
265         vector vecs, trueaimpoint, w_shotorg;
266         vector mi, ma, dv;
267         float shottype;
268         entity ta;
269         float mv;
270
271         mi = ma = '0 0 0';
272         ta = trueaim;
273         mv = MOVE_NOMONSTERS;
274
275         switch(activeweapon)
276         {
277                 case WEP_TUBA: // no aim
278                 case WEP_PORTO: // shoots from eye
279                 case WEP_HOOK: // no trueaim
280                 case WEP_GRENADE_LAUNCHER: // toss curve
281                         return SHOTTYPE_HITWORLD;
282                 case WEP_NEX:
283                 case WEP_MINSTANEX:
284                         mv = MOVE_NORMAL;
285                         break;
286                 case WEP_RIFLE:
287                         ta = trueaim_rifle;
288                         mv = MOVE_NORMAL;
289                         if(zoomscript_caught)
290                         {
291                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
292                                 return EnemyHitCheck();
293                         }
294                         break;
295                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
296                         mi = '-3 -3 -3';
297                         ma = '3 3 3';
298                         break;
299                 case WEP_FIREBALL: // projectile has a size!
300                         mi = '-16 -16 -16';
301                         ma = '16 16 16';
302                         break;
303                 case WEP_SEEKER: // projectile has a size!
304                         mi = '-2 -2 -2';
305                         ma = '2 2 2';
306                         break;
307                 case WEP_ELECTRO: // projectile has a size!
308                         mi = '0 0 -3';
309                         ma = '0 0 -3';
310                         break;
311         }
312
313         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
314
315         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
316         trueaimpoint = trace_endpos;
317
318         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
319                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
320
321         if(vecs_x > 0)
322                 vecs_y = -vecs_y;
323         else
324                 vecs = '0 0 0';
325
326         dv = view_right * vecs_y + view_up * vecs_z;
327         w_shotorg = view_origin + dv;
328
329         // now move the vecs forward as much as requested if possible
330         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
331         w_shotorg = trace_endpos - view_forward * nudge;
332
333         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
334         shottype = EnemyHitCheck();
335         if(shottype != SHOTTYPE_HITWORLD)
336                 return shottype;
337
338 #if 0
339         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
340         // or rather, I know why, but see no fix
341         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
342                 // 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
343                 return SHOTTYPE_HITOBSTRUCTION;
344 #endif
345
346         return SHOTTYPE_HITWORLD;
347 }
348
349 void CSQC_common_hud(void);
350
351 void PostInit(void);
352 void CSQC_Demo_Camera();
353 float HUD_WouldDrawScoreboard();
354 float camera_mode;
355 float CAMERA_FREE = 1;
356 float CAMERA_CHASE = 2;
357 float reticle_type;
358 string NextFrameCommand;
359 void CSQC_SPIDER_HUD();
360 void CSQC_RAPTOR_HUD();
361
362 vector freeze_org, freeze_ang;
363 entity nightvision_noise, nightvision_noise2;
364
365 #define MAX_TIME_DIFF 5
366 float pickup_crosshair_time, pickup_crosshair_size;
367 float hit_time, typehit_time;
368 float nextsound_hit_time, nextsound_typehit_time;
369 float hitindication_crosshair_time, hitindication_crosshair_size;
370 float use_nex_chargepool;
371
372 float myhealth, myhealth_prev;
373 float myhealth_flash;
374
375 float old_blurradius, old_bluralpha;
376 float old_sharpen_intensity;
377
378 vector myhealth_gentlergb;
379
380 float contentavgalpha, liquidalpha_prev;
381 vector liquidcolor_prev;
382
383 float eventchase_current_distance;
384
385 vector damage_blurpostprocess, content_blurpostprocess;
386
387 float checkfail[16];
388
389 #define BUTTON_3 4
390 #define BUTTON_4 8
391 float cl_notice_run();
392 void CSQC_UpdateView(float w, float h)
393 {
394         entity e;
395         float fov;
396         float f, i, j;
397         vector v;
398         vector vf_size, vf_min;
399         float a;
400
401         execute_next_frame();
402
403         ++framecount;
404
405         hud = getstati(STAT_HUD);
406
407         if(autocvar__hud_showbinds_reload) // menu can set this one
408         {
409                 db_close(binddb);
410                 binddb = db_create();
411                 cvar_set("_hud_showbinds_reload", "0");
412         }
413
414         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
415                 view_quality = getproperty(VF_MINFPS_QUALITY);
416         else
417                 view_quality = 1;
418
419         button_attack2 = (input_buttons & BUTTON_3);
420         button_zoom = (input_buttons & BUTTON_4);
421
422         // FIXME do we need this hack?
