]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Merge branch 'master' into terencehill/menu_gametype_tooltips_2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1
2 #include "announcer.qh"
3 #include "hook.qh"
4 #include "hud.qh"
5 #include "hud_config.qh"
6 #include "mapvoting.qh"
7 #include "scoreboard.qh"
8 #include "shownames.qh"
9 #include "quickmenu.qh"
10
11 #include "mutators/events.qh"
12
13 #include "../common/constants.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/gamemodes/all.qh"
16 #include "../common/nades/all.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
20
21 #include "../common/vehicles/all.qh"
22 #include "../common/weapons/all.qh"
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
26
27 #include "../lib/csqcmodel/cl_player.qh"
28
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
31
32 entity porto;
33 vector polyline[16];
34 void Porto_Draw(entity this)
35 {
36         vector p, dir, ang, q, nextdir;
37         float portal_number, portal1_idx;
38
39         if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
40                 return;
41         if(g_balance_porto_secondary)
42                 return;
43         if(intermission == 1)
44                 return;
45         if(intermission == 2)
46                 return;
47         if (getstati(STAT_HEALTH) <= 0)
48                 return;
49
50         dir = view_forward;
51
52         if(angles_held_status)
53         {
54                 makevectors(angles_held);
55                 dir = v_forward;
56         }
57
58         p = view_origin;
59
60         polyline[0] = p;
61         int idx = 1;
62         portal_number = 0;
63         nextdir = dir;
64
65         for (;;)
66         {
67                 dir = nextdir;
68                 traceline(p, p + 65536 * dir, true, porto);
69                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
70                         return;
71                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
72                 p = trace_endpos;
73                 polyline[idx] = p;
74                 ++idx;
75                 if(idx >= 16)
76                         return;
77                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
78                         continue;
79                 ++portal_number;
80                 ang = vectoangles2(trace_plane_normal, dir);
81                 ang.x = -ang.x;
82                 makevectors(ang);
83                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
84                         return;
85                 if(portal_number == 1)
86                 {
87                         portal1_idx = idx;
88                         if(portal_number >= 2)
89                                 break;
90                 }
91         }
92
93         while(idx >= 2)
94         {
95                 p = polyline[idx-2];
96                 q = polyline[idx-1];
97                 if(idx == 2)
98                         p = p - view_up * 16;
99                 if(idx-1 >= portal1_idx)
100                 {
101                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
102                 }
103                 else
104                 {
105                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
106                 }
107                 --idx;
108         }
109 }
110
111 void Porto_Init()
112 {
113         porto = spawn();
114         porto.classname = "porto";
115         porto.draw = Porto_Draw;
116         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 }
118
119 float drawtime;
120 float avgspeed;
121 vector GetCurrentFov(float fov)
122 {
123         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
124         float velocityzoom, curspeed;
125         vector v;
126
127         zoomsensitivity = autocvar_cl_zoomsensitivity;
128         zoomfactor = autocvar_cl_zoomfactor;
129         if(zoomfactor < 1 || zoomfactor > 30)
130                 zoomfactor = 2.5;
131         zoomspeed = autocvar_cl_zoomspeed;
132         if(zoomspeed >= 0)
133         if(zoomspeed < 0.5 || zoomspeed > 16)
134                         zoomspeed = 3.5;
135
136         zoomdir = button_zoom;
137         if(hud == HUD_NORMAL)
138         if(switchweapon == activeweapon)
139         if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
140                 zoomdir += button_attack2;
141         if(spectatee_status > 0 || isdemo())
142         {
143                 if(spectatorbutton_zoom)
144                 {
145                         if(zoomdir)
146                                 zoomdir = 0;
147                         else
148                                 zoomdir = 1;
149                 }
150                 // fteqcc failed twice here already, don't optimize this
151         }
152
153         if(zoomdir) { zoomin_effect = 0; }
154
155         if(camera_active)
156         {
157                 current_viewzoom = min(1, current_viewzoom + drawframetime);
158         }
159         else if(autocvar_cl_spawnzoom && zoomin_effect)
160         {
161                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
162
163                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
164                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
165                 if(current_viewzoom == 1) { zoomin_effect = 0; }
166         }
167         else
168         {
169                 if(zoomspeed < 0) // instant zoom
170                 {
171                         if(zoomdir)
172                                 current_viewzoom = 1 / zoomfactor;
173                         else
174                                 current_viewzoom = 1;
175                 }
176                 else
177                 {
178                         if(zoomdir)
179                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
180                         else
181                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
182                 }
183         }
184
185         if(almost_equals(current_viewzoom, 1))
186                 current_zoomfraction = 0;
187         else if(almost_equals(current_viewzoom, 1/zoomfactor))
188                 current_zoomfraction = 1;
189         else
190                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
191
192         if(zoomsensitivity < 1)
193                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
194         else
195                 setsensitivityscale(1);
196
197         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
198         {
199                 if(intermission) { curspeed = 0; }
200                 else
201                 {
202
203                         makevectors(view_angles);
204                         v = pmove_vel;
205                         if(csqcplayer)
206                                 v = csqcplayer.velocity;
207
208                         switch(autocvar_cl_velocityzoom_type)
209                         {
210                                 case 3: curspeed = max(0, v_forward * v); break;
211                                 case 2: curspeed = (v_forward * v); break;
212                                 case 1: default: curspeed = vlen(v); break;
213                         }
214                 }
215
216                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
217                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
218                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
219
220                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
221         }
222         else
223                 velocityzoom = 1;
224
225         float frustumx, frustumy, fovx, fovy;
226         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
227         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
228         fovx = atan2(frustumx, 1) / M_PI * 360.0;
229         fovy = atan2(frustumy, 1) / M_PI * 360.0;
230
231         return '1 0 0' * fovx + '0 1 0' * fovy;
232 }
233
234 vector GetViewLocationFOV(float fov)
235 {
236         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
237         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
238         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
239         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
240         return '1 0 0' * fovx + '0 1 0' * fovy;
241 }
242
243 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
244 {
245         float fovx, fovy;
246         float width = (ov_worldmax.x - ov_worldmin.x);
247         float height = (ov_worldmax.y - ov_worldmin.y);
248         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
249         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
250         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
251         return '1 0 0' * fovx + '0 1 0' * fovy;
252 }
253
254 // this function must match W_SetupShot!
