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[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 .string name_last;
287
288 void viewmodel_draw(entity this)
289 {
290         if(!this.activeweapon || !autocvar_r_drawviewmodel)
291                 return;
292         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
293         float a = this.alpha;
294         static bool wasinvehicle;
295         bool invehicle = player_localentnum > maxclients;
296         if (invehicle) a = -1;
297         else if (wasinvehicle) a = 1;
298         wasinvehicle = invehicle;
299         Weapon wep = this.activeweapon;
300         int c = entcs_GetClientColors(current_player);
301         vector g = weaponentity_glowmod(wep, NULL, c, this);
302         entity me = CSQCModel_server2csqc(player_localentnum - 1);
303         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
304                 | EF_NODEPTHTEST)
305                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
306         for (entity e = this; e; e = e.weaponchild)
307         {
308                 e.drawmask = mask;
309                 e.alpha = a;
310                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
311                 e.glowmod = g;
312                 e.csqcmodel_effects = fx;
313                 CSQCModel_Effects_Apply(e);
314         }
315         {
316                 string name = wep.mdl;
317                 string newname = wep.wr_viewmodel(wep, this);
318                 if(newname)
319                         name = newname;
320                 bool swap = name != this.name_last;
321                 // if (swap)
322                 {
323                         this.name_last = name;
324                         CL_WeaponEntity_SetModel(this, name, swap);
325                         this.viewmodel_origin = this.origin;
326                         this.viewmodel_angles = this.angles;
327                 }
328                 anim_update(this);
329                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
330                         anim_set(this, this.anim_idle, true, false, false);
331         }
332         float f = 0; // 0..1; 0: fully active
333         float rate = STAT(WEAPONRATEFACTOR);
334         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
335         if (eta <= 0) f = this.weapon_eta_last;
336         else switch (this.state)
337         {
338                 case WS_RAISE:
339                 {
340                         f = eta / max(eta, this.weapon_switchdelay);
341                         break;
342                 }
343                 case WS_DROP:
344                 {
345                         f = 1 - eta / max(eta, this.weapon_switchdelay);
346                         break;
347                 }
348                 case WS_CLEAR:
349                 {
350                         f = 1;
351                         break;
352                 }
353         }
354         this.weapon_eta_last = f;
355         this.origin = this.viewmodel_origin;
356         this.angles = this.viewmodel_angles;
357         this.angles_x = (-90 * f * f);
358         viewmodel_animate(this);
359         setorigin(this, this.origin);
360 }
361
362 STATIC_INIT(viewmodel) {
363     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364         viewmodels[slot] = new(viewmodel);
365 }
366
367 void Porto_Draw(entity this);
368 STATIC_INIT(Porto)
369 {
370         entity e = new_pure(porto);
371         e.draw = Porto_Draw;
372         IL_PUSH(g_drawables, e);
373         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
374 }
375
376 const int polyline_length = 16;
377 .vector polyline[polyline_length];
378 void Porto_Draw(entity this)
379 {
380         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
381         {
382                 entity wepent = viewmodels[slot];
383
384                 if (wepent.activeweapon != WEP_PORTO) continue;
385                 if (spectatee_status) continue;
386                 if (WEP_CVAR(porto, secondary)) continue;
387                 if (intermission == 1) continue;
388                 if (intermission == 2) continue;
389                 if (STAT(HEALTH) <= 0) continue;
390
391                 vector pos = view_origin;
392                 vector dir = view_forward;
393                 if (wepent.angles_held_status)
394                 {
395                         makevectors(wepent.angles_held);
396                         dir = v_forward;
397                 }
398
399                 wepent.polyline[0] = pos;
400
401                 int portal_number = 0, portal1_idx = 1, portal_max = 2;
402                 int n = 1 + 2;  // 2 lines == 3 points
403                 for (int idx = 0; idx < n && idx < polyline_length - 1; )
404                 {
405                         traceline(pos, pos + 65536 * dir, true, this);
406                         dir = reflect(dir, trace_plane_normal);
407                         pos = trace_endpos;
408                         wepent.polyline[++idx] = pos;
409                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
410                         {
411                                 n += 1;
412                                 continue;
413                         }
414                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
415                         {
416                                 n = max(2, idx);
417                                 break;
418                         }
419                         // check size
420                         {
421                                 vector ang = vectoangles2(trace_plane_normal, dir);
422                                 ang.x = -ang.x;
423                                 makevectors(ang);
424                                 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
425                                 {
426                                         n = max(2, idx);
427                                         break;
428                                 }
429                         }
430                         portal_number += 1;
431                         if (portal_number >= portal_max) break;
432                         if (portal_number == 1) portal1_idx = idx;
433                 }
434                 for (int idx = 0; idx < n - 1; ++idx)
435                 {
436                         vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
437                         if (idx == 0) p -= view_up * 16;  // line from player
438                         vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
439                         Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
440                 }
441         }
442 }
443
444 float drawtime;
445 float avgspeed;
446 vector GetCurrentFov(float fov)
447 {
448         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
449         float velocityzoom, curspeed;
450         vector v;
451
452         zoomsensitivity = autocvar_cl_zoomsensitivity;
453         zoomfactor = autocvar_cl_zoomfactor;
454         if(zoomfactor < 1 || zoomfactor > 30)
455                 zoomfactor = 2.5;
456         zoomspeed = autocvar_cl_zoomspeed;
457         if(zoomspeed >= 0)
458         if(zoomspeed < 0.5 || zoomspeed > 16)
459                         zoomspeed = 3.5;
460
461         zoomdir = button_zoom;
462
463         if(hud == HUD_NORMAL && !spectatee_status)
464         {
465                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
466                 {
467                         entity wepent = viewmodels[slot];
468                         if(wepent.switchweapon == wepent.activeweapon)
469                         if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
470                                 zoomdir += button_attack2;
471                 }
472         }
473         if(spectatee_status > 0 || isdemo())
474         {
475                 if(spectatorbutton_zoom)
476                 {
477                         if(zoomdir)
478                                 zoomdir = 0;
479                         else
480                                 zoomdir = 1;
481                 }
482                 // fteqcc failed twice here already, don't optimize this
483         }
484
485         if(zoomdir) { zoomin_effect = 0; }
486
487         if(camera_active)
488         {
489                 current_viewzoom = min(1, current_viewzoom + drawframetime);
490         }
491         else if(autocvar_cl_spawnzoom && zoomin_effect)
492         {
493                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
494
495                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
496                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
497                 if(current_viewzoom == 1) { zoomin_effect = 0; }
498         }
499         else
500         {
501                 if(zoomspeed < 0) // instant zoom
502                 {
503                         if(zoomdir)
504                                 current_viewzoom = 1 / zoomfactor;
505                         else
506                                 current_viewzoom = 1;
507                 }
508                 else
509                 {
510                         if(zoomdir)
511                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
512                         else
513                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
514                 }
515         }
516
517         if(almost_equals(current_viewzoom, 1))
518                 current_zoomfraction = 0;
519         else if(almost_equals(current_viewzoom, 1/zoomfactor))
520                 current_zoomfraction = 1;
521         else
522                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
523
524         if(zoomsensitivity < 1)
525                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
526         else
527                 setsensitivityscale(1);
528
529         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
530         {
531                 if(intermission) { curspeed = 0; }
532                 else
533                 {
534
535                         makevectors(view_angles);
536                         v = pmove_vel;
537                         if(csqcplayer)
538                                 v = csqcplayer.velocity;
539
540                         switch(autocvar_cl_velocityzoom_type)
541                         {
542                                 case 3: curspeed = max(0, v_forward * v); break;
543                                 case 2: curspeed = (v_forward * v); break;
544                                 case 1: default: curspeed = vlen(v); break;
545                         }
546                 }
547
548                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
549                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
550                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
551
552                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
553         }
554         else
555                 velocityzoom = 1;
556
557         float frustumx, frustumy, fovx, fovy;
558         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
559         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
560         fovx = atan2(frustumx, 1) / M_PI * 360.0;
561         fovy = atan2(frustumy, 1) / M_PI * 360.0;
562
563         return '1 0 0' * fovx + '0 1 0' * fovy;
564 }
565
566 vector GetViewLocationFOV(float fov)
567 {
568         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
569         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
570         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
571         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
572         return '1 0 0' * fovx + '0 1 0' * fovy;
573 }
574
575 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
576 {
577         float fovx, fovy;
578         float width = (ov_worldmax.x - ov_worldmin.x);
579         float height = (ov_worldmax.y - ov_worldmin.y);
580         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
581         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
582         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
583         return '1 0 0' * fovx + '0 1 0' * fovy;
584 }
585
586 // this function must match W_SetupShot!
