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remove an useless variable
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1 entity porto;
2 vector polyline[16];
3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 void Porto_Draw()
11 {
12         vector p, dir, ang, q, nextdir;
13         float idx, portal_number, portal1_idx;
14
15         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                         portal1_idx = idx;
61                 if(portal_number >= 2)
62                         break;
63         }
64
65         while(idx >= 2)
66         {
67                 p = polyline[idx-2];
68                 q = polyline[idx-1];
69                 if(idx == 2)
70                         p = p - view_up * 16;
71                 if(idx-1 >= portal1_idx)
72                 {
73                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74                 }
75                 else
76                 {
77                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
78                 }
79                 --idx;
80         }
81 }
82
83 /**
84  * Checks whether the server initiated a map restart (stat_game_starttime changed)
85  *
86  * TODO: Use a better solution where a common shared entitiy is used that contains
87  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88  * and STAT_FRAGLIMIT to be auto-sent)
89  */
90 void CheckForGamestartChange() {
91         float startTime;
92         startTime = getstatf(STAT_GAMESTARTTIME);
93         if (previous_game_starttime != startTime) {
94                 if ((time + 5.0) < startTime) {
95                         //if connecting to server while restart was active don't always play prepareforbattle
96                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
97                 }
98                 if (time < startTime) {
99                         restartAnnouncer = spawn();
100                         restartAnnouncer.think = restartAnnouncer_Think;
101                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
102                 }
103         }
104         previous_game_starttime = startTime;
105 }
106
107 void Porto_Init()
108 {
109         porto = spawn();
110         porto.classname = "porto";
111         porto.draw = Porto_Draw;
112         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
113 }
114
115 float drawtime;
116 float avgspeed;
117 vector GetCurrentFov(float fov)
118 {
119         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
120
121         zoomsensitivity = autocvar_cl_zoomsensitivity;
122         zoomfactor = autocvar_cl_zoomfactor;
123         if(zoomfactor < 1 || zoomfactor > 16)
124                 zoomfactor = 2.5;
125         zoomspeed = autocvar_cl_zoomspeed;
126         if(zoomspeed >= 0)
127                 if(zoomspeed < 0.5 || zoomspeed > 16)
128                         zoomspeed = 3.5;
129
130         zoomdir = button_zoom;
131         if(hud == HUD_NORMAL)
132         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
133                 zoomdir += button_attack2;
134         if(spectatee_status > 0 || isdemo())
135         {
136                 if(spectatorbutton_zoom)
137                         zoomdir = 0 + !zoomdir;
138                 // do not even THINK about removing this 0
139                 // _I_ know what I am doing
140                 // fteqcc does not
141         }
142
143         if(zoomdir)
144                 zoomin_effect = 0;
145
146         if(zoomin_effect || camera_active)
147         {
148                 current_viewzoom = min(1, current_viewzoom + drawframetime);
149         }
150         else
151         {
152                 if(zoomspeed < 0) // instant zoom
153                 {
154                         if(zoomdir)
155                                 current_viewzoom = 1 / zoomfactor;
156                         else
157                                 current_viewzoom = 1;
158                 }
159                 else
160                 {
161                         if(zoomdir)
162                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
163                         else
164                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
165                 }
166         }
167
168         if(almost_equals(current_viewzoom, 1))
169                 current_zoomfraction = 0;
170         else if(almost_equals(current_viewzoom, 1/zoomfactor))
171                 current_zoomfraction = 1;
172         else
173                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
174
175         if(zoomsensitivity < 1)
176                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
177         else
178                 setsensitivityscale(1);
179
180         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
181         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
182         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
183
184         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
185
186         float frustumx, frustumy, fovx, fovy;
187         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
188         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
189         fovx = atan2(frustumx, 1) / M_PI * 360.0;
190         fovy = atan2(frustumy, 1) / M_PI * 360.0;
191
192         return '1 0 0' * fovx + '0 1 0' * fovy;
193 }
194
195 // this function must match W_SetupShot!
