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Merge remote-tracking branch 'origin/master' into terencehill/menu_spam_fix
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
8 void Porto_Draw()
9 {
10         vector p, dir, ang, q, nextdir;
11         float idx, portal_number, portal1_idx;
12
13         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
14                 return;
15         if(g_balance_porto_secondary)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                 {
61                         portal1_idx = idx;
62                         if(portal_number >= 2)
63                                 break;
64                 }
65         }
66
67         while(idx >= 2)
68         {
69                 p = polyline[idx-2];
70                 q = polyline[idx-1];
71                 if(idx == 2)
72                         p = p - view_up * 16;
73                 if(idx-1 >= portal1_idx)
74                 {
75                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
76                 }
77                 else
78                 {
79                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
80                 }
81                 --idx;
82         }
83 }
84
85 void Porto_Init()
86 {
87         porto = spawn();
88         porto.classname = "porto";
89         porto.draw = Porto_Draw;
90         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
91 }
92
93 float drawtime;
94 float avgspeed;
95 vector GetCurrentFov(float fov)
96 {
97         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98         float velocityzoom, curspeed;
99         vector v;
100
101         zoomsensitivity = autocvar_cl_zoomsensitivity;
102         zoomfactor = autocvar_cl_zoomfactor;
103         if(zoomfactor < 1 || zoomfactor > 16)
104                 zoomfactor = 2.5;
105         zoomspeed = autocvar_cl_zoomspeed;
106         if(zoomspeed >= 0)
107         if(zoomspeed < 0.5 || zoomspeed > 16)
108                         zoomspeed = 3.5;
109
110         zoomdir = button_zoom;
111         if(hud == HUD_NORMAL)
112         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
113                 zoomdir += button_attack2;
114         if(spectatee_status > 0 || isdemo())
115         {
116                 if(spectatorbutton_zoom)
117                 {
118                         if(zoomdir)
119                                 zoomdir = 0;
120                         else
121                                 zoomdir = 1;
122                 }
123                 // fteqcc failed twice here already, don't optimize this
124         }
125
126         if(zoomdir) { zoomin_effect = 0; }
127
128         if(camera_active)
129         {
130                 current_viewzoom = min(1, current_viewzoom + drawframetime);
131         }
132         else if(autocvar_cl_spawnzoom && zoomin_effect)
133         {
134                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
135                 
136                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime); 
137                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
138                 if(current_viewzoom == 1) { zoomin_effect = 0; }
139         }
140         else
141         {
142                 if(zoomspeed < 0) // instant zoom
143                 {
144                         if(zoomdir)
145                                 current_viewzoom = 1 / zoomfactor;
146                         else
147                                 current_viewzoom = 1;
148                 }
149                 else
150                 {
151                         if(zoomdir)
152                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
153                         else
154                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
155                 }
156         }
157
158         if(almost_equals(current_viewzoom, 1))
159                 current_zoomfraction = 0;
160         else if(almost_equals(current_viewzoom, 1/zoomfactor))
161                 current_zoomfraction = 1;
162         else
163                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
164
165         if(zoomsensitivity < 1)
166                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
167         else
168                 setsensitivityscale(1);
169                 
170         makevectors(view_angles);
171
172         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
173         {
174                 v = pmove_vel;
175                 if(csqcplayer)
176                         v = csqcplayer.velocity;
177
178                 switch(autocvar_cl_velocityzoom_type)
179                 {
180                         case 3: curspeed = max(0, v_forward * v); break;
181                         case 2: curspeed = (v_forward * v); break;
182                         case 1: default: curspeed = vlen(v); break;
183                 }
184                 
185                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
186                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
187                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
188                 
189                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
190         }
191         else
192                 velocityzoom = 1;
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t, n;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_ent)
241                 n = trace_ent.entnum;
242         else
243                 n = trace_networkentity;
244         if(n < 1)
245                 return SHOTTYPE_HITWORLD;
246         if(n > maxclients)
247                 return SHOTTYPE_HITWORLD;
248         t = GetPlayerColor(n - 1);
249         if(teamplay)
250                 if(t == myteam)
251                         return SHOTTYPE_HITTEAM;
252         if(t == NUM_SPECTATOR)
253                 return SHOTTYPE_HITWORLD;
254         return SHOTTYPE_HITENEMY;
255 }
256
257 float TrueAimCheck()
258 {
259         float nudge = 1; // added to traceline target and subtracted from result
260         vector vecs, trueaimpoint, w_shotorg;
261         vector mi, ma, dv;
262         float shottype;
263         entity ta;
264         float mv;
265
266         mi = ma = '0 0 0';
267         ta = trueaim;
268         mv = MOVE_NOMONSTERS;
269
270         switch(activeweapon)
271         {
272                 case WEP_TUBA: // no aim
273                 case WEP_PORTO: // shoots from eye
274                 case WEP_HOOK: // no trueaim
275                 case WEP_GRENADE_LAUNCHER: // toss curve
276                         return SHOTTYPE_HITWORLD;
277                 case WEP_NEX:
278                 case WEP_MINSTANEX:
279                         mv = MOVE_NORMAL;
280                         break;
281                 case WEP_RIFLE:
282                         ta = trueaim_rifle;
283                         mv = MOVE_NORMAL;
284                         if(zoomscript_caught)
285                         {
286                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
287                                 return EnemyHitCheck();
288                         }
289                         break;
290                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
291                         mi = '-3 -3 -3';
292                         ma = '3 3 3';
293                         break;
294                 case WEP_FIREBALL: // projectile has a size!
