]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 6ba4b6f568df99d48b7b05b6426161536512a198..52591b3fc3ac196e2194a325e29c59d9d3052c40 100644 (file)
@@ -1,33 +1,41 @@
+#include "view.qh"
 
 #include "announcer.qh"
-#include "hud/all.qh"
+#include "hud/_mod.qh"
 #include "mapvoting.qh"
-#include "scoreboard.qh"
 #include "shownames.qh"
-#include "quickmenu.qh"
+#include "hud/panel/scoreboard.qh"
+#include "hud/panel/quickmenu.qh"
 
 #include "mutators/events.qh"
 
-#include "../common/anim.qh"
-#include "../common/constants.qh"
-#include "../common/debug.qh"
-#include "../common/mapinfo.qh"
-#include <common/gamemodes/all.qh>
-#include "../common/physics/player.qh"
-#include "../common/stats.qh"
-#include "../common/triggers/target/music.qh"
-#include "../common/teams.qh"
+#include <common/animdecide.qh>
+#include <common/ent_cs.qh>
+#include <common/anim.qh>
+#include <common/constants.qh>
+#include <common/net_linked.qh>
+#include <common/debug.qh>
+#include <common/mapinfo.qh>
+#include <common/gamemodes/_mod.qh>
+#include <common/physics/player.qh>
+#include <common/stats.qh>
+#include <common/triggers/target/music.qh>
+#include <common/teams.qh>
+
+#include <common/weapons/weapon/tuba.qh>
 
 #include <common/vehicles/all.qh>
-#include <common/weapons/all.qh>
-#include "../common/viewloc.qh"
-#include "../common/minigames/cl_minigames.qh"
-#include "../common/minigames/cl_minigames_hud.qh"
+#include <common/weapons/_all.qh>
+#include <common/viewloc.qh>
+#include <common/minigames/cl_minigames.qh>
+#include <common/minigames/cl_minigames_hud.qh>
 
-#include "../lib/csqcmodel/cl_player.qh"
+#include <lib/csqcmodel/cl_player.qh>
+#include <lib/csqcmodel/cl_model.qh>
+#include "csqcmodel_hooks.qh"
 
-#include "../lib/warpzone/client.qh"
-#include "../lib/warpzone/common.qh"
+#include <lib/warpzone/client.qh>
+#include <lib/warpzone/common.qh>
 
 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
 
@@ -40,22 +48,23 @@ float autocvar_cl_bobmodel_up;
 
 float autocvar_cl_followmodel;
 float autocvar_cl_followmodel_speed = 0.3;
-float autocvar_cl_followmodel_limit = 1000;
-float autocvar_cl_followmodel_highpass1 = 0.05;
+float autocvar_cl_followmodel_limit = 135;
+float autocvar_cl_followmodel_velocity_lowpass = 0.05;
 float autocvar_cl_followmodel_highpass = 0.05;
 float autocvar_cl_followmodel_lowpass = 0.03;
+bool autocvar_cl_followmodel_velocity_absolute;
 
 float autocvar_cl_leanmodel;
 float autocvar_cl_leanmodel_speed = 0.3;
-float autocvar_cl_leanmodel_limit = 1000;
+float autocvar_cl_leanmodel_limit = 30;
 float autocvar_cl_leanmodel_highpass1 = 0.2;
 float autocvar_cl_leanmodel_highpass = 0.2;
 float autocvar_cl_leanmodel_lowpass = 0.05;
 
+#define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
 { \
-       float __frac = 1 - exp(-frac); \
-       ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
+       ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
 } MACRO_END
 
 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
@@ -76,131 +85,183 @@ float autocvar_cl_leanmodel_lowpass = 0.05;
        ret = (value) - __f; \
 } MACRO_END
 
-#define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
+#define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
 { \
-       lowpass(value.x, fracx, ref_store.x, ref_out.x); \
-       lowpass(value.y, fracy, ref_store.y, ref_out.y); \
-       lowpass(value.z, fracz, ref_store.z, ref_out.z); \
+       lowpass(value.x, frac, ref_store.x, ref_out.x); \
+       lowpass(value.y, frac, ref_store.y, ref_out.y); \
 } MACRO_END
 
-#define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
+#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
 { \
-       highpass(value.x, fracx, ref_store.x, ref_out.x); \
-       highpass(value.y, fracy, ref_store.y, ref_out.y); \
-       highpass(value.z, fracz, ref_store.z, ref_out.z); \
+       highpass(value.x, frac, ref_store.x, ref_out.x); \
+       highpass(value.y, frac, ref_store.y, ref_out.y); \
 } MACRO_END
 
-#define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) MACRO_BEGIN \
+#define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
 { \
-       highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
-       highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
-       highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
+       highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+       highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
 } MACRO_END
 
-void viewmodel_animate(entity this)
-{
-       static float prevtime;
-       float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
-       prevtime = time;
+#define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       lowpass(value.x, frac, ref_store.x, ref_out.x); \
+       lowpass(value.y, frac, ref_store.y, ref_out.y); \
+       lowpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
 
-       if (autocvar_chase_active) return;
-       if (STAT(HEALTH) <= 0) return;
+#define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+       highpass(value.x, frac, ref_store.x, ref_out.x); \
+       highpass(value.y, frac, ref_store.y, ref_out.y); \
+       highpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
 
-       entity view = CSQCModel_server2csqc(player_localentnum - 1);
+void calc_followmodel_ofs(entity view)
+{
+       if(cl_followmodel_time == time)
+               return; // cl_followmodel_ofs already calculated for this frame
 