423         if(isdemo())
424         {
425                 // in demos, input_buttons do not work
426                 button_zoom = (autocvar__togglezoom == "-");
427         }
428
429 #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
430         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
431         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
432         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);
433         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
434         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
435         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
436         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
437
438         vf_size = getpropertyvec(VF_SIZE);
439         vf_min = getpropertyvec(VF_MIN);
440         vid_width = vf_size_x;
441         vid_height = vf_size_y;
442
443         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
444         vector splash_pos = '0 0 0', splash_size = '0 0 0';
445
446         WaypointSprite_Load();
447
448         CSQCPlayer_SetCamera();
449
450 #ifdef COMPAT_XON050_ENGINE
451         if(spectatee_status)
452                 myteam = GetPlayerColor(spectatee_status - 1);
453         else
454 #endif
455                 myteam = GetPlayerColor(player_localentnum - 1);
456
457         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
458
459         // event chase camera
460         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
461         {
462                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
463                 {
464                         // 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.)
465                         vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
466
467                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
468                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
469                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
470                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
471
472                         // make the camera smooth back
473                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
474                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
475                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
476                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
477
478                         makevectors(view_angles);
479
480                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
481                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
482
483                         // If the boxtrace fails, revert back to line tracing.
484                         if(trace_startsolid)
485                         {
486                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
487                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
488                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
489                         }
490                         else { setproperty(VF_ORIGIN, trace_endpos); }
491
492                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
493                 }
494                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
495                 {
496                         cvar_set("chase_active", "0");
497                         eventchase_current_distance = 0; // start from 0 next time
498                 }
499         }
500         // workaround for camera stuck between player's legs when using chase_active 1
501         // because the engine stops updating the chase_active camera when the game ends
502         else if(intermission)
503         {
504                 cvar_settemp("chase_active", "-1");
505                 eventchase_current_distance = 0;
506         }
507
508         // do lockview after event chase camera so that it still applies whenever necessary.
509         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
510         {
511                 setproperty(VF_ORIGIN, freeze_org);
512                 setproperty(VF_ANGLES, freeze_ang);
513         }
514         else
515         {
516                 freeze_org = getpropertyvec(VF_ORIGIN);
517                 freeze_ang = getpropertyvec(VF_ANGLES);
518         }
519
520         WarpZone_FixView();
521         //WarpZone_FixPMove();
522
523         // Render the Scene
524         view_origin = getpropertyvec(VF_ORIGIN);
525         view_angles = getpropertyvec(VF_ANGLES);
526         makevectors(view_angles);
527         view_forward = v_forward;
528         view_right = v_right;
529         view_up = v_up;
530
531 #ifdef BLURTEST
532         if(time > blurtest_time0 && time < blurtest_time1)
533         {
534                 float r, t;
535
536                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
537                 r = t * blurtest_radius;
538                 f = 1 / pow(t, blurtest_power) - 1;
539
540                 cvar_set("r_glsl_postprocess", "1");
541                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
542         }
543         else
544         {
545                 cvar_set("r_glsl_postprocess", "0");
546                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
547         }
548 #endif
549
550         TargetMusic_Advance();
551         Fog_Force();
552
553         if(drawtime == 0)
554                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
555         else
556                 drawframetime = bound(0.000001, time - drawtime, 1);
557         drawtime = time;
558
559         // watch for gametype changes here...
560         // in ParseStuffCMD the cmd isn't executed yet :/
561         // might even be better to add the gametype to TE_CSQC_INIT...?
562         if(!postinit)
563                 PostInit();
564
565         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
566         {
567                 if(calledhooks & HOOK_START)
568                 {
569                         localcmd("\ncl_hook_gameend\n");
570                         calledhooks |= HOOK_END;
571                 }
572         }
573
574         Announcer();
575
576         fov = autocvar_fov;
577         if(fov <= 59.5)
578         {
579                 if(!zoomscript_caught)
580                 {
581                         localcmd("+button9\n");
582                         zoomscript_caught = 1;
583                 }
584         }
585         else
586         {
587                 if(zoomscript_caught)
588                 {
589                         localcmd("-button9\n");
590                         zoomscript_caught = 0;
591                 }
592         }
593
594         ColorTranslateMode = autocvar_cl_stripcolorcodes;
595
596         // next WANTED weapon (for HUD)
597         switchweapon = getstati(STAT_SWITCHWEAPON);
598
599         // currently switching-to weapon (for crosshair)
600         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
601
602         // actually active weapon (for zoom)
603         activeweapon = getstati(STAT_ACTIVEWEAPON);
604
605         f = (serverflags & SERVERFLAG_TEAMPLAY);
606         if(f != teamplay)
607         {
608                 teamplay = f;
609                 HUD_InitScores();
610         }
611
612         if(last_switchweapon != switchweapon) {
613                 weapontime = time;
614                 last_switchweapon = switchweapon;
615         }
616         if(last_activeweapon != activeweapon) {
617                 last_activeweapon = activeweapon;
618
619                 e = get_weaponinfo(activeweapon);
620                 if(e.netname != "")
621                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
622                 else
623                         localcmd("\ncl_hook_activeweapon none\n");
624         }
625
626         // ALWAYS Clear Current Scene First
627         clearscene();
628 #ifdef WORKAROUND_XON010
629         if(checkextension("DP_CSQC_ROTATEMOVES"))
630         {
631 #endif
632         setproperty(VF_ORIGIN, view_origin);
