Remove IT_AMMO
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "announcer.qh"
4 #include "hud/_mod.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
9
10 #include "mutators/events.qh"
11
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/debug.qh>
18 #include <common/mapinfo.qh>
19 #include <common/gamemodes/_mod.qh>
20 #include <common/physics/player.qh>
21 #include <common/stats.qh>
22 #include <common/triggers/target/music.qh>
23 #include <common/teams.qh>
24
25 #include <common/weapons/weapon/tuba.qh>
26
27 #include <common/vehicles/all.qh>
28 #include <common/weapons/_all.qh>
29 #include <common/viewloc.qh>
30 #include <common/minigames/cl_minigames.qh>
31 #include <common/minigames/cl_minigames_hud.qh>
32
33 #include <lib/csqcmodel/cl_player.qh>
34 #include <lib/csqcmodel/cl_model.qh>
35 #include "csqcmodel_hooks.qh"
36
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
39
40 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
41
42 float autocvar_cl_viewmodel_scale;
43
44 bool autocvar_cl_bobmodel;
45 float autocvar_cl_bobmodel_speed;
46 float autocvar_cl_bobmodel_side;
47 float autocvar_cl_bobmodel_up;
48
49 float autocvar_cl_followmodel;
50 float autocvar_cl_followmodel_speed = 0.3;
51 float autocvar_cl_followmodel_limit = 135;
52 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
53 float autocvar_cl_followmodel_highpass = 0.05;
54 float autocvar_cl_followmodel_lowpass = 0.03;
55 bool autocvar_cl_followmodel_velocity_absolute;
56
57 float autocvar_cl_leanmodel;
58 float autocvar_cl_leanmodel_speed = 0.3;
59 float autocvar_cl_leanmodel_limit = 30;
60 float autocvar_cl_leanmodel_highpass1 = 0.2;
61 float autocvar_cl_leanmodel_highpass = 0.2;
62 float autocvar_cl_leanmodel_lowpass = 0.05;
63
64 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
65 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
66 { \
67         ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
68 } MACRO_END
69
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
71 { \
72         float __ignore; lowpass(value, frac, ref_store, __ignore); \
73         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
74 } MACRO_END
75
76 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
77 { \
78         float __f = 0; lowpass(value, frac, ref_store, __f); \
79         ret = (value) - __f; \
80 } MACRO_END
81
82 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
83 { \
84         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
85         ret = (value) - __f; \
86 } MACRO_END
87
88 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
89 { \
90         lowpass(value.x, frac, ref_store.x, ref_out.x); \
91         lowpass(value.y, frac, ref_store.y, ref_out.y); \
92 } MACRO_END
93
94 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
95 { \
96         highpass(value.x, frac, ref_store.x, ref_out.x); \
97         highpass(value.y, frac, ref_store.y, ref_out.y); \
98 } MACRO_END
99
100 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
101 { \
102         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
103         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
104 } MACRO_END
105
106 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 { \
108         lowpass(value.x, frac, ref_store.x, ref_out.x); \
109         lowpass(value.y, frac, ref_store.y, ref_out.y); \
110         lowpass(value.z, frac, ref_store.z, ref_out.z); \
111 } MACRO_END
112
113 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
114 { \
115         highpass(value.x, frac, ref_store.x, ref_out.x); \
116         highpass(value.y, frac, ref_store.y, ref_out.y); \
117         highpass(value.z, frac, ref_store.z, ref_out.z); \
118 } MACRO_END
119
120 void calc_followmodel_ofs(entity view)
121 {
122         if(cl_followmodel_time == time)
123                 return; // cl_followmodel_ofs already calculated for this frame
124
125         float frac;
126         vector gunorg = '0 0 0';
127         static vector vel_average;
128         static vector gunorg_adjustment_highpass;
129         static vector gunorg_adjustment_lowpass;
130
131         vector vel;
132         if (autocvar_cl_followmodel_velocity_absolute)
133                 vel = view.velocity;
134         else
135         {
136                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
137                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
138                 vel.x = view.velocity * forward;
139                 vel.y = view.velocity * right * -1;
140                 vel.z = view.velocity * up;
141         }
142
143         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
144         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
145         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
146
147         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
148         lowpass3(vel, frac, vel_average, gunorg);
149
150         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
151
152         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
153         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
154         frac = avg_factor(autocvar_cl_followmodel_highpass);
155         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
156         frac = avg_factor(autocvar_cl_followmodel_lowpass);
157         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
158
159         if (autocvar_cl_followmodel_velocity_absolute)
160         {
161                 vector fixed_gunorg;
162                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
163                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
164                 fixed_gunorg.x = gunorg * forward;
165                 fixed_gunorg.y = gunorg * right * -1;
166                 fixed_gunorg.z = gunorg * up;
167                 gunorg = fixed_gunorg;
168         }
169
170         cl_followmodel_ofs = gunorg;
171         cl_followmodel_time = time;
172 }
173
174 vector leanmodel_ofs(entity view)
175 {
176         float frac;
177         vector gunangles = '0 0 0';
178         static vector gunangles_prev = '0 0 0';
179         static vector gunangles_highpass = '0 0 0';
180         static vector gunangles_adjustment_highpass;
181         static vector gunangles_adjustment_lowpass;
182
183         if (view.csqcmodel_teleported)
184                 gunangles_prev = view_angles;
185
186         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
187         gunangles_highpass += gunangles_prev;
188         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
189         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
190         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
191         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
192         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
193         gunangles_prev = view_angles;
194         gunangles_highpass -= gunangles_prev;
195
196         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
197         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
198
199         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200         frac = avg_factor(autocvar_cl_leanmodel_highpass);
201         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
204
205         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
206
207         return gunangles;
208 }
209
210 vector bobmodel_ofs(entity view)
211 {
212         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
213         static bool oldonground;
214         static float hitgroundtime;
215         if (clonground)
216         {
217                 float f = time; // cl.movecmd[0].time
218                 if (!oldonground)
219                         hitgroundtime = f;
220         }
221         oldonground = clonground;
222
223         // calculate for swinging gun model
224         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
225         vector gunorg = '0 0 0';
226         static float bobmodel_scale = 0;
227         static float time_ofs = 0; // makes the effect always restart in the same way
228         if (clonground)
229         {
230                 if (time - hitgroundtime > 0.05)
231                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
232         }
233         else
234                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
235
236         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
237         if (bobmodel_scale && xyspeed)
238         {
239                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
240                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
241                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
242                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
243         }
244         else
245                 time_ofs = time;
246
247         return gunorg;
248 }
249
250 void viewmodel_animate(entity this)
251 {
252         if (autocvar_chase_active) return;
253         if (STAT(HEALTH) <= 0) return;
254
255         entity view = CSQCModel_server2csqc(player_localentnum - 1);
256
257         if (autocvar_cl_followmodel)
258         {
259                 calc_followmodel_ofs(view);
260                 this.origin += cl_followmodel_ofs;
261         }
262
263         if (autocvar_cl_leanmodel)
264                 this.angles += leanmodel_ofs(view);
265
266         // vertical view bobbing code
267         // TODO: cl_bob
268
269         // horizontal view bobbing code
270         // TODO: cl_bob2
271
272         // fall bobbing code
273         // causes the view to swing down and back up when touching the ground
274         // TODO: cl_bobfall
275
276         // gun model bobbing code
277         if (autocvar_cl_bobmodel)
278                 this.origin += bobmodel_ofs(view);
279 }
280
281 .vector viewmodel_origin, viewmodel_angles;
282 .float weapon_nextthink;
283 .float weapon_eta_last;
284 .float weapon_switchdelay;
285
286 void viewmodel_draw(entity this)
287 {
288         if(!activeweapon || !autocvar_r_drawviewmodel)
289                 return;
290         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
291         float a = this.alpha;
292         static bool wasinvehicle;
293         bool invehicle = player_localentnum > maxclients;
294         if (invehicle) a = -1;
295         else if (wasinvehicle) a = 1;
296         wasinvehicle = invehicle;
297         Weapon wep = activeweapon;
298         int c = entcs_GetClientColors(current_player);
299         vector g = weaponentity_glowmod(wep, NULL, c);
300         entity me = CSQCModel_server2csqc(player_localentnum - 1);