-       bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
-       static bool oldonground;
-       static float hitgroundtime;
-       static float lastongroundtime;
-       if (clonground)
+       float frac;
+       vector gunorg = '0 0 0';
+       static vector vel_average;
+       static vector gunorg_adjustment_highpass;
+       static vector gunorg_adjustment_lowpass;
+
+       vector vel;
+       if (autocvar_cl_followmodel_velocity_absolute)
+               vel = view.velocity;
+       else
        {
-               float f = time; // cl.movecmd[0].time
-               if (!oldonground)
-                       hitgroundtime = f;
-               lastongroundtime = f;
+               vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
+               MAKEVECTORS(makevectors, view_angles, forward, right, up);
+               vel.x = view.velocity * forward;
+               vel.y = view.velocity * right * -1;
+               vel.z = view.velocity * up;
        }
-       oldonground = clonground;
 
-       vector gunorg = '0 0 0', gunangles = '0 0 0';
-       static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
+       vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
+       vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
+       vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
+
+       frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
+       lowpass3(vel, frac, vel_average, gunorg);
+
+       gunorg *= -autocvar_cl_followmodel_speed * 0.042;
 
-       bool teleported = view.csqcmodel_teleported;
+       // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+       // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+       frac = avg_factor(autocvar_cl_followmodel_highpass);
+       highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
+       frac = avg_factor(autocvar_cl_followmodel_lowpass);
+       lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
 
-       // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
-       if (teleported)
+       if (autocvar_cl_followmodel_velocity_absolute)
        {
-               // try to fix the first highpass; result is NOT
-               // perfect! TODO find a better fix
-               gunangles_prev = view_angles;
-               gunorg_prev = view_origin;
+               vector fixed_gunorg;
+               vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
+               MAKEVECTORS(makevectors, view_angles, forward, right, up);
+               fixed_gunorg.x = gunorg * forward;
+               fixed_gunorg.y = gunorg * right * -1;
+               fixed_gunorg.z = gunorg * up;
+               gunorg = fixed_gunorg;
        }
 
-       static vector gunorg_highpass = '0 0 0';
-
-       // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
-       gunorg_highpass += gunorg_prev;
-       highpass3_limited(view_origin,
-               frametime / max(0.001, autocvar_cl_followmodel_highpass1), autocvar_cl_followmodel_limit,
-               frametime / max(0.001, autocvar_cl_followmodel_highpass1), autocvar_cl_followmodel_limit,
-               frametime / max(0.001, autocvar_cl_followmodel_highpass1), autocvar_cl_followmodel_limit,
-               gunorg_highpass, gunorg);
-       gunorg_prev = view_origin;
-       gunorg_highpass -= gunorg_prev;
+       cl_followmodel_ofs = gunorg;
+       cl_followmodel_time = time;
+}
 
+vector leanmodel_ofs(entity view)
+{
+       float frac;
+       vector gunangles = '0 0 0';
+       static vector gunangles_prev = '0 0 0';
        static vector gunangles_highpass = '0 0 0';
+       static vector gunangles_adjustment_highpass;
+       static vector gunangles_adjustment_lowpass;
+
+       if (view.csqcmodel_teleported)
+               gunangles_prev = view_angles;
 
        // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
        gunangles_highpass += gunangles_prev;
        PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
        YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
        ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
-       highpass3_limited(view_angles,
-               frametime / max(0.001, autocvar_cl_leanmodel_highpass1), autocvar_cl_leanmodel_limit,
-               frametime / max(0.001, autocvar_cl_leanmodel_highpass1), autocvar_cl_leanmodel_limit,
-               0, 0,
-               gunangles_highpass, gunangles);
+       frac = avg_factor(autocvar_cl_leanmodel_highpass1);
+       highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
        gunangles_prev = view_angles;
        gunangles_highpass -= gunangles_prev;
 
-       // 3. calculate the RAW adjustment vectors
-       gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
-       gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
-       gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
+       PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+       YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
 
-       PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_speed : 0);
-       YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_speed : 0);
-       ROLL(gunangles) = 0;
+       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+       frac = avg_factor(autocvar_cl_leanmodel_highpass);
+       highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
+       frac = avg_factor(autocvar_cl_leanmodel_lowpass);
+       lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
 
-       static vector gunorg_adjustment_highpass;
-       static vector gunorg_adjustment_lowpass;
-       static vector gunangles_adjustment_highpass;
-       static vector gunangles_adjustment_lowpass;
+       gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
 
-       // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
-       //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
-       highpass3(gunorg,
-               frametime / max(0.001, autocvar_cl_followmodel_highpass),
-               frametime / max(0.001, autocvar_cl_followmodel_highpass),
-               frametime / max(0.001, autocvar_cl_followmodel_highpass),
-               gunorg_adjustment_highpass, gunorg);
-       lowpass3(gunorg,
-               frametime / max(0.001, autocvar_cl_followmodel_lowpass),
-               frametime / max(0.001, autocvar_cl_followmodel_lowpass),
-               frametime / max(0.001, autocvar_cl_followmodel_lowpass),
-               gunorg_adjustment_lowpass, gunorg);
-       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
-       highpass3(gunangles,
-               frametime / max(0.001, autocvar_cl_leanmodel_highpass),
-               frametime / max(0.001, autocvar_cl_leanmodel_highpass),
-               0,
-               gunangles_adjustment_highpass, gunangles);
-       lowpass3(gunangles,
-               frametime / max(0.001, autocvar_cl_leanmodel_lowpass),
-               frametime / max(0.001, autocvar_cl_leanmodel_lowpass),
-               0,
-               gunangles_adjustment_lowpass, gunangles);
+       return gunangles;
+}
+
+vector bobmodel_ofs(entity view)
+{
+       bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
+       static bool oldonground;
+       static float hitgroundtime;
+       if (clonground)
+       {
+               float f = time; // cl.movecmd[0].time
+               if (!oldonground)
+                       hitgroundtime = f;
+       }
+       oldonground = clonground;
+
+       // calculate for swinging gun model
+       // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+       vector gunorg = '0 0 0';
+       static float bobmodel_scale = 0;
+       static float time_ofs = 0; // makes the effect always restart in the same way
+       if (clonground)
+       {
+               if (time - hitgroundtime > 0.05)
+                       bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
+       }
+       else
+               bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
 