295                         mi = '-16 -16 -16';
296                         ma = '16 16 16';
297                         break;
298                 case WEP_SEEKER: // projectile has a size!
299                         mi = '-2 -2 -2';
300                         ma = '2 2 2';
301                         break;
302                 case WEP_ELECTRO: // projectile has a size!
303                         mi = '0 0 -3';
304                         ma = '0 0 -3';
305                         break;
306         }
307
308         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
309
310         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
311         trueaimpoint = trace_endpos;
312
313         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
314                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
315
316         if(vecs_x > 0)
317                 vecs_y = -vecs_y;
318         else
319                 vecs = '0 0 0';
320
321         dv = view_right * vecs_y + view_up * vecs_z;
322         w_shotorg = view_origin + dv;
323
324         // now move the vecs forward as much as requested if possible
325         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
326         w_shotorg = trace_endpos - view_forward * nudge;
327
328         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
329         shottype = EnemyHitCheck();
330         if(shottype != SHOTTYPE_HITWORLD)
331                 return shottype;
332
333 #if 0
334         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
335         // or rather, I know why, but see no fix
336         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
337                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
338                 return SHOTTYPE_HITOBSTRUCTION;
339 #endif
340
341         return SHOTTYPE_HITWORLD;
342 }
343
344 void CSQC_common_hud(void);
345
346 void PostInit(void);
347 void CSQC_Demo_Camera();
348 float HUD_WouldDrawScoreboard();
349 float camera_mode;
350 float CAMERA_FREE = 1;
351 float CAMERA_CHASE = 2;
352 float reticle_type;
353 string NextFrameCommand;
354 void CSQC_SPIDER_HUD();
355 void CSQC_RAPTOR_HUD();
356
357 vector freeze_org, freeze_ang;
358 entity nightvision_noise, nightvision_noise2;
359
360 #define MAX_TIME_DIFF 5
361 float pickup_crosshair_time, pickup_crosshair_size;
362 float hit_time, typehit_time;
363 float nextsound_hit_time, nextsound_typehit_time;
364 float hitindication_crosshair_time, hitindication_crosshair_size;
365 float use_nex_chargepool;
366
367 float myhealth, myhealth_prev;
368 float myhealth_flash;
369
370 float old_blurradius, old_bluralpha;
371 float old_sharpen_intensity;
372
373 vector myhealth_gentlergb;
374
375 float contentavgalpha, liquidalpha_prev;
376 vector liquidcolor_prev;
377
378 float eventchase_current_distance;
379
380 vector damage_blurpostprocess, content_blurpostprocess;
381
382 float checkfail[16];
383
384 #define BUTTON_3 4
385 #define BUTTON_4 8
386 float cl_notice_run();
387 float prev_myteam;
388 void CSQC_UpdateView(float w, float h)
389 {
390         entity e;
391         float fov;
392         float f, i, j;
393         vector v;
394         vector vf_size, vf_min;
395         float a;
396
397         execute_next_frame();
398
399         ++framecount;
400
401         hud = getstati(STAT_HUD);
402
403         if(autocvar__hud_showbinds_reload) // menu can set this one
404         {
405                 db_close(binddb);
406                 binddb = db_create();
407                 cvar_set("_hud_showbinds_reload", "0");
408         }
409
410         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
411                 view_quality = getproperty(VF_MINFPS_QUALITY);
412         else
413                 view_quality = 1;
414
415         button_attack2 = (input_buttons & BUTTON_3);
416         button_zoom = (input_buttons & BUTTON_4);
417
418 #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
419         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
420         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
421         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);
422         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
423         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
424         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
425         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
426
427         vf_size = getpropertyvec(VF_SIZE);
428         vf_min = getpropertyvec(VF_MIN);
429         vid_width = vf_size_x;
430         vid_height = vf_size_y;
431
432         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
433         vector splash_pos = '0 0 0', splash_size = '0 0 0';
434
435         WaypointSprite_Load();
436
437         CSQCPlayer_SetCamera();
438
439 #ifdef COMPAT_XON050_ENGINE
440         if(spectatee_status)
441                 myteam = GetPlayerColor(spectatee_status - 1);
442         else
443 #endif
444                 myteam = GetPlayerColor(player_localentnum - 1);
445
446         if(myteam != prev_myteam)
447         {
448                 myteamcolors = colormapPaletteColor(myteam, 1);
449                 for(i = 0; i < HUD_PANEL_NUM; ++i)
450                         hud_panel[i].update_time = time;
451                 prev_myteam = myteam;
452         }
453
454         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
455
456         float is_dead = (getstati(STAT_HEALTH) <= 0);
457
458         // FIXME do we need this hack?
459         if(isdemo())
460         {
461                 // in demos, input_buttons do not work
462                 button_zoom = (autocvar__togglezoom == "-");
463         }
464         else if(button_zoom
465                 && autocvar_cl_unpress_zoom_on_death
466                 && (spectatee_status >= 0)
467                 && (is_dead || intermission))
468         {
469                 // no zoom while dead or in intermission please
470                 localcmd("-zoom\n");
471                 button_zoom = FALSE;
472         }
473
474         // event chase camera
475         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
476         {
477                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
478                 {
479                         // 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.)
480                         vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
481
482                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
483                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
484                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
485                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
486
487                         // make the camera smooth back
488                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
489                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
490                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
491                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
492
493                         makevectors(view_angles);
494
495                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
496                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
497
498                         // If the boxtrace fails, revert back to line tracing.