255 float zoomscript_caught;
256
257 vector wcross_origin;
258 float wcross_scale_prev, wcross_alpha_prev;
259 vector wcross_color_prev;
260 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
261 vector wcross_color_goal_prev;
262 float wcross_changedonetime;
263
264 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
265 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
266 float wcross_name_changestarttime, wcross_name_changedonetime;
267 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
268
269 float wcross_ring_prev;
270
271 entity trueaim;
272 entity trueaim_rifle;
273
274 const float SHOTTYPE_HITTEAM = 1;
275 const float SHOTTYPE_HITOBSTRUCTION = 2;
276 const float SHOTTYPE_HITWORLD = 3;
277 const float SHOTTYPE_HITENEMY = 4;
278
279 void TrueAim_Init()
280 {
281         trueaim = spawn();
282         trueaim.classname = "trueaim";
283         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
284         trueaim_rifle = spawn();
285         trueaim_rifle.classname = "trueaim_rifle";
286         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
287 }
288
289 float EnemyHitCheck()
290 {
291         float t, n;
292         wcross_origin = project_3d_to_2d(trace_endpos);
293         wcross_origin.z = 0;
294         if(trace_ent)
295                 n = trace_ent.entnum;
296         else
297                 n = trace_networkentity;
298         if(n < 1)
299                 return SHOTTYPE_HITWORLD;
300         if(n > maxclients)
301                 return SHOTTYPE_HITWORLD;
302         t = GetPlayerColor(n - 1);
303         if(teamplay)
304                 if(t == myteam)
305                         return SHOTTYPE_HITTEAM;
306         if(t == NUM_SPECTATOR)
307                 return SHOTTYPE_HITWORLD;
308         return SHOTTYPE_HITENEMY;
309 }
310
311 float TrueAimCheck()
312 {
313         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
314         vector vecs, trueaimpoint, w_shotorg;
315         vector mi, ma, dv;
316         float shottype;
317         entity ta;
318         float mv;
319
320         mi = ma = '0 0 0';
321         ta = trueaim;
322         mv = MOVE_NOMONSTERS;
323
324         switch(activeweapon) // WEAPONTODO
325         {
326                 case WEP_TUBA.m_id: // no aim
327                 case WEP_PORTO.m_id: // shoots from eye
328                 case WEP_NEXBALL.m_id: // shoots from eye
329                 case WEP_HOOK.m_id: // no trueaim
330                 case WEP_MORTAR.m_id: // toss curve
331                         return SHOTTYPE_HITWORLD;
332                 case WEP_VORTEX.m_id:
333                 case WEP_VAPORIZER.m_id:
334                         mv = MOVE_NORMAL;
335                         break;
336                 case WEP_RIFLE.m_id:
337                         ta = trueaim_rifle;
338                         mv = MOVE_NORMAL;
339                         if(zoomscript_caught)
340                         {
341                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
342                                 return EnemyHitCheck();
343                         }
344                         break;
345                 case WEP_DEVASTATOR.m_id: // projectile has a size!
346                         mi = '-3 -3 -3';
347                         ma = '3 3 3';
348                         break;
349                 case WEP_FIREBALL.m_id: // projectile has a size!
350                         mi = '-16 -16 -16';
351                         ma = '16 16 16';
352                         break;
353                 case WEP_SEEKER.m_id: // projectile has a size!
354                         mi = '-2 -2 -2';
355                         ma = '2 2 2';
356                         break;
357                 case WEP_ELECTRO.m_id: // projectile has a size!