633         setproperty(VF_ANGLES, view_angles);
634 #ifdef WORKAROUND_XON010
635         }
636 #endif
637
638         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
639         setproperty(VF_SIZE, vf_size);
640         setproperty(VF_MIN, vf_min);
641
642         // Assign Standard Viewflags
643         // Draw the World (and sky)
644         setproperty(VF_DRAWWORLD, 1);
645
646         // Set the console size vars
647         vid_conwidth = autocvar_vid_conwidth;
648         vid_conheight = autocvar_vid_conheight;
649         vid_pixelheight = autocvar_vid_pixelheight;
650
651         setproperty(VF_FOV, GetCurrentFov(fov));
652
653         // Camera for demo playback
654         if(camera_active)
655         {
656                 if(autocvar_camera_enable)
657                         CSQC_Demo_Camera();
658                 else
659                 {
660                         cvar_set("chase_active", ftos(chase_active_backup));
661                         cvar_set("cl_demo_mousegrab", "0");
662                         camera_active = FALSE;
663                 }
664         }
665 #ifdef CAMERATEST
666         else if(autocvar_camera_enable)
667 #else
668         else if(autocvar_camera_enable && isdemo())
669 #endif
670         {
671                 // Enable required Darkplaces cvars
672                 chase_active_backup = autocvar_chase_active;
673                 cvar_set("chase_active", "2");
674                 cvar_set("cl_demo_mousegrab", "1");
675                 camera_active = TRUE;
676                 camera_mode = FALSE;
677         }
678
679         // Draw the Crosshair
680         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
681
682         // Draw the Engine Status Bar (the default Quake HUD)
683         setproperty(VF_DRAWENGINESBAR, 0);
684
685         // Update the mouse position
686         /*
687            mousepos_x = vid_conwidth;
688            mousepos_y = vid_conheight;
689            mousepos = mousepos*0.5 + getmousepos();
690          */
691
692         e = self;
693         for(self = world; (self = nextent(self)); )
694                 if(self.draw)
695                         self.draw();
696         self = e;
697
698         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
699         renderscene();
700
701         // now switch to 2D drawing mode by calling a 2D drawing function
702         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
703         // next R_RenderScene call
704         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
705
706         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
707         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
708         {
709                 // apply night vision effect
710                 vector tc_00, tc_01, tc_10, tc_11;
711                 vector rgb;
712                 rgb_x = 0; // fteqcc sucks
713                 rgb_y = 0; // fteqcc sucks
714                 rgb_z = 0; // fteqcc sucks
715
716                 if(!nightvision_noise)
717                 {
718                         nightvision_noise = spawn();
719                         nightvision_noise.classname = "nightvision_noise";
720                 }
721                 if(!nightvision_noise2)
722                 {
723                         nightvision_noise2 = spawn();
724                         nightvision_noise2.classname = "nightvision_noise2";
725                 }
726
727                 // color tint in yellow
728                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
729
730                 // draw BG
731                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
732                 rgb = '1 1 1';
733                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
734                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
735                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
736                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
737                 tc_11 = tc_01 + tc_10 - tc_00;
738                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
739                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
740                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
741                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
742                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
743                 R_EndPolygon();
744
745                 // draw FG
746                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
747                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
748                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
749                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
750                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
751                 tc_11 = tc_01 + tc_10 - tc_00;
752                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
753                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
754                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
755                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
756                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
757                 R_EndPolygon();
758         }
759         
760         // Draw the aiming reticle for weapons that use it
761         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
762         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
763         // the view to go back to normal, so reticle_type would become 0 as we fade out)
764         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
765                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
766         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
767                 reticle_type = 2; // nex zoom
768         else if(button_zoom || zoomscript_caught)
769                 reticle_type = 1; // normal zoom
770         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
771                 reticle_type = 2; // nex zoom
772     
773         if(reticle_type && autocvar_cl_reticle)
774         {
775                 if(autocvar_cl_reticle_stretch)
776                 {
777                         reticle_size_x = vid_conwidth;
778                         reticle_size_y = vid_conheight;
779                         reticle_pos_x = 0;
780                         reticle_pos_y = 0;
781                 }
782                 else
783                 {
784                         reticle_size_x = max(vid_conwidth, vid_conheight);
785                         reticle_size_y = max(vid_conwidth, vid_conheight);
786                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
787                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
788                 }
789
790                 f = current_zoomfraction;
791                 if(zoomscript_caught)
792                         f = 1;
793                 if(autocvar_cl_reticle_item_normal)
794                 {
795                         if(reticle_type == 1 && f)
796                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
797                 }
798                 if(autocvar_cl_reticle_item_nex)
799                 {
800                         if(reticle_type == 2 && f)
801                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
802                 }
803         }
804
805
806         // improved polyblend
807         if(autocvar_hud_contents)
808         {
809                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
810                 vector liquidcolor;
811
812                 switch(pointcontents(view_origin))
813                 {
814                         case CONTENT_WATER:
815                                 liquidalpha = autocvar_hud_contents_water_alpha;
816                                 liquidcolor = stov(autocvar_hud_contents_water_color);
817                                 incontent = 1;
818                                 break;
819
