]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
support csqcplayers in crosshair hit test
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
8 void Porto_Draw()
9 {
10         vector p, dir, ang, q, nextdir;
11         float idx, portal_number, portal1_idx;
12
13         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
14                 return;
15         if(g_balance_porto_secondary)
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 void Porto_Init()
84 {
85         porto = spawn();
86         porto.classname = "porto";
87         porto.draw = Porto_Draw;
88         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
89 }
90
91 float drawtime;
92 float avgspeed;
93 vector GetCurrentFov(float fov)
94 {
95         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
96         float velocityzoom, curspeed;
97
98         zoomsensitivity = autocvar_cl_zoomsensitivity;
99         zoomfactor = autocvar_cl_zoomfactor;
100         if(zoomfactor < 1 || zoomfactor > 16)
101                 zoomfactor = 2.5;
102         zoomspeed = autocvar_cl_zoomspeed;
103         if(zoomspeed >= 0)
104                 if(zoomspeed < 0.5 || zoomspeed > 16)
105                         zoomspeed = 3.5;
106
107         zoomdir = button_zoom;
108         if(hud == HUD_NORMAL)
109         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
110                 zoomdir += button_attack2;
111         if(spectatee_status > 0 || isdemo())
112         {
113                 if(spectatorbutton_zoom)
114                 {
115                         if(zoomdir)
116                                 zoomdir = 0;
117                         else
118                                 zoomdir = 1;
119                 }
120                 // fteqcc failed twice here already, don't optimize this
121         }
122
123         if(zoomdir)
124                 zoomin_effect = 0;
125
126         if(zoomin_effect || camera_active)
127         {
128                 current_viewzoom = min(1, current_viewzoom + drawframetime);
129         }
130         else
131         {
132                 if(zoomspeed < 0) // instant zoom
133                 {
134                         if(zoomdir)
135                                 current_viewzoom = 1 / zoomfactor;
136                         else
137                                 current_viewzoom = 1;
138                 }
139                 else
140                 {
141                         if(zoomdir)
142                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
143                         else
144                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
145                 }
146         }
147
148         if(almost_equals(current_viewzoom, 1))
149                 current_zoomfraction = 0;
150         else if(almost_equals(current_viewzoom, 1/zoomfactor))
151                 current_zoomfraction = 1;
152         else
153                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
154
155         if(zoomsensitivity < 1)
156                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
157         else
158                 setsensitivityscale(1);
159                 
160         makevectors(view_angles);
161
162         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
163         {
164                 switch(autocvar_cl_velocityzoom_type)
165                 {
166                         case 3: curspeed = max(0, v_forward * pmove_vel); break;
167                         case 2: curspeed = (v_forward * pmove_vel); break;
168                         case 1: default: curspeed = vlen(pmove_vel); break;
169                 }
170                 
171                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
172                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
173                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
174                 
175                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
176         }
177         else
178                 velocityzoom = 1;
179
180         float frustumx, frustumy, fovx, fovy;
181         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
182         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
183         fovx = atan2(frustumx, 1) / M_PI * 360.0;
184         fovy = atan2(frustumy, 1) / M_PI * 360.0;
185
186         return '1 0 0' * fovx + '0 1 0' * fovy;
187 }
188
189 // this function must match W_SetupShot!
190 float zoomscript_caught;
191
192 vector wcross_origin;
193 float wcross_scale_prev, wcross_alpha_prev;
194 vector wcross_color_prev;
195 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
196 vector wcross_color_goal_prev;
197 float wcross_changedonetime;
198
199 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
200 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
201 float wcross_name_changestarttime, wcross_name_changedonetime;
202 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
203 entity trueaim;
204 entity trueaim_rifle;
205
206 #define SHOTTYPE_HITTEAM 1
207 #define SHOTTYPE_HITOBSTRUCTION 2
208 #define SHOTTYPE_HITWORLD 3
209 #define SHOTTYPE_HITENEMY 4
210
211 void TrueAim_Init()
212 {
213         trueaim = spawn();
214         trueaim.classname = "trueaim";
215         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
216         trueaim_rifle = spawn();
217         trueaim_rifle.classname = "trueaim_rifle";
218         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
219 }
220
221 float EnemyHitCheck()
222 {
223         float t, n;
224         wcross_origin = project_3d_to_2d(trace_endpos);
225         wcross_origin_z = 0;
226         if(trace_ent)
227                 n = trace_ent.entnum;
228         else
229                 n = trace_networkentity;
230         if(n < 1)
231                 return SHOTTYPE_HITWORLD;
232         if(n > maxclients)
233                 return SHOTTYPE_HITWORLD;
234         t = GetPlayerColor(n - 1);
235         if(teamplay)
236                 if(t == myteam)
237                         return SHOTTYPE_HITTEAM;
238         if(t == COLOR_SPECTATOR)
239                 return SHOTTYPE_HITWORLD;
240         return SHOTTYPE_HITENEMY;
241 }
242
243 float TrueAimCheck()
244 {
245         float nudge = 1; // added to traceline target and subtracted from result
246         vector vecs, trueaimpoint, w_shotorg;
247         vector mi, ma, dv;
248         float shottype;
249         entity ta;
250         float mv;
251
252         mi = ma = '0 0 0';
253         ta = trueaim;
254         mv = MOVE_NOMONSTERS;
255
256         switch(activeweapon)
257         {
258                 case WEP_TUBA: // no aim
259                 case WEP_PORTO: // shoots from eye
260                 case WEP_HOOK: // no trueaim
261                 case WEP_GRENADE_LAUNCHER: // toss curve
262                         return SHOTTYPE_HITWORLD;
263                 case WEP_NEX:
264                 case WEP_MINSTANEX:
265                         mv = MOVE_NORMAL;
266                         break;
267                 case WEP_RIFLE:
268                         ta = trueaim_rifle;
269                         mv = MOVE_NORMAL;
270                         if(zoomscript_caught)
271                         {
272                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
273                                 return EnemyHitCheck();
274                         }
275                         break;
276                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
277                         mi = '-3 -3 -3';
278                         ma = '3 3 3';
279                         break;
280                 case WEP_FIREBALL: // projectile has a size!