587 float zoomscript_caught;
588
589 vector wcross_origin;
590 float wcross_scale_prev, wcross_alpha_prev;
591 vector wcross_color_prev;
592 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
593 vector wcross_color_goal_prev;
594 float wcross_changedonetime;
595
596 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
597 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
598 float wcross_name_changestarttime, wcross_name_changedonetime;
599 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
600
601 float wcross_ring_prev;
602
603 entity trueaim;
604 entity trueaim_rifle;
605
606 const float SHOTTYPE_HITTEAM = 1;
607 const float SHOTTYPE_HITOBSTRUCTION = 2;
608 const float SHOTTYPE_HITWORLD = 3;
609 const float SHOTTYPE_HITENEMY = 4;
610
611 void TrueAim_Init()
612 {
613         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
614         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
615 }
616
617 float EnemyHitCheck()
618 {
619         float t, n;
620         wcross_origin = project_3d_to_2d(trace_endpos);
621         wcross_origin.z = 0;
622         if(trace_ent)
623                 n = trace_ent.entnum;
624         else
625                 n = trace_networkentity;
626         if(n < 1)
627                 return SHOTTYPE_HITWORLD;
628         if(n > maxclients)
629                 return SHOTTYPE_HITWORLD;
630         t = entcs_GetTeam(n - 1);
631         if(teamplay)
632                 if(t == myteam)
633                         return SHOTTYPE_HITTEAM;
634         if(t == NUM_SPECTATOR)
635                 return SHOTTYPE_HITWORLD;
636         return SHOTTYPE_HITENEMY;
637 }
638
639 float TrueAimCheck(entity wepent)
640 {
641         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?
642         vector vecs, trueaimpoint, w_shotorg;
643         vector mi, ma, dv;
644         float shottype;
645         entity ta;
646         float mv;
647
648         mi = ma = '0 0 0';
649         ta = trueaim;
650         mv = MOVE_NOMONSTERS;
651
652         switch(wepent.activeweapon) // WEAPONTODO
653         {
654                 case WEP_TUBA: // no aim
655                 case WEP_PORTO: // shoots from eye
656                 case WEP_NEXBALL: // shoots from eye
657                 case WEP_HOOK: // no trueaim
658                 case WEP_MORTAR: // toss curve
659                         return SHOTTYPE_HITWORLD;
660                 case WEP_VORTEX:
661                 case WEP_VAPORIZER:
662                         mv = MOVE_NORMAL;
663                         break;
664                 case WEP_RIFLE:
665                         ta = trueaim_rifle;
666                         mv = MOVE_NORMAL;
667                         if(zoomscript_caught)
668                         {
669                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
670                                 return EnemyHitCheck();
671                         }
672                         break;
673                 case WEP_DEVASTATOR: // projectile has a size!
674                         mi = '-3 -3 -3';
675                         ma = '3 3 3';
676                         break;
677                 case WEP_FIREBALL: // projectile has a size!
678                         mi = '-16 -16 -16';
679                         ma = '16 16 16';
680                         break;
681                 case WEP_SEEKER: // projectile has a size!
682                         mi = '-2 -2 -2';
683                         ma = '2 2 2';
684                         break;
685                 case WEP_ELECTRO: // projectile has a size!
686                         mi = '0 0 -3';
687                         ma = '0 0 -3';
688                         break;
689         }
690
691         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
692
693         vecs = decompressShotOrigin(STAT(SHOTORG));
694
695         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
696         trueaimpoint = trace_endpos;
697
698         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
699                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
700
701         if(vecs.x > 0)
702                 vecs.y = -vecs.y;
703         else
704                 vecs = '0 0 0';
705
706         dv = view_right * vecs.y + view_up * vecs.z;
707         w_shotorg = traceorigin + dv;
708
709         // now move the vecs forward as much as requested if possible
710         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
711         w_shotorg = trace_endpos - view_forward * nudge;
712
713         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
714         shottype = EnemyHitCheck();
715         if(shottype != SHOTTYPE_HITWORLD)
716                 return shottype;
717
718 #if 0
719         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
720         // or rather, I know why, but see no fix
721         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
722                 // 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
723                 return SHOTTYPE_HITOBSTRUCTION;
724 #endif
725
726         return SHOTTYPE_HITWORLD;
727 }
728
729 void PostInit();
730 void CSQC_Demo_Camera();
731 float camera_mode;
732 const float CAMERA_FREE = 1;
733 const float CAMERA_CHASE = 2;
734 float reticle_type;
735 string NextFrameCommand;
736
737 vector freeze_org, freeze_ang;
738 entity nightvision_noise, nightvision_noise2;
739
740 const float MAX_TIME_DIFF = 5;
741 float pickup_crosshair_time, pickup_crosshair_size;
742 float hitindication_crosshair_size;
743 float use_vortex_chargepool;
744
745 float myhealth, myhealth_prev;
746 float myhealth_flash;
747
748 float old_blurradius, old_bluralpha;
749 float old_sharpen_intensity;
750
751 vector myhealth_gentlergb;
752
753 float contentavgalpha, liquidalpha_prev;
754 vector liquidcolor_prev;
755
756 float eventchase_current_distance;
757 float eventchase_running;
758 bool WantEventchase(entity this)
759 {
760         if(autocvar_cl_orthoview)
761                 return false;
762         if(STAT(GAME_STOPPED) || intermission)
763                 return true;
764         if(this.viewloc)
765                 return true;
766         if(spectatee_status >= 0)
767         {
768                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
769                         return true;
770                 if(MUTATOR_CALLHOOK(WantEventchase, this))
771                         return true;
772                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
773                 {
774                         if(autocvar_cl_eventchase_death == 2)
775                         {
776                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
777                                 if(this.velocity == '0 0 0' || eventchase_running)
778                                         return true;
779                         }
780                         else return true;
781                 }
782         }
783         return false;
784 }
785
786 void HUD_Crosshair_Vehicle(entity this)
787 {
788         if(hud != HUD_BUMBLEBEE_GUN)
789         {
790                 Vehicle info = Vehicles_from(hud);
791                 info.vr_crosshair(info, this);
792         }
793 }
794
795 vector damage_blurpostprocess, content_blurpostprocess;
796
797 float unaccounted_damage = 0;
798 void UpdateDamage()
799 {
800         // accumulate damage with each stat update
801         static float damage_total_prev = 0;
802         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
803         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
804         damage_total_prev = damage_total;
805
806         static float damage_dealt_time_prev = 0;
807         float damage_dealt_time = STAT(HIT_TIME);
808         if (damage_dealt_time != damage_dealt_time_prev)
809         {
810                 unaccounted_damage += unaccounted_damage_new;
811                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
812         }
813         damage_dealt_time_prev = damage_dealt_time;
814
815         // prevent hitsound when switching spectatee
816         static float spectatee_status_prev = 0;
817         if (spectatee_status != spectatee_status_prev)
818                 unaccounted_damage = 0;
819         spectatee_status_prev = spectatee_status;
820 }
821
822 void HitSound()
823 {
824         // varying sound pitch
825
826         bool have_arc = false;
827         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
828         {
829                 entity wepent = viewmodels[slot];
830
831                 if(wepent.activeweapon == WEP_ARC)
832                         have_arc = true;
833         }
834
835         static float hitsound_time_prev = 0;
836         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
837         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
838         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
839         {
840                 if (autocvar_cl_hitsound && unaccounted_damage)
841                 {
842                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
843                         float a = autocvar_cl_hitsound_max_pitch;
844                         float b = autocvar_cl_hitsound_min_pitch;
845                         float c = autocvar_cl_hitsound_nom_damage;
846                         float d = unaccounted_damage;
847                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
848
849                         // if sound variation is disabled, set pitch_shift to 1
850                         if (autocvar_cl_hitsound == 1)
851                                 pitch_shift = 1;
852
853                         // if pitch shift is reversed, mirror in (max-min)/2 + min
854                         if (autocvar_cl_hitsound == 3)
855                         {
856                                 float mirror_value = (a-b)/2 + b;
857                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
858                         }
859
860                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
861
862                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
863                         // todo: normalize sound pressure levels? seems unnecessary
864
865                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
866                 }
867                 unaccounted_damage = 0;
868                 hitsound_time_prev = time;
869         }
870
871         static float typehit_time_prev = 0;
872         float typehit_time = STAT(TYPEHIT_TIME);
873         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
874         {
875                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
876                 typehit_time_prev = typehit_time;
877         }
878
879         static float kill_time_prev = 0;
880         float kill_time = STAT(KILL_TIME);
881         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
882         {
883                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
884                 kill_time_prev = kill_time;
885         }
886 }
887
888 vector crosshair_getcolor(entity this, float health_stat)
889 {
890         static float rainbow_last_flicker;
891         static vector rainbow_prev_color;