820                         case CONTENT_LAVA:
821                                 liquidalpha = autocvar_hud_contents_lava_alpha;
822                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
823                                 incontent = 1;
824                                 break;
825
826                         case CONTENT_SLIME:
827                                 liquidalpha = autocvar_hud_contents_slime_alpha;
828                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
829                                 incontent = 1;
830                                 break;
831
832                         default:
833                                 liquidalpha = 0;
834                                 liquidcolor = '0 0 0';
835                                 incontent = 0;
836                                 break;
837                 }
838
839                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
840                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
841                         contentfadetime = autocvar_hud_contents_fadeintime;
842                         liquidalpha_prev = liquidalpha;
843                         liquidcolor_prev = liquidcolor;
844                 }
845                 else
846                         contentfadetime = autocvar_hud_contents_fadeouttime;
847
848                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
849                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
850
851                 if(contentavgalpha)
852                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
853
854                 if(autocvar_hud_postprocessing)
855                 {
856                         if(autocvar_hud_contents_blur && contentavgalpha)
857                         {
858                                 content_blurpostprocess_x = 1;
859                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
860                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
861                         }
862                         else
863                         {
864                                 content_blurpostprocess_x = 0;
865                                 content_blurpostprocess_y = 0;
866                                 content_blurpostprocess_z = 0;
867                         }
868                 }
869         }
870         
871         if(autocvar_hud_damage)
872         {
873                 splash_size_x = max(vid_conwidth, vid_conheight);
874                 splash_size_y = max(vid_conwidth, vid_conheight);
875                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
876                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
877
878                 float myhealth_flash_temp;
879                 myhealth = getstati(STAT_HEALTH);
880
881                 // fade out
882                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
883                 // add new damage
884                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
885
886                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
887                 pain_threshold = autocvar_hud_damage_pain_threshold;
888                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
889                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
890
891                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
892                 {
893                         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);
894                 }
895
896                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
897
898                 if(myhealth_prev < 1)
899                 {
900                         if(myhealth >= 1)
901                         {
902                                 myhealth_flash = 0; // just spawned, clear the flash immediately
903                                 myhealth_flash_temp = 0;
904                         }
905                         else
906                         {
907                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
908                         }
909                 }
910
911                 if(spectatee_status == -1 || intermission)
912                 {
913                         myhealth_flash = 0; // observing, or match ended
914                         myhealth_flash_temp = 0;
915                 }
916
917                 myhealth_prev = myhealth;
918
919                 // IDEA: change damage color/picture based on player model for robot/alien species?
920                 // pro: matches model better
921                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
922                 // maybe different reddish pics?
923                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
924                 {
925                         if(autocvar_cl_gentle_damage == 2)
926                         {
927                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
928                                 {
929                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
930                                 }
931                         }
932                         else
933                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
934
935                         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);
936                 }
937                 else
938                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
939
940                 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.
941                 {
942                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
943                         {
944                                 damage_blurpostprocess_x = 1;
945                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
946                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
947                         }
948                         else
949                         {
950                                 damage_blurpostprocess_x = 0;
951                                 damage_blurpostprocess_y = 0;
952                                 damage_blurpostprocess_z = 0;
953                         }
954                 }
955         }
956
957         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
958         float e2 = (autocvar_hud_powerup != 0);
959         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
960         {
961                 // enable or disable rendering types if they are used or not
962                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
963                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
964
965                 // blur postprocess handling done first (used by hud_damage and hud_contents)
966                 if((damage_blurpostprocess_x || content_blurpostprocess_x))
967                 {
968                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
969                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
970                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
971                         {
972                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
973                                 old_blurradius = blurradius;
974                                 old_bluralpha = bluralpha;
975                         }
976                 }
977                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
978                 {
979                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
980                         old_blurradius = 0;
981                         old_bluralpha = 0;
982                 }
983
984                 // edge detection postprocess handling done second (used by hud_powerup) 
985                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
986                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
987                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
988                 
989                 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.