358                         mi = '0 0 -3';
359                         ma = '0 0 -3';
360                         break;
361         }
362
363         vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
364
365         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
366
367         traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
368         trueaimpoint = trace_endpos;
369
370         if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
371                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
372
373         if(vecs.x > 0)
374                 vecs.y = -vecs.y;
375         else
376                 vecs = '0 0 0';
377
378         dv = view_right * vecs.y + view_up * vecs.z;
379         w_shotorg = traceorigin + dv;
380
381         // now move the vecs forward as much as requested if possible
382         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
383         w_shotorg = trace_endpos - view_forward * nudge;
384
385         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
386         shottype = EnemyHitCheck();
387         if(shottype != SHOTTYPE_HITWORLD)
388                 return shottype;
389
390 #if 0
391         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
392         // or rather, I know why, but see no fix
393         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
394                 // 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
395                 return SHOTTYPE_HITOBSTRUCTION;
396 #endif
397
398         return SHOTTYPE_HITWORLD;
399 }
400
401 void CSQC_common_hud(void);
402
403 void PostInit(void);
404 void CSQC_Demo_Camera();
405 float HUD_WouldDrawScoreboard();
406 float camera_mode;
407 const float CAMERA_FREE = 1;
408 const float CAMERA_CHASE = 2;
409 float reticle_type;
410 string reticle_image;
411 string NextFrameCommand;
412
413 vector freeze_org, freeze_ang;
414 entity nightvision_noise, nightvision_noise2;
415
416 const float MAX_TIME_DIFF = 5;
417 float pickup_crosshair_time, pickup_crosshair_size;
418 float hitindication_crosshair_size;
419 float use_vortex_chargepool;
420
421 float myhealth, myhealth_prev;
422 float myhealth_flash;
423
424 float old_blurradius, old_bluralpha;
425 float old_sharpen_intensity;
426
427 vector myhealth_gentlergb;
428
429 float contentavgalpha, liquidalpha_prev;
430 vector liquidcolor_prev;
431
432 float eventchase_current_distance;
433 float eventchase_running;
434 bool WantEventchase()
435 {SELFPARAM();
436         if(autocvar_cl_orthoview)
437                 return false;
438         if(intermission)
439                 return true;
440         if(self.viewloc)
441                 return true;
442         if(spectatee_status >= 0)
443         {
444                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
445                         return true;
446                 if(MUTATOR_CALLHOOK(WantEventchase, self))
447                         return true;
448                 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
449                         return true;
450                 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
451                 {
452                         if(autocvar_cl_eventchase_death == 2)
453                         {
454                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
455                                 if(self.velocity == '0 0 0' || eventchase_running)
456                                         return true;
457                         }
458                         else return true;
459                 }
460         }
461         return false;
462 }
463
464 vector damage_blurpostprocess, content_blurpostprocess;
465
466 float unaccounted_damage = 0;
467 void UpdateDamage()
468 {
469         // accumulate damage with each stat update
470         static float damage_total_prev = 0;
471         float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
472         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
473         damage_total_prev = damage_total;
474
475         static float damage_dealt_time_prev = 0;
476         float damage_dealt_time = getstatf(STAT_HIT_TIME);
477         if (damage_dealt_time != damage_dealt_time_prev)
478         {
479                 unaccounted_damage += unaccounted_damage_new;
480                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
481         }
482         damage_dealt_time_prev = damage_dealt_time;
483
484         // prevent hitsound when switching spectatee
485         static float spectatee_status_prev = 0;
486         if (spectatee_status != spectatee_status_prev)
487                 unaccounted_damage = 0;
488         spectatee_status_prev = spectatee_status;
489 }
490
491 void UpdateHitsound()
492 {
493         // varying sound pitch
494
495         static float hitsound_time_prev = 0;
496         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
497         float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
498         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
499         {
500                 if (autocvar_cl_hitsound && unaccounted_damage)
501                 {
502                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
503                         float a = autocvar_cl_hitsound_max_pitch;
504                         float b = autocvar_cl_hitsound_min_pitch;
505                         float c = autocvar_cl_hitsound_nom_damage;
506                         float x = unaccounted_damage;
507                         float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
508
509                         // if sound variation is disabled, set pitch_shift to 1
510                         if (autocvar_cl_hitsound == 1)
511                                 pitch_shift = 1;
512
513                         // if pitch shift is reversed, mirror in (max-min)/2 + min
514                         if (autocvar_cl_hitsound == 3)
515                         {
516                                 float mirror_value = (a-b)/2 + b;
517                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
518                         }
519
520                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
521
522                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
523                         // todo: normalize sound pressure levels? seems unnecessary
524
525                         sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
526                 }
527                 unaccounted_damage = 0;
528                 hitsound_time_prev = time;
529         }
530
531         static float typehit_time_prev = 0;
532         float typehit_time = getstatf(STAT_TYPEHIT_TIME);
533         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
534         {
535                 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
536                 typehit_time_prev = typehit_time;
537         }
538 }
539
540 void UpdateCrosshair()
541 {SELFPARAM();
542         static float rainbow_last_flicker;
543     static vector rainbow_prev_color;
544         entity e = self;
545         float f, i, j;
546         vector v;
547         if(getstati(STAT_FROZEN))
548                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
549         else if (getstatf(STAT_HEALING_ORB)>time)
550                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
551         if(!intermission)
552         if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
553         {
554                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
555                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
556         }
557         else if(getstatf(STAT_REVIVE_PROGRESS))
558         {
559                 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);
560                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
561         }
562
563         if(autocvar_r_letterbox == 0)
564                 if(autocvar_viewsize < 120)
565                         CSQC_common_hud();
566
567         // crosshair goes VERY LAST
568         if(!scoreboard_active && !camera_active && intermission != 2 &&
569                 spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc &&
570                 !HUD_MinigameMenu_IsOpened() )
571         {
572                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
573                         return;
574
575                 string wcross_style;
576                 float wcross_alpha, wcross_resolution;
577                 wcross_style = autocvar_crosshair;
578                 if (wcross_style == "0")
579                         return;
580                 wcross_resolution = autocvar_crosshair_size;
581                 if (wcross_resolution == 0)
582                         return;
583                 wcross_alpha = autocvar_crosshair_alpha;
584                 if (wcross_alpha == 0)
585                         return;
586
587                 // TrueAim check
588                 float shottype;
589
590                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
591                 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
592                 wcross_origin.z = 0;
593                 if(autocvar_crosshair_hittest)
594                 {
595                         vector wcross_oldorigin;
596                         wcross_oldorigin = wcross_origin;
597                         shottype = TrueAimCheck();
598                         if(shottype == SHOTTYPE_HITWORLD)
599                         {