301         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
302                 | EF_NODEPTHTEST)
303                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
304         for (entity e = this; e; e = e.weaponchild)
305         {
306                 e.drawmask = mask;
307                 e.alpha = a;
308                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
309                 e.glowmod = g;
310                 e.csqcmodel_effects = fx;
311                 CSQCModel_Effects_Apply(e);
312         }
313         {
314                 static string name_last;
315                 string name = wep.mdl;
316                 string newname = wep.wr_viewmodel(wep, this);
317                 if(newname)
318                         name = newname;
319                 bool swap = name != name_last;
320                 // if (swap)
321                 {
322                         name_last = name;
323                         CL_WeaponEntity_SetModel(this, name, swap);
324                         this.viewmodel_origin = this.origin;
325                         this.viewmodel_angles = this.angles;
326                 }
327                 anim_update(this);
328                 if (!this.animstate_override && !this.animstate_looping)
329                         anim_set(this, this.anim_idle, true, false, false);
330         }
331         float f = 0; // 0..1; 0: fully active
332         float rate = STAT(WEAPONRATEFACTOR);
333         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
334         if (eta <= 0) f = this.weapon_eta_last;
335         else switch (this.state)
336         {
337                 case WS_RAISE:
338                 {
339                         f = eta / max(eta, this.weapon_switchdelay);
340                         break;
341                 }
342                 case WS_DROP:
343                 {
344                         f = 1 - eta / max(eta, this.weapon_switchdelay);
345                         break;
346                 }
347                 case WS_CLEAR:
348                 {
349                         f = 1;
350                         break;
351                 }
352         }
353         this.weapon_eta_last = f;
354         this.origin = this.viewmodel_origin;
355         this.angles = this.viewmodel_angles;
356         this.angles_x = (-90 * f * f);
357         viewmodel_animate(this);
358         setorigin(this, this.origin);
359 }
360
361 entity viewmodel;
362 STATIC_INIT(viewmodel) {
363     viewmodel = new(viewmodel);
364 }
365
366 void Porto_Draw(entity this);
367 STATIC_INIT(Porto)
368 {
369         entity e = new_pure(porto);
370         e.draw = Porto_Draw;
371         IL_PUSH(g_drawables, e);
372         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
373 }
374
375 const int polyline_length = 16;
376 vector polyline[polyline_length];
377 void Porto_Draw(entity this)
378 {
379         if (activeweapon != WEP_PORTO) return;
380         if (spectatee_status) return;
381         if (WEP_CVAR(porto, secondary)) return;
382         if (intermission == 1) return;
383         if (intermission == 2) return;
384         if (STAT(HEALTH) <= 0) return;
385
386         vector pos = view_origin;
387         vector dir = view_forward;
388         if (angles_held_status)
389         {
390                 makevectors(angles_held);
391                 dir = v_forward;
392         }
393
394         polyline[0] = pos;
395
396         int portal_number = 0, portal1_idx = 1, portal_max = 2;
397         int n = 1 + 2;  // 2 lines == 3 points
398         for (int idx = 0; idx < n && idx < polyline_length - 1; )
399         {
400                 traceline(pos, pos + 65536 * dir, true, this);
401                 dir = reflect(dir, trace_plane_normal);
402                 pos = trace_endpos;
403                 polyline[++idx] = pos;
404                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
405                 {
406                         n += 1;
407                         continue;
408                 }
409                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
410                 {
411                         n = max(2, idx);
412                         break;
413                 }
414                 // check size
415                 {
416                         vector ang = vectoangles2(trace_plane_normal, dir);
417                         ang.x = -ang.x;
418                         makevectors(ang);
419                         if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
420                         {
421                                 n = max(2, idx);
422                                 break;
423                         }
424                 }
425                 portal_number += 1;
426                 if (portal_number >= portal_max) break;
427                 if (portal_number == 1) portal1_idx = idx;
428         }
429         for (int idx = 0; idx < n - 1; ++idx)
430         {
431                 vector p = polyline[idx], q = polyline[idx + 1];
432                 if (idx == 0) p -= view_up * 16;  // line from player
433                 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
434                 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
435         }
436 }
437
438 float drawtime;
439 float avgspeed;
440 vector GetCurrentFov(float fov)
441 {
442         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
443         float velocityzoom, curspeed;
444         vector v;
445
446         zoomsensitivity = autocvar_cl_zoomsensitivity;
447         zoomfactor = autocvar_cl_zoomfactor;
448         if(zoomfactor < 1 || zoomfactor > 30)
449                 zoomfactor = 2.5;
450         zoomspeed = autocvar_cl_zoomspeed;
451         if(zoomspeed >= 0)
452         if(zoomspeed < 0.5 || zoomspeed > 16)
453                         zoomspeed = 3.5;
454
455         zoomdir = button_zoom;
456         if(hud == HUD_NORMAL && !spectatee_status)
457         if(switchweapon == activeweapon)
458         if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
459                 zoomdir += button_attack2;
460         if(spectatee_status > 0 || isdemo())
461         {
462                 if(spectatorbutton_zoom)
463                 {
464                         if(zoomdir)
465                                 zoomdir = 0;
466                         else
467                                 zoomdir = 1;
468                 }
469                 // fteqcc failed twice here already, don't optimize this
470         }
471
472         if(zoomdir) { zoomin_effect = 0; }
473
474         if(camera_active)
475         {
476                 current_viewzoom = min(1, current_viewzoom + drawframetime);
477         }
478         else if(autocvar_cl_spawnzoom && zoomin_effect)
479         {
480                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
481
482                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
483                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
484                 if(current_viewzoom == 1) { zoomin_effect = 0; }
485         }
486         else
487         {
488                 if(zoomspeed < 0) // instant zoom
489                 {
490                         if(zoomdir)
491                                 current_viewzoom = 1 / zoomfactor;
492                         else
493                                 current_viewzoom = 1;
494                 }
495                 else
496                 {
497                         if(zoomdir)
498                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
499                         else
500                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
501                 }
502         }
503
504         if(almost_equals(current_viewzoom, 1))
505                 current_zoomfraction = 0;
506         else if(almost_equals(current_viewzoom, 1/zoomfactor))
507                 current_zoomfraction = 1;
508         else
509                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
510
511         if(zoomsensitivity < 1)
512                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
513         else
514                 setsensitivityscale(1);
515
516         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
517         {
518                 if(intermission) { curspeed = 0; }
519                 else
520                 {
521
522                         makevectors(view_angles);
523                         v = pmove_vel;
524                         if(csqcplayer)
525                                 v = csqcplayer.velocity;
526
527                         switch(autocvar_cl_velocityzoom_type)
528                         {
529                                 case 3: curspeed = max(0, v_forward * v); break;
530                                 case 2: curspeed = (v_forward * v); break;
531                                 case 1: default: curspeed = vlen(v); break;
532                         }
533                 }
534
535                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
536                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
537                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
538
539                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
540         }
541         else
542                 velocityzoom = 1;
543
544         float frustumx, frustumy, fovx, fovy;
545         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
546         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
547         fovx = atan2(frustumx, 1) / M_PI * 360.0;
548         fovy = atan2(frustumy, 1) / M_PI * 360.0;
549
550         return '1 0 0' * fovx + '0 1 0' * fovy;
551 }
552
553 vector GetViewLocationFOV(float fov)
554 {
555         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
556         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
557         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
558         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
559         return '1 0 0' * fovx + '0 1 0' * fovy;
560 }
561
562 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
563 {
564         float fovx, fovy;
565         float width = (ov_worldmax.x - ov_worldmin.x);
566         float height = (ov_worldmax.y - ov_worldmin.y);
567         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
568         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
569         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
570         return '1 0 0' * fovx + '0 1 0' * fovy;
571 }
572
573 // this function must match W_SetupShot!