281                         mi = '-16 -16 -16';
282                         ma = '16 16 16';
283                         break;
284                 case WEP_SEEKER: // projectile has a size!
285                         mi = '-2 -2 -2';
286                         ma = '2 2 2';
287                         break;
288                 case WEP_ELECTRO: // projectile has a size!
289                         mi = '0 0 -3';
290                         ma = '0 0 -3';
291                         break;
292         }
293
294         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
295
296         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
297         trueaimpoint = trace_endpos;
298
299         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
300                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
301
302         if(vecs_x > 0)
303                 vecs_y = -vecs_y;
304         else
305                 vecs = '0 0 0';
306
307         dv = view_right * vecs_y + view_up * vecs_z;
308         w_shotorg = view_origin + dv;
309
310         // now move the vecs forward as much as requested if possible
311         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
312         w_shotorg = trace_endpos - view_forward * nudge;
313
314         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
315         shottype = EnemyHitCheck();
316         if(shottype != SHOTTYPE_HITWORLD)
317                 return shottype;
318
319 #if 0
320         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
321         // or rather, I know why, but see no fix
322         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
323                 // 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
324                 return SHOTTYPE_HITOBSTRUCTION;
325 #endif
326
327         return SHOTTYPE_HITWORLD;
328 }
329
330 void CSQC_common_hud(void);
331
332 void PostInit(void);
333 void CSQC_Demo_Camera();
334 float HUD_WouldDrawScoreboard();
335 float camera_mode;
336 float CAMERA_FREE = 1;
337 float CAMERA_CHASE = 2;
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 #define MAX_TIME_DIFF 5
347 float pickup_crosshair_time, pickup_crosshair_size;
348 float hit_time, typehit_time;
349 float nextsound_hit_time, nextsound_typehit_time;
350 float hitindication_crosshair_time, hitindication_crosshair_size;
351 float use_nex_chargepool;
352
353 float myhealth, myhealth_prev;
354 float myhealth_flash;
355
356 float old_blurradius, old_bluralpha;
357 float old_sharpen_intensity;
358
359 vector myhealth_gentlergb;
360
361 float contentavgalpha, liquidalpha_prev;
362 vector liquidcolor_prev;
363
364 float eventchase_current_distance;
365
366 vector damage_blurpostprocess, content_blurpostprocess;
367
368 float checkfail[16];
369
370 #define BUTTON_3 4
371 #define BUTTON_4 8
372 void CSQC_UpdateView(float w, float h)
373 {
374         entity e;
375         float fov;
376         float f, i, j;
377         vector v;
378         vector vf_size, vf_min;
379         float a;
380
381         execute_next_frame();
382
383         ++framecount;
384
385         hud = getstati(STAT_HUD);
386
387         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
388                 view_quality = getproperty(VF_MINFPS_QUALITY);
389         else
390                 view_quality = 1;
391
392         button_attack2 = (input_buttons & BUTTON_3);
393         button_zoom = (input_buttons & BUTTON_4);
394
395         // FIXME do we need this hack?
396         if(isdemo())
397         {
398                 // in demos, input_buttons do not work
399                 button_zoom = (autocvar__togglezoom == "-");
400         }
401
402 #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
403         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
404         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
405         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);
406         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
407         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
408         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
409         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
410
411         vf_size = getpropertyvec(VF_SIZE);
412         vf_min = getpropertyvec(VF_MIN);
413         vid_width = vf_size_x;
414         vid_height = vf_size_y;
415
416         vector reticle_pos, reticle_size;
417         vector splash_pos, splash_size;
418
419         WaypointSprite_Load();
420
421         CSQCPlayer_SetCamera();
422
423 #ifdef COMPAT_XON050_ENGINE
424         if(spectatee_status)
425                 myteam = GetPlayerColor(spectatee_status - 1);
426         else
427 #endif
428                 myteam = GetPlayerColor(player_localentnum - 1);
429
430         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
431
432         // event chase camera
433         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
434         {
435                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
436                 {
437                         // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
438                         vector current_view_origin = getpropertyvec(VF_ORIGIN);
439                         
440                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
441                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
442                         if(!autocvar_chase_active)
443                                 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)
444
445                         // make the camera smooth back
446                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
447                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
448                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
449                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
450
451                         vector eventchase_target_origin;
452                         makevectors(view_angles);
453                         // pass 1, used to check where the camera would go and obtain the trace_fraction
454                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
455                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
456                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
457                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
458                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
459                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
460
461                         setproperty(VF_ORIGIN, trace_endpos);
462                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
463                 }
464                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
465                 {
466                         cvar_set("chase_active", "0");
467                         eventchase_current_distance = 0; // start from 0 next time
468                 }
469         }
470         
471         // do lockview after event chase camera so that it still applies whenever necessary.