        float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
+       if (bobmodel_scale && xyspeed)
+       {
+               float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
+               float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
+               gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
+               gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
+       }
+       else
+               time_ofs = time;
+
+       return gunorg;
+}
+
+void viewmodel_animate(entity this)
+{
+       if (autocvar_chase_active) return;
+       if (STAT(HEALTH) <= 0) return;
+
+       entity view = CSQCModel_server2csqc(player_localentnum - 1);
+
+       if (autocvar_cl_followmodel)
+       {
+               calc_followmodel_ofs(view);
+               this.origin += cl_followmodel_ofs;
+       }
+
+       if (autocvar_cl_leanmodel)
+               this.angles += leanmodel_ofs(view);
 
        // vertical view bobbing code
        // TODO: cl_bob
@@ -214,45 +275,7 @@ void viewmodel_animate(entity this)
 
        // gun model bobbing code
        if (autocvar_cl_bobmodel)
-       {
-               // calculate for swinging gun model
-               // the gun bobs when running on the ground, but doesn't bob when you're in the air.
-               // Sajt: I tried to smooth out the transitions between bob and no bob, which works
-               // for the most part, but for some reason when you go through a message trigger or
-               // pick up an item or anything like that it will momentarily jolt the gun.
-               vector forward, right = '0 0 0', up = '0 0 0';
-               float bspeed;
-               float t = 1;
-               float s = time * autocvar_cl_bobmodel_speed;
-               if (clonground)
-               {
-                       if (time - hitgroundtime < 0.2)
-                       {
-                               // just hit the ground, speed the bob back up over the next 0.2 seconds
-                               t = time - hitgroundtime;
-                               t = bound(0, t, 0.2);
-                               t *= 5;
-                       }
-               }
-               else
-               {
-                       // recently left the ground, slow the bob down over the next 0.2 seconds
-                       t = time - lastongroundtime;
-                       t = 0.2 - bound(0, t, 0.2);
-                       t *= 5;
-               }
-               bspeed = xyspeed * 0.01;
-               MAKEVECTORS(makevectors, view_angles, forward, right, up);
-               float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
-               gunorg += bobr * right;
-               float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
-               gunorg += bobu * up;
-       }
-       vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
-       v.z = gunorg.z;
-       this.origin += v;
-       gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
-       this.angles += gunangles;
+               this.origin += bobmodel_ofs(view);
 }
 
 .vector viewmodel_origin, viewmodel_angles;
@@ -260,8 +283,12 @@ void viewmodel_animate(entity this)
 .float weapon_eta_last;
 .float weapon_switchdelay;
 
+.string name_last;
+
 void viewmodel_draw(entity this)
 {
+       if(!this.activeweapon || !autocvar_r_drawviewmodel)
+               return;
        int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
        float a = this.alpha;
        static bool wasinvehicle;
@@ -269,9 +296,9 @@ void viewmodel_draw(entity this)
        if (invehicle) a = -1;
        else if (wasinvehicle) a = 1;
        wasinvehicle = invehicle;
-       Weapon wep = activeweapon;
-       int c = stof(getplayerkeyvalue(current_player, "colors"));
-       vector g = weaponentity_glowmod(wep, c);
+       Weapon wep = this.activeweapon;
+       int c = entcs_GetClientColors(current_player);
+       vector g = weaponentity_glowmod(wep, NULL, c, this);
        entity me = CSQCModel_server2csqc(player_localentnum - 1);
        int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
                | EF_NODEPTHTEST)
@@ -286,21 +313,25 @@ void viewmodel_draw(entity this)
                CSQCModel_Effects_Apply(e);
        }
        {
-               static string name_last;
                string name = wep.mdl;
-               if (name != name_last)
+               string newname = wep.wr_viewmodel(wep, this);
+               if(newname)
+                       name = newname;
+               bool swap = name != this.name_last;
+               // if (swap)
                {
-                       name_last = name;
-                       CL_WeaponEntity_SetModel(this, name);
+                       this.name_last = name;
+                       CL_WeaponEntity_SetModel(this, name, swap);
                        this.viewmodel_origin = this.origin;
                        this.viewmodel_angles = this.angles;
                }
                anim_update(this);
-               if (!this.animstate_override)
+               if (!this.animstate_override && !this.animstate_looping)
                        anim_set(this, this.anim_idle, true, false, false);
        }
        float f = 0; // 0..1; 0: fully active
-       float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
+       float rate = STAT(WEAPONRATEFACTOR);
+       float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
        if (eta <= 0) f = this.weapon_eta_last;
        else switch (this.state)
        {
@@ -328,100 +359,88 @@ void viewmodel_draw(entity this)
        setorigin(this, this.origin);
 }
 
-entity viewmodel;
 STATIC_INIT(viewmodel) {
-    viewmodel = new(viewmodel);
-    make_pure(viewmodel);
-       viewmodel.draw = viewmodel_draw;
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       viewmodels[slot] = new(viewmodel);
 }
 