574 float zoomscript_caught;
575
576 vector wcross_origin;
577 float wcross_scale_prev, wcross_alpha_prev;
578 vector wcross_color_prev;
579 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
580 vector wcross_color_goal_prev;
581 float wcross_changedonetime;
582
583 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
584 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
585 float wcross_name_changestarttime, wcross_name_changedonetime;
586 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
587
588 float wcross_ring_prev;
589
590 entity trueaim;
591 entity trueaim_rifle;
592
593 const float SHOTTYPE_HITTEAM = 1;
594 const float SHOTTYPE_HITOBSTRUCTION = 2;
595 const float SHOTTYPE_HITWORLD = 3;
596 const float SHOTTYPE_HITENEMY = 4;
597
598 void TrueAim_Init()
599 {
600         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
601         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
602 }
603
604 float EnemyHitCheck()
605 {
606         float t, n;
607         wcross_origin = project_3d_to_2d(trace_endpos);
608         wcross_origin.z = 0;
609         if(trace_ent)
610                 n = trace_ent.entnum;
611         else
612                 n = trace_networkentity;
613         if(n < 1)
614                 return SHOTTYPE_HITWORLD;
615         if(n > maxclients)
616                 return SHOTTYPE_HITWORLD;
617         t = entcs_GetTeam(n - 1);
618         if(teamplay)
619                 if(t == myteam)
620                         return SHOTTYPE_HITTEAM;
621         if(t == NUM_SPECTATOR)
622                 return SHOTTYPE_HITWORLD;
623         return SHOTTYPE_HITENEMY;
624 }
625
626 float TrueAimCheck()
627 {
628         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
629         vector vecs, trueaimpoint, w_shotorg;
630         vector mi, ma, dv;
631         float shottype;
632         entity ta;
633         float mv;
634
635         mi = ma = '0 0 0';
636         ta = trueaim;
637         mv = MOVE_NOMONSTERS;
638
639         switch(activeweapon) // WEAPONTODO
640         {
641                 case WEP_TUBA: // no aim
642                 case WEP_PORTO: // shoots from eye
643                 case WEP_NEXBALL: // shoots from eye
644                 case WEP_HOOK: // no trueaim
645                 case WEP_MORTAR: // toss curve
646                         return SHOTTYPE_HITWORLD;
647                 case WEP_VORTEX:
648                 case WEP_VAPORIZER:
649                         mv = MOVE_NORMAL;
650                         break;
651                 case WEP_RIFLE:
652                         ta = trueaim_rifle;
653                         mv = MOVE_NORMAL;
654                         if(zoomscript_caught)
655                         {
656                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
657                                 return EnemyHitCheck();
658                         }
659                         break;
660                 case WEP_DEVASTATOR: // projectile has a size!
661                         mi = '-3 -3 -3';
662                         ma = '3 3 3';
663                         break;
664                 case WEP_FIREBALL: // projectile has a size!
665                         mi = '-16 -16 -16';
666                         ma = '16 16 16';
667                         break;
668                 case WEP_SEEKER: // projectile has a size!
669                         mi = '-2 -2 -2';
670                         ma = '2 2 2';
671                         break;
672                 case WEP_ELECTRO: // projectile has a size!
673                         mi = '0 0 -3';
674                         ma = '0 0 -3';
675                         break;
676         }
677
678         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
679
680         vecs = decompressShotOrigin(STAT(SHOTORG));
681
682         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
683         trueaimpoint = trace_endpos;
684
685         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
686                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
687
688         if(vecs.x > 0)
689                 vecs.y = -vecs.y;
690         else
691                 vecs = '0 0 0';
692
693         dv = view_right * vecs.y + view_up * vecs.z;
694         w_shotorg = traceorigin + dv;
695
696         // now move the vecs forward as much as requested if possible
697         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
698         w_shotorg = trace_endpos - view_forward * nudge;
699
700         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
701         shottype = EnemyHitCheck();
702         if(shottype != SHOTTYPE_HITWORLD)
703                 return shottype;
704
705 #if 0
706         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
707         // or rather, I know why, but see no fix
708         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
709                 // 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
710                 return SHOTTYPE_HITOBSTRUCTION;
711 #endif
712
713         return SHOTTYPE_HITWORLD;
714 }
715
716 void PostInit();
717 void CSQC_Demo_Camera();
718 float camera_mode;
719 const float CAMERA_FREE = 1;
720 const float CAMERA_CHASE = 2;
721 float reticle_type;
722 string reticle_image;
723 string NextFrameCommand;
724
725 vector freeze_org, freeze_ang;
726 entity nightvision_noise, nightvision_noise2;
727
728 const float MAX_TIME_DIFF = 5;
729 float pickup_crosshair_time, pickup_crosshair_size;
730 float hitindication_crosshair_size;
731 float use_vortex_chargepool;
732
733 float myhealth, myhealth_prev;
734 float myhealth_flash;
735
736 float old_blurradius, old_bluralpha;
737 float old_sharpen_intensity;
738
739 vector myhealth_gentlergb;
740
741 float contentavgalpha, liquidalpha_prev;
742 vector liquidcolor_prev;
743
744 float eventchase_current_distance;
745 float eventchase_running;
746 bool WantEventchase(entity this)
747 {
748         if(autocvar_cl_orthoview)
749                 return false;
750         if(STAT(GAMEOVER) || intermission)
751                 return true;
752         if(this.viewloc)
753                 return true;
754         if(spectatee_status >= 0)
755         {
756                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
757                         return true;
758                 if(MUTATOR_CALLHOOK(WantEventchase, this))
759                         return true;
760                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
761                 {
762                         if(autocvar_cl_eventchase_death == 2)
763                         {
764                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
765                                 if(this.velocity == '0 0 0' || eventchase_running)
766                                         return true;
767                         }
768                         else return true;
769                 }
770         }
771         return false;
772 }
773
774 void HUD_Crosshair_Vehicle(entity this)
775 {
776         if(hud != HUD_BUMBLEBEE_GUN)
777         {
778                 Vehicle info = Vehicles_from(hud);
779                 info.vr_crosshair(info, this);
780         }
781 }
782
783 vector damage_blurpostprocess, content_blurpostprocess;
784
785 float unaccounted_damage = 0;
786 void UpdateDamage()
787 {
788         // accumulate damage with each stat update
789         static float damage_total_prev = 0;
790         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
791         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
792         damage_total_prev = damage_total;
793
794         static float damage_dealt_time_prev = 0;
795         float damage_dealt_time = STAT(HIT_TIME);
796         if (damage_dealt_time != damage_dealt_time_prev)
797         {
798                 unaccounted_damage += unaccounted_damage_new;
799                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
800         }
801         damage_dealt_time_prev = damage_dealt_time;
802
803         // prevent hitsound when switching spectatee
804         static float spectatee_status_prev = 0;
805         if (spectatee_status != spectatee_status_prev)
806                 unaccounted_damage = 0;
807         spectatee_status_prev = spectatee_status;
808 }
809
810 void HitSound()
811 {
812         // varying sound pitch
813
814         static float hitsound_time_prev = 0;
815         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
816         float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
817         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
818         {
819                 if (autocvar_cl_hitsound && unaccounted_damage)
820                 {
821                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
822                         float a = autocvar_cl_hitsound_max_pitch;
823                         float b = autocvar_cl_hitsound_min_pitch;
824                         float c = autocvar_cl_hitsound_nom_damage;
825                         float d = unaccounted_damage;
826                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
827
828                         // if sound variation is disabled, set pitch_shift to 1
829                         if (autocvar_cl_hitsound == 1)
830                                 pitch_shift = 1;
831
832                         // if pitch shift is reversed, mirror in (max-min)/2 + min
833                         if (autocvar_cl_hitsound == 3)
834                         {
835                                 float mirror_value = (a-b)/2 + b;
836                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
837                         }
838
839                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
840
841                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
842                         // todo: normalize sound pressure levels? seems unnecessary
843
844                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
845                 }
846                 unaccounted_damage = 0;
847                 hitsound_time_prev = time;
848         }
849
850         static float typehit_time_prev = 0;
851         float typehit_time = STAT(TYPEHIT_TIME);
852         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
853         {
854                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
855                 typehit_time_prev = typehit_time;
856         }
857 }
858
859 vector crosshair_getcolor(entity this, float health_stat)
860 {
861         static float rainbow_last_flicker;
862         static vector rainbow_prev_color;
863         vector wcross_color = '0 0 0';
864         switch(autocvar_crosshair_color_special)
865         {
866                 case 1: // crosshair_color_per_weapon
867                 {
868                         if(this != WEP_Null && hud == HUD_NORMAL)
869                         {
870                                 wcross_color = this.wpcolor;
871                                 break;
872                         }
873                         else { goto normalcolor; }
874                 }
875
876                 case 2: // crosshair_color_by_health
877                 {
878                         float hp = health_stat;
879
880                         //x = red
881                         //y = green
882                         //z = blue
883
884                         wcross_color.z = 0;
885
886                         if(hp > 200)
887                         {
888                                 wcross_color.x = 0;
889                                 wcross_color.y = 1;
890                         }
891                         else if(hp > 150)
892                         {
893                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
894                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
895                         }
896                         else if(hp > 100)
897                         {
898                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
899                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
900                                 wcross_color.z = 1 - (hp-100)*0.02;
901                         }
902                         else if(hp > 50)
903                         {
904                                 wcross_color.x = 1;
905                                 wcross_color.y = 1;
906                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
907                         }
908                         else if(hp > 20)
909                         {
910                                 wcross_color.x = 1;
911                                 wcross_color.y = (hp-20)*90/27/100;
912                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
913                         }
914                         else
915                         {