196 float zoomscript_caught;
197
198 vector wcross_origin;
199 float wcross_scale_prev, wcross_alpha_prev;
200 vector wcross_color_prev;
201 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
202 vector wcross_color_goal_prev;
203 float wcross_changedonetime;
204
205 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
206 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
207 float wcross_name_changestarttime, wcross_name_changedonetime;
208 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
209 entity trueaim;
210 entity trueaim_rifle;
211
212 #define SHOTTYPE_HITTEAM 1
213 #define SHOTTYPE_HITOBSTRUCTION 2
214 #define SHOTTYPE_HITWORLD 3
215 #define SHOTTYPE_HITENEMY 4
216
217 void TrueAim_Init()
218 {
219         trueaim = spawn();
220         trueaim.classname = "trueaim";
221         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
222         trueaim_rifle = spawn();
223         trueaim_rifle.classname = "trueaim_rifle";
224         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
225 }
226
227 float EnemyHitCheck()
228 {
229         float t;
230         wcross_origin = project_3d_to_2d(trace_endpos);
231         wcross_origin_z = 0;
232         if(trace_networkentity < 1)
233                 return SHOTTYPE_HITWORLD;
234         if(trace_networkentity > maxclients)
235                 return SHOTTYPE_HITWORLD;
236         t = GetPlayerColor(trace_networkentity - 1);
237         if(teamplay)
238                 if(t == myteam)
239                         return SHOTTYPE_HITTEAM;
240         if(t == COLOR_SPECTATOR)
241                 return SHOTTYPE_HITWORLD;
242         return SHOTTYPE_HITENEMY;
243 }
244
245 float TrueAimCheck()
246 {
247         float nudge = 1; // added to traceline target and subtracted from result
248         vector vecs, trueaimpoint, w_shotorg;
249         vector mi, ma, dv;
250         float shottype;
251         entity ta;
252         float mv;
253
254         mi = ma = '0 0 0';
255         ta = trueaim;
256         mv = MOVE_NOMONSTERS;
257
258         switch(activeweapon)
259         {
260                 case WEP_TUBA: // no aim
261                 case WEP_PORTO: // shoots from eye
262                 case WEP_HOOK: // no trueaim
263                 case WEP_GRENADE_LAUNCHER: // toss curve
264                         return SHOTTYPE_HITWORLD;
265                 case WEP_NEX:
266                 case WEP_MINSTANEX:
267                         mv = MOVE_NORMAL;
268                         break;
269                 case WEP_RIFLE:
270                         ta = trueaim_rifle;
271                         mv = MOVE_NORMAL;
272                         if(zoomscript_caught)
273                         {
274                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
275                                 return EnemyHitCheck();
276                         }
277                         break;
278                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
279                         mi = '-3 -3 -3';
280                         ma = '3 3 3';
281                         break;
282                 case WEP_FIREBALL: // projectile has a size!
283                         mi = '-16 -16 -16';
284                         ma = '16 16 16';
285                         break;
286                 case WEP_SEEKER: // projectile has a size!
287                         mi = '-2 -2 -2';
288                         ma = '2 2 2';
289                         break;
290                 case WEP_ELECTRO: // projectile has a size!
291                         mi = '0 0 -3';
292                         ma = '0 0 -3';
293                         break;
294         }
295
296         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
297
298         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
299         trueaimpoint = trace_endpos;
300
301         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
302                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
303
304         if(vecs_x > 0)
305                 vecs_y = -vecs_y;
306         else
307                 vecs = '0 0 0';
308
309         dv = view_right * vecs_y + view_up * vecs_z;
310         w_shotorg = view_origin + dv;
311
312         // now move the vecs forward as much as requested if possible
313         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
314         w_shotorg = trace_endpos - view_forward * nudge;
315
316         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
317         shottype = EnemyHitCheck();
318         if(shottype != SHOTTYPE_HITWORLD)
319                 return shottype;
320
321 #if 0
322         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
323         // or rather, I know why, but see no fix
324         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
325                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
326                 return SHOTTYPE_HITOBSTRUCTION;
327 #endif
328
329         return SHOTTYPE_HITWORLD;
330 }
331
332 void CSQC_common_hud(void);
333
334 void PostInit(void);
335 void CSQC_Demo_Camera();
336 float HUD_WouldDrawScoreboard();
337 float camera_mode;
338 float reticle_type;
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
342
343 vector freeze_org, freeze_ang;
344 entity nightvision_noise, nightvision_noise2;
345
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
351
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
354
355 float old_blurradius, old_bluralpha;
356 float old_sharpen_intensity;
357
358 vector myhealth_gentlergb;
359
360 float contentavgalpha, liquidalpha_prev;
361 vector liquidcolor_prev;
362
363 float eventchase_current_distance;
364
365 vector damage_blurpostprocess, content_blurpostprocess;
366
367 float checkfail[16];
368
369 void CSQC_UpdateView(float w, float h)
370 {
371         entity e;
372         float fov;
373         float f, i, j;
374         vector v;
375         vector vf_size, vf_min;
376         float a;
377         hud = getstati(STAT_HUD);
378
379         button_attack2 = (input_buttons & BUTTON_3);
380         button_zoom = (input_buttons & BUTTON_4);
381
382 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
383         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
384         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
385         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
386         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
387         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
388         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
389
390         vf_size = R_SetView3fv(VF_SIZE);
391         vf_min = R_SetView3fv(VF_MIN);
392         vid_width = vf_size_x;
393         vid_height = vf_size_y;
394
395         vector reticle_pos, reticle_size;
396         vector splash_pos, splash_size;
397
398         WaypointSprite_Load();
399
400         if(spectatee_status)
401                 myteam = GetPlayerColor(spectatee_status - 1);
402         else
403                 myteam = GetPlayerColor(player_localentnum - 1);
404
405         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
406
407         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
408         {
409                 R_SetView(VF_ORIGIN, freeze_org);
410                 R_SetView(VF_ANGLES, freeze_ang);
411         }
412         else
413         {
414                 freeze_org = R_SetView3fv(VF_ORIGIN);
415                 freeze_ang = R_SetView3fv(VF_ANGLES);
416         }
417
418         // event chase camera
419         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
420         {
421                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
422                 {
423                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
424                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
425                         if(!autocvar_chase_active)
426                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
427
428                         // make the camera smooth back
429                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
430                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
431                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
432                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
433
434                         vector eventchase_target_origin;
435                         makevectors(view_angles);
436                         // pass 1, used to check where the camera would go and obtain the trace_fraction
437                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
438
439                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
440                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
441                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
442                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
443                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
444
445                         R_SetView(VF_ORIGIN, trace_endpos);
446                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
447                 }
448                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
449                 {
450                         cvar_set("chase_active", "0");
451                         eventchase_current_distance = 0; // start from 0 next time
452                 }
453         }
454
455         WarpZone_FixView();
456         //WarpZone_FixPMove();
457
458         // Render the Scene
459         view_origin = R_SetView3fv(VF_ORIGIN);
460         view_angles = R_SetView3fv(VF_ANGLES);
461         makevectors(view_angles);
462         view_forward = v_forward;
463         view_right = v_right;
464         view_up = v_up;
465
466 #ifdef BLURTEST
467         if(time > blurtest_time0 && time < blurtest_time1)
468         {
469                 float r, t;
470
471                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
472                 r = t * blurtest_radius;
473                 f = 1 / pow(t, blurtest_power) - 1;
474
475                 cvar_set("r_glsl_postprocess", "1");
476                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
477         }
478         else
479         {
480                 cvar_set("r_glsl_postprocess", "0");
481                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
482         }
483 #endif
484
485         TargetMusic_Advance();
486         Fog_Force();
487
488         if(drawtime == 0)
489                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
490         else
491                 drawframetime = bound(0.000001, time - drawtime, 1);
492         drawtime = time;
493
494         // watch for gametype changes here...