892         vector wcross_color = '0 0 0';
893         switch(autocvar_crosshair_color_special)
894         {
895                 case 1: // crosshair_color_per_weapon
896                 {
897                         if(this != WEP_Null && hud == HUD_NORMAL)
898                         {
899                                 wcross_color = this.wpcolor;
900                                 break;
901                         }
902                         else { goto normalcolor; }
903                 }
904
905                 case 2: // crosshair_color_by_health
906                 {
907                         float hp = health_stat;
908
909                         //x = red
910                         //y = green
911                         //z = blue
912
913                         wcross_color.z = 0;
914
915                         if(hp > 200)
916                         {
917                                 wcross_color.x = 0;
918                                 wcross_color.y = 1;
919                         }
920                         else if(hp > 150)
921                         {
922                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
923                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
924                         }
925                         else if(hp > 100)
926                         {
927                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
928                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
929                                 wcross_color.z = 1 - (hp-100)*0.02;
930                         }
931                         else if(hp > 50)
932                         {
933                                 wcross_color.x = 1;
934                                 wcross_color.y = 1;
935                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
936                         }
937                         else if(hp > 20)
938                         {
939                                 wcross_color.x = 1;
940                                 wcross_color.y = (hp-20)*90/27/100;
941                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
942                         }
943                         else
944                         {
945                                 wcross_color.x = 1;
946                                 wcross_color.y = 0;
947                         }
948                         break;
949                 }
950
951                 case 3: // crosshair_color_rainbow
952                 {
953                         if(time >= rainbow_last_flicker)
954                         {
955                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
956                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
957                         }
958                         wcross_color = rainbow_prev_color;
959                         break;
960                 }
961 LABEL(normalcolor)
962                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
963         }
964
965         return wcross_color;
966 }
967
968 void HUD_Crosshair(entity this)
969 {
970         float f, i, j;
971         vector v;
972         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
973                 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
974                 !HUD_MinigameMenu_IsOpened() )
975         {
976                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
977                         return;
978
979                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
980                         return;
981
982                 if (hud != HUD_NORMAL)
983                 {
984                         HUD_Crosshair_Vehicle(this);
985                         return;
986                 }
987
988                 string wcross_style;
989                 float wcross_alpha, wcross_resolution;
990                 wcross_style = autocvar_crosshair;
991                 if (wcross_style == "0")
992                         return;
993                 wcross_resolution = autocvar_crosshair_size;
994                 if (wcross_resolution == 0)
995                         return;
996                 wcross_alpha = autocvar_crosshair_alpha;
997                 if (wcross_alpha == 0)
998                         return;
999
1000                 // TrueAim check
1001                 float shottype;
1002
1003                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1004                 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1005                 wcross_origin.z = 0;
1006                 if(autocvar_crosshair_hittest)
1007                 {
1008                         vector wcross_oldorigin;
1009                         entity thiswep = viewmodels[0]; // TODO: unhardcode
1010                         wcross_oldorigin = wcross_origin;
1011                         shottype = TrueAimCheck(thiswep);
1012                         if(shottype == SHOTTYPE_HITWORLD)
1013                         {
1014                                 v = wcross_origin - wcross_oldorigin;
1015                                 v.x /= vid_conwidth;
1016                                 v.y /= vid_conheight;
1017                                 if(vdist(v, >, 0.01))
1018                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1019                         }
1020                         if(!autocvar_crosshair_hittest_showimpact)
1021                                 wcross_origin = wcross_oldorigin;
1022                 }
1023                 else
1024                         shottype = SHOTTYPE_HITWORLD;
1025
1026                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1027                 string wcross_name = "";
1028                 float wcross_scale, wcross_blur;
1029
1030         entity e = WEP_Null;
1031                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1032                 {
1033                         entity wepent = viewmodels[0]; // TODO: unhardcode
1034                         e = wepent.switchingweapon;
1035                         if(e)
1036                         {
1037                                 if(autocvar_crosshair_per_weapon)
1038                                 {
1039                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1040                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1041                                         //if (wcross_resolution == 0)
1042                                                 //return;
1043
1044                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1045                                         wcross_resolution *= e.w_crosshair_size;
1046                                         wcross_name = e.w_crosshair;
1047                                 }
1048                         }
1049                 }
1050
1051                 if(wcross_name == "")
1052                         wcross_name = strcat("gfx/crosshair", wcross_style);
1053
1054                 // MAIN CROSSHAIR COLOR DECISION
1055                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1056
1057                 if(autocvar_crosshair_effect_scalefade)
1058                 {
1059                         wcross_scale = wcross_resolution;
1060                         wcross_resolution = 1;
1061                 }
1062                 else
1063                 {
1064                         wcross_scale = 1;
1065                 }
1066
1067                 if(autocvar_crosshair_pickup)
1068                 {
1069                         float stat_pickup_time = STAT(LAST_PICKUP);
1070
1071                         if(pickup_crosshair_time < stat_pickup_time)
1072                         {
1073                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1074                                         pickup_crosshair_size = 1;
1075
1076                                 pickup_crosshair_time = stat_pickup_time;
1077                         }
1078
1079                         if(pickup_crosshair_size > 0)
1080                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1081                         else
1082                                 pickup_crosshair_size = 0;
1083
1084                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1085                 }
1086
1087                 // todo: make crosshair hit indication dependent on damage dealt
1088                 if(autocvar_crosshair_hitindication)
1089                 {
1090                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1091
1092                         if(unaccounted_damage)
1093                         {
1094                                 hitindication_crosshair_size = 1;
1095                         }
1096
1097                         if(hitindication_crosshair_size > 0)
1098                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1099                         else
1100                                 hitindication_crosshair_size = 0;
1101
1102                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1103                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1104                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1105                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1106                 }
1107
1108                 if(shottype == SHOTTYPE_HITENEMY)
1109                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1110                 if(shottype == SHOTTYPE_HITTEAM)
1111                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1112
1113                 f = fabs(autocvar_crosshair_effect_time);
1114                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1115                 {
1116                         wcross_changedonetime = time + f;
1117                 }
1118                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1119                 {
1120                         wcross_name_changestarttime = time;
1121                         wcross_name_changedonetime = time + f;
1122                         if(wcross_name_goal_prev_prev)
1123                                 strunzone(wcross_name_goal_prev_prev);
1124                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1125                         wcross_name_goal_prev = strzone(wcross_name);
1126                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1127                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1128                         wcross_resolution_goal_prev = wcross_resolution;
1129                 }
1130
1131                 wcross_scale_goal_prev = wcross_scale;
1132                 wcross_alpha_goal_prev = wcross_alpha;
1133                 wcross_color_goal_prev = wcross_color;
1134
1135                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1136                 {
1137                         wcross_blur = 1;
1138                         wcross_alpha *= 0.75;
1139                 }
1140                 else
1141                         wcross_blur = 0;
1142                 // *_prev is at time-frametime
1143                 // * is at wcross_changedonetime+f
1144                 // what do we have at time?