916                                 wcross_color.x = 1;
917                                 wcross_color.y = 0;
918                         }
919                         break;
920                 }
921
922                 case 3: // crosshair_color_rainbow
923                 {
924                         if(time >= rainbow_last_flicker)
925                         {
926                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
927                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
928                         }
929                         wcross_color = rainbow_prev_color;
930                         break;
931                 }
932 LABEL(normalcolor)
933                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
934         }
935
936         return wcross_color;
937 }
938
939 void HUD_Crosshair(entity this)
940 {
941         float f, i, j;
942         vector v;
943         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAMEOVER) &&
944                 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
945                 !HUD_MinigameMenu_IsOpened() )
946         {
947                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
948                         return;
949
950                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
951                         return;
952
953                 if (hud != HUD_NORMAL)
954                 {
955                         HUD_Crosshair_Vehicle(this);
956                         return;
957                 }
958
959                 string wcross_style;
960                 float wcross_alpha, wcross_resolution;
961                 wcross_style = autocvar_crosshair;
962                 if (wcross_style == "0")
963                         return;
964                 wcross_resolution = autocvar_crosshair_size;
965                 if (wcross_resolution == 0)
966                         return;
967                 wcross_alpha = autocvar_crosshair_alpha;
968                 if (wcross_alpha == 0)
969                         return;
970
971                 // TrueAim check
972                 float shottype;
973
974                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
975                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
976                 wcross_origin.z = 0;
977                 if(autocvar_crosshair_hittest)
978                 {
979                         vector wcross_oldorigin;
980                         wcross_oldorigin = wcross_origin;
981                         shottype = TrueAimCheck();
982                         if(shottype == SHOTTYPE_HITWORLD)
983                         {
984                                 v = wcross_origin - wcross_oldorigin;
985                                 v.x /= vid_conwidth;
986                                 v.y /= vid_conheight;
987                                 if(vdist(v, >, 0.01))
988                                         shottype = SHOTTYPE_HITOBSTRUCTION;
989                         }
990                         if(!autocvar_crosshair_hittest_showimpact)
991                                 wcross_origin = wcross_oldorigin;
992                 }
993                 else
994                         shottype = SHOTTYPE_HITWORLD;
995
996                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
997                 string wcross_name = "";
998                 float wcross_scale, wcross_blur;
999
1000         entity e = WEP_Null;
1001                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1002                 {
1003                         e = switchingweapon;
1004                         if(e)
1005                         {
1006                                 if(autocvar_crosshair_per_weapon)
1007                                 {
1008                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1009                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1010                                         //if (wcross_resolution == 0)
1011                                                 //return;
1012
1013                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1014                                         wcross_resolution *= e.w_crosshair_size;
1015                                         wcross_name = e.w_crosshair;
1016                                 }
1017                         }
1018                 }
1019
1020                 if(wcross_name == "")
1021                         wcross_name = strcat("gfx/crosshair", wcross_style);
1022
1023                 // MAIN CROSSHAIR COLOR DECISION
1024                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1025
1026                 if(autocvar_crosshair_effect_scalefade)
1027                 {
1028                         wcross_scale = wcross_resolution;
1029                         wcross_resolution = 1;
1030                 }
1031                 else
1032                 {
1033                         wcross_scale = 1;
1034                 }
1035
1036                 if(autocvar_crosshair_pickup)
1037                 {
1038                         float stat_pickup_time = STAT(LAST_PICKUP);
1039
1040                         if(pickup_crosshair_time < stat_pickup_time)
1041                         {
1042                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1043                                         pickup_crosshair_size = 1;
1044
1045                                 pickup_crosshair_time = stat_pickup_time;
1046                         }
1047
1048                         if(pickup_crosshair_size > 0)
1049                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1050                         else
1051                                 pickup_crosshair_size = 0;
1052
1053                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1054                 }
1055
1056                 // todo: make crosshair hit indication dependent on damage dealt
1057                 if(autocvar_crosshair_hitindication)
1058                 {
1059                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1060
1061                         if(unaccounted_damage)
1062                         {
1063                                 hitindication_crosshair_size = 1;
1064                         }
1065
1066                         if(hitindication_crosshair_size > 0)
1067                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1068                         else
1069                                 hitindication_crosshair_size = 0;
1070
1071                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1072                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1073                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1074                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1075                 }
1076
1077                 if(shottype == SHOTTYPE_HITENEMY)
1078                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1079                 if(shottype == SHOTTYPE_HITTEAM)
1080                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1081
1082                 f = fabs(autocvar_crosshair_effect_time);
1083                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1084                 {
1085                         wcross_changedonetime = time + f;
1086                 }
1087                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1088                 {
1089                         wcross_name_changestarttime = time;
1090                         wcross_name_changedonetime = time + f;
1091                         if(wcross_name_goal_prev_prev)
1092                                 strunzone(wcross_name_goal_prev_prev);
1093                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1094                         wcross_name_goal_prev = strzone(wcross_name);
1095                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1096                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1097                         wcross_resolution_goal_prev = wcross_resolution;
1098                 }
1099
1100                 wcross_scale_goal_prev = wcross_scale;
1101                 wcross_alpha_goal_prev = wcross_alpha;
1102                 wcross_color_goal_prev = wcross_color;
1103
1104                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1105                 {
1106                         wcross_blur = 1;
1107                         wcross_alpha *= 0.75;
1108                 }
1109                 else
1110                         wcross_blur = 0;
1111                 // *_prev is at time-frametime
1112                 // * is at wcross_changedonetime+f
1113                 // what do we have at time?
1114                 if(time < wcross_changedonetime)
1115                 {
1116                         f = frametime / (wcross_changedonetime - time + frametime);
1117                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1118                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1119                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1120                 }
1121
1122                 wcross_scale_prev = wcross_scale;
1123                 wcross_alpha_prev = wcross_alpha;
1124                 wcross_color_prev = wcross_color;
1125
1126                 MUTATOR_CALLHOOK(UpdateCrosshair);
1127
1128                 wcross_scale *= 1 - autocvar__menu_alpha;
1129                 wcross_alpha *= 1 - autocvar__menu_alpha;
1130                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1131
1132                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1133                 {
1134                         // crosshair rings for weapon stats
1135                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1136                         {
1137                                 // declarations and stats
1138                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1139                                 string ring_image = string_null, ring_inner_image = string_null;
1140                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1141
1142                                 ring_scale = autocvar_crosshair_ring_size;
1143
1144                                 float weapon_clipload, weapon_clipsize;
1145                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1146                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1147
1148                                 float ok_ammo_charge, ok_ammo_chargepool;
1149                                 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1150                                 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1151
1152                                 float vortex_charge, vortex_chargepool;
1153                                 vortex_charge = STAT(VORTEX_CHARGE);
1154                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1155
1156                                 float arc_heat = STAT(ARC_HEAT);
1157
1158                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1159                                         vortex_charge_movingavg = vortex_charge;
1160
1161
1162                                 // handle the values
1163                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1164                                 {
1165                                         if (vortex_chargepool || use_vortex_chargepool) {
1166                                                 use_vortex_chargepool = 1;
1167                                                 ring_inner_value = vortex_chargepool;
1168                                         } else {
1169                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1170                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1171                                         }
1172
1173                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1174                                         ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1175                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1176
1177                                         // draw the outer ring to show the current charge of the weapon
1178                                         ring_value = vortex_charge;
1179                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1180                                         ring_rgb = wcross_color;
1181                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1182                                 }
1183                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1184                                 {
1185                                         ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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.