600                                 v = wcross_origin - wcross_oldorigin;
601                                 v.x /= vid_conwidth;
602                                 v.y /= vid_conheight;
603                                 if(vlen(v) > 0.01)
604                                         shottype = SHOTTYPE_HITOBSTRUCTION;
605                         }
606                         if(!autocvar_crosshair_hittest_showimpact)
607                                 wcross_origin = wcross_oldorigin;
608                 }
609                 else
610                         shottype = SHOTTYPE_HITWORLD;
611
612                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
613                 string wcross_name = "";
614                 float wcross_scale, wcross_blur;
615
616                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
617                 {
618                         e = get_weaponinfo(switchingweapon);
619                         if(e)
620                         {
621                                 if(autocvar_crosshair_per_weapon)
622                                 {
623                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
624                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
625                                         //if (wcross_resolution == 0)
626                                                 //return;
627
628                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
629                                         wcross_resolution *= e.w_crosshair_size;
630                                         wcross_name = e.w_crosshair;
631                                 }
632                         }
633                 }
634
635                 if(wcross_name == "")
636                         wcross_name = strcat("gfx/crosshair", wcross_style);
637
638                 // MAIN CROSSHAIR COLOR DECISION
639                 switch(autocvar_crosshair_color_special)
640                 {
641                         case 1: // crosshair_color_per_weapon
642                         {
643                                 if(e)
644                                 {
645                                         wcross_color = e.wpcolor;
646                                         break;
647                                 }
648                                 else { goto normalcolor; }
649                         }
650
651                         case 2: // crosshair_color_by_health
652                         {
653                                 float x = getstati(STAT_HEALTH);
654
655                                 //x = red
656                                 //y = green
657                                 //z = blue
658
659                                 wcross_color.z = 0;
660
661                                 if(x > 200)
662                                 {
663                                         wcross_color.x = 0;
664                                         wcross_color.y = 1;
665                                 }
666                                 else if(x > 150)
667                                 {
668                                         wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
669                                         wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
670                                 }
671                                 else if(x > 100)
672                                 {
673                                         wcross_color.x = 1 - (x-100)*0.02 * 0.6;
674                                         wcross_color.y = 1 - (x-100)*0.02 * 0.1;
675                                         wcross_color.z = 1 - (x-100)*0.02;
676                                 }
677                                 else if(x > 50)
678                                 {
679                                         wcross_color.x = 1;
680                                         wcross_color.y = 1;
681                                         wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
682                                 }
683                                 else if(x > 20)
684                                 {
685                                         wcross_color.x = 1;
686                                         wcross_color.y = (x-20)*90/27/100;
687                                         wcross_color.z = (x-20)*90/27/100 * 0.2;
688                                 }
689                                 else
690                                 {
691                                         wcross_color.x = 1;
692                                         wcross_color.y = 0;
693                                 }
694                                 break;
695                         }
696
697                         case 3: // crosshair_color_rainbow
698                         {
699                                 if(time >= rainbow_last_flicker)
700                                 {
701                                         rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
702                                         rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
703                                 }
704                                 wcross_color = rainbow_prev_color;
705                                 break;
706                         }
707                         :normalcolor
708                         default: { wcross_color = stov(autocvar_crosshair_color); break; }
709                 }
710
711                 if(autocvar_crosshair_effect_scalefade)
712                 {
713                         wcross_scale = wcross_resolution;
714                         wcross_resolution = 1;
715                 }
716                 else
717                 {
718                         wcross_scale = 1;
719                 }
720
721                 if(autocvar_crosshair_pickup)
722                 {
723                         float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
724
725                         if(pickup_crosshair_time < stat_pickup_time)
726                         {
727                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
728                                         pickup_crosshair_size = 1;
729
730                                 pickup_crosshair_time = stat_pickup_time;
731                         }
732
733                         if(pickup_crosshair_size > 0)
734                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
735                         else
736                                 pickup_crosshair_size = 0;
737
738                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
739                 }
740
741                 // todo: make crosshair hit indication dependent on damage dealt
742                 if(autocvar_crosshair_hitindication)
743                 {
744                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
745
746                         if(unaccounted_damage)
747                         {
748                                 hitindication_crosshair_size = 1;
749                         }
750
751                         if(hitindication_crosshair_size > 0)
752                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
753                         else
754                                 hitindication_crosshair_size = 0;
755
756                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
757                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
758                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
759                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
760                 }
761
762                 if(shottype == SHOTTYPE_HITENEMY)
763                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
764                 if(shottype == SHOTTYPE_HITTEAM)
765                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
766
767                 f = fabs(autocvar_crosshair_effect_time);
768                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
769                 {
770                         wcross_changedonetime = time + f;
771                 }
772                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
773                 {
774                         wcross_name_changestarttime = time;
775                         wcross_name_changedonetime = time + f;
776                         if(wcross_name_goal_prev_prev)
777                                 strunzone(wcross_name_goal_prev_prev);
778                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
779                         wcross_name_goal_prev = strzone(wcross_name);
780                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
781                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
782                         wcross_resolution_goal_prev = wcross_resolution;
783                 }
784
785                 wcross_scale_goal_prev = wcross_scale;
786                 wcross_alpha_goal_prev = wcross_alpha;
787                 wcross_color_goal_prev = wcross_color;
788
789                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
790                 {
791                         wcross_blur = 1;
792                         wcross_alpha *= 0.75;
793                 }
794                 else
795                         wcross_blur = 0;
796                 // *_prev is at time-frametime
797                 // * is at wcross_changedonetime+f
798                 // what do we have at time?