1145                 if(time < wcross_changedonetime)
1146                 {
1147                         f = frametime / (wcross_changedonetime - time + frametime);
1148                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1149                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1150                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1151                 }
1152
1153                 wcross_scale_prev = wcross_scale;
1154                 wcross_alpha_prev = wcross_alpha;
1155                 wcross_color_prev = wcross_color;
1156
1157                 MUTATOR_CALLHOOK(UpdateCrosshair);
1158
1159                 wcross_scale *= 1 - autocvar__menu_alpha;
1160                 wcross_alpha *= 1 - autocvar__menu_alpha;
1161                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1162
1163                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1164                 {
1165                         // crosshair rings for weapon stats
1166                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1167                         {
1168                                 // declarations and stats
1169                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1170                                 string ring_image = string_null, ring_inner_image = string_null;
1171                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1172
1173                                 ring_scale = autocvar_crosshair_ring_size;
1174
1175                                 float weapon_clipload, weapon_clipsize;
1176                                 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1177                                 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1178
1179                                 float vortex_charge, vortex_chargepool;
1180                                 vortex_charge = STAT(VORTEX_CHARGE);
1181                                 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1182
1183                                 float arc_heat = STAT(ARC_HEAT);
1184
1185                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1186                                         vortex_charge_movingavg = vortex_charge;
1187
1188                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1189
1190                                 // handle the values
1191                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1192                                 {
1193                                         if (vortex_chargepool || use_vortex_chargepool) {
1194                                                 use_vortex_chargepool = 1;
1195                                                 ring_inner_value = vortex_chargepool;
1196                                         } else {
1197                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1198                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1199                                         }
1200
1201                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1202                                         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;
1203                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1204
1205                                         // draw the outer ring to show the current charge of the weapon
1206                                         ring_value = vortex_charge;
1207                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1208                                         ring_rgb = wcross_color;
1209                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1210                                 }
1211                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1212                                 {
1213                                         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.
1214                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1215                                         ring_rgb = wcross_color;
1216                                         ring_image = "gfx/crosshair_ring.tga";
1217                                 }
1218                                 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1219                                 {
1220                                         ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1221                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1222                                         ring_rgb = wcross_color;
1223                                         ring_image = "gfx/crosshair_ring.tga";
1224                                 }
1225                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1226                                 {
1227                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1228                                         ring_scale = autocvar_crosshair_ring_reload_size;
1229                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1230                                         ring_rgb = wcross_color;
1231
1232                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1233                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1234                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1235                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1236                                         else
1237                                                 ring_image = "gfx/crosshair_ring.tga";
1238                                 }
1239                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1240                                 {
1241                                         ring_value = arc_heat;
1242                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1243                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1244                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1245                                         ring_image = "gfx/crosshair_ring.tga";
1246                                 }
1247
1248                                 // if in weapon switch animation, fade ring out/in
1249                                 if(autocvar_crosshair_effect_time > 0)
1250                                 {
1251                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1252                                         if (f >= 1)
1253                                         {
1254                                                 wcross_ring_prev = ((ring_image) ? true : false);
1255                                         }
1256
1257                                         if(wcross_ring_prev)
1258                                         {
1259                                                 if(f < 1)
1260                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1261                                         }
1262                                         else
1263                                         {
1264                                                 if(f < 1)
1265                                                         ring_alpha *= bound(0, f, 1);
1266                                         }
1267                                 }
1268
1269                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1270                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1271
1272                                 if (ring_value)
1273                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1274                         }
1275
1276 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1277                         MACRO_BEGIN { \
1278                                 if(wcross_blur > 0) \
1279                                 { \
1280                                         for(i = -2; i <= 2; ++i) \
1281                                         for(j = -2; j <= 2; ++j) \
1282                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1283                                 } \
1284                                 else \
1285                                 { \
1286                                         M(0,0,sz,wcross_name,wcross_alpha); \
1287                                 } \
1288                         } MACRO_END
1289
1290 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1291                         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)
1292
1293 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1294                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1295
1296                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1297                         {
1298                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1299                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1300                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1301                                 f = 1 - f;
1302                         }
1303                         else
1304                         {
1305                                 f = 1;
1306                         }
1307                         wcross_name_alpha_goal_prev = f;
1308
1309                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1310                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1311
1312                         if(autocvar_crosshair_dot)
1313                         {
1314                                 vector wcross_color_old;
1315                                 wcross_color_old = wcross_color;
1316
1317                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1318                                         wcross_color = stov(autocvar_crosshair_dot_color);
1319
1320                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1321                                 // FIXME why don't we use wcross_alpha here?