499                         if(trace_startsolid)
500                         {
501                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
502                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
503                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
504                         }
505                         else { setproperty(VF_ORIGIN, trace_endpos); }
506
507                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
508                 }
509                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
510                 {
511                         cvar_set("chase_active", "0");
512                         eventchase_current_distance = 0; // start from 0 next time
513                 }
514         }
515         // workaround for camera stuck between player's legs when using chase_active 1
516         // because the engine stops updating the chase_active camera when the game ends
517         else if(intermission)
518         {
519                 cvar_settemp("chase_active", "-1");
520                 eventchase_current_distance = 0;
521         }
522
523         // do lockview after event chase camera so that it still applies whenever necessary.
524         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
525         {
526                 setproperty(VF_ORIGIN, freeze_org);
527                 setproperty(VF_ANGLES, freeze_ang);
528         }
529         else
530         {
531                 freeze_org = getpropertyvec(VF_ORIGIN);
532                 freeze_ang = getpropertyvec(VF_ANGLES);
533         }
534
535         WarpZone_FixView();
536         //WarpZone_FixPMove();
537
538         // Render the Scene
539         view_origin = getpropertyvec(VF_ORIGIN);
540         view_angles = getpropertyvec(VF_ANGLES);
541         makevectors(view_angles);
542         view_forward = v_forward;
543         view_right = v_right;
544         view_up = v_up;
545
546 #ifdef BLURTEST
547         if(time > blurtest_time0 && time < blurtest_time1)
548         {
549                 float r, t;
550
551                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
552                 r = t * blurtest_radius;
553                 f = 1 / pow(t, blurtest_power) - 1;
554
555                 cvar_set("r_glsl_postprocess", "1");
556                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
557         }
558         else
559         {
560                 cvar_set("r_glsl_postprocess", "0");
561                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
562         }
563 #endif
564
565         TargetMusic_Advance();
566         Fog_Force();
567
568         if(drawtime == 0)
569                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
570         else
571                 drawframetime = bound(0.000001, time - drawtime, 1);
572         drawtime = time;
573
574         // watch for gametype changes here...
575         // in ParseStuffCMD the cmd isn't executed yet :/
576         // might even be better to add the gametype to TE_CSQC_INIT...?
577         if(!postinit)
578                 PostInit();
579
580         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
581         {
582                 if(calledhooks & HOOK_START)
583                 {
584                         localcmd("\ncl_hook_gameend\n");
585                         calledhooks |= HOOK_END;
586                 }
587         }
588
589         Announcer();
590
591         fov = autocvar_fov;
592         if(fov <= 59.5)
593         {
594                 if(!zoomscript_caught)
595                 {
596                         localcmd("+button9\n");
597                         zoomscript_caught = 1;
598                 }
599         }
600         else
601         {
602                 if(zoomscript_caught)
603                 {
604                         localcmd("-button9\n");
605                         zoomscript_caught = 0;
606                 }
607         }
608
609         ColorTranslateMode = autocvar_cl_stripcolorcodes;
610
611         // next WANTED weapon (for HUD)
612         switchweapon = getstati(STAT_SWITCHWEAPON);
613
614         // currently switching-to weapon (for crosshair)
615         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
616
617         // actually active weapon (for zoom)
618         activeweapon = getstati(STAT_ACTIVEWEAPON);
619
620         f = (serverflags & SERVERFLAG_TEAMPLAY);
621         if(f != teamplay)
622         {
623                 teamplay = f;
624                 HUD_InitScores();
625         }
626
627         if(last_switchweapon != switchweapon)
628         {
629                 weapontime = time;
630                 last_switchweapon = switchweapon;
631                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
632                 {
633                         localcmd("-zoom\n");
634                         button_zoom = FALSE;
635                 }
636                 if(autocvar_cl_unpress_attack_on_weapon_switch)
637                 {
638                         localcmd("-fire\n");
639                         localcmd("-fire2\n");
640                         button_attack2 = FALSE;
641                 }
642         }
643         if(last_activeweapon != activeweapon)
644         {
645                 last_activeweapon = activeweapon;
646
647                 e = get_weaponinfo(activeweapon);
648                 if(e.netname != "")
649                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
650                 else
651                         localcmd("\ncl_hook_activeweapon none\n");
652         }
653
654         // ALWAYS Clear Current Scene First
655         clearscene();
656 #ifdef WORKAROUND_XON010
657         if(checkextension("DP_CSQC_ROTATEMOVES"))
658         {
659 #endif
660         setproperty(VF_ORIGIN, view_origin);
661         setproperty(VF_ANGLES, view_angles);
662 #ifdef WORKAROUND_XON010
663         }
664 #endif
665
666         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
667         setproperty(VF_SIZE, vf_size);
668         setproperty(VF_MIN, vf_min);
669
670         // Assign Standard Viewflags
671         // Draw the World (and sky)
672         setproperty(VF_DRAWWORLD, 1);
673
674         // Set the console size vars
675         vid_conwidth = autocvar_vid_conwidth;
676         vid_conheight = autocvar_vid_conheight;
677         vid_pixelheight = autocvar_vid_pixelheight;
678
679         setproperty(VF_FOV, GetCurrentFov(fov));
680
681         // Camera for demo playback
682         if(camera_active)
683         {
684                 if(autocvar_camera_enable)
685                         CSQC_Demo_Camera();
686                 else
687                 {
688                         cvar_set("chase_active", ftos(chase_active_backup));
689                         cvar_set("cl_demo_mousegrab", "0");
690                         camera_active = FALSE;
691                 }
692         }
693 #ifdef CAMERATEST
694         else if(autocvar_camera_enable)
695 #else
696         else if(autocvar_camera_enable && isdemo())
697 #endif
698         {
699                 // Enable required Darkplaces cvars
700                 chase_active_backup = autocvar_chase_active;
701                 cvar_set("chase_active", "2");
702                 cvar_set("cl_demo_mousegrab", "1");
703                 camera_active = TRUE;
704                 camera_mode = FALSE;
705         }
706
707         // Draw the Crosshair
708         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
709
710         // Draw the Engine Status Bar (the default Quake HUD)
711         setproperty(VF_DRAWENGINESBAR, 0);
712
713         // Update the mouse position
714         /*
715            mousepos_x = vid_conwidth;
716            mousepos_y = vid_conheight;
717            mousepos = mousepos*0.5 + getmousepos();
718          */
719
720         e = self;
721         for(self = world; (self = nextent(self)); )
722                 if(self.draw)
723                         self.draw();
724         self = e;
725
726         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
727         renderscene();
728
729         // now switch to 2D drawing mode by calling a 2D drawing function
730         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
731         // next R_RenderScene call
732         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
733
734         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
735         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
736         {
737                 // apply night vision effect
738                 vector tc_00, tc_01, tc_10, tc_11;
739                 vector rgb;
740                 rgb_x = 0; // fteqcc sucks
741                 rgb_y = 0; // fteqcc sucks
742                 rgb_z = 0; // fteqcc sucks
743
744                 if(!nightvision_noise)
745                 {
746                         nightvision_noise = spawn();
747                         nightvision_noise.classname = "nightvision_noise";
748                 }
749                 if(!nightvision_noise2)
750                 {
751                         nightvision_noise2 = spawn();