990                 
991                 if(autocvar_hud_powerup && sharpen_intensity > 0)
992                 {
993                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
994                         {
995                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
996                                 old_sharpen_intensity = sharpen_intensity;
997                         }
998                 }
999                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1000                 {
1001                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1002                         old_sharpen_intensity = 0;
1003                 }
1004
1005                 if(cvar("r_glsl_postprocess") == 0)
1006                         cvar_set("r_glsl_postprocess", "2");
1007         }
1008         else if(cvar("r_glsl_postprocess") == 2)
1009                 cvar_set("r_glsl_postprocess", "0");
1010
1011         if(menu_visible)
1012                 menu_show();
1013
1014         /*if(gametype == MAPINFO_TYPE_CTF)
1015           {
1016           ctf_view();
1017           } else */
1018
1019         // draw 2D entities
1020         e = self;
1021         for(self = world; (self = nextent(self)); )
1022                 if(self.draw2d)
1023                         self.draw2d();
1024         self = e;
1025         Draw_ShowNames_All();
1026
1027         scoreboard_active = HUD_WouldDrawScoreboard();
1028
1029         hit_time = getstatf(STAT_HIT_TIME);
1030         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1031         {
1032                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1033                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1034                         
1035                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1036         }
1037         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1038         if(typehit_time > nextsound_typehit_time) 
1039         {
1040                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1041                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1042                         
1043                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1044         }
1045
1046         //else
1047         {
1048                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1049                 {
1050                         if(getstati(STAT_FROZEN))
1051                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1052                         if(getstatf(STAT_REVIVE_PROGRESS))
1053                         {
1054                                 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);
1055                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1056                         }
1057                 }
1058
1059                 if(autocvar_r_letterbox == 0)
1060                         if(autocvar_viewsize < 120)
1061                                 CSQC_common_hud();
1062
1063                 // crosshair goes VERY LAST
1064                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1065                 {
1066                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1067                                 return;
1068                                 
1069                         string wcross_style;
1070                         float wcross_alpha, wcross_resolution;
1071                         wcross_style = autocvar_crosshair;
1072                         if (wcross_style == "0")
1073                                 return;
1074                         wcross_resolution = autocvar_crosshair_size;
1075                         if (wcross_resolution == 0)
1076                                 return;
1077                         wcross_alpha = autocvar_crosshair_alpha;
1078                         if (wcross_alpha == 0)
1079                                 return;
1080
1081                         // TrueAim check
1082                         float shottype;
1083
1084                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1085                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1086                         wcross_origin_z = 0;
1087                         if(autocvar_crosshair_hittest)
1088                         {
1089                                 vector wcross_oldorigin;
1090                                 wcross_oldorigin = wcross_origin;
1091                                 shottype = TrueAimCheck();
1092                                 if(shottype == SHOTTYPE_HITWORLD)
1093                                 {
1094                                         v = wcross_origin - wcross_oldorigin;
1095                                         v_x /= vid_conwidth;
1096                                         v_y /= vid_conheight;
1097                                         if(vlen(v) > 0.01)
1098                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1099                                 }
1100                                 if(!autocvar_crosshair_hittest_showimpact)
1101                                         wcross_origin = wcross_oldorigin;
1102                         }
1103                         else
1104                                 shottype = SHOTTYPE_HITWORLD;
1105
1106                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1107                         string wcross_wep = "", wcross_name;
1108                         float wcross_scale, wcross_blur;
1109
1110                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1111                                 e = get_weaponinfo(switchingweapon);
1112                                 if (e && e.netname != "")
1113                                 {
1114                                         wcross_wep = e.netname;
1115                                         if(autocvar_crosshair_per_weapon)
1116                                         {
1117                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1118                                                 if (wcross_resolution == 0)
1119                                                         return;
1120                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1121                                                 if (wcross_alpha == 0)
1122                                                         return;
1123
1124                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1125                                                 if(wcross_style == "" || wcross_style == "0")
1126                                                         wcross_style = wcross_wep;
1127                                         }
1128                                 }
1129                         }
1130                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1131                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1132                         else if(autocvar_crosshair_color_by_health)
1133                         {
1134                                 float x = getstati(STAT_HEALTH);
1135
1136                                 //x = red
1137                                 //y = green
1138                                 //z = blue
1139
1140                                 wcross_color_z = 0;
1141
1142                                 if(x > 200)
1143                                 {
1144                                         wcross_color_x = 0;
1145                                         wcross_color_y = 1;
1146                                 }
1147                                 else if(x > 150)
1148                                 {
1149                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1150                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1151                                 }
1152                                 else if(x > 100)
1153                                 {
1154                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1155                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1156                                         wcross_color_z = 1 - (x-100)*0.02;
1157                                 }
1158                                 else if(x > 50)
1159                                 {
1160                                         wcross_color_x = 1;
1161                                         wcross_color_y = 1;
1162                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1163                                 }
1164                                 else if(x > 20)
1165                                 {
1166                                         wcross_color_x = 1;
1167                                         wcross_color_y = (x-20)*90/27/100;
1168                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1169                                 }
1170                                 else
1171                                 {
1172                                         wcross_color_x = 1;
1173                                         wcross_color_y = 0;