1322                                 wcross_color = wcross_color_old;
1323                         }
1324                 }
1325         }
1326         else
1327         {
1328                 wcross_scale_prev = 0;
1329                 wcross_alpha_prev = 0;
1330                 wcross_scale_goal_prev = 0;
1331                 wcross_alpha_goal_prev = 0;
1332                 wcross_changedonetime = 0;
1333                 if(wcross_name_goal_prev)
1334                         strunzone(wcross_name_goal_prev);
1335                 wcross_name_goal_prev = string_null;
1336                 if(wcross_name_goal_prev_prev)
1337                         strunzone(wcross_name_goal_prev_prev);
1338                 wcross_name_goal_prev_prev = string_null;
1339                 wcross_name_changestarttime = 0;
1340                 wcross_name_changedonetime = 0;
1341                 wcross_name_alpha_goal_prev = 0;
1342                 wcross_name_alpha_goal_prev_prev = 0;
1343                 wcross_resolution_goal_prev = 0;
1344                 wcross_resolution_goal_prev_prev = 0;
1345         }
1346 }
1347
1348 void HUD_Draw(entity this)
1349 {
1350         // if we don't know gametype and scores yet avoid drawing the scoreboard
1351         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1352         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1353         // cl_deathscoreboard would show the scoreboard and so on
1354         if(!gametype)
1355                 return;
1356
1357         if(!intermission)
1358         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1359         {
1360                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1361         }
1362         else if(STAT(FROZEN))
1363         {
1364                 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);
1365         }
1366         if(!intermission)
1367         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1368         {
1369                 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);
1370                 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);
1371         }
1372         else if(STAT(CAPTURE_PROGRESS))
1373         {
1374                 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);
1375                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1376         }
1377         else if(STAT(REVIVE_PROGRESS))
1378         {
1379                 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);
1380                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1381         }
1382
1383         if(autocvar_r_letterbox == 0)
1384                 if(autocvar_viewsize < 120)
1385                 {
1386                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1387                                 Accuracy_LoadLevels();
1388
1389                         HUD_Main();
1390                         HUD_Scale_Disable();
1391                 }
1392
1393         // crosshair goes VERY LAST
1394         UpdateDamage();
1395         HUD_Crosshair(this);
1396         HitSound();
1397 }
1398
1399 bool ov_enabled;
1400 float oldr_nearclip;
1401 float oldr_farclip_base;
1402 float oldr_farclip_world;
1403 float oldr_novis;
1404 float oldr_useportalculling;
1405 float oldr_useinfinitefarclip;
1406
1407 void cl_notice_run();
1408
1409 float prev_myteam;
1410 int lasthud;
1411 float vh_notice_time;
1412 void WaypointSprite_Load();
1413 void CSQC_UpdateView(entity this, float w, float h)
1414 {
1415     TC(int, w); TC(int, h);
1416         entity e;
1417         float fov;
1418         float f;
1419         vector vf_size, vf_min;
1420         float a;
1421
1422         execute_next_frame();
1423
1424         ++framecount;
1425
1426         stats_get();
1427         hud = STAT(HUD);
1428
1429         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1430                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1431
1432         lasthud = hud;
1433
1434         HUD_Scale_Disable();
1435
1436         if(autocvar__hud_showbinds_reload) // menu can set this one
1437         {
1438                 db_close(binddb);
1439                 binddb = db_create();
1440                 cvar_set("_hud_showbinds_reload", "0");
1441         }
1442
1443         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1444                 view_quality = getproperty(VF_MINFPS_QUALITY);
1445         else
1446                 view_quality = 1;
1447
1448         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1449         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1450
1451         vf_size = getpropertyvec(VF_SIZE);
1452         vf_min = getpropertyvec(VF_MIN);
1453         vid_width = vf_size.x;
1454         vid_height = vf_size.y;
1455
1456         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1457         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1458
1459         WaypointSprite_Load();
1460
1461         CSQCPlayer_SetCamera();
1462
1463         if(player_localentnum <= maxclients) // is it a client?
1464                 current_player = player_localentnum - 1;
1465         else // then player_localentnum is the vehicle I'm driving
1466                 current_player = player_localnum;
1467         myteam = entcs_GetTeam(current_player);
1468
1469         if(myteam != prev_myteam)
1470         {
1471                 myteamcolors = colormapPaletteColor(myteam, 1);
1472                 FOREACH(hud_panels, true, it.update_time = time);
1473                 prev_myteam = myteam;
1474         }
1475
1476         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1477
1478         float is_dead = (STAT(HEALTH) <= 0);
1479
1480         // FIXME do we need this hack?
1481         if(isdemo())
1482         {
1483                 // in demos, input_buttons do not work
1484                 button_zoom = (autocvar__togglezoom == "-");
1485         }
1486         else if(button_zoom
1487                 && autocvar_cl_unpress_zoom_on_death
1488                 && (spectatee_status >= 0)
1489                 && (is_dead || intermission))
1490         {
1491                 // no zoom while dead or in intermission please
1492                 localcmd("-zoom\n");
1493                 button_zoom = false;
1494         }
1495
1496         // event chase camera
1497         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1498         {
1499                 if(STAT(CAMERA_SPECTATOR))
1500                 {
1501                         if(spectatee_status > 0)
1502                         {
1503                                 if(!autocvar_chase_active)
1504                                 {
1505                                         cvar_set("chase_active", "-2");
1506                                         goto skip_eventchase_death;
1507                                 }
1508                         }
1509                         else if(autocvar_chase_active == -2)
1510                                 cvar_set("chase_active", "0");
1511
1512                         if(autocvar_chase_active == -2)
1513                                 goto skip_eventchase_death;
1514                 }
1515                 else if(autocvar_chase_active == -2)
1516                         cvar_set("chase_active", "0");
1517
1518                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1519
1520                 float vehicle_viewdist = 0;
1521                 vector vehicle_viewofs = '0 0 0';
1522
1523                 if(vehicle_chase)
1524                 {
1525                         if(hud != HUD_BUMBLEBEE_GUN)
1526                         {
1527                                 Vehicle info = Vehicles_from(hud);
1528                                 vehicle_viewdist = info.height;
1529                                 vehicle_viewofs = info.view_ofs;
1530                         }
1531                 }
1532
1533                 if(WantEventchase(this))
1534                 {
1535                         vector current_view_origin_override = '0 0 0';
1536                         vector view_offset_override = '0 0 0';
1537                         float chase_distance_override = 0;
1538                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1539                         if(custom_eventchase)
1540                         {
1541                                 current_view_origin_override = M_ARGV(0, vector);
1542                                 view_offset_override = M_ARGV(1, vector);
1543                                 chase_distance_override = M_ARGV(0, float);
1544                         }
1545                         eventchase_running = true;
1546
1547                         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1548                         if(!local_player)
1549                                 local_player = this; // fall back!
1550
1551                         // 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.)
1552                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1553                         if (custom_eventchase)
1554                                 current_view_origin = current_view_origin_override;
1555
1556                         // detect maximum viewoffset and use it
1557                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1558                         if(vehicle_chase)
1559                         {
1560                                 if(vehicle_viewofs)
1561                                         view_offset = vehicle_viewofs;
1562                                 else
1563                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1564                         }
1565                         if (custom_eventchase)
1566                                 view_offset = view_offset_override;
1567
1568                         if(view_offset)
1569                         {
1570                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1571                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1572                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1573                         }
1574
1575                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1576                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1577                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1578                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1579
1580                         // make the camera smooth back
1581                         float chase_distance = autocvar_cl_eventchase_distance;
1582                         if(vehicle_chase)
1583                         {
1584                                 if(vehicle_viewofs)
1585                                         chase_distance = vehicle_viewdist;
1586                                 else
1587                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1588                         }
1589                         if (custom_eventchase)
1590                                 chase_distance = chase_distance_override;
1591
1592                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1593                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1594                         else if(eventchase_current_distance != chase_distance)
1595                                 eventchase_current_distance = chase_distance;
1596
1597                         makevectors(view_angles);
1598
1599                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1600                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1601
1602                         // If the boxtrace fails, revert back to line tracing.