-entity porto;
-vector polyline[16];
-void Porto_Draw(entity this)
+void Porto_Draw(entity this);
+STATIC_INIT(Porto)
 {
-       vector p, dir, ang, q, nextdir;
-       float portal_number, portal1_idx;
-
-       if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
-               return;
-       if(WEP_CVAR(porto, secondary))
-               return;
-       if(intermission == 1)
-               return;
-       if(intermission == 2)
-               return;
-       if (STAT(HEALTH) <= 0)
-               return;
-
-       dir = view_forward;
-
-       if(angles_held_status)
-       {
-               makevectors(angles_held);
-               dir = v_forward;
-       }
-
-       p = view_origin;
-
-       polyline[0] = p;
-       int idx = 1;
-       portal_number = 0;
-       nextdir = dir;
+       entity e = new_pure(porto);
+       e.draw = Porto_Draw;
+       IL_PUSH(g_drawables, e);
+       e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+}
 
-       for (;;)
+const int polyline_length = 16;
+.vector polyline[polyline_length];
+void Porto_Draw(entity this)
+{
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               dir = nextdir;
-               traceline(p, p + 65536 * dir, true, porto);
-               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-                       return;
-               nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
-               p = trace_endpos;
-               polyline[idx] = p;
-               ++idx;
-               if(idx >= 16)
-                       return;
-               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
-                       continue;
-               ++portal_number;
-               ang = vectoangles2(trace_plane_normal, dir);
-               ang.x = -ang.x;
-               makevectors(ang);
-               if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
-                       return;
-               if(portal_number == 1)
+               entity wepent = viewmodels[slot];
+
+               if (wepent.activeweapon != WEP_PORTO) continue;
+               if (spectatee_status) continue;
+               if (WEP_CVAR(porto, secondary)) continue;
+               if (intermission == 1) continue;
+               if (intermission == 2) continue;
+               if (STAT(HEALTH) <= 0) continue;
+
+               vector pos = view_origin;
+               vector dir = view_forward;
+               if (wepent.angles_held_status)
                {
-                       portal1_idx = idx;
-                       if(portal_number >= 2)
-                               break;
+                       makevectors(wepent.angles_held);
+                       dir = v_forward;
                }
-       }
 
-       while(idx >= 2)
-       {
-               p = polyline[idx-2];
-               q = polyline[idx-1];
-               if(idx == 2)
-                       p = p - view_up * 16;
-               if(idx-1 >= portal1_idx)
+               wepent.polyline[0] = pos;
+
+               int portal_number = 0, portal1_idx = 1, portal_max = 2;
+               int n = 1 + 2;  // 2 lines == 3 points
+               for (int idx = 0; idx < n && idx < polyline_length - 1; )
                {
-                       Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
+                       traceline(pos, pos + 65536 * dir, true, this);
+                       dir = reflect(dir, trace_plane_normal);
+                       pos = trace_endpos;
+                       wepent.polyline[++idx] = pos;
+                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+                       {
+                               n += 1;
+                               continue;
+                       }
+                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+                       {
+                               n = max(2, idx);
+                               break;
+                       }
+                       // check size
+                       {
+                               vector ang = vectoangles2(trace_plane_normal, dir);
+                               ang.x = -ang.x;
+                               makevectors(ang);
+                               if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+                               {
+                                       n = max(2, idx);
+                                       break;
+                               }
+                       }
+                       portal_number += 1;
+                       if (portal_number >= portal_max) break;
+                       if (portal_number == 1) portal1_idx = idx;
                }
-               else
+               for (int idx = 0; idx < n - 1; ++idx)
                {
-                       Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
+                       vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
+                       if (idx == 0) p -= view_up * 16;  // line from player
+                       vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
+                       Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
                }
-               --idx;
        }
 }
 
-void Porto_Init()
-{
-       porto = new(porto);
-       make_pure(porto);
-       porto.draw = Porto_Draw;
-       porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
-}
-
 float drawtime;
 float avgspeed;
 vector GetCurrentFov(float fov)
@@ -440,10 +459,17 @@ vector GetCurrentFov(float fov)
                        zoomspeed = 3.5;
 
        zoomdir = button_zoom;
-       if(hud == HUD_NORMAL)
-       if(switchweapon == activeweapon)
-       if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
-               zoomdir += button_attack2;
+
+       if(hud == HUD_NORMAL && !spectatee_status)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       entity wepent = viewmodels[slot];
+                       if(wepent.switchweapon == wepent.activeweapon)
+                       if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+                               zoomdir += button_attack2;
+               }
+       }
        if(spectatee_status > 0 || isdemo())
        {
                if(spectatorbutton_zoom)
@@ -584,12 +610,8 @@ const float SHOTTYPE_HITENEMY = 4;
 
 void TrueAim_Init()
 {
-       trueaim = new(trueaim);
-       make_pure(trueaim);
-       trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-       trueaim_rifle = new(trueaim_rifle);
-       make_pure(trueaim_rifle);
-       trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+       (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+       (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 }
 
 float EnemyHitCheck()
@@ -614,7 +636,7 @@ float EnemyHitCheck()
        return SHOTTYPE_HITENEMY;
 }
 
-float TrueAimCheck()
+float TrueAimCheck(entity wepent)
 {
        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?
        vector vecs, trueaimpoint, w_shotorg;
@@ -627,7 +649,7 @@ float TrueAimCheck()
        ta = trueaim;
        mv = MOVE_NOMONSTERS;
 