799                 if(time < wcross_changedonetime)
800                 {
801                         f = frametime / (wcross_changedonetime - time + frametime);
802                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
803                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
804                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
805                 }
806
807                 wcross_scale_prev = wcross_scale;
808                 wcross_alpha_prev = wcross_alpha;
809                 wcross_color_prev = wcross_color;
810
811                 MUTATOR_CALLHOOK(UpdateCrosshair);
812
813                 wcross_scale *= 1 - autocvar__menu_alpha;
814                 wcross_alpha *= 1 - autocvar__menu_alpha;
815                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
816
817                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
818                 {
819                         // crosshair rings for weapon stats
820                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
821                         {
822                                 // declarations and stats
823                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
824                                 string ring_image = string_null, ring_inner_image = string_null;
825                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
826
827                                 ring_scale = autocvar_crosshair_ring_size;
828
829                                 float weapon_clipload, weapon_clipsize;
830                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
831                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
832
833                                 float ok_ammo_charge, ok_ammo_chargepool;
834                                 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
835                                 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
836
837                                 float vortex_charge, vortex_chargepool;
838                                 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
839                                 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
840
841                                 float arc_heat = getstatf(STAT_ARC_HEAT);
842
843                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
844                                         vortex_charge_movingavg = vortex_charge;
845
846
847                                 // handle the values
848                                 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
849                                 {
850                                         if (vortex_chargepool || use_vortex_chargepool) {
851                                                 use_vortex_chargepool = 1;
852                                                 ring_inner_value = vortex_chargepool;
853                                         } else {
854                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
855                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
856                                         }
857
858                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
859                                         ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
860                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
861
862                                         // draw the outer ring to show the current charge of the weapon
863                                         ring_value = vortex_charge;
864                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
865                                         ring_rgb = wcross_color;
866                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
867                                 }
868                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
869                                 {
870                                         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.
871                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
872                                         ring_rgb = wcross_color;
873                                         ring_image = "gfx/crosshair_ring.tga";
874                                 }
875                                 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
876                                 {
877                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
878                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
879                                         ring_rgb = wcross_color;
880                                         ring_image = "gfx/crosshair_ring.tga";
881                                 }
882                                 else if (ok_ammo_charge)
883                                 {
884                                         ring_value = ok_ammo_chargepool;
885                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
886                                         ring_rgb = wcross_color;
887                                         ring_image = "gfx/crosshair_ring.tga";
888                                 }
889                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
890                                 {
891                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
892                                         ring_scale = autocvar_crosshair_ring_reload_size;
893                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
894                                         ring_rgb = wcross_color;
895
896                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
897                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
898                                         if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
899                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
900                                         else
901                                                 ring_image = "gfx/crosshair_ring.tga";
902                                 }
903                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
904                                 {
905                                         ring_value = arc_heat;
906                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
907                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
908                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
909                                         ring_image = "gfx/crosshair_ring.tga";
910                                 }
911
912                                 // if in weapon switch animation, fade ring out/in
913                                 if(autocvar_crosshair_effect_time > 0)
914                                 {
915                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
916                                         if (f >= 1)
917                                         {
918                                                 wcross_ring_prev = ((ring_image) ? true : false);
919                                         }
920
921                                         if(wcross_ring_prev)
922                                         {
923                                                 if(f < 1)
924                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
925                                         }
926                                         else
927                                         {
928                                                 if(f < 1)
929                                                         ring_alpha *= bound(0, f, 1);
930                                         }
931                                 }
932
933                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
934                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
935
936                                 if (ring_value)
937                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
938                         }
939
940 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
941                         do \
942                         { \
943                                 if(wcross_blur > 0) \
944                                 { \
945                                         for(i = -2; i <= 2; ++i) \
946                                         for(j = -2; j <= 2; ++j) \
947                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
948                                 } \
949                                 else \
950                                 { \
951                                         M(0,0,sz,wcross_name,wcross_alpha); \
952                                 } \
953                         } \
954                         while(0)
955
956 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
957                         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)
958
959 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
960                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
961
962                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
963                         {
964                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
965                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
966                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
967                                 f = 1 - f;
968                         }
969                         else
970                         {
971                                 f = 1;