1174                                 }
1175                         }
1176                         else
1177                                 wcross_color = stov(autocvar_crosshair_color);
1178
1179                         wcross_name = strcat("gfx/crosshair", wcross_style);
1180
1181                         if(autocvar_crosshair_effect_scalefade)
1182                         {
1183                                 wcross_scale = wcross_resolution;
1184                                 wcross_resolution = 1;
1185                         }
1186                         else
1187                         {
1188                                 wcross_scale = 1;
1189                         }
1190
1191                         if(autocvar_crosshair_pickup)
1192                         {
1193                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1194                                 
1195                                 if(pickup_crosshair_time < stat_pickup_time)
1196                                 {
1197                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1198                                                 pickup_crosshair_size = 1;
1199                                                 
1200                                         pickup_crosshair_time = stat_pickup_time;
1201                                 }
1202
1203                                 if(pickup_crosshair_size > 0)
1204                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1205                                 else
1206                                         pickup_crosshair_size = 0;
1207
1208                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1209                         }
1210
1211                         if(autocvar_crosshair_hitindication)
1212                         {
1213                                 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1214                                 
1215                                 if(hitindication_crosshair_time < hit_time)
1216                                 {
1217                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1218                                                 hitindication_crosshair_size = 1;
1219                                                 
1220                                         hitindication_crosshair_time = hit_time;
1221                                 }
1222
1223                                 if(hitindication_crosshair_size > 0)
1224                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1225                                 else
1226                                         hitindication_crosshair_size = 0;
1227
1228                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1229                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1230                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1231                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1232                         }
1233
1234                         if(shottype == SHOTTYPE_HITENEMY)
1235                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1236                         if(shottype == SHOTTYPE_HITTEAM)
1237                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1238
1239                         f = autocvar_crosshair_effect_speed;
1240                         if(f < 0)
1241                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1242                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1243                         {
1244                                 wcross_changedonetime = time + f;
1245                         }
1246                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1247                         {
1248                                 wcross_name_changestarttime = time;
1249                                 wcross_name_changedonetime = time + f;
1250                                 if(wcross_name_goal_prev_prev)
1251                                         strunzone(wcross_name_goal_prev_prev);
1252                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1253                                 wcross_name_goal_prev = strzone(wcross_name);
1254                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1255                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1256                                 wcross_resolution_goal_prev = wcross_resolution;
1257                         }
1258
1259                         wcross_scale_goal_prev = wcross_scale;
1260                         wcross_alpha_goal_prev = wcross_alpha;
1261                         wcross_color_goal_prev = wcross_color;
1262
1263                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1264                         {
1265                                 wcross_blur = 1;
1266                                 wcross_alpha *= 0.75;
1267                         }
1268                         else
1269                                 wcross_blur = 0;
1270                         // *_prev is at time-frametime
1271                         // * is at wcross_changedonetime+f
1272                         // what do we have at time?
1273                         if(time < wcross_changedonetime)
1274                         {
1275                                 f = frametime / (wcross_changedonetime - time + frametime);
1276                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1277                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1278                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1279                         }
1280
1281                         wcross_scale_prev = wcross_scale;
1282                         wcross_alpha_prev = wcross_alpha;
1283                         wcross_color_prev = wcross_color;
1284
1285                         wcross_scale *= 1 - autocvar__menu_alpha;
1286                         wcross_alpha *= 1 - autocvar__menu_alpha;
1287                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1288
1289                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1290                         {
1291                                 // crosshair rings for weapon stats
1292                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1293                                 {
1294                                         // declarations and stats
1295                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1296                                         string ring_image = string_null, ring_inner_image = string_null;
1297                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1298
1299                                         ring_scale = autocvar_crosshair_ring_size;
1300
1301                                         float weapon_clipload, weapon_clipsize;
1302                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1303                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1304
1305                                         float nex_charge, nex_chargepool;
1306                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1307                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1308
1309                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1310                                                 nex_charge_movingavg = nex_charge;
1311
1312
1313                                         // handle the values
1314                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1315                                         {
1316                                                 if (nex_chargepool || use_nex_chargepool) { 
1317                                                         use_nex_chargepool = 1; 
1318                                                         ring_inner_value = nex_chargepool;
1319                                                 } else { 
1320                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1321                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1322                                                 }
1323
1324                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1325                                                 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;
1326                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1327
1328                                                 // draw the outer ring to show the current charge of the weapon
1329                                                 ring_value = nex_charge;
1330                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1331                                                 ring_rgb = wcross_color;
1332                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1333                                         }
1334                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1335                                         {
1336                                                 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.