1186                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1187                                         ring_rgb = wcross_color;
1188                                         ring_image = "gfx/crosshair_ring.tga";
1189                                 }
1190                                 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1191                                 {
1192                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1193                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1194                                         ring_rgb = wcross_color;
1195                                         ring_image = "gfx/crosshair_ring.tga";
1196                                 }
1197                                 else if (ok_ammo_charge)
1198                                 {
1199                                         ring_value = ok_ammo_chargepool;
1200                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1201                                         ring_rgb = wcross_color;
1202                                         ring_image = "gfx/crosshair_ring.tga";
1203                                 }
1204                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1205                                 {
1206                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1207                                         ring_scale = autocvar_crosshair_ring_reload_size;
1208                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1209                                         ring_rgb = wcross_color;
1210
1211                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1212                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1213                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1214                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1215                                         else
1216                                                 ring_image = "gfx/crosshair_ring.tga";
1217                                 }
1218                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1219                                 {
1220                                         ring_value = arc_heat;
1221                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1222                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1223                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1224                                         ring_image = "gfx/crosshair_ring.tga";
1225                                 }
1226
1227                                 // if in weapon switch animation, fade ring out/in
1228                                 if(autocvar_crosshair_effect_time > 0)
1229                                 {
1230                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1231                                         if (f >= 1)
1232                                         {
1233                                                 wcross_ring_prev = ((ring_image) ? true : false);
1234                                         }
1235
1236                                         if(wcross_ring_prev)
1237                                         {
1238                                                 if(f < 1)
1239                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1240                                         }
1241                                         else
1242                                         {
1243                                                 if(f < 1)
1244                                                         ring_alpha *= bound(0, f, 1);
1245                                         }
1246                                 }
1247
1248                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1249                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1250
1251                                 if (ring_value)
1252                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1253                         }
1254
1255 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1256                         MACRO_BEGIN { \
1257                                 if(wcross_blur > 0) \
1258                                 { \
1259                                         for(i = -2; i <= 2; ++i) \
1260                                         for(j = -2; j <= 2; ++j) \
1261                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1262                                 } \
1263                                 else \
1264                                 { \
1265                                         M(0,0,sz,wcross_name,wcross_alpha); \
1266                                 } \
1267                         } MACRO_END
1268
1269 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1270                         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)
1271
1272 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1273                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1274
1275                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1276                         {
1277                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1278                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1279                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1280                                 f = 1 - f;
1281                         }
1282                         else
1283                         {
1284                                 f = 1;
1285                         }
1286                         wcross_name_alpha_goal_prev = f;
1287
1288                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1289                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1290
1291                         if(autocvar_crosshair_dot)
1292                         {
1293                                 vector wcross_color_old;
1294                                 wcross_color_old = wcross_color;
1295
1296                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1297                                         wcross_color = stov(autocvar_crosshair_dot_color);
1298
1299                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1300                                 // FIXME why don't we use wcross_alpha here?
1301                                 wcross_color = wcross_color_old;
1302                         }
1303                 }
1304         }
1305         else
1306         {
1307                 wcross_scale_prev = 0;
1308                 wcross_alpha_prev = 0;
1309                 wcross_scale_goal_prev = 0;
1310                 wcross_alpha_goal_prev = 0;
1311                 wcross_changedonetime = 0;
1312                 if(wcross_name_goal_prev)
1313                         strunzone(wcross_name_goal_prev);
1314                 wcross_name_goal_prev = string_null;
1315                 if(wcross_name_goal_prev_prev)
1316                         strunzone(wcross_name_goal_prev_prev);
1317                 wcross_name_goal_prev_prev = string_null;
1318                 wcross_name_changestarttime = 0;
1319                 wcross_name_changedonetime = 0;
1320                 wcross_name_alpha_goal_prev = 0;
1321                 wcross_name_alpha_goal_prev_prev = 0;
1322                 wcross_resolution_goal_prev = 0;
1323                 wcross_resolution_goal_prev_prev = 0;
1324         }
1325 }
1326
1327 void HUD_Draw(entity this)
1328 {
1329         // if we don't know gametype and scores yet avoid drawing the scoreboard
1330         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1331         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1332         // cl_deathscoreboard would show the scoreboard and so on
1333         if(!gametype)
1334                 return;
1335
1336         if(!intermission)
1337         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1338         {
1339                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1340         }
1341         else if(STAT(FROZEN))
1342         {
1343                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1344         }
1345         if(!intermission)
1346         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1347         {
1348                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1349                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1350         }
1351         else if(STAT(CAPTURE_PROGRESS))
1352         {
1353                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1354                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1355         }
1356         else if(STAT(REVIVE_PROGRESS))
1357         {
1358                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1359                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1360         }
1361
1362         if(autocvar_r_letterbox == 0)
1363                 if(autocvar_viewsize < 120)
1364                 {
1365                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1366                                 Accuracy_LoadLevels();
1367
1368                         HUD_Main();
1369                         HUD_Scale_Disable();
1370                 }
1371
1372         // crosshair goes VERY LAST
1373         UpdateDamage();
1374         HUD_Crosshair(this);
1375         HitSound();
1376 }
1377
1378 bool ov_enabled;
1379 float oldr_nearclip;
1380 float oldr_farclip_base;
1381 float oldr_farclip_world;
1382 float oldr_novis;
1383 float oldr_useportalculling;
1384 float oldr_useinfinitefarclip;
1385
1386 void cl_notice_run();
1387
1388 float prev_myteam;
1389 int lasthud;
1390 float vh_notice_time;
1391 void WaypointSprite_Load();
1392 void CSQC_UpdateView(entity this, float w, float h)
1393 {
1394     TC(int, w); TC(int, h);
1395         entity e;
1396         float fov;
1397         float f;
1398         vector vf_size, vf_min;
1399         float a;
1400
1401         execute_next_frame();
1402
1403         ++framecount;
1404
1405         stats_get();
1406         hud = STAT(HUD);
1407
1408         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1409                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1410
1411         lasthud = hud;
1412
1413         HUD_Scale_Disable();
1414
1415         if(autocvar__hud_showbinds_reload) // menu can set this one
1416         {
1417                 db_close(binddb);
1418                 binddb = db_create();
1419                 cvar_set("_hud_showbinds_reload", "0");
1420         }
1421
1422         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1423                 view_quality = getproperty(VF_MINFPS_QUALITY);
1424         else
1425                 view_quality = 1;
1426
1427         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1428         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1429
1430         vf_size = getpropertyvec(VF_SIZE);
1431         vf_min = getpropertyvec(VF_MIN);
1432         vid_width = vf_size.x;
1433         vid_height = vf_size.y;
1434
1435         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1436         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1437
1438         WaypointSprite_Load();
1439
1440         CSQCPlayer_SetCamera();
1441
1442         if(player_localentnum <= maxclients) // is it a client?
1443                 current_player = player_localentnum - 1;
1444         else // then player_localentnum is the vehicle I'm driving
1445                 current_player = player_localnum;
1446         myteam = entcs_GetTeam(current_player);
1447
1448         if(myteam != prev_myteam)
1449         {
1450                 myteamcolors = colormapPaletteColor(myteam, 1);
1451                 FOREACH(hud_panels, true, it.update_time = time);
1452                 prev_myteam = myteam;
1453         }
1454
1455         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1456
1457         float is_dead = (STAT(HEALTH) <= 0);
1458
1459         // FIXME do we need this hack?