472         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
473         {
474                 setproperty(VF_ORIGIN, freeze_org);
475                 setproperty(VF_ANGLES, freeze_ang);
476         }
477         else
478         {
479                 freeze_org = getpropertyvec(VF_ORIGIN);
480                 freeze_ang = getpropertyvec(VF_ANGLES);
481         }
482
483         WarpZone_FixView();
484         //WarpZone_FixPMove();
485
486         // Render the Scene
487         view_origin = getpropertyvec(VF_ORIGIN);
488         view_angles = getpropertyvec(VF_ANGLES);
489         makevectors(view_angles);
490         view_forward = v_forward;
491         view_right = v_right;
492         view_up = v_up;
493
494 #ifdef BLURTEST
495         if(time > blurtest_time0 && time < blurtest_time1)
496         {
497                 float r, t;
498
499                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
500                 r = t * blurtest_radius;
501                 f = 1 / pow(t, blurtest_power) - 1;
502
503                 cvar_set("r_glsl_postprocess", "1");
504                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
505         }
506         else
507         {
508                 cvar_set("r_glsl_postprocess", "0");
509                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
510         }
511 #endif
512
513         TargetMusic_Advance();
514         Fog_Force();
515
516         if(drawtime == 0)
517                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
518         else
519                 drawframetime = bound(0.000001, time - drawtime, 1);
520         drawtime = time;
521
522         // watch for gametype changes here...
523         // in ParseStuffCMD the cmd isn't executed yet :/
524         // might even be better to add the gametype to TE_CSQC_INIT...?
525         if(!postinit)
526                 PostInit();
527
528         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
529         {
530                 if(calledhooks & HOOK_START)
531                 {
532                         localcmd("\ncl_hook_gameend\n");
533                         calledhooks |= HOOK_END;
534                 }
535         }
536         
537   Announcer();
538
539         fov = autocvar_fov;
540         if(fov <= 59.5)
541         {
542                 if(!zoomscript_caught)
543                 {
544                         localcmd("+button9\n");
545                         zoomscript_caught = 1;
546                 }
547         }
548         else
549         {
550                 if(zoomscript_caught)
551                 {
552                         localcmd("-button9\n");
553                         zoomscript_caught = 0;
554                 }
555         }
556
557         ColorTranslateMode = autocvar_cl_stripcolorcodes;
558
559         // next WANTED weapon (for HUD)
560         switchweapon = getstati(STAT_SWITCHWEAPON);
561
562         // currently switching-to weapon (for crosshair)
563         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
564
565         // actually active weapon (for zoom)
566         activeweapon = getstati(STAT_ACTIVEWEAPON);
567
568         f = (serverflags & SERVERFLAG_TEAMPLAY);
569         if(f != teamplay)
570         {
571                 teamplay = f;
572                 HUD_InitScores();
573         }
574
575         if(last_switchweapon != switchweapon) {
576                 weapontime = time;
577                 last_switchweapon = switchweapon;
578         }
579         if(last_activeweapon != activeweapon) {
580                 last_activeweapon = activeweapon;
581
582                 e = get_weaponinfo(activeweapon);
583                 if(e.netname != "")
584                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
585                 else
586                         localcmd("\ncl_hook_activeweapon none\n");
587         }
588
589         // ALWAYS Clear Current Scene First
590         clearscene();
591 #ifdef WORKAROUND_XON010
592         if(checkextension("DP_CSQC_ROTATEMOVES"))
593         {
594 #endif
595         setproperty(VF_ORIGIN, view_origin);
596         setproperty(VF_ANGLES, view_angles);
597 #ifdef WORKAROUND_XON010
598         }
599 #endif
600
601         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
602         setproperty(VF_SIZE, vf_size);
603         setproperty(VF_MIN, vf_min);
604
605         // Assign Standard Viewflags
606         // Draw the World (and sky)
607         setproperty(VF_DRAWWORLD, 1);
608
609         // Set the console size vars
610         vid_conwidth = autocvar_vid_conwidth;
611         vid_conheight = autocvar_vid_conheight;
612         vid_pixelheight = autocvar_vid_pixelheight;
613
614         setproperty(VF_FOV, GetCurrentFov(fov));
615
616         // Camera for demo playback
617         if(camera_active)
618         {
619                 if(autocvar_camera_enable)
620                         CSQC_Demo_Camera();
621                 else
622                 {
623                         cvar_set("chase_active", ftos(chase_active_backup));
624                         cvar_set("cl_demo_mousegrab", "0");
625                         camera_active = FALSE;
626                 }
627         }
628 #ifdef CAMERATEST
629         else if(autocvar_camera_enable)
630 #else
631         else if(autocvar_camera_enable && isdemo())
632 #endif
633         {
634                 // Enable required Darkplaces cvars
635                 chase_active_backup = autocvar_chase_active;
636                 cvar_set("chase_active", "2");
637                 cvar_set("cl_demo_mousegrab", "1");
638                 camera_active = TRUE;
639                 camera_mode = FALSE;
640         }
641
642         // Draw the Crosshair
643         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
644
645         // Draw the Engine Status Bar (the default Quake HUD)
646         setproperty(VF_DRAWENGINESBAR, 0);
647
648         // Update the mouse position
649         /*
650            mousepos_x = vid_conwidth;
651            mousepos_y = vid_conheight;
652            mousepos = mousepos*0.5 + getmousepos();
653          */
654
655         e = self;
656         for(self = world; (self = nextent(self)); )
657                 if(self.draw)
658                         self.draw();
659         self = e;
660
661         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
662         renderscene();
663
664         // now switch to 2D drawing mode by calling a 2D drawing function
665         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
666         // next R_RenderScene call
667         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
668
669         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
670         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
671         {
672                 // apply night vision effect
673                 vector tc_00, tc_01, tc_10, tc_11;
674                 vector rgb;
675                 rgb_x = 0; // fteqcc sucks
676                 rgb_y = 0; // fteqcc sucks
677                 rgb_z = 0; // fteqcc sucks
678
679                 if(!nightvision_noise)
680                 {
681                         nightvision_noise = spawn();
682                         nightvision_noise.classname = "nightvision_noise";
683                 }
684                 if(!nightvision_noise2)
685                 {
686                         nightvision_noise2 = spawn();
687                         nightvision_noise2.classname = "nightvision_noise2";
688                 }
689
690                 // color tint in yellow
691                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
692
693                 // draw BG
694                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
695                 rgb = '1 1 1';
696                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
697                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
698                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
699                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
700                 tc_11 = tc_01 + tc_10 - tc_00;
701                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
702                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
703                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