752                         nightvision_noise2.classname = "nightvision_noise2";
753                 }
754
755                 // color tint in yellow
756                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
757
758                 // draw BG
759                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
760                 rgb = '1 1 1';
761                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
762                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
763                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
764                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
765                 tc_11 = tc_01 + tc_10 - tc_00;
766                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
767                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
768                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
769                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
770                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
771                 R_EndPolygon();
772
773                 // draw FG
774                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
775                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
776                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
777                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
778                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
779                 tc_11 = tc_01 + tc_10 - tc_00;
780                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
781                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
782                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
783                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
784                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
785                 R_EndPolygon();
786         }
787         
788         // Draw the aiming reticle for weapons that use it
789         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
790         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
791         // the view to go back to normal, so reticle_type would become 0 as we fade out)
792         if(spectatee_status || is_dead || hud != HUD_NORMAL)
793                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
794         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
795                 reticle_type = 2; // nex zoom
796         else if(button_zoom || zoomscript_caught)
797                 reticle_type = 1; // normal zoom
798         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
799                 reticle_type = 2; // nex zoom
800     
801         if(reticle_type && autocvar_cl_reticle)
802         {
803                 if(autocvar_cl_reticle_stretch)
804                 {
805                         reticle_size_x = vid_conwidth;
806                         reticle_size_y = vid_conheight;
807                         reticle_pos_x = 0;
808                         reticle_pos_y = 0;
809                 }
810                 else
811                 {
812                         reticle_size_x = max(vid_conwidth, vid_conheight);
813                         reticle_size_y = max(vid_conwidth, vid_conheight);
814                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
815                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
816                 }
817
818                 f = current_zoomfraction;
819                 if(zoomscript_caught)
820                         f = 1;
821                 if(autocvar_cl_reticle_item_normal)
822                 {
823                         if(reticle_type == 1 && f)
824                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
825                 }
826                 if(autocvar_cl_reticle_item_nex)
827                 {
828                         if(reticle_type == 2 && f)
829                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
830                 }
831         }
832
833
834         // improved polyblend
835         if(autocvar_hud_contents)
836         {
837                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
838                 vector liquidcolor;
839
840                 switch(pointcontents(view_origin))
841                 {
842                         case CONTENT_WATER:
843                                 liquidalpha = autocvar_hud_contents_water_alpha;
844                                 liquidcolor = stov(autocvar_hud_contents_water_color);
845                                 incontent = 1;
846                                 break;
847
848                         case CONTENT_LAVA:
849                                 liquidalpha = autocvar_hud_contents_lava_alpha;
850                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
851                                 incontent = 1;
852                                 break;
853
854                         case CONTENT_SLIME:
855                                 liquidalpha = autocvar_hud_contents_slime_alpha;
856                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
857                                 incontent = 1;
858                                 break;
859
860                         default:
861                                 liquidalpha = 0;
862                                 liquidcolor = '0 0 0';
863                                 incontent = 0;
864                                 break;
865                 }
866
867                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
868                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
869                         contentfadetime = autocvar_hud_contents_fadeintime;
870                         liquidalpha_prev = liquidalpha;
871                         liquidcolor_prev = liquidcolor;
872                 }
873                 else
874                         contentfadetime = autocvar_hud_contents_fadeouttime;
875
876                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
877                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
878
879                 if(contentavgalpha)
880                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
881
882                 if(autocvar_hud_postprocessing)
883                 {
884                         if(autocvar_hud_contents_blur && contentavgalpha)
885                         {
886                                 content_blurpostprocess_x = 1;
887                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
888                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
889                         }
890                         else
891                         {
892                                 content_blurpostprocess_x = 0;
893                                 content_blurpostprocess_y = 0;
894                                 content_blurpostprocess_z = 0;
895                         }
896                 }
897         }
898
899         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
900         {
901                 splash_size_x = max(vid_conwidth, vid_conheight);
902                 splash_size_y = max(vid_conwidth, vid_conheight);
903                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
904                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
905
906                 float myhealth_flash_temp;
907                 myhealth = getstati(STAT_HEALTH);
908
909                 // fade out
910                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
911                 // add new damage
912                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
913
914                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
915                 pain_threshold = autocvar_hud_damage_pain_threshold;
916                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
917                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
918
919                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
920                 {
921                         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);
922                 }
923
924                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
925
926                 if(myhealth_prev < 1)
927                 {
928                         if(myhealth >= 1)
929                         {
930                                 myhealth_flash = 0; // just spawned, clear the flash immediately
931                                 myhealth_flash_temp = 0;
932                         }
933                         else
934                         {
935                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
936                         }
937                 }
938
939                 if(spectatee_status == -1 || intermission)
940                 {
941                         myhealth_flash = 0; // observing, or match ended
942                         myhealth_flash_temp = 0;
943                 }
944
945                 myhealth_prev = myhealth;
946
947                 // IDEA: change damage color/picture based on player model for robot/alien species?