1460         if(isdemo())
1461         {
1462                 // in demos, input_buttons do not work
1463                 button_zoom = (autocvar__togglezoom == "-");
1464         }
1465         else if(button_zoom
1466                 && autocvar_cl_unpress_zoom_on_death
1467                 && (spectatee_status >= 0)
1468                 && (is_dead || intermission))
1469         {
1470                 // no zoom while dead or in intermission please
1471                 localcmd("-zoom\n");
1472                 button_zoom = false;
1473         }
1474
1475         // event chase camera
1476         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1477         {
1478                 if(STAT(CAMERA_SPECTATOR))
1479                 {
1480                         if(spectatee_status > 0)
1481                         {
1482                                 if(!autocvar_chase_active)
1483                                 {
1484                                         cvar_set("chase_active", "-2");
1485                                         goto skip_eventchase_death;
1486                                 }
1487                         }
1488                         else if(autocvar_chase_active == -2)
1489                                 cvar_set("chase_active", "0");
1490
1491                         if(autocvar_chase_active == -2)
1492                                 goto skip_eventchase_death;
1493                 }
1494                 else if(autocvar_chase_active == -2)
1495                         cvar_set("chase_active", "0");
1496
1497                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1498
1499                 float vehicle_viewdist = 0;
1500                 vector vehicle_viewofs = '0 0 0';
1501
1502                 if(vehicle_chase)
1503                 {
1504                         if(hud != HUD_BUMBLEBEE_GUN)
1505                         {
1506                                 Vehicle info = Vehicles_from(hud);
1507                                 vehicle_viewdist = info.height;
1508                                 vehicle_viewofs = info.view_ofs;
1509                         }
1510                 }
1511
1512                 if(WantEventchase(this))
1513                 {
1514                         vector current_view_origin_override = '0 0 0';
1515                         vector view_offset_override = '0 0 0';
1516                         float chase_distance_override = 0;
1517                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1518                         if(custom_eventchase)
1519                         {
1520                                 current_view_origin_override = M_ARGV(0, vector);
1521                                 view_offset_override = M_ARGV(1, vector);
1522                                 chase_distance_override = M_ARGV(0, float);
1523                         }
1524                         eventchase_running = true;
1525
1526                         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1527                         if(!local_player)
1528                                 local_player = this; // fall back!
1529
1530                         // 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.)
1531                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1532                         if (custom_eventchase)
1533                                 current_view_origin = current_view_origin_override;
1534
1535                         // detect maximum viewoffset and use it
1536                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1537                         if(vehicle_chase)
1538                         {
1539                                 if(vehicle_viewofs)
1540                                         view_offset = vehicle_viewofs;
1541                                 else
1542                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1543                         }
1544                         if (custom_eventchase)
1545                                 view_offset = view_offset_override;
1546
1547                         if(view_offset)
1548                         {
1549                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1550                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1551                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1552                         }
1553
1554                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1555                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1556                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1557                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1558
1559                         // make the camera smooth back
1560                         float chase_distance = autocvar_cl_eventchase_distance;
1561                         if(vehicle_chase)
1562                         {
1563                                 if(vehicle_viewofs)
1564                                         chase_distance = vehicle_viewdist;
1565                                 else
1566                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1567                         }
1568                         if (custom_eventchase)
1569                                 chase_distance = chase_distance_override;
1570
1571                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1572                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1573                         else if(eventchase_current_distance != chase_distance)
1574                                 eventchase_current_distance = chase_distance;
1575
1576                         makevectors(view_angles);
1577
1578                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1579                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1580
1581                         // If the boxtrace fails, revert back to line tracing.
1582                         if(!local_player.viewloc)
1583                         if(trace_startsolid)
1584                         {
1585                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1586                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1587                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1588                         }
1589                         else { setproperty(VF_ORIGIN, trace_endpos); }
1590
1591                         if(!local_player.viewloc)
1592                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1593                 }
1594                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1595                 {
1596                         eventchase_running = false;
1597                         cvar_set("chase_active", "0");
1598                         eventchase_current_distance = 0; // start from 0 next time
1599                 }
1600         }
1601         // workaround for camera stuck between player's legs when using chase_active 1
1602         // because the engine stops updating the chase_active camera when the game ends
1603         else if(intermission)
1604         {
1605                 cvar_settemp("chase_active", "-1");
1606                 eventchase_current_distance = 0;
1607         }
1608
1609         LABEL(skip_eventchase_death);
1610
1611         // do lockview after event chase camera so that it still applies whenever necessary.
1612         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1613         {
1614                 setproperty(VF_ORIGIN, freeze_org);
1615                 setproperty(VF_ANGLES, freeze_ang);
1616         }
1617         else
1618         {
1619                 freeze_org = getpropertyvec(VF_ORIGIN);
1620                 freeze_ang = getpropertyvec(VF_ANGLES);
1621         }
1622
1623         WarpZone_FixView();
1624         //WarpZone_FixPMove();
1625
1626         vector ov_org = '0 0 0';
1627         vector ov_mid = '0 0 0';
1628         vector ov_worldmin = '0 0 0';
1629         vector ov_worldmax = '0 0 0';
1630         if(autocvar_cl_orthoview)
1631         {
1632                 ov_worldmin = mi_picmin;
1633                 ov_worldmax = mi_picmax;
1634
1635                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1636                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1637                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1638
1639                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1640                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1641
1642                 float ov_nearest = vlen(ov_org - vec3(
1643                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1644                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1645                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1646                 ));
1647
1648                 float ov_furthest = 0;
1649                 float dist = 0;
1650
1651                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1652                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1653                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1654                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1655                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1656                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1657                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1658                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1659
1660                 if(!ov_enabled)
1661                 {
1662                         oldr_nearclip = cvar("r_nearclip");
1663                         oldr_farclip_base = cvar("r_farclip_base");
1664                         oldr_farclip_world = cvar("r_farclip_world");
1665                         oldr_novis = cvar("r_novis");
1666                         oldr_useportalculling = cvar("r_useportalculling");
1667                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1668                 }
1669
1670                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1671                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1672                 cvar_settemp("r_farclip_world", "0");
1673                 cvar_settemp("r_novis", "1");
1674                 cvar_settemp("r_useportalculling", "0");
1675                 cvar_settemp("r_useinfinitefarclip", "0");
1676
1677                 setproperty(VF_ORIGIN, ov_org);
1678                 setproperty(VF_ANGLES, '90 0 0');
1679
1680                 ov_enabled = true;
1681
1682                 #if 0
1683                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1684                         vtos(ov_org),
1685                         vtos(getpropertyvec(VF_ANGLES)),
1686                         ov_distance,
1687                         ov_nearest,
1688                         ov_furthest);
1689                 #endif
1690         }
1691         else
1692         {
1693                 if(ov_enabled)
1694                 {
1695                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1696                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1697                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1698                         cvar_set("r_novis", ftos(oldr_novis));
1699                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1700                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1701                 }
1702                 ov_enabled = false;
1703         }
1704
1705         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1706         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1707         viewmodel_draw(viewmodel);
1708
1709         // Render the Scene
1710         view_origin = getpropertyvec(VF_ORIGIN);
1711         view_angles = getpropertyvec(VF_ANGLES);
1712         makevectors(view_angles);
1713         view_forward = v_forward;
1714         view_right = v_right;
1715         view_up = v_up;
1716
1717 #ifdef BLURTEST
1718         if(time > blurtest_time0 && time < blurtest_time1)
1719         {
1720                 float r, t;
1721
1722                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1723                 r = t * blurtest_radius;
1724                 f = 1 / pow(t, blurtest_power) - 1;
1725
1726                 cvar_set("r_glsl_postprocess", "1");
1727                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1728         }
1729         else
1730         {
1731                 cvar_set("r_glsl_postprocess", "0");
1732                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1733         }
1734 #endif
1735
1736         TargetMusic_Advance();
1737         Fog_Force();
1738
1739         if(drawtime == 0)
1740                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1741         else
1742                 drawframetime = bound(0.000001, time - drawtime, 1);
1743         drawtime = time;
1744
1745         // watch for gametype changes here...
1746         // in ParseStuffCMD the cmd isn't executed yet :/
1747         // might even be better to add the gametype to TE_CSQC_INIT...?