704                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
705                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
706                 R_EndPolygon();
707
708                 // draw FG
709                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
710                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
711                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
712                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
713                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
714                 tc_11 = tc_01 + tc_10 - tc_00;
715                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
716                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
717                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
718                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
719                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
720                 R_EndPolygon();
721         }
722         
723         // Draw the aiming reticle for weapons that use it
724         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
725         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
726         // the view to go back to normal, so reticle_type would become 0 as we fade out)
727         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
728                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
729         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
730                 reticle_type = 2; // nex zoom
731         else if(button_zoom || zoomscript_caught)
732                 reticle_type = 1; // normal zoom
733         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
734                 reticle_type = 2; // nex zoom
735     
736         if(reticle_type && autocvar_cl_reticle)
737         {
738                 if(autocvar_cl_reticle_stretch)
739                 {
740                         reticle_size_x = vid_conwidth;
741                         reticle_size_y = vid_conheight;
742                         reticle_pos_x = 0;
743                         reticle_pos_y = 0;
744                 }
745                 else
746                 {
747                         reticle_size_x = max(vid_conwidth, vid_conheight);
748                         reticle_size_y = max(vid_conwidth, vid_conheight);
749                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
750                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
751                 }
752
753                 f = current_zoomfraction;
754                 if(zoomscript_caught)
755                         f = 1;
756                 if(autocvar_cl_reticle_item_normal)
757                 {
758                         if(reticle_type == 1 && f)
759                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
760                 }
761                 if(autocvar_cl_reticle_item_nex)
762                 {
763                         if(reticle_type == 2 && f)
764                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
765                 }
766         }
767
768
769         // improved polyblend
770         vector rgb;
771         if(autocvar_hud_contents)
772         {
773                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
774                 vector liquidcolor;
775
776                 switch(pointcontents(view_origin))
777                 {
778                         case CONTENT_WATER:
779                                 liquidalpha = autocvar_hud_contents_water_alpha;
780                                 liquidcolor = stov(autocvar_hud_contents_water_color);
781                                 incontent = 1;
782                                 break;
783
784                         case CONTENT_LAVA:
785                                 liquidalpha = autocvar_hud_contents_lava_alpha;
786                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
787                                 incontent = 1;
788                                 break;
789
790                         case CONTENT_SLIME:
791                                 liquidalpha = autocvar_hud_contents_slime_alpha;
792                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
793                                 incontent = 1;
794                                 break;
795
796                         default:
797                                 liquidalpha = 0;
798                                 liquidcolor = '0 0 0';
799                                 incontent = 0;
800                                 break;
801                 }
802
803                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
804                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
805                         contentfadetime = autocvar_hud_contents_fadeintime;
806                         liquidalpha_prev = liquidalpha;
807                         liquidcolor_prev = liquidcolor;
808                 }
809                 else
810                         contentfadetime = autocvar_hud_contents_fadeouttime;
811
812                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
813                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
814
815                 if(contentavgalpha)
816                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
817
818                 if(autocvar_hud_postprocessing)
819                 {
820                         if(autocvar_hud_contents_blur && contentavgalpha)
821                         {
822                                 content_blurpostprocess_x = 1;
823                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
824                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
825                         }
826                         else
827                         {
828                                 content_blurpostprocess_x = 0;
829                                 content_blurpostprocess_y = 0;
830                                 content_blurpostprocess_z = 0;
831                         }
832                 }
833         }
834         
835         if(autocvar_hud_damage)
836         {
837                 splash_size_x = max(vid_conwidth, vid_conheight);
838                 splash_size_y = max(vid_conwidth, vid_conheight);
839                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
840                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
841
842                 float myhealth_flash_temp;
843                 myhealth = getstati(STAT_HEALTH);
844
845                 // fade out
846                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
847                 // add new damage
848                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
849
850                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
851                 pain_threshold = autocvar_hud_damage_pain_threshold;
852                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
853                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
854
855                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
856                 {
857                         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);
858                 }
859
860                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
861
862                 if(myhealth_prev < 1)
863                 {
864                         if(myhealth >= 1)
865                         {
866                                 myhealth_flash = 0; // just spawned, clear the flash immediately
867                                 myhealth_flash_temp = 0;
868                         }
869                         else
870                         {
871                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
872                         }
873                 }
874
875                 if(spectatee_status == -1 || intermission)
876                 {
877                         myhealth_flash = 0; // observing, or match ended
878                         myhealth_flash_temp = 0;
879                 }
880
881                 myhealth_prev = myhealth;
882
883                 // IDEA: change damage color/picture based on player model for robot/alien species?