-       switch(activeweapon) // WEAPONTODO
+       switch(wepent.activeweapon) // WEAPONTODO
        {
                case WEP_TUBA: // no aim
                case WEP_PORTO: // shoots from eye
@@ -706,12 +728,10 @@ float TrueAimCheck()
 
 void PostInit();
 void CSQC_Demo_Camera();
-float HUD_WouldDrawScoreboard();
 float camera_mode;
 const float CAMERA_FREE = 1;
 const float CAMERA_CHASE = 2;
 float reticle_type;
-string reticle_image;
 string NextFrameCommand;
 
 vector freeze_org, freeze_ang;
@@ -739,7 +759,7 @@ bool WantEventchase(entity this)
 {
        if(autocvar_cl_orthoview)
                return false;
-       if(intermission)
+       if(STAT(GAMEOVER) || intermission)
                return true;
        if(this.viewloc)
                return true;
@@ -749,8 +769,6 @@ bool WantEventchase(entity this)
                        return true;
                if(MUTATOR_CALLHOOK(WantEventchase, this))
                        return true;
-               if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
-                       return true;
                if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
                {
                        if(autocvar_cl_eventchase_death == 2)
@@ -765,12 +783,12 @@ bool WantEventchase(entity this)
        return false;
 }
 
-void HUD_Crosshair_Vehicle()
+void HUD_Crosshair_Vehicle(entity this)
 {
        if(hud != HUD_BUMBLEBEE_GUN)
        {
                Vehicle info = Vehicles_from(hud);
-               info.vr_crosshair(info);
+               info.vr_crosshair(info, this);
        }
 }
 
@@ -790,7 +808,7 @@ void UpdateDamage()
        if (damage_dealt_time != damage_dealt_time_prev)
        {
                unaccounted_damage += unaccounted_damage_new;
-               LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+               LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
        }
        damage_dealt_time_prev = damage_dealt_time;
 
@@ -805,9 +823,18 @@ void HitSound()
 {
        // varying sound pitch
 
+       bool have_arc = false;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               entity wepent = viewmodels[slot];
+
+               if(wepent.activeweapon == WEP_ARC)
+                       have_arc = true;
+       }
+
        static float hitsound_time_prev = 0;
        // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
-       float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+       bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
        if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
        {
                if (autocvar_cl_hitsound && unaccounted_damage)
@@ -816,8 +843,8 @@ void HitSound()
                        float a = autocvar_cl_hitsound_max_pitch;
                        float b = autocvar_cl_hitsound_min_pitch;
                        float c = autocvar_cl_hitsound_nom_damage;
-                       float x = unaccounted_damage;
-                       float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
+                       float d = unaccounted_damage;
+                       float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
 
                        // if sound variation is disabled, set pitch_shift to 1
                        if (autocvar_cl_hitsound == 1)
@@ -830,12 +857,12 @@ void HitSound()
                                pitch_shift = mirror_value + (mirror_value - pitch_shift);
                        }
 
-                       LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+                       LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
 
                        // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
                        // todo: normalize sound pressure levels? seems unnecessary
 
-                       sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+                       sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
                }
                unaccounted_damage = 0;
                hitsound_time_prev = time;
@@ -845,28 +872,108 @@ void HitSound()
        float typehit_time = STAT(TYPEHIT_TIME);
        if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
        {
-               sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
+               sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
                typehit_time_prev = typehit_time;
        }
 }
 
-void HUD_Crosshair()
-{SELFPARAM();
+vector crosshair_getcolor(entity this, float health_stat)
+{
        static float rainbow_last_flicker;
        static vector rainbow_prev_color;
-       entity e = this;
+       vector wcross_color = '0 0 0';
+       switch(autocvar_crosshair_color_special)
+       {
+               case 1: // crosshair_color_per_weapon
+               {
+                       if(this != WEP_Null && hud == HUD_NORMAL)
+                       {
+                               wcross_color = this.wpcolor;
+                               break;
+                       }
+                       else { goto normalcolor; }
+               }
+
+               case 2: // crosshair_color_by_health
+               {
+                       float hp = health_stat;
+
+                       //x = red
+                       //y = green
+                       //z = blue
+
+                       wcross_color.z = 0;
+
+                       if(hp > 200)
+                       {
+                               wcross_color.x = 0;
+                               wcross_color.y = 1;
+                       }
+                       else if(hp > 150)
+                       {
+                               wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
+                               wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
+                       }
+                       else if(hp > 100)
+                       {
+                               wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
+                               wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
+                               wcross_color.z = 1 - (hp-100)*0.02;
+                       }
+                       else if(hp > 50)
+                       {
+                               wcross_color.x = 1;
+                               wcross_color.y = 1;
+                               wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
+                       }
+                       else if(hp > 20)
+                       {
+                               wcross_color.x = 1;
+                               wcross_color.y = (hp-20)*90/27/100;
+                               wcross_color.z = (hp-20)*90/27/100 * 0.2;
+                       }
+                       else
+                       {
+                               wcross_color.x = 1;
+                               wcross_color.y = 0;
+                       }
+                       break;
+               }
+
+               case 3: // crosshair_color_rainbow
+               {
+                       if(time >= rainbow_last_flicker)
+                       {
+                               rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
+                               rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
+                       }
+                       wcross_color = rainbow_prev_color;
+                       break;
+               }
+LABEL(normalcolor)
+               default: { wcross_color = stov(autocvar_crosshair_color); break; }
+       }
+
+       return wcross_color;
+}
+
+void HUD_Crosshair(entity this)
+{
        float f, i, j;
        vector v;
-       if(!scoreboard_active && !camera_active && intermission != 2 &&
-               spectatee_status != -1 && !csqcplayer.viewloc &&
+       if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAMEOVER) &&
+               spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
                !HUD_MinigameMenu_IsOpened() )
        {
                if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
                        return;
 
+               if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+                       return;
+
                if (hud != HUD_NORMAL)
                {
-                       HUD_Crosshair_Vehicle();
+                       HUD_Crosshair_Vehicle(this);
                        return;
                }
 