495         // in ParseStuffCMD the cmd isn't executed yet :/
496         // might even be better to add the gametype to TE_CSQC_INIT...?
497         if(!postinit)
498                 PostInit();
499
500         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
501                 if(calledhooks & HOOK_START)
502                 {
503                         localcmd("\ncl_hook_gameend\n");
504                         calledhooks |= HOOK_END;
505                 }
506
507         CheckForGamestartChange();
508         serverAnnouncer();
509         maptimeAnnouncer();
510         carrierAnnouncer();
511
512         fov = autocvar_fov;
513         if(fov <= 59.5)
514         {
515                 if(!zoomscript_caught)
516                 {
517                         localcmd("+button9\n");
518                         zoomscript_caught = 1;
519                 }
520         }
521         else
522         {
523                 if(zoomscript_caught)
524                 {
525                         localcmd("-button9\n");
526                         zoomscript_caught = 0;
527                 }
528         }
529
530         ColorTranslateMode = autocvar_cl_stripcolorcodes;
531         activeweapon = getstati(STAT_SWITCHWEAPON);
532         f = (serverflags & SERVERFLAG_TEAMPLAY);
533         if(f != teamplay)
534         {
535                 teamplay = f;
536                 HUD_InitScores();
537         }
538
539         if(last_weapon != activeweapon) {
540                 weapontime = time;
541                 last_weapon = activeweapon;
542
543                 e = get_weaponinfo(activeweapon);
544                 if(e.netname != "")
545                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
546                 else
547                         localcmd("\ncl_hook_activeweapon none\n");
548         }
549
550         // ALWAYS Clear Current Scene First
551         R_ClearScene();
552         R_SetView(VF_ORIGIN, view_origin);
553         R_SetView(VF_ANGLES, view_angles);
554
555         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
556         R_SetView(VF_SIZE, vf_size);
557         R_SetView(VF_MIN, vf_min);
558
559         // Assign Standard Viewflags
560         // Draw the World (and sky)
561         R_SetView(VF_DRAWWORLD, 1);
562
563         // Set the console size vars
564         vid_conwidth = autocvar_vid_conwidth;
565         vid_conheight = autocvar_vid_conheight;
566         vid_pixelheight = autocvar_vid_pixelheight;
567
568         R_SetView(VF_FOV, GetCurrentFov(fov));
569
570         // Camera for demo playback
571         if(camera_active)
572         {
573                 if(autocvar_camera_enable)
574                         CSQC_Demo_Camera();
575                 else
576                 {
577                         cvar_set("chase_active", ftos(chase_active_backup));
578                         cvar_set("cl_demo_mousegrab", "0");
579                         camera_active = FALSE;
580                 }
581         }
582 #ifdef CAMERATEST
583         else if(autocvar_camera_enable)
584 #else
585         else if(autocvar_camera_enable && isdemo())
586 #endif
587         {
588                 // Enable required Darkplaces cvars
589                 chase_active_backup = autocvar_chase_active;
590                 cvar_set("chase_active", "2");
591                 cvar_set("cl_demo_mousegrab", "1");
592                 camera_active = TRUE;
593                 camera_mode = FALSE;
594         }
595
596         // Draw the Crosshair
597         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
598
599         // Draw the Engine Status Bar (the default Quake HUD)
600         R_SetView(VF_DRAWENGINEHUD, 0);
601
602         // Update the mouse position
603         /*
604            mousepos_x = vid_conwidth;
605            mousepos_y = vid_conheight;
606            mousepos = mousepos*0.5 + getmousepos();
607          */
608
609         e = self;
610         for(self = world; (self = nextent(self)); )
611                 if(self.draw)
612                         self.draw();
613         self = e;
614
615         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
616         R_RenderScene();
617
618         // now switch to 2D drawing mode by calling a 2D drawing function
619         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
620         // next R_RenderScene call
621         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
622
623         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
624         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
625         {
626                 // apply night vision effect
627                 vector rgb, tc_00, tc_01, tc_10, tc_11;
628
629                 if(!nightvision_noise)
630                 {
631                         nightvision_noise = spawn();
632                         nightvision_noise.classname = "nightvision_noise";
633                 }
634                 if(!nightvision_noise2)
635                 {
636                         nightvision_noise2 = spawn();
637                         nightvision_noise2.classname = "nightvision_noise2";
638                 }
639
640                 // color tint in yellow
641                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
642
643                 // draw BG
644                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
645                 rgb = '1 1 1';
646                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
647                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
648                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
649                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
650                 tc_11 = tc_01 + tc_10 - tc_00;
651                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
652                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
653                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
654                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
655                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
656                 R_EndPolygon();
657
658                 // draw FG
659                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
660                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
661                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
662                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
663                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
664                 tc_11 = tc_01 + tc_10 - tc_00;
665                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
666                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
667                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
668                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
669                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
670                 R_EndPolygon();
671         }
672         
673         // Draw the aiming reticle for weapons that use it
674         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
675         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
676         // the view to go back to normal, so reticle_type would become 0 as we fade out)
677         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
678                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
679         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
680                 reticle_type = 2; // nex zoom
681         else if(button_zoom || zoomscript_caught)
682                 reticle_type = 1; // normal zoom
683         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
684                 reticle_type = 2; // nex zoom
685     
686         if (reticle_type)
687         {
688                 if(autocvar_cl_reticle_stretch)
689                 {
690                         reticle_size_x = vid_conwidth;
691                         reticle_size_y = vid_conheight;
692                         reticle_pos_x = 0;
693                         reticle_pos_y = 0;
694                 }
695                 else
696                 {
697                         reticle_size_x = max(vid_conwidth, vid_conheight);
698                         reticle_size_y = max(vid_conwidth, vid_conheight);
699                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
700                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
701                 }
702
703                 f = current_zoomfraction;
704                 if(zoomscript_caught)
705                         f = 1;
706                 if(autocvar_cl_reticle_item_normal)
707                 {
708                         if(reticle_type == 1 && f)
709                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
710                 }
711                 if(autocvar_cl_reticle_item_nex)
712                 {
713                         if(reticle_type == 2 && f)
714                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
715                 }
716         }
717
718
719         // improved polyblend
720         vector rgb;
721         if(autocvar_hud_contents)
722         {
723                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
724                 vector liquidcolor;
725
726                 switch(pointcontents(view_origin))
727                 {
728                         case CONTENT_WATER:
729                                 liquidalpha = autocvar_hud_contents_water_alpha;
730                                 liquidcolor = stov(autocvar_hud_contents_water_color);
731                                 incontent = 1;
732                                 break;
733
734                         case CONTENT_LAVA:
735                                 liquidalpha = autocvar_hud_contents_lava_alpha;
736                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
737                                 incontent = 1;
738                                 break;
739
740                         case CONTENT_SLIME:
741                                 liquidalpha = autocvar_hud_contents_slime_alpha;
742                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
743                                 incontent = 1;
744                                 break;
745
746                         default:
747                                 liquidalpha = 0;
748                                 liquidcolor = '0 0 0';
749                                 incontent = 0;
750                                 break;
751                 }
752
753                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
754                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
755                         contentfadetime = autocvar_hud_contents_fadeintime;
756                         liquidalpha_prev = liquidalpha;
757                         liquidcolor_prev = liquidcolor;
758                 }
759                 else
760                         contentfadetime = autocvar_hud_contents_fadeouttime;
761
762                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
763                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
764
765                 if(contentavgalpha)
766                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
767
768                 if(autocvar_hud_postprocessing)
769                 {
770                         if(autocvar_hud_contents_blur && contentavgalpha)
771                         {
772                                 content_blurpostprocess_x = 1;
773                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
774                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
775                         }
776                         else
777                         {
778                                 content_blurpostprocess_x = 0;
779                                 content_blurpostprocess_y = 0;
780                                 content_blurpostprocess_z = 0;
781                         }
782                 }
783         }
784         
785         if(autocvar_hud_damage && !autocvar_chase_active)
786
787         {
788                 splash_size_x = max(vid_conwidth, vid_conheight);
789                 splash_size_y = max(vid_conwidth, vid_conheight);
790                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
791                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
792
793                 float myhealth_flash_temp;
794                 myhealth = getstati(STAT_HEALTH);
795
796                 // fade out
797                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
798                 // add new damage
799                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
800
801                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
802                 pain_threshold = autocvar_hud_damage_pain_threshold;
803                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
804                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
805
806                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
807                 {
808                         pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
809                 }
810
811                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
812
813                 if(myhealth_prev < 1)
814                 {
815                         if(myhealth >= 1)
816                         {
817                                 myhealth_flash = 0; // just spawned, clear the flash immediately
818                                 myhealth_flash_temp = 0;
819                         }
820                         else
821                         {
822                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
823                         }
824                 }
825
826                 if(spectatee_status == -1 || intermission)
827                 {
828                         myhealth_flash = 0; // observing, or match ended
829                         myhealth_flash_temp = 0;
830                 }
831
832                 myhealth_prev = myhealth;
833
834                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
835                 {
836                         if(autocvar_cl_gentle_damage == 2)
837                         {
838                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
839                                 {
840                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
841                                 }
842                         }
843                         else
844                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
845
846                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
847                 }
848                 else
849                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
850
851                 if(autocvar_hud_postprocessing)
852                 {
853                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
854                         {
855                                 damage_blurpostprocess_x = 1;
856                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
857                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
858                         }
859                         else
860                         {
861                                 damage_blurpostprocess_x = 0;
862                                 damage_blurpostprocess_y = 0;
863                                 damage_blurpostprocess_z = 0;
864                         }
865                 }
866         }
867
868         if(autocvar_hud_postprocessing)
869         {
870                 // all of this should be done in the engine eventually
871
872                 // enable or disable rendering types if they are used or not
873                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
874                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
875                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
876                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
877
878                 // lets apply the postprocess effects from the previous two functions if needed
879                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
880                 {
881                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
882                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
883                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
884                         {
885                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
886                                 old_blurradius = blurradius;
887                                 old_bluralpha = bluralpha;
888                         }
889                 }
890                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
891                 {
892                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
893                         old_blurradius = 0;
894                         old_bluralpha = 0;
895                 }
896
897                 float sharpen_intensity;
898                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
899                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
900                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
901                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
902
903                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
904                 {
905                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
906
907                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
908                         {
909                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
910                                 old_sharpen_intensity = sharpen_intensity;
911                         }
912                 }
913                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
914                 {
915                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
916                         old_sharpen_intensity = 0;
917                 }
918         }
919
920         if(menu_visible)
921                 menu_show();
922
923         /*if(gametype == GAME_CTF)
924           {
925           ctf_view();
926           } else */
927
928         // draw 2D entities
929         e = self;
930         for(self = world; (self = nextent(self)); )
931                 if(self.draw2d)
932                         self.draw2d();
933         self = e;
934         Draw_ShowNames_All();
935
936         scoreboard_active = HUD_WouldDrawScoreboard();
937
938         hit_time = getstatf(STAT_HIT_TIME);
939         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
940         {
941                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
942                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
943         }
944         typehit_time = getstatf(STAT_TYPEHIT_TIME);
945         if(typehit_time > nextsound_typehit_time)
946         {
947                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
948                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
949         }
950
951         //else
952         {
953                 if(gametype == GAME_FREEZETAG)
954                 {
955                         if(getstati(STAT_FROZEN))
956                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