972                         }
973                         wcross_name_alpha_goal_prev = f;
974
975                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
976                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
977
978                         if(autocvar_crosshair_dot)
979                         {
980                                 vector wcross_color_old;
981                                 wcross_color_old = wcross_color;
982
983                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
984                                         wcross_color = stov(autocvar_crosshair_dot_color);
985
986                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
987                                 // FIXME why don't we use wcross_alpha here?cl_notice_run();
988                                 wcross_color = wcross_color_old;
989                         }
990                 }
991         }
992         else
993         {
994                 wcross_scale_prev = 0;
995                 wcross_alpha_prev = 0;
996                 wcross_scale_goal_prev = 0;
997                 wcross_alpha_goal_prev = 0;
998                 wcross_changedonetime = 0;
999                 if(wcross_name_goal_prev)
1000                         strunzone(wcross_name_goal_prev);
1001                 wcross_name_goal_prev = string_null;
1002                 if(wcross_name_goal_prev_prev)
1003                         strunzone(wcross_name_goal_prev_prev);
1004                 wcross_name_goal_prev_prev = string_null;
1005                 wcross_name_changestarttime = 0;
1006                 wcross_name_changedonetime = 0;
1007                 wcross_name_alpha_goal_prev = 0;
1008                 wcross_name_alpha_goal_prev_prev = 0;
1009                 wcross_resolution_goal_prev = 0;
1010                 wcross_resolution_goal_prev_prev = 0;
1011         }
1012 }
1013
1014 bool ov_enabled;
1015 float oldr_nearclip;
1016 float oldr_farclip_base;
1017 float oldr_farclip_world;
1018 float oldr_novis;
1019 float oldr_useportalculling;
1020 float oldr_useinfinitefarclip;
1021
1022 const int BUTTON_3 = 4;
1023 const int BUTTON_4 = 8;
1024 float cl_notice_run();
1025 float prev_myteam;
1026 int lasthud;
1027 float vh_notice_time;
1028 void WaypointSprite_Load();
1029 void CSQC_UpdateView(float w, float h)
1030 {SELFPARAM();
1031         entity e;
1032         float fov;
1033         float f;
1034         vector vf_size, vf_min;
1035         float a;
1036
1037         execute_next_frame();
1038
1039         ++framecount;
1040
1041         hud = getstati(STAT_HUD);
1042
1043         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1044                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1045
1046         lasthud = hud;
1047
1048         if(autocvar__hud_showbinds_reload) // menu can set this one
1049         {
1050                 db_close(binddb);
1051                 binddb = db_create();
1052                 cvar_set("_hud_showbinds_reload", "0");
1053         }
1054
1055         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1056                 view_quality = getproperty(VF_MINFPS_QUALITY);
1057         else
1058                 view_quality = 1;
1059
1060         button_attack2 = (input_buttons & BUTTON_3);
1061         button_zoom = (input_buttons & BUTTON_4);
1062
1063         vf_size = getpropertyvec(VF_SIZE);
1064         vf_min = getpropertyvec(VF_MIN);
1065         vid_width = vf_size.x;
1066         vid_height = vf_size.y;
1067
1068         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1069         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1070
1071         WaypointSprite_Load();
1072
1073         CSQCPlayer_SetCamera();
1074
1075         if(player_localentnum <= maxclients) // is it a client?
1076                 current_player = player_localentnum - 1;
1077         else // then player_localentnum is the vehicle I'm driving
1078                 current_player = player_localnum;
1079         myteam = GetPlayerColor(current_player);
1080
1081         if(myteam != prev_myteam)
1082         {
1083                 myteamcolors = colormapPaletteColor(myteam, 1);
1084                 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1085                 prev_myteam = myteam;
1086         }
1087
1088         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1089
1090         float is_dead = (getstati(STAT_HEALTH) <= 0);
1091
1092         // FIXME do we need this hack?
1093         if(isdemo())
1094         {
1095                 // in demos, input_buttons do not work
1096                 button_zoom = (autocvar__togglezoom == "-");
1097         }
1098         else if(button_zoom
1099                 && autocvar_cl_unpress_zoom_on_death
1100                 && (spectatee_status >= 0)
1101                 && (is_dead || intermission))
1102         {
1103                 // no zoom while dead or in intermission please
1104                 localcmd("-zoom\n");
1105                 button_zoom = false;
1106         }
1107
1108         // event chase camera
1109         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1110         {
1111                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1112                 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1113                 entity gen = world;
1114
1115                 if(ons_roundlost)
1116                 {
1117                         entity e;
1118                         for(e = world; (e = find(e, classname, "onslaught_generator")); )
1119                         {
1120                                 if(e.health <= 0)
1121                                 {
1122                                         gen = e;
1123                                         break;
1124                                 }
1125                         }
1126                         if(!gen)
1127                                 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1128                 }
1129                 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1130                 {
1131                         eventchase_running = true;
1132
1133                         // 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.)
1134                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1135                         if(ons_roundlost) { current_view_origin = gen.origin; }
1136
1137                         // detect maximum viewoffset and use it
1138                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1139                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1140                         if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1141
1142                         if(view_offset)
1143                         {
1144                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1145                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1146                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1147                         }
1148
1149                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1150                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1151                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1152                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1153
1154                         // make the camera smooth back
1155                         float chase_distance = autocvar_cl_eventchase_distance;
1156                         if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1157                         if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1158
1159                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1160                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1161                         else if(eventchase_current_distance != chase_distance)
1162                                 eventchase_current_distance = chase_distance;
1163
1164                         makevectors(view_angles);
1165
1166                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1167                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1168
1169                         // If the boxtrace fails, revert back to line tracing.
1170                         if(!self.viewloc)
1171                         if(trace_startsolid)
1172                         {
1173                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1174                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1175                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1176                         }
1177                         else { setproperty(VF_ORIGIN, trace_endpos); }
1178
1179                         if(!self.viewloc)
1180                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1181                 }
1182                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1183                 {
1184                         eventchase_running = false;
1185                         cvar_set("chase_active", "0");
1186                         eventchase_current_distance = 0; // start from 0 next time
1187                 }
1188         }
1189         // workaround for camera stuck between player's legs when using chase_active 1
1190         // because the engine stops updating the chase_active camera when the game ends
1191         else if(intermission)
1192         {
1193                 cvar_settemp("chase_active", "-1");
1194                 eventchase_current_distance = 0;
1195         }
1196
1197         // do lockview after event chase camera so that it still applies whenever necessary.