1603                         if(!local_player.viewloc)
1604                         if(trace_startsolid)
1605                         {
1606                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1607                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1608                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1609                         }
1610                         else { setproperty(VF_ORIGIN, trace_endpos); }
1611
1612                         if(!local_player.viewloc)
1613                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1614                 }
1615                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1616                 {
1617                         eventchase_running = false;
1618                         cvar_set("chase_active", "0");
1619                         eventchase_current_distance = 0; // start from 0 next time
1620                 }
1621         }
1622         // workaround for camera stuck between player's legs when using chase_active 1
1623         // because the engine stops updating the chase_active camera when the game ends
1624         else if(intermission)
1625         {
1626                 cvar_settemp("chase_active", "-1");
1627                 eventchase_current_distance = 0;
1628         }
1629
1630         LABEL(skip_eventchase_death);
1631
1632         // do lockview after event chase camera so that it still applies whenever necessary.
1633         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1634         {
1635                 setproperty(VF_ORIGIN, freeze_org);
1636                 setproperty(VF_ANGLES, freeze_ang);
1637         }
1638         else
1639         {
1640                 freeze_org = getpropertyvec(VF_ORIGIN);
1641                 freeze_ang = getpropertyvec(VF_ANGLES);
1642         }
1643
1644         WarpZone_FixView();
1645         //WarpZone_FixPMove();
1646
1647         vector ov_org = '0 0 0';
1648         vector ov_mid = '0 0 0';
1649         vector ov_worldmin = '0 0 0';
1650         vector ov_worldmax = '0 0 0';
1651         if(autocvar_cl_orthoview)
1652         {
1653                 ov_worldmin = mi_picmin;
1654                 ov_worldmax = mi_picmax;
1655
1656                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1657                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1658                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1659
1660                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1661                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1662
1663                 float ov_nearest = vlen(ov_org - vec3(
1664                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1665                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1666                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1667                 ));
1668
1669                 float ov_furthest = 0;
1670                 float dist = 0;
1671
1672                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1673                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1674                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1675                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1676                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1677                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1678                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1679                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1680
1681                 if(!ov_enabled)
1682                 {
1683                         oldr_nearclip = cvar("r_nearclip");
1684                         oldr_farclip_base = cvar("r_farclip_base");
1685                         oldr_farclip_world = cvar("r_farclip_world");
1686                         oldr_novis = cvar("r_novis");
1687                         oldr_useportalculling = cvar("r_useportalculling");
1688                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1689                 }
1690
1691                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1692                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1693                 cvar_settemp("r_farclip_world", "0");
1694                 cvar_settemp("r_novis", "1");
1695                 cvar_settemp("r_useportalculling", "0");
1696                 cvar_settemp("r_useinfinitefarclip", "0");
1697
1698                 setproperty(VF_ORIGIN, ov_org);
1699                 setproperty(VF_ANGLES, '90 0 0');
1700
1701                 ov_enabled = true;
1702
1703                 #if 0
1704                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1705                         vtos(ov_org),
1706                         vtos(getpropertyvec(VF_ANGLES)),
1707                         ov_distance,
1708                         ov_nearest,
1709                         ov_furthest);
1710                 #endif
1711         }
1712         else
1713         {
1714                 if(ov_enabled)
1715                 {
1716                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1717                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1718                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1719                         cvar_set("r_novis", ftos(oldr_novis));
1720                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1721                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1722                 }
1723                 ov_enabled = false;
1724         }
1725
1726         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1727         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1728         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1729                 viewmodel_draw(viewmodels[slot]);
1730
1731         // Render the Scene
1732         view_origin = getpropertyvec(VF_ORIGIN);
1733         view_angles = getpropertyvec(VF_ANGLES);
1734         makevectors(view_angles);
1735         view_forward = v_forward;
1736         view_right = v_right;
1737         view_up = v_up;
1738
1739 #ifdef BLURTEST
1740         if(time > blurtest_time0 && time < blurtest_time1)
1741         {
1742                 float r, t;
1743
1744                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1745                 r = t * blurtest_radius;
1746                 f = 1 / (t ** blurtest_power) - 1;
1747
1748                 cvar_set("r_glsl_postprocess", "1");
1749                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1750         }
1751         else
1752         {
1753                 cvar_set("r_glsl_postprocess", "0");
1754                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1755         }
1756 #endif
1757
1758         TargetMusic_Advance();
1759         Fog_Force();
1760
1761         if(drawtime == 0)
1762                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1763         else
1764                 drawframetime = bound(0.000001, time - drawtime, 1);
1765         drawtime = time;
1766
1767         // watch for gametype changes here...
1768         // in ParseStuffCMD the cmd isn't executed yet :/
1769         // might even be better to add the gametype to TE_CSQC_INIT...?
1770         if(!postinit)
1771                 PostInit();
1772
1773         if(intermission && !intermission_time)
1774                 intermission_time = time;
1775
1776         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1777         {
1778                 if(calledhooks & HOOK_START)
1779                 {
1780                         localcmd("\ncl_hook_gameend\n");
1781                         calledhooks |= HOOK_END;
1782                 }
1783         }
1784
1785         Announcer();
1786
1787         fov = autocvar_fov;
1788         if(fov <= 59.5)
1789         {
1790                 if(!zoomscript_caught)
1791                 {
1792                         localcmd("+button9\n");
1793                         zoomscript_caught = 1;
1794                 }
1795         }
1796         else
1797         {
1798                 if(zoomscript_caught)
1799                 {
1800                         localcmd("-button9\n");
1801                         zoomscript_caught = 0;
1802                 }
1803         }
1804
1805         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1806
1807         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1808         {
1809                 entity wepent = viewmodels[slot];
1810
1811                 if(wepent.last_switchweapon != wepent.switchweapon)
1812                 {
1813                         weapontime = time;
1814                         wepent.last_switchweapon = wepent.switchweapon;
1815                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1816                         {
1817                                 localcmd("-zoom\n");
1818                                 button_zoom = false;
1819                         }
1820                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1821                         {
1822                                 localcmd("-fire\n");
1823                                 localcmd("-fire2\n");
1824                                 button_attack2 = false;
1825                         }
1826                 }
1827                 if(wepent.last_activeweapon != wepent.activeweapon)
1828                 {
1829                         wepent.last_activeweapon = wepent.activeweapon;
1830
1831                         e = wepent.activeweapon;
1832                         if(e.netname != "")
1833                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1834                         else if(slot == 0)
1835                                 localcmd("\ncl_hook_activeweapon none\n");
1836                 }
1837         }
1838
1839         // ALWAYS Clear Current Scene First
1840         clearscene();
1841
1842         setproperty(VF_ORIGIN, view_origin);
1843         setproperty(VF_ANGLES, view_angles);
1844
1845         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1846         setproperty(VF_SIZE, vf_size);
1847         setproperty(VF_MIN, vf_min);
1848
1849         // Assign Standard Viewflags
1850         // Draw the World (and sky)
1851         setproperty(VF_DRAWWORLD, 1);
1852
1853         // Set the console size vars
1854         vid_conwidth = autocvar_vid_conwidth;
1855         vid_conheight = autocvar_vid_conheight;
1856         vid_pixelheight = autocvar_vid_pixelheight;
1857
1858         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1859         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1860         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1861
1862         if(camera_active) // Camera for demo playback
1863         {
1864                 if(autocvar_camera_enable)
1865                         CSQC_Demo_Camera();
1866                 else
1867                 {
1868                         cvar_set("chase_active", ftos(chase_active_backup));
1869                         cvar_set("cl_demo_mousegrab", "0");
1870                         camera_active = false;
1871                 }
1872         }
1873         else
1874         {
1875 #ifdef CAMERATEST
1876                 if(autocvar_camera_enable)
1877 #else
1878                 if(autocvar_camera_enable && isdemo())
1879 #endif
1880                 {
1881                         // Enable required Darkplaces cvars
1882                         chase_active_backup = autocvar_chase_active;
1883                         cvar_set("chase_active", "2");
1884                         cvar_set("cl_demo_mousegrab", "1");
1885                         camera_active = true;
1886                         camera_mode = false;
1887                 }
1888         }
1889
1890         // Draw the Crosshair
1891         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1892
1893         // Draw the Engine Status Bar (the default Quake HUD)
1894         setproperty(VF_DRAWENGINESBAR, 0);
1895
1896         // Update the mouse position
1897         /*
1898            mousepos_x = vid_conwidth;
1899            mousepos_y = vid_conheight;
1900            mousepos = mousepos*0.5 + getmousepos();
1901          */
1902
1903         IL_EACH(g_drawables, it.draw, it.draw(it));
1904