948                 // pro: matches model better
949                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
950                 // maybe different reddish pics?
951                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
952                 {
953                         if(autocvar_cl_gentle_damage == 2)
954                         {
955                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
956                                 {
957                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
958                                 }
959                         }
960                         else
961                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
962
963                         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);
964                 }
965                 else
966                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
967
968                 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.
969                 {
970                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
971                         {
972                                 damage_blurpostprocess_x = 1;
973                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
974                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
975                         }
976                         else
977                         {
978                                 damage_blurpostprocess_x = 0;
979                                 damage_blurpostprocess_y = 0;
980                                 damage_blurpostprocess_z = 0;
981                         }
982                 }
983         }
984
985         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
986         float e2 = (autocvar_hud_powerup != 0);
987         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
988         {
989                 // enable or disable rendering types if they are used or not
990                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
991                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
992
993                 // blur postprocess handling done first (used by hud_damage and hud_contents)
994                 if((damage_blurpostprocess_x || content_blurpostprocess_x))
995                 {
996                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
997                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
998                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
999                         {
1000                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1001                                 old_blurradius = blurradius;
1002                                 old_bluralpha = bluralpha;
1003                         }
1004                 }
1005                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1006                 {
1007                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1008                         old_blurradius = 0;
1009                         old_bluralpha = 0;
1010                 }
1011
1012                 // edge detection postprocess handling done second (used by hud_powerup) 
1013                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1014                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1015                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1016                 
1017                 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.
1018                 
1019                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1020                 {
1021                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1022                         {
1023                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1024                                 old_sharpen_intensity = sharpen_intensity;
1025                         }
1026                 }
1027                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1028                 {
1029                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1030                         old_sharpen_intensity = 0;
1031                 }
1032
1033                 if(cvar("r_glsl_postprocess") == 0)
1034                         cvar_set("r_glsl_postprocess", "2");
1035         }
1036         else if(cvar("r_glsl_postprocess") == 2)
1037                 cvar_set("r_glsl_postprocess", "0");
1038
1039         if(menu_visible)
1040                 menu_show();
1041
1042         /*if(gametype == MAPINFO_TYPE_CTF)
1043           {
1044           ctf_view();
1045           } else */
1046
1047         // draw 2D entities
1048         e = self;
1049         for(self = world; (self = nextent(self)); )
1050                 if(self.draw2d)
1051                         self.draw2d();
1052         self = e;
1053         Draw_ShowNames_All();
1054
1055         scoreboard_active = HUD_WouldDrawScoreboard();
1056
1057         hit_time = getstatf(STAT_HIT_TIME);
1058         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1059         {
1060                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1061                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1062                         
1063                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1064         }
1065         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1066         if(typehit_time > nextsound_typehit_time) 
1067         {
1068                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1069                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1070                         
1071                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1072         }
1073
1074         //else
1075         {
1076                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1077                 {
1078                         if(getstati(STAT_FROZEN))
1079                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1080                         if(getstatf(STAT_REVIVE_PROGRESS))
1081                         {
1082                                 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);
1083                                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1084                         }
1085                 }
1086
1087                 if(autocvar_r_letterbox == 0)
1088                         if(autocvar_viewsize < 120)
1089                                 CSQC_common_hud();
1090
1091                 // crosshair goes VERY LAST
1092                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1093                 {
1094                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1095                                 return;
1096                                 
1097                         string wcross_style;
1098                         float wcross_alpha, wcross_resolution;
1099                         wcross_style = autocvar_crosshair;
1100                         if (wcross_style == "0")
1101                                 return;
1102                         wcross_resolution = autocvar_crosshair_size;
1103                         if (wcross_resolution == 0)
1104                                 return;
1105                         wcross_alpha = autocvar_crosshair_alpha;
1106                         if (wcross_alpha == 0)
1107                                 return;
1108
1109                         // TrueAim check
1110                         float shottype;
1111
1112                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1113                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1114                         wcross_origin_z = 0;
1115                         if(autocvar_crosshair_hittest)
1116                         {
1117                                 vector wcross_oldorigin;
1118                                 wcross_oldorigin = wcross_origin;
1119                                 shottype = TrueAimCheck();
1120                                 if(shottype == SHOTTYPE_HITWORLD)
1121                                 {
1122                                         v = wcross_origin - wcross_oldorigin;
1123                                         v_x /= vid_conwidth;
1124                                         v_y /= vid_conheight;
1125                                         if(vlen(v) > 0.01)
1126                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1127                                 }
1128                                 if(!autocvar_crosshair_hittest_showimpact)
1129                                         wcross_origin = wcross_oldorigin;
1130                         }
1131                         else
1132                                 shottype = SHOTTYPE_HITWORLD;
1133
1134                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1135                         string wcross_wep = "", wcross_name;