1337                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1338                                                 ring_rgb = wcross_color;
1339                                                 ring_image = "gfx/crosshair_ring.tga";
1340                                         }
1341                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1342                                         {
1343                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1344                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1345                                                 ring_rgb = wcross_color;
1346                                                 ring_image = "gfx/crosshair_ring.tga";
1347                                         }
1348
1349                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1350                                         {
1351                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1352                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1353                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1354                                                 ring_rgb = wcross_color;
1355
1356                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1357                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1358                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1359                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1360                                                 else
1361                                                         ring_image = "gfx/crosshair_ring.tga";
1362                                         }
1363
1364                                         // if in weapon switch animation, fade ring out/in
1365                                         if(g_weaponswitchdelay > 0)
1366                                         {
1367                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1368                                                 if(f > 0 && f < 2)
1369                                                         ring_alpha *= fabs(1 - f);
1370                                         }
1371
1372                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1373                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1374
1375                                         if (ring_value)
1376                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1377                                 }
1378
1379 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1380                                 do \
1381                                 { \
1382                                         if(wcross_blur > 0) \
1383                                         { \
1384                                                 for(i = -2; i <= 2; ++i) \
1385                                                 for(j = -2; j <= 2; ++j) \
1386                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1387                                         } \
1388                                         else \
1389                                         { \
1390                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1391                                         } \
1392                                 } \
1393                                 while(0)
1394
1395 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1396                                 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)
1397
1398 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1399                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1400
1401                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1402                                 {
1403                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1404                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1405                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1406                                         f = 1 - f;
1407                                 }
1408                                 else
1409                                 {
1410                                         f = 1;
1411                                 }
1412                                 wcross_name_alpha_goal_prev = f;
1413
1414                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1415                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1416
1417                                 if(autocvar_crosshair_dot)
1418                                 {
1419                                         vector wcross_color_old;
1420                                         wcross_color_old = wcross_color;
1421                                         
1422                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1423                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1424                                                 
1425                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1426                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1427                                         wcross_color = wcross_color_old;
1428                                 }
1429                         }
1430                 }
1431                 else
1432                 {
1433                         wcross_scale_prev = 0;
1434                         wcross_alpha_prev = 0;
1435                         wcross_scale_goal_prev = 0;
1436                         wcross_alpha_goal_prev = 0;
1437                         wcross_changedonetime = 0;
1438                         if(wcross_name_goal_prev)
1439                                 strunzone(wcross_name_goal_prev);
1440                         wcross_name_goal_prev = string_null;
1441                         if(wcross_name_goal_prev_prev)
1442                                 strunzone(wcross_name_goal_prev_prev);
1443                         wcross_name_goal_prev_prev = string_null;
1444                         wcross_name_changestarttime = 0;
1445                         wcross_name_changedonetime = 0;
1446                         wcross_name_alpha_goal_prev = 0;
1447                         wcross_name_alpha_goal_prev_prev = 0;
1448                         wcross_resolution_goal_prev = 0;
1449                         wcross_resolution_goal_prev_prev = 0;
1450                 }
1451         }
1452
1453         if(NextFrameCommand)
1454         {
1455                 localcmd("\n", NextFrameCommand, "\n");
1456                 NextFrameCommand = string_null;
1457         }
1458
1459         // we must do this check AFTER a frame was rendered, or it won't work
1460         if(cs_project_is_b0rked == 0)
1461         {
1462                 string w0, h0;
1463                 w0 = ftos(autocvar_vid_conwidth);
1464                 h0 = ftos(autocvar_vid_conheight);
1465                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1466                 //setproperty(VF_FOV, '90 90 0');
1467                 setproperty(VF_ORIGIN, '0 0 0');
1468                 setproperty(VF_ANGLES, '0 0 0');
1469                 setproperty(VF_PERSPECTIVE, 1);
1470                 makevectors('0 0 0');
1471                 vector v1, v2;
1472                 cvar_set("vid_conwidth", "800");
1473                 cvar_set("vid_conheight", "600");
1474                 v1 = cs_project(v_forward);
1475                 cvar_set("vid_conwidth", "640");
1476                 cvar_set("vid_conheight", "480");
1477                 v2 = cs_project(v_forward);
1478                 if(v1 == v2)
1479                         cs_project_is_b0rked = 1;
1480                 else
1481                         cs_project_is_b0rked = -1;
1482                 cvar_set("vid_conwidth", w0);
1483                 cvar_set("vid_conheight", h0);
1484         }
1485
1486         if(autocvar__hud_configure)
1487                 HUD_Panel_Mouse();
1488     
1489     if(hud && !intermission)
1490     {        
