]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Merge branch 'master' into terencehill/dynamic_hud
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index b792d386fd5387c419e336f8aa35606968981f7a..8aeac192633cdf5a84ef341f308a3dd221f65064 100644 (file)
@@ -1,3 +1,4 @@
+#include "view.qh"
 
 #include "announcer.qh"
 #include "hud/all.qh"
@@ -8,26 +9,30 @@
 
 #include "mutators/events.qh"
 
-#include "../common/anim.qh"
-#include "../common/constants.qh"
-#include "../common/debug.qh"
-#include "../common/mapinfo.qh"
+#include <common/animdecide.qh>
+#include <common/ent_cs.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/physics/player.qh>
+#include <common/stats.qh>
+#include <common/triggers/target/music.qh>
+#include <common/teams.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/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)
 
@@ -40,14 +45,15 @@ 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;
@@ -108,118 +114,152 @@ float autocvar_cl_leanmodel_lowpass = 0.05;
        highpass(value.z, frac, ref_store.z, ref_out.z); \
 } MACRO_END
 
-#define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
-{ \
-       highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
-       highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
-       highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
-} MACRO_END
+void calc_followmodel_ofs(entity view)
+{
+       if(cl_followmodel_time == time)
+               return; // cl_followmodel_ofs already calculated for this frame
 
-void viewmodel_animate(entity this)
+       float frac;
+       vector gunorg = '0 0 0';
+       static vector vel_average;
+       static vector gunorg_prev = '0 0 0';
+       static vector gunorg_adjustment_highpass;
+       static vector gunorg_adjustment_lowpass;
+
+       vector vel;
+       if (autocvar_cl_followmodel_velocity_absolute)
+               vel = view.velocity;
+       else
+       {
+               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;
+       }
+
+       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;
+
+       // 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);
+
+       if (autocvar_cl_followmodel_velocity_absolute)
+       {
+               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;
+       }
+
+       cl_followmodel_ofs = gunorg;
+       cl_followmodel_time = time;
+}
+
+vector leanmodel_ofs(entity view)
 {
-       static float prevtime;
-       float frametime = (time - prevtime);
-       prevtime = time;
+       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 (autocvar_chase_active) return;
-       if (STAT(HEALTH) <= 0) return;
+       if (view.csqcmodel_teleported)
+               gunangles_prev = view_angles;
 
-       entity view = CSQCModel_server2csqc(player_localentnum - 1);
+       // 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);
+       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;
+
+       PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+       YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+
+       // 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);
+
+       gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
+
+       return gunangles;
+}
 
+vector bobmodel_ofs(entity view)
+{
        bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
        static bool oldonground;
        static float hitgroundtime;
-       static float lastongroundtime;
        if (clonground)
        {
                float f = time; // cl.movecmd[0].time
                if (!oldonground)
                        hitgroundtime = f;
-               lastongroundtime = f;
        }
        oldonground = clonground;
 
-
-       bool teleported = view.csqcmodel_teleported;
-
-       float frac;
-       if(autocvar_cl_followmodel)
+       // 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)
        {
-               vector gunorg = '0 0 0';
-               static vector gunorg_prev = '0 0 0';
-               static vector gunorg_highpass = '0 0 0';
-               static vector gunorg_adjustment_highpass;
-               static vector gunorg_adjustment_lowpass;
+               if (time - hitgroundtime > 0.05)
+                       bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
+       }
+       else
+               bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
 
-               // if we teleported, clear the frametime... the lowpass will recover the previous value then
-               if (teleported)
-               {
-                       // try to fix the first highpass; result is NOT
-                       // perfect! TODO find a better fix
-                       gunorg_prev = view_origin;
-               }
+       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;
 
-               // for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
-               gunorg_highpass += gunorg_prev;
-               frac = avg_factor(autocvar_cl_followmodel_highpass1);
-               highpass3_limited(view_origin, frac, autocvar_cl_followmodel_limit, gunorg_highpass, gunorg);
-               gunorg_prev = view_origin;
-               gunorg_highpass -= gunorg_prev;
-
-               // calculate the RAW adjustment vectors
-               gunorg *= -autocvar_cl_followmodel_speed;
-
-               // 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);
-
-               vector v;
-               vector forward, right = '0 0 0', up = '0 0 0';
-               MAKEVECTORS(makevectors, view_angles, forward, right, up);
-               v.x = gunorg * forward;
-               v.y = gunorg * right * -1;
-               v.z = gunorg * up;
-               this.origin += v;
-       }
-
-       if(autocvar_cl_leanmodel)
-       {
-               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 (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);
-               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;
+       return gunorg;
+}
 
-               PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
-               YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+void viewmodel_animate(entity this)
+{
+       if (autocvar_chase_active) return;
+       if (STAT(HEALTH) <= 0) return;
 
-               // 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);
+       entity view = CSQCModel_server2csqc(player_localentnum - 1);
 
-               gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
-               this.angles += gunangles;
+       if (autocvar_cl_followmodel)
+       {
+               calc_followmodel_ofs(view);
+               this.origin += cl_followmodel_ofs;
        }
 
-       float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
+       if (autocvar_cl_leanmodel)
+               this.angles += leanmodel_ofs(view);
 
        // vertical view bobbing code
        // TODO: cl_bob
@@ -233,39 +273,7 @@ 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.
-               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;
-               vector gunorg = '0 0 0';
-               gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
-               gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
-
-               this.origin += gunorg;
-       }
+               this.origin += bobmodel_ofs(view);
 }
 