1136                         float wcross_scale, wcross_blur;
1137
1138                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1139                                 e = get_weaponinfo(switchingweapon);
1140                                 if (e && e.netname != "")
1141                                 {
1142                                         wcross_wep = e.netname;
1143                                         if(autocvar_crosshair_per_weapon)
1144                                         {
1145                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1146                                                 if (wcross_resolution == 0)
1147                                                         return;
1148                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1149                                                 if (wcross_alpha == 0)
1150                                                         return;
1151
1152                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1153                                                 if(wcross_style == "" || wcross_style == "0")
1154                                                         wcross_style = wcross_wep;
1155                                         }
1156                                 }
1157                         }
1158                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1159                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1160                         else if(autocvar_crosshair_color_by_health)
1161                         {
1162                                 float x = getstati(STAT_HEALTH);
1163
1164                                 //x = red
1165                                 //y = green
1166                                 //z = blue
1167
1168                                 wcross_color_z = 0;
1169
1170                                 if(x > 200)
1171                                 {
1172                                         wcross_color_x = 0;
1173                                         wcross_color_y = 1;
1174                                 }
1175                                 else if(x > 150)
1176                                 {
1177                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1178                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1179                                 }
1180                                 else if(x > 100)
1181                                 {
1182                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1183                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1184                                         wcross_color_z = 1 - (x-100)*0.02;
1185                                 }
1186                                 else if(x > 50)
1187                                 {
1188                                         wcross_color_x = 1;
1189                                         wcross_color_y = 1;
1190                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1191                                 }
1192                                 else if(x > 20)
1193                                 {
1194                                         wcross_color_x = 1;
1195                                         wcross_color_y = (x-20)*90/27/100;
1196                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1197                                 }
1198                                 else
1199                                 {
1200                                         wcross_color_x = 1;
1201                                         wcross_color_y = 0;
1202                                 }
1203                         }
1204                         else
1205                                 wcross_color = stov(autocvar_crosshair_color);
1206
1207                         wcross_name = strcat("gfx/crosshair", wcross_style);
1208
1209                         if(autocvar_crosshair_effect_scalefade)
1210                         {
1211                                 wcross_scale = wcross_resolution;
1212                                 wcross_resolution = 1;
1213                         }
1214                         else
1215                         {
1216                                 wcross_scale = 1;
1217                         }
1218
1219                         if(autocvar_crosshair_pickup)
1220                         {
1221                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1222                                 
1223                                 if(pickup_crosshair_time < stat_pickup_time)
1224                                 {
1225                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1226                                                 pickup_crosshair_size = 1;
1227                                                 
1228                                         pickup_crosshair_time = stat_pickup_time;
1229                                 }
1230
1231                                 if(pickup_crosshair_size > 0)
1232                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1233                                 else
1234                                         pickup_crosshair_size = 0;
1235
1236                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1237                         }
1238
1239                         if(autocvar_crosshair_hitindication)
1240                         {
1241                                 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1242                                 
1243                                 if(hitindication_crosshair_time < hit_time)
1244                                 {
1245                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1246                                                 hitindication_crosshair_size = 1;
1247                                                 
1248                                         hitindication_crosshair_time = hit_time;
1249                                 }
1250
1251                                 if(hitindication_crosshair_size > 0)
1252                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1253                                 else
1254                                         hitindication_crosshair_size = 0;
1255
1256                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1257                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1258                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1259                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1260                         }
1261
1262                         if(shottype == SHOTTYPE_HITENEMY)
1263                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1264                         if(shottype == SHOTTYPE_HITTEAM)
1265                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1266
1267                         f = autocvar_crosshair_effect_speed;
1268                         if(f < 0)
1269                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1270                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1271                         {
1272                                 wcross_changedonetime = time + f;
1273                         }
1274                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1275                         {
1276                                 wcross_name_changestarttime = time;
1277                                 wcross_name_changedonetime = time + f;
1278                                 if(wcross_name_goal_prev_prev)
1279                                         strunzone(wcross_name_goal_prev_prev);
1280                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1281                                 wcross_name_goal_prev = strzone(wcross_name);
1282                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1283                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1284                                 wcross_resolution_goal_prev = wcross_resolution;
1285                         }
1286
1287                         wcross_scale_goal_prev = wcross_scale;
1288                         wcross_alpha_goal_prev = wcross_alpha;
1289                         wcross_color_goal_prev = wcross_color;
1290
1291                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1292                         {
1293                                 wcross_blur = 1;
1294                                 wcross_alpha *= 0.75;
1295                         }
1296                         else
1297                                 wcross_blur = 0;
1298                         // *_prev is at time-frametime
1299                         // * is at wcross_changedonetime+f
1300                         // what do we have at time?