1198         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1199         {
1200                 setproperty(VF_ORIGIN, freeze_org);
1201                 setproperty(VF_ANGLES, freeze_ang);
1202         }
1203         else
1204         {
1205                 freeze_org = getpropertyvec(VF_ORIGIN);
1206                 freeze_ang = getpropertyvec(VF_ANGLES);
1207         }
1208
1209         WarpZone_FixView();
1210         //WarpZone_FixPMove();
1211
1212         vector ov_org = '0 0 0';
1213         vector ov_mid = '0 0 0';
1214         vector ov_worldmin = '0 0 0';
1215         vector ov_worldmax = '0 0 0';
1216         if(autocvar_cl_orthoview)
1217         {
1218                 ov_worldmin = mi_picmin;
1219                 ov_worldmax = mi_picmax;
1220
1221                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1222                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1223                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1224
1225                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1226                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1227
1228                 float ov_nearest = vlen(ov_org - vec3(
1229                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1230                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1231                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1232                 ));
1233
1234                 float ov_furthest = 0;
1235                 float dist = 0;
1236
1237                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1238                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1239                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1240                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1241                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1242                 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1243                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1244                 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1245
1246                 if(!ov_enabled)
1247                 {
1248                         oldr_nearclip = cvar("r_nearclip");
1249                         oldr_farclip_base = cvar("r_farclip_base");
1250                         oldr_farclip_world = cvar("r_farclip_world");
1251                         oldr_novis = cvar("r_novis");
1252                         oldr_useportalculling = cvar("r_useportalculling");
1253                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1254                 }
1255
1256                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1257                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1258                 cvar_settemp("r_farclip_world", "0");
1259                 cvar_settemp("r_novis", "1");
1260                 cvar_settemp("r_useportalculling", "0");
1261                 cvar_settemp("r_useinfinitefarclip", "0");
1262
1263                 setproperty(VF_ORIGIN, ov_org);
1264                 setproperty(VF_ANGLES, '90 0 0');
1265
1266                 ov_enabled = true;
1267
1268                 #if 0
1269                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1270                         vtos(ov_org),
1271                         vtos(getpropertyvec(VF_ANGLES)),
1272                         ov_distance,
1273                         ov_nearest,
1274                         ov_furthest);
1275                 #endif
1276         }
1277         else
1278         {
1279                 if(ov_enabled)
1280                 {
1281                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1282                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1283                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1284                         cvar_set("r_novis", ftos(oldr_novis));
1285                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1286                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1287                 }
1288                 ov_enabled = false;
1289         }
1290
1291         // Render the Scene
1292         view_origin = getpropertyvec(VF_ORIGIN);
1293         view_angles = getpropertyvec(VF_ANGLES);
1294         makevectors(view_angles);
1295         view_forward = v_forward;
1296         view_right = v_right;
1297         view_up = v_up;
1298
1299 #ifdef BLURTEST
1300         if(time > blurtest_time0 && time < blurtest_time1)
1301         {
1302                 float r, t;
1303
1304                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1305                 r = t * blurtest_radius;
1306                 f = 1 / pow(t, blurtest_power) - 1;
1307
1308                 cvar_set("r_glsl_postprocess", "1");
1309                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1310         }
1311         else
1312         {
1313                 cvar_set("r_glsl_postprocess", "0");
1314                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1315         }
1316 #endif
1317
1318         TargetMusic_Advance();
1319         Fog_Force();
1320
1321         if(drawtime == 0)
1322                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1323         else
1324                 drawframetime = bound(0.000001, time - drawtime, 1);
1325         drawtime = time;
1326
1327         // watch for gametype changes here...
1328         // in ParseStuffCMD the cmd isn't executed yet :/
1329         // might even be better to add the gametype to TE_CSQC_INIT...?
1330         if(!postinit)
1331                 PostInit();
1332
1333         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1334         {
1335                 if(calledhooks & HOOK_START)
1336                 {
1337                         localcmd("\ncl_hook_gameend\n");
1338                         calledhooks |= HOOK_END;
1339                 }
1340         }
1341
1342         Announcer();
1343
1344         fov = autocvar_fov;
1345         if(fov <= 59.5)
1346         {
1347                 if(!zoomscript_caught)
1348                 {
1349                         localcmd("+button9\n");
1350                         zoomscript_caught = 1;
1351                 }
1352         }
1353         else
1354         {
1355                 if(zoomscript_caught)
1356                 {
1357                         localcmd("-button9\n");
1358                         zoomscript_caught = 0;
1359                 }
1360         }
1361
1362         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1363
1364         // next WANTED weapon (for HUD)
1365         switchweapon = getstati(STAT_SWITCHWEAPON);
1366
1367         // currently switching-to weapon (for crosshair)
1368         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1369
1370         // actually active weapon (for zoom)
1371         activeweapon = getstati(STAT_ACTIVEWEAPON);
1372
1373         f = (serverflags & SERVERFLAG_TEAMPLAY);
1374         if(f != teamplay)
1375         {
1376                 teamplay = f;
1377                 HUD_InitScores();
1378         }
1379
1380         if(last_switchweapon != switchweapon)
1381         {
1382                 weapontime = time;
1383                 last_switchweapon = switchweapon;
1384                 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1385                 {
1386                         localcmd("-zoom\n");
1387                         button_zoom = false;
1388                 }
1389                 if(autocvar_cl_unpress_attack_on_weapon_switch)
1390                 {
1391                         localcmd("-fire\n");
1392                         localcmd("-fire2\n");
1393                         button_attack2 = false;
1394                 }
1395         }
1396         if(last_activeweapon != activeweapon)
1397         {
1398                 last_activeweapon = activeweapon;
1399
1400                 e = get_weaponinfo(activeweapon);
1401                 if(e.netname != "")
1402                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1403                 else
1404                         localcmd("\ncl_hook_activeweapon none\n");
1405         }
1406
1407         // ALWAYS Clear Current Scene First
1408         clearscene();
1409
1410         setproperty(VF_ORIGIN, view_origin);