884                 // pro: matches model better
885                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
886                 // maybe different reddish pics?
887                 if(autocvar_chase_active >= 0) // not while the event chase camera is active
888                 {
889                         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
890                         {
891                                 if(autocvar_cl_gentle_damage == 2)
892                                 {
893                                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
894                                         {
895                                                 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
896                                         }
897                                 }
898                                 else
899                                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
900
901                                 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);
902                         }
903                         else
904                                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
905                 }
906
907                 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
908                 {
909                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
910                         {
911                                 damage_blurpostprocess_x = 1;
912                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
913                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
914                         }
915                         else
916                         {
917                                 damage_blurpostprocess_x = 0;
918                                 damage_blurpostprocess_y = 0;
919                                 damage_blurpostprocess_z = 0;
920                         }
921                 }
922         }
923
924         if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
925         {
926                 // enable or disable rendering types if they are used or not
927                 if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
928                 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
929                 
930                 // blur postprocess handling done first (used by hud_damage and hud_contents)
931                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
932                 {
933                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
934                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
935                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
936                         {
937                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
938                                 old_blurradius = blurradius;
939                                 old_bluralpha = bluralpha;
940                         }
941                 }
942                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
943                 {
944                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
945                         old_blurradius = 0;
946                         old_bluralpha = 0;
947                 }
948
949                 // edge detection postprocess handling done second (used by hud_powerup) 
950                 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
951                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
952                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
953                 
954                 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
955                 
956                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
957                 {
958                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
959                         {
960                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
961                                 old_sharpen_intensity = sharpen_intensity;
962                         }
963                 }
964                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
965                 {
966                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
967                         old_sharpen_intensity = 0;
968                 }
969         }
970
971         if(menu_visible)
972                 menu_show();
973
974         /*if(gametype == MAPINFO_TYPE_CTF)
975           {
976           ctf_view();
977           } else */
978
979         // draw 2D entities
980         e = self;
981         for(self = world; (self = nextent(self)); )
982                 if(self.draw2d)
983                         self.draw2d();
984         self = e;
985         Draw_ShowNames_All();
986
987         scoreboard_active = HUD_WouldDrawScoreboard();
988
989         hit_time = getstatf(STAT_HIT_TIME);
990         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
991         {
992                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
993                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
994                         
995                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
996         }
997         typehit_time = getstatf(STAT_TYPEHIT_TIME);
998         if(typehit_time > nextsound_typehit_time) 
999         {
1000                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1001                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1002                         
1003                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1004         }
1005
1006         //else
1007         {
1008                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1009                 {
1010                         if(getstati(STAT_FROZEN))
1011                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1012                         if(getstatf(STAT_REVIVE_PROGRESS))
1013                         {
1014                                 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);
1015                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1016                         }
1017                 }
1018
1019                 if(autocvar_r_letterbox == 0)
1020                         if(autocvar_viewsize < 120)
1021                                 CSQC_common_hud();
1022
1023                 // crosshair goes VERY LAST
1024                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1025                 {
1026                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1027                                 return;
1028                                 
1029                         string wcross_style;
1030                         float wcross_alpha, wcross_resolution;
1031                         wcross_style = autocvar_crosshair;
1032                         if (wcross_style == "0")
1033                                 return;
1034                         wcross_resolution = autocvar_crosshair_size;
1035                         if (wcross_resolution == 0)
1036                                 return;
1037                         wcross_alpha = autocvar_crosshair_alpha;
1038                         if (wcross_alpha == 0)
1039                                 return;
1040
1041                         // TrueAim check
1042                         float shottype;
1043
1044                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1045                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1046                         wcross_origin_z = 0;
1047                         if(autocvar_crosshair_hittest)
1048                         {
1049                                 vector wcross_oldorigin;
1050                                 wcross_oldorigin = wcross_origin;
1051                                 shottype = TrueAimCheck();
1052                                 if(shottype == SHOTTYPE_HITWORLD)
1053                                 {
1054                                         v = wcross_origin - wcross_oldorigin;
1055                                         v_x /= vid_conwidth;
1056                                         v_y /= vid_conheight;
1057                                         if(vlen(v) > 0.01)
1058                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1059                                 }
1060                                 if(!autocvar_crosshair_hittest_showimpact)
1061                                         wcross_origin = wcross_oldorigin;
1062                         }
1063                         else
1064                                 shottype = SHOTTYPE_HITWORLD;
1065
1066                         vector wcross_color, wcross_size;
1067                         string wcross_wep, wcross_name;
1068                         float wcross_scale, wcross_blur;
1069
1070                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1071                                 e = get_weaponinfo(switchingweapon);
1072                                 if (e && e.netname != "")
1073                                 {
1074                                         wcross_wep = e.netname;
1075                                         if(autocvar_crosshair_per_weapon)
1076                                         {
1077                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1078                                                 if (wcross_resolution == 0)
1079                                                         return;
1080                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1081                                                 if (wcross_alpha == 0)
1082                                                         return;
1083
1084                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1085                                                 if(wcross_style == "" || wcross_style == "0")
1086                                                         wcross_style = wcross_wep;
1087                                         }
1088                                 }
1089                         }
1090                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1091                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1092                         else if(autocvar_crosshair_color_by_health)
1093                         {
1094                                 float x = getstati(STAT_HEALTH);
1095
1096                                 //x = red
1097                                 //y = green
1098                                 //z = blue
1099
1100                                 wcross_color_z = 0;
1101
1102                                 if(x > 200)