1301                         if(time < wcross_changedonetime)
1302                         {
1303                                 f = frametime / (wcross_changedonetime - time + frametime);
1304                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1305                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1306                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1307                         }
1308
1309                         wcross_scale_prev = wcross_scale;
1310                         wcross_alpha_prev = wcross_alpha;
1311                         wcross_color_prev = wcross_color;
1312
1313                         wcross_scale *= 1 - autocvar__menu_alpha;
1314                         wcross_alpha *= 1 - autocvar__menu_alpha;
1315                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1316
1317                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1318                         {
1319                                 // crosshair rings for weapon stats
1320                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1321                                 {
1322                                         // declarations and stats
1323                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1324                                         string ring_image = string_null, ring_inner_image = string_null;
1325                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1326
1327                                         ring_scale = autocvar_crosshair_ring_size;
1328
1329                                         float weapon_clipload, weapon_clipsize;
1330                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1331                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1332
1333                                         float nex_charge, nex_chargepool;
1334                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1335                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1336
1337                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1338                                                 nex_charge_movingavg = nex_charge;
1339
1340
1341                                         // handle the values
1342                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1343                                         {
1344                                                 if (nex_chargepool || use_nex_chargepool) { 
1345                                                         use_nex_chargepool = 1; 
1346                                                         ring_inner_value = nex_chargepool;
1347                                                 } else { 
1348                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1349                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1350                                                 }
1351
1352                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1353                                                 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;
1354                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1355
1356                                                 // draw the outer ring to show the current charge of the weapon
1357                                                 ring_value = nex_charge;
1358                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1359                                                 ring_rgb = wcross_color;
1360                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1361                                         }
1362                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1363                                         {
1364                                                 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.
1365                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1366                                                 ring_rgb = wcross_color;
1367                                                 ring_image = "gfx/crosshair_ring.tga";
1368                                         }
1369                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1370                                         {
1371                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1372                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1373                                                 ring_rgb = wcross_color;
1374                                                 ring_image = "gfx/crosshair_ring.tga";
1375                                         }
1376
1377                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1378                                         {
1379                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1380                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1381                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1382                                                 ring_rgb = wcross_color;
1383
1384                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1385                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1386                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1387                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1388                                                 else
1389                                                         ring_image = "gfx/crosshair_ring.tga";
1390                                         }
1391
1392                                         // if in weapon switch animation, fade ring out/in
1393                                         if(g_weaponswitchdelay > 0)
1394                                         {
1395                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1396                                                 if(f > 0 && f < 2)
1397                                                         ring_alpha *= fabs(1 - f);
1398                                         }
1399
1400                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1401                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1402
1403                                         if (ring_value)
1404                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1405                                 }
1406
1407 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1408                                 do \
1409                                 { \
1410                                         if(wcross_blur > 0) \
1411                                         { \
1412                                                 for(i = -2; i <= 2; ++i) \
1413                                                 for(j = -2; j <= 2; ++j) \
1414                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1415                                         } \
1416                                         else \
1417                                         { \
1418                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1419                                         } \
1420                                 } \
1421                                 while(0)
1422
1423 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1424                                 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)
1425
1426 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1427                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1428
1429                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1430                                 {
1431                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1432                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1433                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1434                                         f = 1 - f;
1435                                 }
1436                                 else
1437                                 {
1438                                         f = 1;
1439                                 }
1440                                 wcross_name_alpha_goal_prev = f;
1441
1442                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1443                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1444
1445                                 if(autocvar_crosshair_dot)
1446                                 {
1447                                         vector wcross_color_old;
1448                                         wcross_color_old = wcross_color;
1449                                         
1450                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1451                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1452                                                 
1453                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1454                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1455                                         wcross_color = wcross_color_old;
1456                                 }
1457                         }
1458                 }
1459                 else
1460                 {
1461                         wcross_scale_prev = 0;
1462                         wcross_alpha_prev = 0;
1463                         wcross_scale_goal_prev = 0;
1464                         wcross_alpha_goal_prev = 0;
1465                         wcross_changedonetime = 0;
1466                         if(wcross_name_goal_prev)
1467                                 strunzone(wcross_name_goal_prev);