957                         if(getstatf(STAT_REVIVE_PROGRESS))
958                         {
959                                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
960                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
961                         }
962                 }
963
964                 if(autocvar_r_letterbox == 0)
965                         if(autocvar_viewsize < 120)
966                                 CSQC_common_hud();
967
968                 // crosshair goes VERY LAST
969                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
970                         string wcross_style;
971                         float wcross_alpha, wcross_resolution;
972                         wcross_style = autocvar_crosshair;
973                         if (wcross_style == "0")
974                                 return;
975                         wcross_resolution = autocvar_crosshair_size;
976                         if (wcross_resolution == 0)
977                                 return;
978                         wcross_alpha = autocvar_crosshair_alpha;
979                         if (wcross_alpha == 0)
980                                 return;
981
982                         // TrueAim check
983                         float shottype;
984
985                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
986                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
987                         wcross_origin_z = 0;
988                         if(autocvar_crosshair_hittest)
989                         {
990                                 vector wcross_oldorigin;
991                                 wcross_oldorigin = wcross_origin;
992                                 shottype = TrueAimCheck();
993                                 if(shottype == SHOTTYPE_HITWORLD)
994                                 {
995                                         v = wcross_origin - wcross_oldorigin;
996                                         v_x /= vid_conwidth;
997                                         v_y /= vid_conheight;
998                                         if(vlen(v) > 0.01)
999                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1000                                 }
1001                                 if(!autocvar_crosshair_hittest_showimpact)
1002                                         wcross_origin = wcross_oldorigin;
1003                         }
1004                         else
1005                                 shottype = SHOTTYPE_HITWORLD;
1006
1007                         vector wcross_color, wcross_size;
1008                         string wcross_wep, wcross_name;
1009                         float wcross_scale, wcross_blur;
1010
1011                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1012                                 e = get_weaponinfo(activeweapon);
1013                                 if (e && e.netname != "")
1014                                 {
1015                                         wcross_wep = e.netname;
1016                                         if(autocvar_crosshair_per_weapon)
1017                                         {
1018                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1019                                                 if (wcross_resolution == 0)
1020                                                         return;
1021                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1022                                                 if (wcross_alpha == 0)
1023                                                         return;
1024
1025                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1026                                                 if(wcross_style == "" || wcross_style == "0")
1027                                                         wcross_style = wcross_wep;
1028                                         }
1029                                 }
1030                         }
1031                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1032                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1033                         else if(autocvar_crosshair_color_by_health)
1034                         {
1035                                 local float x = getstati(STAT_HEALTH);
1036
1037                                 //x = red
1038                                 //y = green
1039                                 //z = blue
1040
1041                                 wcross_color_z = 0;
1042
1043                                 if(x > 200)
1044                                 {
1045                                         wcross_color_x = 0;
1046                                         wcross_color_y = 1;
1047                                 }
1048                                 else if(x > 150)
1049                                 {
1050                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1051                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1052                                 }
1053                                 else if(x > 100)
1054                                 {
1055                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1056                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1057                                         wcross_color_z = 1 - (x-100)*0.02;
1058                                 }
1059                                 else if(x > 50)
1060                                 {
1061                                         wcross_color_x = 1;
1062                                         wcross_color_y = 1;
1063                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1064                                 }
1065                                 else if(x > 20)
1066                                 {
1067                                         wcross_color_x = 1;
1068                                         wcross_color_y = (x-20)*90/27/100;
1069                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1070                                 }
1071                                 else
1072                                 {
1073                                         wcross_color_x = 1;
1074                                         wcross_color_y = 0;
1075                                 }
1076                         }
1077                         else
1078                                 wcross_color = stov(autocvar_crosshair_color);
1079
1080                         wcross_name = strcat("gfx/crosshair", wcross_style);
1081
1082                         if(autocvar_crosshair_effect_scalefade)
1083                         {
1084                                 wcross_scale = wcross_resolution;
1085                                 wcross_resolution = 1;
1086                         }
1087                         else
1088                         {
1089                                 wcross_scale = 1;
1090                         }
1091
1092                         if(autocvar_crosshair_pickup)
1093                         {
1094                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1095                                 {
1096                                         pickup_crosshair_size = 1;
1097                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1098                                 }
1099
1100                                 if(pickup_crosshair_size > 0)
1101                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1102                                 else
1103                                         pickup_crosshair_size = 0;
1104
1105                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1106                         }
1107
1108                         vector hitindication_color;
1109                         if(autocvar_crosshair_hitindication)
1110                         {
1111                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1112                                 if(hitindication_crosshair_time < hit_time)
1113                                 {
1114                                         hitindication_crosshair_size = 1;
1115                                         hitindication_crosshair_time = hit_time;
1116                                 }
1117
1118                                 if(hitindication_crosshair_size > 0)
1119                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1120                                 else
1121                                         hitindication_crosshair_size = 0;
1122
1123                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1124                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1125                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1126                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1127                         }
1128
1129                         if(shottype == SHOTTYPE_HITENEMY)
1130                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1131                         if(shottype == SHOTTYPE_HITTEAM)
1132                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1133
1134                         f = autocvar_crosshair_effect_speed;
1135                         if(f < 0)
1136                                 f *= -2 * g_weaponswitchdelay;
1137                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1138                         {
1139                                 wcross_changedonetime = time + f;
1140                         }
1141                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1142                         {
1143                                 wcross_name_changestarttime = time;