1748         if(!postinit)
1749                 PostInit();
1750
1751         if(intermission && !intermission_time)
1752                 intermission_time = time;
1753
1754         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1755         {
1756                 if(calledhooks & HOOK_START)
1757                 {
1758                         localcmd("\ncl_hook_gameend\n");
1759                         calledhooks |= HOOK_END;
1760                 }
1761         }
1762
1763         Announcer();
1764
1765         fov = autocvar_fov;
1766         if(fov <= 59.5)
1767         {
1768                 if(!zoomscript_caught)
1769                 {
1770                         localcmd("+button9\n");
1771                         zoomscript_caught = 1;
1772                 }
1773         }
1774         else
1775         {
1776                 if(zoomscript_caught)
1777                 {
1778                         localcmd("-button9\n");
1779                         zoomscript_caught = 0;
1780                 }
1781         }
1782
1783         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1784
1785         // currently switching-to weapon (for crosshair)
1786         switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1787
1788         // actually active weapon (for zoom)
1789         activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1790
1791         switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1792
1793         if(last_switchweapon != switchweapon)
1794         {
1795                 weapontime = time;
1796                 last_switchweapon = switchweapon;
1797                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1798                 {
1799                         localcmd("-zoom\n");
1800                         button_zoom = false;
1801                 }
1802                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1803                 {
1804                         localcmd("-fire\n");
1805                         localcmd("-fire2\n");
1806                         button_attack2 = false;
1807                 }
1808         }
1809         if(last_activeweapon != activeweapon)
1810         {
1811                 last_activeweapon = activeweapon;
1812
1813                 e = activeweapon;
1814                 if(e.netname != "")
1815                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1816                 else
1817                         localcmd("\ncl_hook_activeweapon none\n");
1818         }
1819
1820         // ALWAYS Clear Current Scene First
1821         clearscene();
1822
1823         setproperty(VF_ORIGIN, view_origin);
1824         setproperty(VF_ANGLES, view_angles);
1825
1826         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1827         setproperty(VF_SIZE, vf_size);
1828         setproperty(VF_MIN, vf_min);
1829
1830         // Assign Standard Viewflags
1831         // Draw the World (and sky)
1832         setproperty(VF_DRAWWORLD, 1);
1833
1834         // Set the console size vars
1835         vid_conwidth = autocvar_vid_conwidth;
1836         vid_conheight = autocvar_vid_conheight;
1837         vid_pixelheight = autocvar_vid_pixelheight;
1838
1839         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1840         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1841         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1842
1843         if(camera_active) // Camera for demo playback
1844         {
1845                 if(autocvar_camera_enable)
1846                         CSQC_Demo_Camera();
1847                 else
1848                 {
1849                         cvar_set("chase_active", ftos(chase_active_backup));
1850                         cvar_set("cl_demo_mousegrab", "0");
1851                         camera_active = false;
1852                 }
1853         }
1854         else
1855         {
1856 #ifdef CAMERATEST
1857                 if(autocvar_camera_enable)
1858 #else
1859                 if(autocvar_camera_enable && isdemo())
1860 #endif
1861                 {
1862                         // Enable required Darkplaces cvars
1863                         chase_active_backup = autocvar_chase_active;
1864                         cvar_set("chase_active", "2");
1865                         cvar_set("cl_demo_mousegrab", "1");
1866                         camera_active = true;
1867                         camera_mode = false;
1868                 }
1869         }
1870
1871         // Draw the Crosshair
1872         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1873
1874         // Draw the Engine Status Bar (the default Quake HUD)
1875         setproperty(VF_DRAWENGINESBAR, 0);
1876
1877         // Update the mouse position
1878         /*
1879            mousepos_x = vid_conwidth;
1880            mousepos_y = vid_conheight;
1881            mousepos = mousepos*0.5 + getmousepos();
1882          */
1883
1884         IL_EACH(g_drawables, it.draw, it.draw(it));
1885
1886         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1887         renderscene();
1888
1889         // now switch to 2D drawing mode by calling a 2D drawing function
1890         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1891         // next R_RenderScene call
1892         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1893
1894         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1895         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1896         {
1897                 // apply night vision effect
1898                 vector tc_00, tc_01, tc_10, tc_11;
1899                 vector rgb = '0 0 0';
1900
1901                 if(!nightvision_noise)
1902                 {
1903                         nightvision_noise = new(nightvision_noise);
1904                 }
1905                 if(!nightvision_noise2)
1906                 {
1907                         nightvision_noise2 = new(nightvision_noise2);
1908                 }
1909
1910                 // color tint in yellow
1911                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1912
1913                 // draw BG
1914                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1915                 rgb = '1 1 1';
1916                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1917                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1918                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1919                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1920                 tc_11 = tc_01 + tc_10 - tc_00;
1921                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1922                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1923                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1924                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1925                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1926                 R_EndPolygon();
1927
1928                 // draw FG
1929                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1930                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1931                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1932                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1933                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1934                 tc_11 = tc_01 + tc_10 - tc_00;
1935                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1936                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1937                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1938                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1939                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1940                 R_EndPolygon();
1941         }
1942
1943         if(autocvar_cl_reticle)
1944         {
1945                 Weapon wep = activeweapon;
1946                 // Draw the aiming reticle for weapons that use it
1947                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1948                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1949                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1950                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1951                 {
1952                         // no zoom reticle while dead
1953                         reticle_type = 0;
1954                 }
1955                 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1956                 {
1957                         if(reticle_image != "") { reticle_type = 2; }
1958                         else { reticle_type = 0; }
1959                 }
1960                 else if(button_zoom || zoomscript_caught)
1961                 {
1962                         // normal zoom
1963                         reticle_type = 1;
1964                 }
1965
1966                 if(reticle_type)
1967                 {
1968                         if(autocvar_cl_reticle_stretch)
1969                         {
1970                                 reticle_size.x = vid_conwidth;
1971                                 reticle_size.y = vid_conheight;
1972                                 reticle_pos.x = 0;
1973                                 reticle_pos.y = 0;
1974                         }
1975                         else
1976                         {
1977                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1978                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1979                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1980                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1981                         }
1982
1983                         if(zoomscript_caught)
1984                                 f = 1;
1985                         else
1986                                 f = current_zoomfraction;
1987
1988                         if(f)
1989                         {
1990                                 switch(reticle_type)
1991                                 {
1992                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1993                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1994                                 }
1995                         }
1996                 }
1997         }
1998         else
1999         {
2000                 if(reticle_type != 0) { reticle_type = 0; }
2001         }
2002
2003
2004         // improved polyblend
2005         if(autocvar_hud_contents)
2006         {
2007                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2008                 vector liquidcolor;
2009
2010                 switch(pointcontents(view_origin))
2011                 {
2012                         case CONTENT_WATER:
2013                                 liquidalpha = autocvar_hud_contents_water_alpha;
2014                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2015                                 incontent = 1;
2016                                 break;
2017
2018                         case CONTENT_LAVA:
2019                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2020                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2021                                 incontent = 1;
2022                                 break;
2023
2024                         case CONTENT_SLIME:
2025                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2026                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2027                                 incontent = 1;
2028                                 break;
2029
2030                         default:
2031                                 liquidalpha = 0;
2032                                 liquidcolor = '0 0 0';
2033                                 incontent = 0;
2034                                 break;
2035                 }
2036
2037                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2038                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2039                         contentfadetime = autocvar_hud_contents_fadeintime;
2040                         liquidalpha_prev = liquidalpha;
2041                         liquidcolor_prev = liquidcolor;
2042                 }
2043                 else
2044                         contentfadetime = autocvar_hud_contents_fadeouttime;
2045
2046                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2047                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2048
2049                 if(contentavgalpha)
2050                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2051
2052                 if(autocvar_hud_postprocessing)
2053                 {
2054                         if(autocvar_hud_contents_blur && contentavgalpha)
2055                         {
2056                                 content_blurpostprocess.x = 1;
2057                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2058                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2059                         }
2060                         else
2061                         {
2062                                 content_blurpostprocess.x = 0;
2063                                 content_blurpostprocess.y = 0;
2064                                 content_blurpostprocess.z = 0;
2065                         }
2066                 }
2067         }
2068
2069         if(autocvar_hud_damage && !STAT(FROZEN))
2070         {
2071                 splash_size.x = max(vid_conwidth, vid_conheight);
2072                 splash_size.y = max(vid_conwidth, vid_conheight);
2073                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2074                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2075
2076                 float myhealth_flash_temp;
2077                 myhealth = STAT(HEALTH);
2078
2079                 // fade out
2080                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2081                 // add new damage
2082                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2083
2084                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2085                 pain_threshold = autocvar_hud_damage_pain_threshold;
2086                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2087                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2088
2089                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2090                 {
2091                         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);
2092                 }
2093
2094                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2095
2096                 if(myhealth_prev < 1)
2097                 {
2098                         if(myhealth >= 1)
2099                         {
2100                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2101                                 myhealth_flash_temp = 0;
2102                         }
2103                         else
2104                         {
2105                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2106                         }
2107                 }
2108
2109                 if(spectatee_status == -1 || intermission)
2110                 {
2111                         myhealth_flash = 0; // observing, or match ended
2112                         myhealth_flash_temp = 0;
2113                 }
2114
2115                 myhealth_prev = myhealth;
2116
2117                 // IDEA: change damage color/picture based on player model for robot/alien species?