1905         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1906         renderscene();
1907
1908         // now switch to 2D drawing mode by calling a 2D drawing function
1909         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1910         // next R_RenderScene call
1911         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1912
1913         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1914         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1915         {
1916                 // apply night vision effect
1917                 vector tc_00, tc_01, tc_10, tc_11;
1918                 vector rgb = '0 0 0';
1919
1920                 if(!nightvision_noise)
1921                 {
1922                         nightvision_noise = new(nightvision_noise);
1923                 }
1924                 if(!nightvision_noise2)
1925                 {
1926                         nightvision_noise2 = new(nightvision_noise2);
1927                 }
1928
1929                 // color tint in yellow
1930                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1931
1932                 // draw BG
1933                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1934                 rgb = '1 1 1';
1935                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1936                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1937                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1938                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1939                 tc_11 = tc_01 + tc_10 - tc_00;
1940                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1941                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1942                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1943                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1944                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1945                 R_EndPolygon();
1946
1947                 // draw FG
1948                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1949                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1950                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1951                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1952                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1953                 tc_11 = tc_01 + tc_10 - tc_00;
1954                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1955                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1956                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1957                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1958                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1959                 R_EndPolygon();
1960         }
1961
1962         if(autocvar_cl_reticle)
1963         {
1964                 string reticle_image = string_null;
1965                 bool wep_zoomed = false;
1966                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1967                 {
1968                         entity wepe = viewmodels[slot];
1969                         Weapon wep = wepe.activeweapon;
1970                         if(wep != WEP_Null && wep.wr_zoom)
1971                         {
1972                                 bool do_zoom = wep.wr_zoom(wep, NULL);
1973                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
1974                                         reticle_image = wep.w_reticle;
1975                                 wep_zoomed += do_zoom;
1976                         }
1977                 }
1978                 // Draw the aiming reticle for weapons that use it
1979                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1980                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1981                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1982                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1983                 {
1984                         // no zoom reticle while dead
1985                         reticle_type = 0;
1986                 }
1987                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
1988                 {
1989                         if(reticle_image) { reticle_type = 2; }
1990                         else { reticle_type = 0; }
1991                 }
1992                 else if(button_zoom || zoomscript_caught)
1993                 {
1994                         // normal zoom
1995                         reticle_type = 1;
1996                 }
1997
1998                 if(reticle_type)
1999                 {
2000                         if(autocvar_cl_reticle_stretch)
2001                         {
2002                                 reticle_size.x = vid_conwidth;
2003                                 reticle_size.y = vid_conheight;
2004                                 reticle_pos.x = 0;
2005                                 reticle_pos.y = 0;
2006                         }
2007                         else
2008                         {
2009                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2010                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2011                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2012                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2013                         }
2014
2015                         if(zoomscript_caught)
2016                                 f = 1;
2017                         else
2018                                 f = current_zoomfraction;
2019
2020                         if(f)
2021                         {
2022                                 switch(reticle_type)
2023                                 {
2024                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2025                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2026                                 }
2027                         }
2028                 }
2029         }
2030         else
2031         {
2032                 if(reticle_type != 0) { reticle_type = 0; }
2033         }
2034
2035
2036         // improved polyblend
2037         if(autocvar_hud_contents)
2038         {
2039                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2040                 vector liquidcolor;
2041
2042                 switch(pointcontents(view_origin))
2043                 {
2044                         case CONTENT_WATER:
2045                                 liquidalpha = autocvar_hud_contents_water_alpha;
2046                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2047                                 incontent = 1;
2048                                 break;
2049
2050                         case CONTENT_LAVA:
2051                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2052                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2053                                 incontent = 1;
2054                                 break;
2055
2056                         case CONTENT_SLIME:
2057                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2058                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2059                                 incontent = 1;
2060                                 break;
2061
2062                         default:
2063                                 liquidalpha = 0;
2064                                 liquidcolor = '0 0 0';
2065                                 incontent = 0;
2066                                 break;
2067                 }
2068
2069                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2070                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2071                         contentfadetime = autocvar_hud_contents_fadeintime;
2072                         liquidalpha_prev = liquidalpha;
2073                         liquidcolor_prev = liquidcolor;
2074                 }
2075                 else
2076                         contentfadetime = autocvar_hud_contents_fadeouttime;
2077
2078                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2079                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2080
2081                 if(contentavgalpha)
2082                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2083
2084                 if(autocvar_hud_postprocessing)
2085                 {
2086                         if(autocvar_hud_contents_blur && contentavgalpha)
2087                         {
2088                                 content_blurpostprocess.x = 1;
2089                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2090                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2091                         }
2092                         else
2093                         {
2094                                 content_blurpostprocess.x = 0;
2095                                 content_blurpostprocess.y = 0;
2096                                 content_blurpostprocess.z = 0;
2097                         }
2098                 }
2099         }
2100
2101         if(autocvar_hud_damage && !STAT(FROZEN))
2102         {
2103                 splash_size.x = max(vid_conwidth, vid_conheight);
2104                 splash_size.y = max(vid_conwidth, vid_conheight);
2105                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2106                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2107
2108                 float myhealth_flash_temp;
2109                 myhealth = STAT(HEALTH);
2110
2111                 // fade out
2112                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2113                 // add new damage
2114                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2115
2116                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2117                 pain_threshold = autocvar_hud_damage_pain_threshold;
2118                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2119                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2120
2121                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2122                 {
2123                         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);
2124                 }
2125
2126                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2127
2128                 if(myhealth_prev < 1)
2129                 {
2130                         if(myhealth >= 1)
2131                         {
2132                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2133                                 myhealth_flash_temp = 0;
2134                         }
2135                         else
2136                         {
2137                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2138                         }
2139                 }
2140
2141                 if(spectatee_status == -1 || intermission)
2142                 {
2143                         myhealth_flash = 0; // observing, or match ended
2144                         myhealth_flash_temp = 0;
2145                 }
2146
2147                 myhealth_prev = myhealth;
2148
2149                 // IDEA: change damage color/picture based on player model for robot/alien species?
2150                 // pro: matches model better
2151                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2152                 // maybe different reddish pics?
2153                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2154                 {
2155                         if(autocvar_cl_gentle_damage == 2)
2156                         {
2157                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2158                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2159                         }
2160                         else
2161                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2162
2163                         if(myhealth_flash_temp > 0)
2164                                 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);
2165                 }
2166                 else if(myhealth_flash_temp > 0)
2167                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2168
2169                 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.