1491         if(hud == HUD_SPIDERBOT)
1492             CSQC_SPIDER_HUD();
1493         else if(hud == HUD_WAKIZASHI)
1494             CSQC_WAKIZASHI_HUD();
1495         else if(hud == HUD_RAPTOR)
1496             CSQC_RAPTOR_HUD();
1497         else if(hud == HUD_BUMBLEBEE)
1498             CSQC_BUMBLE_HUD();
1499         else if(hud == HUD_BUMBLEBEE_GUN)
1500             CSQC_BUMBLE_GUN_HUD();
1501     }
1502         
1503         cl_notice_run();
1504         
1505         // let's reset the view back to normal for the end
1506         setproperty(VF_MIN, '0 0 0');
1507         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1508 }
1509
1510
1511 void CSQC_common_hud(void)
1512 {
1513     // do some accuracy var caching
1514     float i;
1515     if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1516     {
1517         if(autocvar_accuracy_color_levels != acc_color_levels)
1518         {
1519             if(acc_color_levels)
1520                 strunzone(acc_color_levels);
1521             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1522             acc_levels = tokenize_console(acc_color_levels);
1523             if (acc_levels > MAX_ACCURACY_LEVELS)
1524                 acc_levels = MAX_ACCURACY_LEVELS;
1525
1526             for (i = 0; i < acc_levels; ++i)
1527                 acc_lev[i] = stof(argv(i)) / 100.0;
1528         }
1529         // let know that acc_col[] needs to be loaded
1530         acc_col[0] = '-1 0 0';
1531     }
1532
1533     HUD_Main(); // always run these functions for alpha checks
1534     HUD_DrawScoreboard();
1535
1536     if (scoreboard_active) // scoreboard/accuracy
1537         HUD_Reset();
1538     else if (intermission == 2) // map voting screen
1539     {
1540         HUD_FinaleOverlay();
1541         HUD_Reset();
1542     }
1543         /*
1544         switch(hud)
1545         {
1546                 case HUD_SPIDERBOT:
1547                         CSQC_SPIDER_HUD();
1548                         break;
1549
1550                 case HUD_WAKIZASHI:
1551                         CSQC_WAKIZASHI_HUD();
1552                         break;
1553
1554         case HUD_BUMBLEBEE:
1555             CSQC_BUMBLE_HUD();
1556             break;
1557         }
1558         */
1559 }
1560
1561
1562 // following vectors must be global to allow seamless switching between camera modes
1563 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1564 void CSQC_Demo_Camera()
1565 {
1566         float speed, attenuation, dimensions;
1567         vector tmp, delta;
1568
1569         if( autocvar_camera_reset || !camera_mode )
1570         {
1571                 camera_offset = '0 0 0';
1572                 current_angles = '0 0 0';
1573                 camera_direction = '0 0 0';
1574                 camera_offset_z += 30;
1575                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1576                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1577                 current_origin = view_origin;
1578                 current_camera_offset  = camera_offset;
1579                 cvar_set("camera_reset", "0");
1580                 camera_mode = CAMERA_CHASE;
1581         }
1582
1583         // Camera angles
1584         if( camera_roll )
1585                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1586
1587         if(autocvar_camera_look_player)
1588         {
1589                 vector dir;
1590                 float n;
1591
1592                 dir = normalize(view_origin - current_position);
1593                 n = mouse_angles_z;
1594                 mouse_angles = vectoangles(dir);
1595                 mouse_angles_x = mouse_angles_x * -1;
1596                 mouse_angles_z = n;
1597         }
1598         else
1599         {
1600                 tmp = getmousepos() * 0.1;
1601                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1602                 {
1603                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1604                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1605                 }
1606         }
1607
1608         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1609         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1610         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1611         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1612
1613         // Fix difference when angles don't have the same sign
1614         delta = '0 0 0';
1615         if(mouse_angles_y < -60 && current_angles_y > 60)
1616                 delta = '0 360 0';
1617         if(mouse_angles_y > 60 && current_angles_y < -60)
1618                 delta = '0 -360 0';
1619
1620         if(autocvar_camera_look_player)
1621                 attenuation = autocvar_camera_look_attenuation;
1622         else
1623                 attenuation = autocvar_camera_speed_attenuation;
1624
1625         attenuation = 1 / max(1, attenuation);
1626         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1627
1628         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1629         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1630         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1631         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1632
1633         // Camera position
1634         tmp = '0 0 0';
1635         dimensions = 0;
1636
1637         if( camera_direction_x )
1638         {
1639                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1640                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1641                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1642                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1643                 ++dimensions;
1644         }
1645
1646         if( camera_direction_y )
1647         {
1648                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1649                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1650                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1651                 ++dimensions;
1652         }
1653
1654         if( camera_direction_z )
1655         {
1656                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1657                 ++dimensions;
1658         }
1659
1660         if(autocvar_camera_free)
1661                 speed = autocvar_camera_speed_free;
1662         else
1663                 speed = autocvar_camera_speed_chase;
1664
1665         if(dimensions)
1666         {
1667                 speed = speed * sqrt(1 / dimensions);
1668                 camera_offset += tmp * speed;
1669         }
1670
1671         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1672
1673         // Camera modes
1674         if( autocvar_camera_free )
1675         {
1676                 if ( camera_mode == CAMERA_CHASE )
1677                 {
1678                         current_camera_offset = current_origin + current_camera_offset;
1679                         camera_offset = current_origin + camera_offset;
1680                 }
1681
1682                 camera_mode = CAMERA_FREE;
1683                 current_position = current_camera_offset;
1684         }
1685         else
1686         {
1687                 if ( camera_mode == CAMERA_FREE )
1688                 {
1689                         current_origin = view_origin;
1690                         camera_offset = camera_offset - current_origin;
1691                         current_camera_offset = current_camera_offset - current_origin;
1692                 }
1693
1694                 camera_mode = CAMERA_CHASE;
1695
1696                 if(autocvar_camera_chase_smoothly)
1697                         current_origin += (view_origin - current_origin) * attenuation;
1698                 else
1699                         current_origin = view_origin;
1700
1701                 current_position = current_origin + current_camera_offset;
1702         }
1703
1704         setproperty(VF_ANGLES, current_angles);
1705         setproperty(VF_ORIGIN, current_position);
1706 }