@@ -891,14 +998,15 @@ void HUD_Crosshair()
                if(autocvar_crosshair_hittest)
                {
                        vector wcross_oldorigin;
+                       entity thiswep = viewmodels[0]; // TODO: unhardcode
                        wcross_oldorigin = wcross_origin;
-                       shottype = TrueAimCheck();
+                       shottype = TrueAimCheck(thiswep);
                        if(shottype == SHOTTYPE_HITWORLD)
                        {
                                v = wcross_origin - wcross_oldorigin;
                                v.x /= vid_conwidth;
                                v.y /= vid_conheight;
-                               if(vlen(v) > 0.01)
+                               if(vdist(v, >, 0.01))
                                        shottype = SHOTTYPE_HITOBSTRUCTION;
                        }
                        if(!autocvar_crosshair_hittest_showimpact)
@@ -911,9 +1019,11 @@ void HUD_Crosshair()
                string wcross_name = "";
                float wcross_scale, wcross_blur;
 
+        entity e = WEP_Null;
                if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
                {
-                       e = switchingweapon;
+                       entity wepent = viewmodels[0]; // TODO: unhardcode
+                       e = wepent.switchingweapon;
                        if(e)
                        {
                                if(autocvar_crosshair_per_weapon)
@@ -934,77 +1044,7 @@ void HUD_Crosshair()
                        wcross_name = strcat("gfx/crosshair", wcross_style);
 
                // MAIN CROSSHAIR COLOR DECISION
-               switch(autocvar_crosshair_color_special)
-               {
-                       case 1: // crosshair_color_per_weapon
-                       {
-                               if(e)
-                               {
-                                       wcross_color = e.wpcolor;
-                                       break;
-                               }
-                               else { goto normalcolor; }
-                       }
-
-                       case 2: // crosshair_color_by_health
-                       {
-                               float x = STAT(HEALTH);
-
-                               //x = red
-                               //y = green
-                               //z = blue
-
-                               wcross_color.z = 0;
-
-                               if(x > 200)
-                               {
-                                       wcross_color.x = 0;
-                                       wcross_color.y = 1;
-                               }
-                               else if(x > 150)
-                               {
-                                       wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
-                                       wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
-                               }
-                               else if(x > 100)
-                               {
-                                       wcross_color.x = 1 - (x-100)*0.02 * 0.6;
-                                       wcross_color.y = 1 - (x-100)*0.02 * 0.1;
-                                       wcross_color.z = 1 - (x-100)*0.02;
-                               }
-                               else if(x > 50)
-                               {
-                                       wcross_color.x = 1;
-                                       wcross_color.y = 1;
-                                       wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
-                               }
-                               else if(x > 20)
-                               {
-                                       wcross_color.x = 1;
-                                       wcross_color.y = (x-20)*90/27/100;
-                                       wcross_color.z = (x-20)*90/27/100 * 0.2;
-                               }
-                               else
-                               {
-                                       wcross_color.x = 1;
-                                       wcross_color.y = 0;
-                               }
-                               break;
-                       }
-
-                       case 3: // crosshair_color_rainbow
-                       {
-                               if(time >= rainbow_last_flicker)
-                               {
-                                       rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
-                                       rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
-                               }
-                               wcross_color = rainbow_prev_color;
-                               break;
-                       }
-                       :normalcolor
-                       default: { wcross_color = stov(autocvar_crosshair_color); break; }
-               }
+               wcross_color = crosshair_getcolor(e, STAT(HEALTH));
 
                if(autocvar_crosshair_effect_scalefade)
                {
@@ -1128,10 +1168,6 @@ void HUD_Crosshair()
                                weapon_clipload = STAT(WEAPON_CLIPLOAD);
                                weapon_clipsize = STAT(WEAPON_CLIPSIZE);
 
-                               float ok_ammo_charge, ok_ammo_chargepool;
-                               ok_ammo_charge = STAT(OK_AMMO_CHARGE);
-                               ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
-
                                float vortex_charge, vortex_chargepool;
                                vortex_charge = STAT(VORTEX_CHARGE);
                                vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
@@ -1141,9 +1177,10 @@ void HUD_Crosshair()
                                if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
                                        vortex_charge_movingavg = vortex_charge;
 
+                               entity wepent = viewmodels[0]; // TODO: unhardcode
 
                                // handle the values
-                               if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+                               if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
                                {
                                        if (vortex_chargepool || use_vortex_chargepool) {
                                                use_vortex_chargepool = 1;
@@ -1163,27 +1200,20 @@ void HUD_Crosshair()
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
-                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
+                               else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
                                {
                                        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.
                                        ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";
                                }
-                               else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                               else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
                                {
                                        ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
                                        ring_alpha = autocvar_crosshair_ring_hagar_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";
                                }
-                               else if (ok_ammo_charge)
-                               {
-                                       ring_value = ok_ammo_chargepool;
-                                       ring_alpha = autocvar_crosshair_ring_reload_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
                                else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
                                {
                                        ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
@@ -1193,12 +1223,12 @@ void HUD_Crosshair()
 
                                        // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
                                        // if a new image for another weapon is added, add the code (and its respective file/value) here
-                                       if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+                                       if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
                                                ring_image = "gfx/crosshair_ring_rifle.tga";
                                        else
                                                ring_image = "gfx/crosshair_ring.tga";
                                }
-                               else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+                               else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
                                {
                                        ring_value = arc_heat;
                                        ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
@@ -1307,26 +1337,35 @@ void HUD_Crosshair()
        }
 }
 