1103                                 {
1104                                         wcross_color_x = 0;
1105                                         wcross_color_y = 1;
1106                                 }
1107                                 else if(x > 150)
1108                                 {
1109                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1110                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1111                                 }
1112                                 else if(x > 100)
1113                                 {
1114                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1115                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1116                                         wcross_color_z = 1 - (x-100)*0.02;
1117                                 }
1118                                 else if(x > 50)
1119                                 {
1120                                         wcross_color_x = 1;
1121                                         wcross_color_y = 1;
1122                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1123                                 }
1124                                 else if(x > 20)
1125                                 {
1126                                         wcross_color_x = 1;
1127                                         wcross_color_y = (x-20)*90/27/100;
1128                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1129                                 }
1130                                 else
1131                                 {
1132                                         wcross_color_x = 1;
1133                                         wcross_color_y = 0;
1134                                 }
1135                         }
1136                         else
1137                                 wcross_color = stov(autocvar_crosshair_color);
1138
1139                         wcross_name = strcat("gfx/crosshair", wcross_style);
1140
1141                         if(autocvar_crosshair_effect_scalefade)
1142                         {
1143                                 wcross_scale = wcross_resolution;
1144                                 wcross_resolution = 1;
1145                         }
1146                         else
1147                         {
1148                                 wcross_scale = 1;
1149                         }
1150
1151                         if(autocvar_crosshair_pickup)
1152                         {
1153                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1154                                 
1155                                 if(pickup_crosshair_time < stat_pickup_time)
1156                                 {
1157                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1158                                                 pickup_crosshair_size = 1;
1159                                                 
1160                                         pickup_crosshair_time = stat_pickup_time;
1161                                 }
1162
1163                                 if(pickup_crosshair_size > 0)
1164                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1165                                 else
1166                                         pickup_crosshair_size = 0;
1167
1168                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1169                         }
1170
1171                         if(autocvar_crosshair_hitindication)
1172                         {
1173                                 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1174                                 if(hitindication_crosshair_time < hit_time)
1175                                 {
1176                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1177                                                 hitindication_crosshair_size = 1;
1178                                                 
1179                                         hitindication_crosshair_time = hit_time;
1180                                 }
1181
1182                                 if(hitindication_crosshair_size > 0)
1183                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1184                                 else
1185                                         hitindication_crosshair_size = 0;
1186
1187                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1188                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1189                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1190                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1191                         }
1192
1193                         if(shottype == SHOTTYPE_HITENEMY)
1194                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1195                         if(shottype == SHOTTYPE_HITTEAM)
1196                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1197
1198                         f = autocvar_crosshair_effect_speed;
1199                         if(f < 0)
1200                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1201                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1202                         {
1203                                 wcross_changedonetime = time + f;
1204                         }
1205                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1206                         {
1207                                 wcross_name_changestarttime = time;
1208                                 wcross_name_changedonetime = time + f;
1209                                 if(wcross_name_goal_prev_prev)
1210                                         strunzone(wcross_name_goal_prev_prev);
1211                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1212                                 wcross_name_goal_prev = strzone(wcross_name);
1213                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1214                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1215                                 wcross_resolution_goal_prev = wcross_resolution;
1216                         }
1217
1218                         wcross_scale_goal_prev = wcross_scale;
1219                         wcross_alpha_goal_prev = wcross_alpha;
1220                         wcross_color_goal_prev = wcross_color;
1221
1222                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1223                         {
1224                                 wcross_blur = 1;
1225                                 wcross_alpha *= 0.75;
1226                         }
1227                         else
1228                                 wcross_blur = 0;
1229                         // *_prev is at time-frametime
1230                         // * is at wcross_changedonetime+f
1231                         // what do we have at time?
1232                         if(time < wcross_changedonetime)
1233                         {
1234                                 f = frametime / (wcross_changedonetime - time + frametime);
1235                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1236                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1237                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1238                         }
1239
1240                         wcross_scale_prev = wcross_scale;
1241                         wcross_alpha_prev = wcross_alpha;
1242                         wcross_color_prev = wcross_color;
1243
1244                         wcross_scale *= 1 - autocvar__menu_alpha;
1245                         wcross_alpha *= 1 - autocvar__menu_alpha;
1246                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1247
1248                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1249                         {
1250                                 // crosshair rings for weapon stats
1251                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1252                                 {
1253                                         // declarations and stats
1254                                         float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1255                                         string ring_image, ring_inner_image;
1256                                         vector ring_rgb, ring_inner_rgb;
1257
1258                                         ring_scale = autocvar_crosshair_ring_size;
1259
1260                                         float weapon_clipload, weapon_clipsize;
1261                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1262                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1263
1264                                         float nex_charge, nex_chargepool;
1265                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1266                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1267
1268                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1269                                                 nex_charge_movingavg = nex_charge;
1270
1271
1272                                         // handle the values
1273                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1274                                         {
1275                                                 if (nex_chargepool || use_nex_chargepool) { 
1276                                                         use_nex_chargepool = 1; 
1277                                                         ring_inner_value = nex_chargepool;
1278                                                 } else { 
1279                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1280                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1281                                                 }
1282
1283                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1284                                                 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;
1285                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1286
1287                                                 // draw the outer ring to show the current charge of the weapon
1288                                                 ring_value = nex_charge;
1289                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1290                                                 ring_rgb = wcross_color;
1291                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1292                                         }
1293                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1294                                         {
1295                                                 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.