 .vector viewmodel_origin, viewmodel_angles;
@@ -275,6 +283,8 @@ void viewmodel_animate(entity this)
 
 void viewmodel_draw(entity this)
 {
+       if(!activeweapon || !autocvar_r_drawviewmodel)
+               return;
        int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
        float a = this.alpha;
        static bool wasinvehicle;
@@ -301,10 +311,11 @@ void viewmodel_draw(entity this)
        {
                static string name_last;
                string name = wep.mdl;
-               if (name != name_last)
+               bool swap = name != name_last;
+               // if (swap)
                {
                        name_last = name;
-                       CL_WeaponEntity_SetModel(this, name);
+                       CL_WeaponEntity_SetModel(this, name, swap);
                        this.viewmodel_origin = this.origin;
                        this.viewmodel_angles = this.angles;
                }
@@ -313,7 +324,8 @@ void viewmodel_draw(entity this)
                        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)
        {
@@ -344,95 +356,77 @@ void viewmodel_draw(entity this)
 entity viewmodel;
 STATIC_INIT(viewmodel) {
     viewmodel = new(viewmodel);
-    make_pure(viewmodel);
-       viewmodel.draw = viewmodel_draw;
 }
 
-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;
+       entity e = new_pure(porto);
+       e.draw = Porto_Draw;
+       e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+}
 
-       dir = view_forward;
+const int polyline_length = 16;
+vector polyline[polyline_length];
+void Porto_Draw(entity this)
+{
+       if (activeweapon != WEP_PORTO) return;
+       if (spectatee_status) return;
+       if (WEP_CVAR(porto, secondary)) return;
+       if (intermission == 1) return;
+       if (intermission == 2) return;
+       if (STAT(HEALTH) <= 0) return;
 
-       if(angles_held_status)
+       vector pos = view_origin;
+       vector dir = view_forward;
+       if (angles_held_status)
        {
                makevectors(angles_held);
                dir = v_forward;
        }
 
-       p = view_origin;
+       polyline[0] = pos;
 
-       polyline[0] = p;
-       int idx = 1;
-       portal_number = 0;
-       nextdir = dir;
-
-       for (;;)
+       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; )
        {
-               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)
+               traceline(pos, pos + 65536 * dir, true, this);
+               dir = reflect(dir, trace_plane_normal);
+               pos = trace_endpos;
+               polyline[++idx] = pos;
+               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
                {
-                       portal1_idx = idx;
-                       if(portal_number >= 2)
-                               break;
+                       n += 1;
+                       continue;
                }
-       }
-
-       while(idx >= 2)
-       {
-               p = polyline[idx-2];
-               q = polyline[idx-1];
-               if(idx == 2)
-                       p = p - view_up * 16;
-               if(idx-1 >= portal1_idx)
+               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
                {
-                       Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
+                       n = max(2, idx);
+                       break;
                }
-               else
+               // check size
                {
-                       Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
+                       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;
+                       }
                }
-               --idx;
+               portal_number += 1;
+               if (portal_number >= portal_max) break;
+               if (portal_number == 1) portal1_idx = idx;
+       }
+       for (int idx = 0; idx < n - 1; ++idx)
+       {
+               vector p = polyline[idx], q = 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);
        }
-}
-
-void Porto_Init()
-{
-       porto = new(porto);
-       make_pure(porto);
-       porto.draw = Porto_Draw;
-       porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
 }
 
 float drawtime;
@@ -597,12 +591,8 @@ 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()
@@ -1015,7 +1005,7 @@ void HUD_Crosshair()
                                wcross_color = rainbow_prev_color;
                                break;
                        }
-                       :normalcolor
+LABEL(normalcolor)
                        default: { wcross_color = stov(autocvar_crosshair_color); break; }
                }
 
@@ -1322,18 +1312,14 @@ void HUD_Crosshair()
 
 void HUD_Draw()
 {
-       vector rgb = '0 0 0';
-       float a = 1;
        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, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, 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
        {
@@ -1377,6 +1363,7 @@ float vh_notice_time;
 void WaypointSprite_Load();
 void CSQC_UpdateView(float w, float h)
 {SELFPARAM();
+    TC(int, w); TC(int, h);
        entity e;
        float fov;
        float f;
@@ -1431,7 +1418,7 @@ 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;
        }
 
@@ -1477,10 +1464,10 @@ void CSQC_UpdateView(float w, float h)
 
                if(ons_roundlost)
                {
-                       FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
+                       FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, {
                                gen = it;
                                break;
-                       ));
+                       });
                        if(!gen)
                                ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
                }
@@ -1662,6 +1649,10 @@ 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
+       viewmodel_draw(viewmodel);
+
        // Render the Scene
        view_origin = getpropertyvec(VF_ORIGIN);
        view_angles = getpropertyvec(VF_ANGLES);
@@ -1842,7 +1833,7 @@ void CSQC_UpdateView(float w, float h)
           mousepos = mousepos*0.5 + getmousepos();
         */
 
-       FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
+       FOREACH_ENTITY(it.draw, it.draw(it));
 
        addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
        renderscene();
@@ -2172,7 +2163,7 @@ void CSQC_UpdateView(float w, float h)
          } else */
 
        // draw 2D entities
-       FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
+       FOREACH_ENTITY(it.draw2d, it.draw2d(it));
        Draw_ShowNames_All();
        Debug_Draw();