1144                                 wcross_name_changedonetime = time + f;
1145                                 if(wcross_name_goal_prev_prev)
1146                                         strunzone(wcross_name_goal_prev_prev);
1147                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1148                                 wcross_name_goal_prev = strzone(wcross_name);
1149                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1150                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1151                                 wcross_resolution_goal_prev = wcross_resolution;
1152                         }
1153
1154                         wcross_scale_goal_prev = wcross_scale;
1155                         wcross_alpha_goal_prev = wcross_alpha;
1156                         wcross_color_goal_prev = wcross_color;
1157
1158                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1159                         {
1160                                 wcross_blur = 1;
1161                                 wcross_alpha *= 0.75;
1162                         }
1163                         else
1164                                 wcross_blur = 0;
1165                         // *_prev is at time-frametime
1166                         // * is at wcross_changedonetime+f
1167                         // what do we have at time?
1168                         if(time < wcross_changedonetime)
1169                         {
1170                                 f = frametime / (wcross_changedonetime - time + frametime);
1171                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1172                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1173                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1174                         }
1175
1176                         wcross_scale_prev = wcross_scale;
1177                         wcross_alpha_prev = wcross_alpha;
1178                         wcross_color_prev = wcross_color;
1179
1180                         wcross_scale *= 1 - autocvar__menu_alpha;
1181                         wcross_alpha *= 1 - autocvar__menu_alpha;
1182                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1183
1184                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1185                         {
1186                                 // crosshair rings for weapon stats
1187                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1188                                 {
1189                                         // declarations and stats
1190                                         float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1191                                         string ring_image, ring_inner_image;
1192                                         vector ring_rgb, ring_inner_rgb;
1193
1194                                         ring_scale = autocvar_crosshair_ring_size;
1195
1196                                         float weapon_clipload, weapon_clipsize;
1197                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1198                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1199
1200                                         float nex_charge, nex_chargepool;
1201                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1202                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1203
1204                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1205                                                 nex_charge_movingavg = nex_charge;
1206
1207
1208                                         // handle the values
1209                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1210                                         {
1211                                                 if (nex_chargepool || use_nex_chargepool) { 
1212                                                         use_nex_chargepool = 1; 
1213                                                         ring_inner_value = nex_chargepool;
1214                                                 } else { 
1215                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1216                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1217                                                 }
1218
1219                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1220                                                 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1221                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1222
1223                                                 // draw the outer ring to show the current charge of the weapon
1224                                                 ring_value = nex_charge;
1225                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1226                                                 ring_rgb = wcross_color;
1227                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1228                                         }
1229                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1230                                         {
1231                                                 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1232                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1233                                                 ring_rgb = wcross_color;
1234                                                 ring_image = "gfx/crosshair_ring.tga";
1235                                         }
1236                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1237                                         {
1238                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1239                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1240                                                 ring_rgb = wcross_color;
1241                                                 ring_image = "gfx/crosshair_ring.tga";
1242                                         }
1243
1244                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1245                                         {
1246                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1247                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1248                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1249                                                 ring_rgb = wcross_color;
1250
1251                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1252                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1253                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1254                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1255                                                 else
1256                                                         ring_image = "gfx/crosshair_ring.tga";
1257                                         }
1258
1259                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1260                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1261
1262                                         if (ring_value)
1263                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1264                                 }
1265
1266 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1267                                 do \
1268                                 { \
1269                                         if(wcross_blur > 0) \
1270                                         { \
1271                                                 for(i = -2; i <= 2; ++i) \
1272                                                 for(j = -2; j <= 2; ++j) \
1273                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1274                                         } \
1275                                         else \
1276                                         { \
1277                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1278                                         } \
1279                                 } \
1280                                 while(0)
1281
1282 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1283                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1284
1285 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1286                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1287
1288                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1289                                 {
1290                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1291                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1292                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1293                                         f = 1 - f;
1294                                 }
1295                                 else
1296                                 {
1297                                         f = 1;
1298                                 }
1299                                 wcross_name_alpha_goal_prev = f;
1300
1301                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1302                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1303
1304                                 if(autocvar_crosshair_dot)
1305                                 {
1306                                         vector wcross_color_old;
1307                                         wcross_color_old = wcross_color;
1308                                         if(autocvar_crosshair_dot_color != "0")
1309                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1310                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1311                                         // FIXME why don't we use wcross_alpha here?