1296                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1297                                                 ring_rgb = wcross_color;
1298                                                 ring_image = "gfx/crosshair_ring.tga";
1299                                         }
1300                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1301                                         {
1302                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1303                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1304                                                 ring_rgb = wcross_color;
1305                                                 ring_image = "gfx/crosshair_ring.tga";
1306                                         }
1307
1308                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1309                                         {
1310                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1311                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1312                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1313                                                 ring_rgb = wcross_color;
1314
1315                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1316                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1317                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1318                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1319                                                 else
1320                                                         ring_image = "gfx/crosshair_ring.tga";
1321                                         }
1322
1323                                         // if in weapon switch animation, fade ring out/in
1324                                         if(g_weaponswitchdelay > 0)
1325                                         {
1326                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1327                                                 if(f > 0 && f < 2)
1328                                                         ring_alpha *= fabs(1 - f);
1329                                         }
1330
1331                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1332                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1333
1334                                         if (ring_value)
1335                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1336                                 }
1337
1338 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1339                                 do \
1340                                 { \
1341                                         if(wcross_blur > 0) \
1342                                         { \
1343                                                 for(i = -2; i <= 2; ++i) \
1344                                                 for(j = -2; j <= 2; ++j) \
1345                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1346                                         } \
1347                                         else \
1348                                         { \
1349                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1350                                         } \
1351                                 } \
1352                                 while(0)
1353
1354 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1355                                 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)
1356
1357 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1358                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1359
1360                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1361                                 {
1362                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1363                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1364                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1365                                         f = 1 - f;
1366                                 }
1367                                 else
1368                                 {
1369                                         f = 1;
1370                                 }
1371                                 wcross_name_alpha_goal_prev = f;
1372
1373                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1374                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1375
1376                                 if(autocvar_crosshair_dot)
1377                                 {
1378                                         vector wcross_color_old;
1379                                         wcross_color_old = wcross_color;
1380                                         
1381                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1382                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1383                                                 
1384                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1385                                         // FIXME why don't we use wcross_alpha here?
1386                                         wcross_color = wcross_color_old;
1387                                 }
1388                         }
1389                 }
1390                 else
1391                 {
1392                         wcross_scale_prev = 0;
1393                         wcross_alpha_prev = 0;
1394                         wcross_scale_goal_prev = 0;
1395                         wcross_alpha_goal_prev = 0;
1396                         wcross_changedonetime = 0;
1397                         if(wcross_name_goal_prev)
1398                                 strunzone(wcross_name_goal_prev);
1399                         wcross_name_goal_prev = string_null;
1400                         if(wcross_name_goal_prev_prev)
1401                                 strunzone(wcross_name_goal_prev_prev);
1402                         wcross_name_goal_prev_prev = string_null;
1403                         wcross_name_changestarttime = 0;
1404                         wcross_name_changedonetime = 0;
1405                         wcross_name_alpha_goal_prev = 0;
1406                         wcross_name_alpha_goal_prev_prev = 0;
1407                         wcross_resolution_goal_prev = 0;
1408                         wcross_resolution_goal_prev_prev = 0;
1409                 }
1410         }
1411
1412         if(NextFrameCommand)
1413         {
1414                 localcmd("\n", NextFrameCommand, "\n");
1415                 NextFrameCommand = string_null;
1416         }
1417
1418         // we must do this check AFTER a frame was rendered, or it won't work
1419         if(cs_project_is_b0rked == 0)
1420         {
1421                 string w0, h0;
1422                 w0 = ftos(autocvar_vid_conwidth);
1423                 h0 = ftos(autocvar_vid_conheight);
1424                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1425                 //setproperty(VF_FOV, '90 90 0');
1426                 setproperty(VF_ORIGIN, '0 0 0');
1427                 setproperty(VF_ANGLES, '0 0 0');
1428                 setproperty(VF_PERSPECTIVE, 1);
1429                 makevectors('0 0 0');
1430                 vector v1, v2;
1431                 cvar_set("vid_conwidth", "800");
1432                 cvar_set("vid_conheight", "600");
1433                 v1 = cs_project(v_forward);
1434                 cvar_set("vid_conwidth", "640");
1435                 cvar_set("vid_conheight", "480");
1436                 v2 = cs_project(v_forward);
1437                 if(v1 == v2)
1438                         cs_project_is_b0rked = 1;
1439                 else
1440                         cs_project_is_b0rked = -1;
1441                 cvar_set("vid_conwidth", w0);
1442                 cvar_set("vid_conheight", h0);
1443         }
1444
1445         if(autocvar__hud_configure)