2118                 // pro: matches model better
2119                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2120                 // maybe different reddish pics?
2121                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2122                 {
2123                         if(autocvar_cl_gentle_damage == 2)
2124                         {
2125                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2126                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2127                         }
2128                         else
2129                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2130
2131                         if(myhealth_flash_temp > 0)
2132                                 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);
2133                 }
2134                 else if(myhealth_flash_temp > 0)
2135                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2136
2137                 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.
2138                 {
2139                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2140                         {
2141                                 damage_blurpostprocess.x = 1;
2142                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2143                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2144                         }
2145                         else
2146                         {
2147                                 damage_blurpostprocess.x = 0;
2148                                 damage_blurpostprocess.y = 0;
2149                                 damage_blurpostprocess.z = 0;
2150                         }
2151                 }
2152         }
2153
2154         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2155         float e2 = (autocvar_hud_powerup != 0);
2156         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2157         {
2158                 // enable or disable rendering types if they are used or not
2159                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2160                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2161
2162                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2163                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2164                 {
2165                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2166                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2167                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2168                         {
2169                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2170                                 old_blurradius = blurradius;
2171                                 old_bluralpha = bluralpha;
2172                         }
2173                 }
2174                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2175                 {
2176                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2177                         old_blurradius = 0;
2178                         old_bluralpha = 0;
2179                 }
2180
2181                 // edge detection postprocess handling done second (used by hud_powerup)
2182                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2183                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2184                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2185
2186                 sharpen_intensity = bound(0, ((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.
2187
2188                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2189                 {
2190                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2191                         {
2192                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2193                                 old_sharpen_intensity = sharpen_intensity;
2194                         }
2195                 }
2196                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2197                 {
2198                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2199                         old_sharpen_intensity = 0;
2200                 }
2201
2202                 if(cvar("r_glsl_postprocess") == 0)
2203                         cvar_set("r_glsl_postprocess", "2");
2204         }
2205         else if(cvar("r_glsl_postprocess") == 2)
2206                 cvar_set("r_glsl_postprocess", "0");
2207
2208         /*if(gametype == MAPINFO_TYPE_CTF)
2209           {
2210           ctf_view();
2211           } else */
2212
2213         // draw 2D entities
2214         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2215         Draw_ShowNames_All();
2216         Debug_Draw();
2217
2218         scoreboard_active = Scoreboard_WouldDraw();
2219
2220         HUD_Draw(this); // this parameter for deep vehicle function
2221
2222         if(NextFrameCommand)
2223         {
2224                 localcmd("\n", NextFrameCommand, "\n");
2225                 NextFrameCommand = string_null;
2226         }
2227
2228         // we must do this check AFTER a frame was rendered, or it won't work
2229         if(cs_project_is_b0rked == 0)
2230         {
2231                 string w0, h0;
2232                 w0 = ftos(autocvar_vid_conwidth);
2233                 h0 = ftos(autocvar_vid_conheight);
2234                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2235                 //setproperty(VF_FOV, '90 90 0');
2236                 setproperty(VF_ORIGIN, '0 0 0');
2237                 setproperty(VF_ANGLES, '0 0 0');
2238                 setproperty(VF_PERSPECTIVE, 1);
2239                 makevectors('0 0 0');
2240                 vector v1, v2;
2241                 cvar_set("vid_conwidth", "800");
2242                 cvar_set("vid_conheight", "600");
2243                 v1 = cs_project(v_forward);
2244                 cvar_set("vid_conwidth", "640");
2245                 cvar_set("vid_conheight", "480");
2246                 v2 = cs_project(v_forward);
2247                 if(v1 == v2)
2248                         cs_project_is_b0rked = 1;
2249                 else
2250                         cs_project_is_b0rked = -1;
2251                 cvar_set("vid_conwidth", w0);
2252                 cvar_set("vid_conheight", h0);
2253         }
2254
2255         if(autocvar__hud_configure)
2256                 HUD_Panel_Mouse();
2257         else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2258                 HUD_Minigame_Mouse();
2259         else if(QuickMenu_IsOpened())
2260                 QuickMenu_Mouse();
2261         else
2262                 HUD_Radar_Mouse();
2263
2264         cl_notice_run();
2265         unpause_update();
2266         Net_Flush();
2267
2268         // let's reset the view back to normal for the end
2269         setproperty(VF_MIN, '0 0 0');
2270         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2271
2272         IL_ENDFRAME();
2273 }
2274
2275
2276 // following vectors must be global to allow seamless switching between camera modes
2277 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2278 void CSQC_Demo_Camera()
2279 {
2280         float speed, attenuation, dimensions;
2281         vector tmp, delta;
2282
2283         if( autocvar_camera_reset || !camera_mode )
2284         {
2285                 camera_offset = '0 0 0';
2286                 current_angles = '0 0 0';
2287                 camera_direction = '0 0 0';
2288                 camera_offset.z += 30;
2289                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2290                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2291                 current_origin = view_origin;
2292                 current_camera_offset  = camera_offset;
2293                 cvar_set("camera_reset", "0");
2294                 camera_mode = CAMERA_CHASE;
2295         }
2296
2297         // Camera angles
2298         if( camera_roll )
2299                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2300
2301         if(autocvar_camera_look_player)
2302         {
2303                 vector dir;
2304                 float n;
2305
2306                 dir = normalize(view_origin - current_position);
2307                 n = mouse_angles.z;
2308                 mouse_angles = vectoangles(dir);
2309                 mouse_angles.x = mouse_angles.x * -1;
2310                 mouse_angles.z = n;
2311         }
2312         else
2313         {
2314                 tmp = getmousepos() * 0.1;
2315                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2316                 {
2317                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2318                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2319                 }
2320         }
2321
2322         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2323         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2324         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2325         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2326
2327         // Fix difference when angles don't have the same sign
2328         delta = '0 0 0';
2329         if(mouse_angles.y < -60 && current_angles.y > 60)
2330                 delta = '0 360 0';
2331         if(mouse_angles.y > 60 && current_angles.y < -60)
2332                 delta = '0 -360 0';
2333
2334         if(autocvar_camera_look_player)
2335                 attenuation = autocvar_camera_look_attenuation;
2336         else
2337                 attenuation = autocvar_camera_speed_attenuation;
2338
2339         attenuation = 1 / max(1, attenuation);
2340         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2341
2342         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2343         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2344         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2345         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2346
2347         // Camera position
2348         tmp = '0 0 0';
2349         dimensions = 0;
2350
2351         if( camera_direction.x )
2352         {
2353                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2354                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2355                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2356                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2357                 ++dimensions;
2358         }
2359
2360         if( camera_direction.y )
2361         {
2362                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2363                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2364                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2365                 ++dimensions;
2366         }
2367
2368         if( camera_direction.z )
2369         {
2370                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2371                 ++dimensions;
2372         }
2373
2374         if(autocvar_camera_free)
2375                 speed = autocvar_camera_speed_free;
2376         else
2377                 speed = autocvar_camera_speed_chase;
2378
2379         if(dimensions)
2380         {
2381                 speed = speed * sqrt(1 / dimensions);
2382                 camera_offset += tmp * speed;
2383         }
2384
2385         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2386
2387         // Camera modes
2388         if( autocvar_camera_free )
2389         {
2390                 if ( camera_mode == CAMERA_CHASE )
2391                 {
2392                         current_camera_offset = current_origin + current_camera_offset;
2393                         camera_offset = current_origin + camera_offset;
2394                 }
2395
2396                 camera_mode = CAMERA_FREE;
2397                 current_position = current_camera_offset;
2398         }
2399         else
2400         {
2401                 if ( camera_mode == CAMERA_FREE )
2402                 {
2403                         current_origin = view_origin;
2404                         camera_offset = camera_offset - current_origin;
2405                         current_camera_offset = current_camera_offset - current_origin;
2406                 }
2407
2408                 camera_mode = CAMERA_CHASE;
2409
2410                 if(autocvar_camera_chase_smoothly)
2411                         current_origin += (view_origin - current_origin) * attenuation;
2412                 else
2413                         current_origin = view_origin;
2414
2415                 current_position = current_origin + current_camera_offset;
2416         }
2417
2418         setproperty(VF_ANGLES, current_angles);
2419         setproperty(VF_ORIGIN, current_position);
2420 }