1312                                         wcross_color = wcross_color_old;
1313                                 }
1314                         }
1315                 }
1316                 else
1317                 {
1318                         wcross_scale_prev = 0;
1319                         wcross_alpha_prev = 0;
1320                         wcross_scale_goal_prev = 0;
1321                         wcross_alpha_goal_prev = 0;
1322                         wcross_changedonetime = 0;
1323                         if(wcross_name_goal_prev)
1324                                 strunzone(wcross_name_goal_prev);
1325                         wcross_name_goal_prev = string_null;
1326                         if(wcross_name_goal_prev_prev)
1327                                 strunzone(wcross_name_goal_prev_prev);
1328                         wcross_name_goal_prev_prev = string_null;
1329                         wcross_name_changestarttime = 0;
1330                         wcross_name_changedonetime = 0;
1331                         wcross_name_alpha_goal_prev = 0;
1332                         wcross_name_alpha_goal_prev_prev = 0;
1333                         wcross_resolution_goal_prev = 0;
1334                         wcross_resolution_goal_prev_prev = 0;
1335                 }
1336         }
1337
1338         if(NextFrameCommand)
1339         {
1340                 localcmd("\n", NextFrameCommand, "\n");
1341                 NextFrameCommand = string_null;
1342         }
1343
1344         // we must do this check AFTER a frame was rendered, or it won't work
1345         if(cs_project_is_b0rked == 0)
1346         {
1347                 string w0, h0;
1348                 w0 = ftos(autocvar_vid_conwidth);
1349                 h0 = ftos(autocvar_vid_conheight);
1350                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1351                 //R_SetView(VF_FOV, '90 90 0');
1352                 R_SetView(VF_ORIGIN, '0 0 0');
1353                 R_SetView(VF_ANGLES, '0 0 0');
1354                 R_SetView(VF_PERSPECTIVE, 1);
1355                 makevectors('0 0 0');
1356                 vector v1, v2;
1357                 cvar_set("vid_conwidth", "800");
1358                 cvar_set("vid_conheight", "600");
1359                 v1 = cs_project(v_forward);
1360                 cvar_set("vid_conwidth", "640");
1361                 cvar_set("vid_conheight", "480");
1362                 v2 = cs_project(v_forward);
1363                 if(v1 == v2)
1364                         cs_project_is_b0rked = 1;
1365                 else
1366                         cs_project_is_b0rked = -1;
1367                 cvar_set("vid_conwidth", w0);
1368                 cvar_set("vid_conheight", h0);
1369         }
1370
1371         if(autocvar__hud_configure)
1372                 HUD_Panel_Mouse();
1373     
1374     if(hud && !intermission)
1375     {        
1376         if(hud == HUD_SPIDERBOT)
1377             CSQC_SPIDER_HUD();
1378         else if(hud == HUD_WAKIZASHI)
1379             CSQC_WAKIZASHI_HUD();
1380         else if(hud == HUD_RAPTOR)
1381             CSQC_RAPTOR_HUD();
1382         else if(hud == HUD_BUMBLEBEE)
1383             CSQC_BUMBLE_HUD();
1384     }
1385         // let's reset the view back to normal for the end
1386         R_SetView(VF_MIN, '0 0 0');
1387         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1388 }
1389
1390
1391 void CSQC_common_hud(void)
1392 {
1393     // do some accuracy var caching
1394     float i;
1395     if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1396     {
1397         if(autocvar_accuracy_color_levels != acc_color_levels)
1398         {
1399             if(acc_color_levels)
1400                 strunzone(acc_color_levels);
1401             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1402             acc_levels = tokenize(acc_color_levels);
1403             if (acc_levels > MAX_ACCURACY_LEVELS)
1404                 acc_levels = MAX_ACCURACY_LEVELS;
1405
1406             for (i = 0; i < acc_levels; ++i)
1407                 acc_lev[i] = stof(argv(i)) / 100.0;
1408         }
1409         // let know that acc_col[] needs to be loaded
1410         acc_col_x[0] = -1;
1411     }
1412
1413     HUD_Main(); // always run these functions for alpha checks
1414     HUD_DrawScoreboard();
1415
1416     if (scoreboard_active) // scoreboard/accuracy
1417     {
1418         HUD_Reset();
1419         // HUD_DrawScoreboard takes care of centerprint_start
1420     }
1421     else if (intermission == 2) // map voting screen
1422     {
1423         HUD_FinaleOverlay();
1424         HUD_Reset();
1425
1426         centerprint_start_x = 0;
1427         centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1428     }
1429     else // hud
1430     {
1431         centerprint_start_x = 0;
1432         centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1433     }
1434
1435         /*
1436         switch(hud)
1437         {
1438                 case HUD_SPIDERBOT:
1439                         CSQC_SPIDER_HUD();
1440                         break;
1441
1442                 case HUD_WAKIZASHI:
1443                         CSQC_WAKIZASHI_HUD();
1444                         break;
1445
1446         case HUD_BUMBLEBEE:
1447             CSQC_BUMBLE_HUD();
1448             break;
1449         }
1450         */
1451         
1452     HUD_DrawCenterPrint();
1453     
1454 }
1455
1456
1457 // following vectors must be global to allow seamless switching between camera modes
1458 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1459 void CSQC_Demo_Camera()
1460 {