1446                 HUD_Panel_Mouse();
1447     
1448     if(hud && !intermission)
1449     {        
1450         if(hud == HUD_SPIDERBOT)
1451             CSQC_SPIDER_HUD();
1452         else if(hud == HUD_WAKIZASHI)
1453             CSQC_WAKIZASHI_HUD();
1454         else if(hud == HUD_RAPTOR)
1455             CSQC_RAPTOR_HUD();
1456         else if(hud == HUD_BUMBLEBEE)
1457             CSQC_BUMBLE_HUD();
1458     }
1459         // let's reset the view back to normal for the end
1460         setproperty(VF_MIN, '0 0 0');
1461         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1462 }
1463
1464
1465 void CSQC_common_hud(void)
1466 {
1467     // do some accuracy var caching
1468     float i;
1469     if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1470     {
1471         if(autocvar_accuracy_color_levels != acc_color_levels)
1472         {
1473             if(acc_color_levels)
1474                 strunzone(acc_color_levels);
1475             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1476             acc_levels = tokenize_console(acc_color_levels);
1477             if (acc_levels > MAX_ACCURACY_LEVELS)
1478                 acc_levels = MAX_ACCURACY_LEVELS;
1479
1480             for (i = 0; i < acc_levels; ++i)
1481                 acc_lev[i] = stof(argv(i)) / 100.0;
1482         }
1483         // let know that acc_col[] needs to be loaded
1484         acc_col_x[0] = -1;
1485     }
1486
1487     HUD_Main(); // always run these functions for alpha checks
1488     HUD_DrawScoreboard();
1489
1490     if (scoreboard_active) // scoreboard/accuracy
1491         HUD_Reset();
1492     else if (intermission == 2) // map voting screen
1493     {
1494         HUD_FinaleOverlay();
1495         HUD_Reset();
1496     }
1497         /*
1498         switch(hud)
1499         {
1500                 case HUD_SPIDERBOT:
1501                         CSQC_SPIDER_HUD();
1502                         break;
1503
1504                 case HUD_WAKIZASHI:
1505                         CSQC_WAKIZASHI_HUD();
1506                         break;
1507
1508         case HUD_BUMBLEBEE:
1509             CSQC_BUMBLE_HUD();
1510             break;
1511         }
1512         */
1513 }
1514
1515
1516 // following vectors must be global to allow seamless switching between camera modes
1517 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1518 void CSQC_Demo_Camera()
1519 {
1520         float speed, attenuation, dimensions;
1521         vector tmp, delta;
1522
1523         if( autocvar_camera_reset || !camera_mode )
1524         {
1525                 camera_offset = '0 0 0';
1526                 current_angles = '0 0 0';
1527                 camera_direction = '0 0 0';
1528                 camera_offset_z += 30;
1529                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1530                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1531                 current_origin = view_origin;
1532                 current_camera_offset  = camera_offset;
1533                 cvar_set("camera_reset", "0");
1534                 camera_mode = CAMERA_CHASE;
1535         }
1536
1537         // Camera angles
1538         if( camera_roll )
1539                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1540
1541         if(autocvar_camera_look_player)
1542         {
1543                 vector dir;
1544                 float n;
1545
1546                 dir = normalize(view_origin - current_position);
1547                 n = mouse_angles_z;
1548                 mouse_angles = vectoangles(dir);
1549                 mouse_angles_x = mouse_angles_x * -1;
1550                 mouse_angles_z = n;
1551         }
1552         else
1553         {
1554                 tmp = getmousepos() * 0.1;
1555                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1556                 {
1557                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1558                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1559                 }
1560         }
1561
1562         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1563         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1564         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1565         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1566
1567         // Fix difference when angles don't have the same sign
1568         delta = '0 0 0';
1569         if(mouse_angles_y < -60 && current_angles_y > 60)
1570                 delta = '0 360 0';
1571         if(mouse_angles_y > 60 && current_angles_y < -60)
1572                 delta = '0 -360 0';
1573
1574         if(autocvar_camera_look_player)
1575                 attenuation = autocvar_camera_look_attenuation;
1576         else
1577                 attenuation = autocvar_camera_speed_attenuation;
1578
1579         attenuation = 1 / max(1, attenuation);
1580         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1581
1582         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1583         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1584         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1585         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1586
1587         // Camera position
1588         tmp = '0 0 0';
1589         dimensions = 0;
1590
1591         if( camera_direction_x )
1592         {
1593                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1594                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1595                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1596                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1597                 ++dimensions;
1598         }
1599
1600         if( camera_direction_y )
1601         {
1602                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1603                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1604                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1605                 ++dimensions;
1606         }
1607
1608         if( camera_direction_z )
1609         {
1610                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1611                 ++dimensions;
1612         }
1613
1614         if(autocvar_camera_free)
1615                 speed = autocvar_camera_speed_free;
1616         else
1617                 speed = autocvar_camera_speed_chase;
1618
1619         if(dimensions)
1620         {
1621                 speed = speed * sqrt(1 / dimensions);
1622                 camera_offset += tmp * speed;
1623         }
1624
1625         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1626
1627         // Camera modes
1628         if( autocvar_camera_free )
1629         {
1630                 if ( camera_mode == CAMERA_CHASE )
1631                 {
1632                         current_camera_offset = current_origin + current_camera_offset;
1633                         camera_offset = current_origin + camera_offset;
1634                 }
1635
1636                 camera_mode = CAMERA_FREE;
1637                 current_position = current_camera_offset;
1638         }
1639         else
1640         {
1641                 if ( camera_mode == CAMERA_FREE )
1642                 {
1643                         current_origin = view_origin;
1644                         camera_offset = camera_offset - current_origin;
1645                         current_camera_offset = current_camera_offset - current_origin;
1646                 }
1647
1648                 camera_mode = CAMERA_CHASE;
1649
1650                 if(autocvar_camera_chase_smoothly)
1651                         current_origin += (view_origin - current_origin) * attenuation;
1652                 else
1653                         current_origin = view_origin;
1654
1655                 current_position = current_origin + current_camera_offset;
1656         }
1657
1658         setproperty(VF_ANGLES, current_angles);
1659         setproperty(VF_ORIGIN, current_position);
1660 }