-void HUD_Draw()
+void HUD_Draw(entity this)
 {
-       vector rgb = '0 0 0';
-       float a = 1;
+       // if we don't know gametype and scores yet avoid drawing the scoreboard
+       // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
+       // e.g. since initial player's health is 0 hud would display the hud_damage effect,
+       // cl_deathscoreboard would show the scoreboard and so on
+       if(!gametype)
+               return;
+
+       if(!intermission)
        if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
        {
-               rgb = MUTATOR_ARGV(0, vector);
-               a = MUTATOR_ARGV(0, float);
+               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
        }
        else if(STAT(FROZEN))
        {
-               rgb = ((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');
+               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);
        }
-       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
        if(!intermission)
        if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
        {
                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);
                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);
        }
+       else if(STAT(CAPTURE_PROGRESS))
+       {
+               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);
+               drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+       }
        else if(STAT(REVIVE_PROGRESS))
        {
                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);
@@ -1340,12 +1379,12 @@ void HUD_Draw()
                                Accuracy_LoadLevels();
 
                        HUD_Main();
-                       HUD_DrawScoreboard();
+                       HUD_Scale_Disable();
                }
 
        // crosshair goes VERY LAST
        UpdateDamage();
-       HUD_Crosshair();
+       HUD_Crosshair(this);
        HitSound();
 }
 
@@ -1358,12 +1397,14 @@ float oldr_useportalculling;
 float oldr_useinfinitefarclip;
 
 void cl_notice_run();
+
 float prev_myteam;
 int lasthud;
 float vh_notice_time;
 void WaypointSprite_Load();
-void CSQC_UpdateView(float w, float h)
-{SELFPARAM();
+void CSQC_UpdateView(entity this, float w, float h)
+{
+    TC(int, w); TC(int, h);
        entity e;
        float fov;
        float f;
@@ -1382,6 +1423,8 @@ void CSQC_UpdateView(float w, float h)
 
        lasthud = hud;
 
+       HUD_Scale_Disable();
+
        if(autocvar__hud_showbinds_reload) // menu can set this one
        {
                db_close(binddb);
@@ -1418,7 +1461,7 @@ void CSQC_UpdateView(float w, float h)
        if(myteam != prev_myteam)
        {
                myteamcolors = colormapPaletteColor(myteam, 1);
-               FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
+               FOREACH(hud_panels, true, it.update_time = time);
                prev_myteam = myteam;
        }
 
@@ -1445,9 +1488,26 @@ void CSQC_UpdateView(float w, float h)
        // event chase camera
        if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
        {
+               if(STAT(CAMERA_SPECTATOR))
+               {
+                       if(spectatee_status > 0)
+                       {
+                               if(!autocvar_chase_active)
+                               {
+                                       cvar_set("chase_active", "-2");
+                                       goto skip_eventchase_death;
+                               }
+                       }
+                       else if(autocvar_chase_active == -2)
+                               cvar_set("chase_active", "0");
+
+                       if(autocvar_chase_active == -2)
+                               goto skip_eventchase_death;
+               }
+               else if(autocvar_chase_active == -2)
+                       cvar_set("chase_active", "0");
+
                float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
-               float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
-               entity gen = world;
 
                float vehicle_viewdist = 0;
                vector vehicle_viewofs = '0 0 0';
@@ -1462,26 +1522,28 @@ void CSQC_UpdateView(float w, float h)
                        }
                }
 
-               if(ons_roundlost)
-               {
-                       FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
-                               gen = it;
-                               break;
-                       ));
-                       if(!gen)
-                               ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
-               }
-               if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
+               if(WantEventchase(this))
                {
+                       vector current_view_origin_override = '0 0 0';
+                       vector view_offset_override = '0 0 0';
+                       float chase_distance_override = 0;
+                       bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
+                       if(custom_eventchase)
+                       {
+                               current_view_origin_override = M_ARGV(0, vector);
+                               view_offset_override = M_ARGV(1, vector);
+                               chase_distance_override = M_ARGV(0, float);
+                       }
                        eventchase_running = true;
 
                        entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
                        if(!local_player)
-                               local_player = self; // fall back!
+                               local_player = this; // fall back!
 
                        // 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.)
                        vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
-                       if(ons_roundlost) { current_view_origin = gen.origin; }
+                       if (custom_eventchase)
+                               current_view_origin = current_view_origin_override;
 
                        // detect maximum viewoffset and use it
                        vector view_offset = autocvar_cl_eventchase_viewoffset;
@@ -1492,11 +1554,12 @@ void CSQC_UpdateView(float w, float h)
                                else
                                        view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
                        }
-                       if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
+                       if (custom_eventchase)
+                               view_offset = view_offset_override;
 
                        if(view_offset)
                        {
-                               WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+                               WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
                                if(trace_fraction == 1) { current_view_origin += view_offset; }
                                else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
                        }
@@ -1515,7 +1578,8 @@ void CSQC_UpdateView(float w, float h)
                                else
                                        chase_distance = autocvar_cl_eventchase_vehicle_distance;
                        }
-                       if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
+                       if (custom_eventchase)
+                               chase_distance = chase_distance_override;
 
                        if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
                                eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
@@ -1525,14 +1589,14 @@ void CSQC_UpdateView(float w, float h)
                        makevectors(view_angles);
 
                        vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
-                       WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
+                       WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
 
                        // If the boxtrace fails, revert back to line tracing.
                        if(!local_player.viewloc)
                        if(trace_startsolid)
                        {
                                eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
-                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
                                setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
                        }
                        else { setproperty(VF_ORIGIN, trace_endpos); }
@@ -1555,6 +1619,8 @@ void CSQC_UpdateView(float w, float h)
                eventchase_current_distance = 0;
        }
 
+       LABEL(skip_eventchase_death);
+
        // do lockview after event chase camera so that it still applies whenever necessary.
        if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
        {
@@ -1649,6 +1715,11 @@ void CSQC_UpdateView(float w, float h)
                ov_enabled = false;
        }
 