1468                         wcross_name_goal_prev = string_null;
1469                         if(wcross_name_goal_prev_prev)
1470                                 strunzone(wcross_name_goal_prev_prev);
1471                         wcross_name_goal_prev_prev = string_null;
1472                         wcross_name_changestarttime = 0;
1473                         wcross_name_changedonetime = 0;
1474                         wcross_name_alpha_goal_prev = 0;
1475                         wcross_name_alpha_goal_prev_prev = 0;
1476                         wcross_resolution_goal_prev = 0;
1477                         wcross_resolution_goal_prev_prev = 0;
1478                 }
1479         }
1480
1481         if(NextFrameCommand)
1482         {
1483                 localcmd("\n", NextFrameCommand, "\n");
1484                 NextFrameCommand = string_null;
1485         }
1486
1487         // we must do this check AFTER a frame was rendered, or it won't work
1488         if(cs_project_is_b0rked == 0)
1489         {
1490                 string w0, h0;
1491                 w0 = ftos(autocvar_vid_conwidth);
1492                 h0 = ftos(autocvar_vid_conheight);
1493                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1494                 //setproperty(VF_FOV, '90 90 0');
1495                 setproperty(VF_ORIGIN, '0 0 0');
1496                 setproperty(VF_ANGLES, '0 0 0');
1497                 setproperty(VF_PERSPECTIVE, 1);
1498                 makevectors('0 0 0');
1499                 vector v1, v2;
1500                 cvar_set("vid_conwidth", "800");
1501                 cvar_set("vid_conheight", "600");
1502                 v1 = cs_project(v_forward);
1503                 cvar_set("vid_conwidth", "640");
1504                 cvar_set("vid_conheight", "480");
1505                 v2 = cs_project(v_forward);
1506                 if(v1 == v2)
1507                         cs_project_is_b0rked = 1;
1508                 else
1509                         cs_project_is_b0rked = -1;
1510                 cvar_set("vid_conwidth", w0);
1511                 cvar_set("vid_conheight", h0);
1512         }
1513
1514         if(autocvar__hud_configure)
1515                 HUD_Panel_Mouse();
1516     
1517     if(hud && !intermission)
1518     {        
1519         if(hud == HUD_SPIDERBOT)
1520             CSQC_SPIDER_HUD();
1521         else if(hud == HUD_WAKIZASHI)
1522             CSQC_WAKIZASHI_HUD();
1523         else if(hud == HUD_RAPTOR)
1524             CSQC_RAPTOR_HUD();
1525         else if(hud == HUD_BUMBLEBEE)
1526             CSQC_BUMBLE_HUD();
1527         else if(hud == HUD_BUMBLEBEE_GUN)
1528             CSQC_BUMBLE_GUN_HUD();
1529     }
1530         
1531         cl_notice_run();
1532         
1533         // let's reset the view back to normal for the end
1534         setproperty(VF_MIN, '0 0 0');
1535         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1536 }
1537
1538
1539 void CSQC_common_hud(void)
1540 {
1541         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1542                 Accuracy_LoadLevels();
1543
1544     HUD_Main(); // always run these functions for alpha checks
1545     HUD_DrawScoreboard();
1546
1547     if (scoreboard_active) // scoreboard/accuracy
1548         HUD_Reset();
1549     else if (intermission == 2) // map voting screen
1550     {
1551         HUD_FinaleOverlay();
1552         HUD_Reset();
1553     }
1554         /*
1555         switch(hud)
1556         {
1557                 case HUD_SPIDERBOT:
1558                         CSQC_SPIDER_HUD();
1559                         break;
1560
1561                 case HUD_WAKIZASHI:
1562                         CSQC_WAKIZASHI_HUD();
1563                         break;
1564
1565         case HUD_BUMBLEBEE:
1566             CSQC_BUMBLE_HUD();
1567             break;
1568         }
1569         */
1570 }
1571
1572
1573 // following vectors must be global to allow seamless switching between camera modes
1574 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1575 void CSQC_Demo_Camera()
1576 {
1577         float speed, attenuation, dimensions;
1578         vector tmp, delta;
1579
1580         if( autocvar_camera_reset || !camera_mode )
1581         {
1582                 camera_offset = '0 0 0';
1583                 current_angles = '0 0 0';
1584                 camera_direction = '0 0 0';
1585                 camera_offset_z += 30;
1586                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1587                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1588                 current_origin = view_origin;
1589                 current_camera_offset  = camera_offset;
1590                 cvar_set("camera_reset", "0");
1591                 camera_mode = CAMERA_CHASE;
1592         }
1593
1594         // Camera angles
1595         if( camera_roll )
1596                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1597
1598         if(autocvar_camera_look_player)
1599         {
1600                 vector dir;
1601                 float n;
1602
1603                 dir = normalize(view_origin - current_position);
1604                 n = mouse_angles_z;
1605                 mouse_angles = vectoangles(dir);
1606                 mouse_angles_x = mouse_angles_x * -1;
1607                 mouse_angles_z = n;
1608         }
1609         else
1610         {
1611                 tmp = getmousepos() * 0.1;
1612                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1613                 {
1614                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1615                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1616                 }
1617         }
1618
1619         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1620         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1621         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1622         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1623
1624         // Fix difference when angles don't have the same sign
1625         delta = '0 0 0';
1626         if(mouse_angles_y < -60 && current_angles_y > 60)
1627                 delta = '0 360 0';
1628         if(mouse_angles_y > 60 && current_angles_y < -60)
1629                 delta = '0 -360 0';
1630
1631         if(autocvar_camera_look_player)
1632                 attenuation = autocvar_camera_look_attenuation;
1633         else
1634                 attenuation = autocvar_camera_speed_attenuation;
1635
1636         attenuation = 1 / max(1, attenuation);
1637         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1638
1639         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1640         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1641         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1642         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1643
1644         // Camera position
1645         tmp = '0 0 0';
1646         dimensions = 0;
1647
1648         if( camera_direction_x )
1649         {
1650                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1651                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1652                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1653                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1654                 ++dimensions;
1655         }
1656
1657         if( camera_direction_y )
1658         {
1659                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1660                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1661                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1662                 ++dimensions;
1663         }
1664
1665         if( camera_direction_z )
1666         {
1667                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1668                 ++dimensions;
1669         }
1670
1671         if(autocvar_camera_free)
1672                 speed = autocvar_camera_speed_free;
1673         else
1674                 speed = autocvar_camera_speed_chase;
1675
1676         if(dimensions)
1677         {
1678                 speed = speed * sqrt(1 / dimensions);
1679                 camera_offset += tmp * speed;
1680         }
1681
1682         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1683
1684         // Camera modes
1685         if( autocvar_camera_free )
1686         {
1687                 if ( camera_mode == CAMERA_CHASE )
1688                 {
1689                         current_camera_offset = current_origin + current_camera_offset;
1690                         camera_offset = current_origin + camera_offset;
1691                 }
1692
1693                 camera_mode = CAMERA_FREE;
1694                 current_position = current_camera_offset;
1695         }
1696         else
1697         {
1698                 if ( camera_mode == CAMERA_FREE )
1699                 {
1700                         current_origin = view_origin;
1701                         camera_offset = camera_offset - current_origin;
1702                         current_camera_offset = current_camera_offset - current_origin;
1703                 }
1704
1705                 camera_mode = CAMERA_CHASE;
1706
1707                 if(autocvar_camera_chase_smoothly)
1708                         current_origin += (view_origin - current_origin) * attenuation;
1709                 else
1710                         current_origin = view_origin;
1711
1712                 current_position = current_origin + current_camera_offset;
1713         }
1714
1715         setproperty(VF_ANGLES, current_angles);
1716         setproperty(VF_ORIGIN, current_position);
1717 }