2170                 {
2171                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2172                         {
2173                                 damage_blurpostprocess.x = 1;
2174                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2175                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2176                         }
2177                         else
2178                         {
2179                                 damage_blurpostprocess.x = 0;
2180                                 damage_blurpostprocess.y = 0;
2181                                 damage_blurpostprocess.z = 0;
2182                         }
2183                 }
2184         }
2185
2186         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2187         float e2 = (autocvar_hud_powerup != 0);
2188         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2189         {
2190                 // enable or disable rendering types if they are used or not
2191                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2192                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2193
2194                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2195                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2196                 {
2197                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2198                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2199                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2200                         {
2201                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2202                                 old_blurradius = blurradius;
2203                                 old_bluralpha = bluralpha;
2204                         }
2205                 }
2206                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2207                 {
2208                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2209                         old_blurradius = 0;
2210                         old_bluralpha = 0;
2211                 }
2212
2213                 // edge detection postprocess handling done second (used by hud_powerup)
2214                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2215                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2216                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2217
2218                 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.
2219
2220                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2221                 {
2222                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2223                         {
2224                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2225                                 old_sharpen_intensity = sharpen_intensity;
2226                         }
2227                 }
2228                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2229                 {
2230                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2231                         old_sharpen_intensity = 0;
2232                 }
2233
2234                 if(cvar("r_glsl_postprocess") == 0)
2235                         cvar_set("r_glsl_postprocess", "2");
2236         }
2237         else if(cvar("r_glsl_postprocess") == 2)
2238                 cvar_set("r_glsl_postprocess", "0");
2239
2240         /*if(gametype == MAPINFO_TYPE_CTF)
2241           {
2242           ctf_view();
2243           } else */
2244
2245         // draw 2D entities
2246         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2247         Draw_ShowNames_All();
2248         Debug_Draw();
2249
2250         scoreboard_active = Scoreboard_WouldDraw();
2251
2252         HUD_Draw(this); // this parameter for deep vehicle function
2253
2254         if(NextFrameCommand)
2255         {
2256                 localcmd("\n", NextFrameCommand, "\n");
2257                 NextFrameCommand = string_null;
2258         }
2259
2260         // we must do this check AFTER a frame was rendered, or it won't work
2261         if(cs_project_is_b0rked == 0)
2262         {
2263                 string w0, h0;
2264                 w0 = ftos(autocvar_vid_conwidth);
2265                 h0 = ftos(autocvar_vid_conheight);
2266                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2267                 //setproperty(VF_FOV, '90 90 0');
2268                 setproperty(VF_ORIGIN, '0 0 0');
2269                 setproperty(VF_ANGLES, '0 0 0');
2270                 setproperty(VF_PERSPECTIVE, 1);
2271                 makevectors('0 0 0');
2272                 vector v1, v2;
2273                 cvar_set("vid_conwidth", "800");
2274                 cvar_set("vid_conheight", "600");
2275                 v1 = cs_project(v_forward);
2276                 cvar_set("vid_conwidth", "640");
2277                 cvar_set("vid_conheight", "480");
2278                 v2 = cs_project(v_forward);
2279                 if(v1 == v2)
2280                         cs_project_is_b0rked = 1;
2281                 else
2282                         cs_project_is_b0rked = -1;
2283                 cvar_set("vid_conwidth", w0);
2284                 cvar_set("vid_conheight", h0);
2285         }
2286
2287         if(autocvar__hud_configure)
2288                 HUD_Panel_Mouse();
2289         else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2290                 HUD_Minigame_Mouse();
2291         else if(QuickMenu_IsOpened())
2292                 QuickMenu_Mouse();
2293         else
2294                 HUD_Radar_Mouse();
2295
2296         cl_notice_run();
2297         unpause_update();
2298         Net_Flush();
2299
2300         // let's reset the view back to normal for the end
2301         setproperty(VF_MIN, '0 0 0');
2302         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2303
2304         IL_ENDFRAME();
2305 }
2306
2307
2308 // following vectors must be global to allow seamless switching between camera modes
2309 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2310 void CSQC_Demo_Camera()
2311 {
2312         float speed, attenuation, dimensions;
2313         vector tmp, delta;
2314
2315         if( autocvar_camera_reset || !camera_mode )
2316         {
2317                 camera_offset = '0 0 0';
2318                 current_angles = '0 0 0';
2319                 camera_direction = '0 0 0';
2320                 camera_offset.z += 30;
2321                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2322                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2323                 current_origin = view_origin;
2324                 current_camera_offset  = camera_offset;
2325                 cvar_set("camera_reset", "0");
2326                 camera_mode = CAMERA_CHASE;
2327         }
2328
2329         // Camera angles
2330         if( camera_roll )
2331                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2332
2333         if(autocvar_camera_look_player)
2334         {
2335                 vector dir;
2336                 float n;
2337
2338                 dir = normalize(view_origin - current_position);
2339                 n = mouse_angles.z;
2340                 mouse_angles = vectoangles(dir);
2341                 mouse_angles.x = mouse_angles.x * -1;
2342                 mouse_angles.z = n;
2343         }
2344         else
2345         {
2346                 tmp = getmousepos() * 0.1;
2347                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2348                 {
2349                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2350                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2351                 }
2352         }
2353
2354         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2355         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2356         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2357         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2358
2359         // Fix difference when angles don't have the same sign
2360         delta = '0 0 0';
2361         if(mouse_angles.y < -60 && current_angles.y > 60)
2362                 delta = '0 360 0';
2363         if(mouse_angles.y > 60 && current_angles.y < -60)
2364                 delta = '0 -360 0';
2365
2366         if(autocvar_camera_look_player)
2367                 attenuation = autocvar_camera_look_attenuation;
2368         else
2369                 attenuation = autocvar_camera_speed_attenuation;
2370
2371         attenuation = 1 / max(1, attenuation);
2372         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2373
2374         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2375         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2376         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2377         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2378
2379         // Camera position
2380         tmp = '0 0 0';
2381         dimensions = 0;
2382
2383         if( camera_direction.x )
2384         {
2385                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2386                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2387                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2388                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2389                 ++dimensions;
2390         }
2391
2392         if( camera_direction.y )
2393         {
2394                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2395                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2396                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2397                 ++dimensions;
2398         }
2399
2400         if( camera_direction.z )
2401         {
2402                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2403                 ++dimensions;
2404         }
2405
2406         if(autocvar_camera_free)
2407                 speed = autocvar_camera_speed_free;
2408         else
2409                 speed = autocvar_camera_speed_chase;
2410
2411         if(dimensions)
2412         {
2413                 speed = speed * sqrt(1 / dimensions);
2414                 camera_offset += tmp * speed;
2415         }
2416
2417         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2418
2419         // Camera modes
2420         if( autocvar_camera_free )
2421         {
2422                 if ( camera_mode == CAMERA_CHASE )
2423                 {
2424                         current_camera_offset = current_origin + current_camera_offset;
2425                         camera_offset = current_origin + camera_offset;
2426                 }
2427
2428                 camera_mode = CAMERA_FREE;
2429                 current_position = current_camera_offset;
2430         }
2431         else
2432         {
2433                 if ( camera_mode == CAMERA_FREE )
2434                 {
2435                         current_origin = view_origin;
2436                         camera_offset = camera_offset - current_origin;
2437                         current_camera_offset = current_camera_offset - current_origin;
2438                 }
2439
2440                 camera_mode = CAMERA_CHASE;
2441
2442                 if(autocvar_camera_chase_smoothly)
2443                         current_origin += (view_origin - current_origin) * attenuation;
2444                 else
2445                         current_origin = view_origin;
2446
2447                 current_position = current_origin + current_camera_offset;
2448         }
2449
2450         setproperty(VF_ANGLES, current_angles);
2451         setproperty(VF_ORIGIN, current_position);
2452 }