1461         float speed, attenuation, dimensions;
1462         vector tmp, delta;
1463
1464         if( autocvar_camera_reset || !camera_mode )
1465         {
1466                 camera_offset = '0 0 0';
1467                 current_angles = '0 0 0';
1468                 camera_direction = '0 0 0';
1469                 camera_offset_z += 30;
1470                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1471                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1472                 current_origin = view_origin;
1473                 current_camera_offset  = camera_offset;
1474                 cvar_set("camera_reset", "0");
1475                 camera_mode = CAMERA_CHASE;
1476         }
1477
1478         // Camera angles
1479         if( camera_roll )
1480                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1481
1482         if(autocvar_camera_look_player)
1483         {
1484                 local vector dir;
1485                 local float n;
1486
1487                 dir = normalize(view_origin - current_position);
1488                 n = mouse_angles_z;
1489                 mouse_angles = vectoangles(dir);
1490                 mouse_angles_x = mouse_angles_x * -1;
1491                 mouse_angles_z = n;
1492         }
1493         else
1494         {
1495                 tmp = getmousepos() * 0.1;
1496                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1497                 {
1498                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1499                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1500                 }
1501         }
1502
1503         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1504         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1505         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1506         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1507
1508         // Fix difference when angles don't have the same sign
1509         delta = '0 0 0';
1510         if(mouse_angles_y < -60 && current_angles_y > 60)
1511                 delta = '0 360 0';
1512         if(mouse_angles_y > 60 && current_angles_y < -60)
1513                 delta = '0 -360 0';
1514
1515         if(autocvar_camera_look_player)
1516                 attenuation = autocvar_camera_look_attenuation;
1517         else
1518                 attenuation = autocvar_camera_speed_attenuation;
1519
1520         attenuation = 1 / max(1, attenuation);
1521         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1522
1523         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1524         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1525         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1526         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1527
1528         // Camera position
1529         tmp = '0 0 0';
1530         dimensions = 0;
1531
1532         if( camera_direction_x )
1533         {
1534                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1535                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1536                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1537                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1538                 ++dimensions;
1539         }
1540
1541         if( camera_direction_y )
1542         {
1543                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1544                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1545                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1546                 ++dimensions;
1547         }
1548
1549         if( camera_direction_z )
1550         {
1551                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1552                 ++dimensions;
1553         }
1554
1555         if(autocvar_camera_free)
1556                 speed = autocvar_camera_speed_free;
1557         else
1558                 speed = autocvar_camera_speed_chase;
1559
1560         if(dimensions)
1561         {
1562                 speed = speed * sqrt(1 / dimensions);
1563                 camera_offset += tmp * speed;
1564         }
1565
1566         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1567
1568         // Camera modes
1569         if( autocvar_camera_free )
1570         {
1571                 if ( camera_mode == CAMERA_CHASE )
1572                 {
1573                         current_camera_offset = current_origin + current_camera_offset;
1574                         camera_offset = current_origin + camera_offset;
1575                 }
1576
1577                 camera_mode = CAMERA_FREE;
1578                 current_position = current_camera_offset;
1579         }
1580         else
1581         {
1582                 if ( camera_mode == CAMERA_FREE )
1583                 {
1584                         current_origin = view_origin;
1585                         camera_offset = camera_offset - current_origin;
1586                         current_camera_offset = current_camera_offset - current_origin;
1587                 }
1588
1589                 camera_mode = CAMERA_CHASE;
1590
1591                 if(autocvar_camera_chase_smoothly)
1592                         current_origin += (view_origin - current_origin) * attenuation;
1593                 else
1594                         current_origin = view_origin;
1595
1596                 current_position = current_origin + current_camera_offset;
1597         }
1598
1599         R_SetView(VF_ANGLES, current_angles);
1600         R_SetView(VF_ORIGIN, current_position);
1601 }