+       // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
+       // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               viewmodel_draw(viewmodels[slot]);
+
        // Render the Scene
        view_origin = getpropertyvec(VF_ORIGIN);
        view_angles = getpropertyvec(VF_ANGLES);
@@ -1691,6 +1762,9 @@ void CSQC_UpdateView(float w, float h)
        if(!postinit)
                PostInit();
 
+       if(intermission && !intermission_time)
+               intermission_time = time;
+
        if(intermission && !isdemo() && !(calledhooks & HOOK_END))
        {
                if(calledhooks & HOOK_START)
@@ -1722,46 +1796,36 @@ void CSQC_UpdateView(float w, float h)
 
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
 
-       // currently switching-to weapon (for crosshair)
-       switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
-
-       // actually active weapon (for zoom)
-       activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
-
-       switchweapon = Weapons_from(STAT(SWITCHWEAPON));
-
-       f = (serverflags & SERVERFLAG_TEAMPLAY);
-       if(f != teamplay)
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               teamplay = f;
-               HUD_InitScores();
-       }
+               entity wepent = viewmodels[slot];
 
-       if(last_switchweapon != switchweapon)
-       {
-               weapontime = time;
-               last_switchweapon = switchweapon;
-               if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+               if(wepent.last_switchweapon != wepent.switchweapon)
                {
-                       localcmd("-zoom\n");
-                       button_zoom = false;
+                       weapontime = time;
+                       wepent.last_switchweapon = wepent.switchweapon;
+                       if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+                       {
+                               localcmd("-zoom\n");
+                               button_zoom = false;
+                       }
+                       if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
+                       {
+                               localcmd("-fire\n");
+                               localcmd("-fire2\n");
+                               button_attack2 = false;
+                       }
                }
-               if(autocvar_cl_unpress_attack_on_weapon_switch)
+               if(wepent.last_activeweapon != wepent.activeweapon)
                {
-                       localcmd("-fire\n");
-                       localcmd("-fire2\n");
-                       button_attack2 = false;
-               }
-       }
-       if(last_activeweapon != activeweapon)
-       {
-               last_activeweapon = activeweapon;
+                       wepent.last_activeweapon = wepent.activeweapon;
 
-               e = activeweapon;
-               if(e.netname != "")
-                       localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
-               else
-                       localcmd("\ncl_hook_activeweapon none\n");
+                       e = wepent.activeweapon;
+                       if(e.netname != "")
+                               localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
+                       else if(slot == 0)
+                               localcmd("\ncl_hook_activeweapon none\n");
+               }
        }
 
        // ALWAYS Clear Current Scene First
@@ -1787,8 +1851,7 @@ void CSQC_UpdateView(float w, float h)
        else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
        else { setproperty(VF_FOV, GetCurrentFov(fov)); }
 
-       // Camera for demo playback
-       if(camera_active)
+       if(camera_active) // Camera for demo playback
        {
                if(autocvar_camera_enable)
                        CSQC_Demo_Camera();
@@ -1829,7 +1892,7 @@ void CSQC_UpdateView(float w, float h)
           mousepos = mousepos*0.5 + getmousepos();
         */
 
-       FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
+       IL_EACH(g_drawables, it.draw, it.draw(it));
 
        addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
        renderscene();
@@ -1890,7 +1953,20 @@ void CSQC_UpdateView(float w, float h)
 
        if(autocvar_cl_reticle)
        {
-               Weapon wep = activeweapon;
+               string reticle_image = "";
+               bool wep_zoomed = false;
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       entity wepe = viewmodels[slot];
+                       Weapon wep = wepe.activeweapon;
+                       if(wep != WEP_Null && wep.wr_zoom)
+                       {
+                               bool do_zoom = wep.wr_zoom(wep, NULL);
+                               if(wep.w_reticle && wep.w_reticle != "")
+                                       reticle_image = wep.w_reticle;
+                               wep_zoomed += do_zoom;
+                       }
+               }
                // Draw the aiming reticle for weapons that use it
                // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
                // It must be a persisted float for fading out to work properly (you let go of the zoom button for
@@ -1900,9 +1976,9 @@ void CSQC_UpdateView(float w, float h)
                        // no zoom reticle while dead
                        reticle_type = 0;
                }
-               else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
+               else if(wep_zoomed && autocvar_cl_reticle_weapon)
                {
-                       if(reticle_image != "") { reticle_type = 2; }
+                       if(reticle_image && reticle_image != "") { reticle_type = 2; }
                        else { reticle_type = 0; }
                }
                else if(button_zoom || zoomscript_caught)
@@ -2159,13 +2235,13 @@ void CSQC_UpdateView(float w, float h)
          } else */
 
        // draw 2D entities
-       FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
+       IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
        Draw_ShowNames_All();
        Debug_Draw();
 
-       scoreboard_active = HUD_WouldDrawScoreboard();
+       scoreboard_active = Scoreboard_WouldDraw();
 
-       HUD_Draw();
+       HUD_Draw(this); // this parameter for deep vehicle function
 
        if(NextFrameCommand)
        {
@@ -2202,7 +2278,7 @@ void CSQC_UpdateView(float w, float h)
 
        if(autocvar__hud_configure)
                HUD_Panel_Mouse();
-       else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
+       else if (HUD_MinigameMenu_IsOpened() || active_minigame)
                HUD_Minigame_Mouse();
        else if(QuickMenu_IsOpened())
                QuickMenu_Mouse();
@@ -2216,6 +2292,8 @@ void CSQC_UpdateView(float w, float h)
        // let's reset the view back to normal for the end
        setproperty(VF_MIN, '0 0 0');
        setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+
+       IL_ENDFRAME();
 }