1411         setproperty(VF_ANGLES, view_angles);
1412
1413         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1414         setproperty(VF_SIZE, vf_size);
1415         setproperty(VF_MIN, vf_min);
1416
1417         // Assign Standard Viewflags
1418         // Draw the World (and sky)
1419         setproperty(VF_DRAWWORLD, 1);
1420
1421         // Set the console size vars
1422         vid_conwidth = autocvar_vid_conwidth;
1423         vid_conheight = autocvar_vid_conheight;
1424         vid_pixelheight = autocvar_vid_pixelheight;
1425
1426         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1427         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1428         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1429
1430         // Camera for demo playback
1431         if(camera_active)
1432         {
1433                 if(autocvar_camera_enable)
1434                         CSQC_Demo_Camera();
1435                 else
1436                 {
1437                         cvar_set("chase_active", ftos(chase_active_backup));
1438                         cvar_set("cl_demo_mousegrab", "0");
1439                         camera_active = false;
1440                 }
1441         }
1442         else
1443         {
1444 #ifdef CAMERATEST
1445                 if(autocvar_camera_enable)
1446 #else
1447                 if(autocvar_camera_enable && isdemo())
1448 #endif
1449                 {
1450                         // Enable required Darkplaces cvars
1451                         chase_active_backup = autocvar_chase_active;
1452                         cvar_set("chase_active", "2");
1453                         cvar_set("cl_demo_mousegrab", "1");
1454                         camera_active = true;
1455                         camera_mode = false;
1456                 }
1457         }
1458
1459         // Draw the Crosshair
1460         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1461
1462         // Draw the Engine Status Bar (the default Quake HUD)
1463         setproperty(VF_DRAWENGINESBAR, 0);
1464
1465         // Update the mouse position
1466         /*
1467            mousepos_x = vid_conwidth;
1468            mousepos_y = vid_conheight;
1469            mousepos = mousepos*0.5 + getmousepos();
1470          */
1471
1472         for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1473                 WITH(entity, self, e, e.draw(e));
1474         }
1475
1476         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1477         renderscene();
1478
1479         // now switch to 2D drawing mode by calling a 2D drawing function
1480         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1481         // next R_RenderScene call
1482         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1483
1484         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1485         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1486         {
1487                 // apply night vision effect
1488                 vector tc_00, tc_01, tc_10, tc_11;
1489                 vector rgb = '0 0 0';
1490
1491                 if(!nightvision_noise)
1492                 {
1493                         nightvision_noise = spawn();
1494                         nightvision_noise.classname = "nightvision_noise";
1495                 }
1496                 if(!nightvision_noise2)
1497                 {
1498                         nightvision_noise2 = spawn();
1499                         nightvision_noise2.classname = "nightvision_noise2";
1500                 }
1501
1502                 // color tint in yellow
1503                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1504
1505                 // draw BG
1506                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1507                 rgb = '1 1 1';
1508                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1509                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1510                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1511                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1512                 tc_11 = tc_01 + tc_10 - tc_00;
1513                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1514                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1515                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1516                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1517                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1518                 R_EndPolygon();
1519
1520                 // draw FG
1521                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1522                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1523                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1524                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1525                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1526                 tc_11 = tc_01 + tc_10 - tc_00;
1527                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1528                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1529                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1530                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1531                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1532                 R_EndPolygon();
1533         }
1534
1535         if(autocvar_cl_reticle)
1536         {
1537                 Weapon wep = get_weaponinfo(activeweapon);
1538                 // Draw the aiming reticle for weapons that use it
1539                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1540                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1541                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1542                 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1543                 {
1544                         // no zoom reticle while dead
1545                         reticle_type = 0;
1546                 }
1547                 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1548                 {
1549                         if(reticle_image != "") { reticle_type = 2; }
1550                         else { reticle_type = 0; }
1551                 }
1552                 else if(button_zoom || zoomscript_caught)
1553                 {
1554                         // normal zoom
1555                         reticle_type = 1;
1556                 }
1557
1558                 if(reticle_type)
1559                 {
1560                         if(autocvar_cl_reticle_stretch)
1561                         {
1562                                 reticle_size.x = vid_conwidth;
1563                                 reticle_size.y = vid_conheight;
1564                                 reticle_pos.x = 0;
1565                                 reticle_pos.y = 0;
1566                         }
1567                         else
1568                         {
1569                                 reticle_size.x = max(vid_conwidth, vid_conheight);
1570                                 reticle_size.y = max(vid_conwidth, vid_conheight);
1571                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1572                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1573                         }
1574
1575                         if(zoomscript_caught)
1576                                 f = 1;
1577                         else
1578                                 f = current_zoomfraction;
1579
1580                         if(f)
1581                         {
1582                                 switch(reticle_type)
1583                                 {
1584                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1585                                         case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1586                                 }
1587                         }
1588                 }
1589         }
1590         else
1591         {
1592                 if(reticle_type != 0) { reticle_type = 0; }
1593         }
1594
1595
1596         // improved polyblend
1597         if(autocvar_hud_contents)
1598         {
1599                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1600                 vector liquidcolor;
1601
1602                 switch(pointcontents(view_origin))
1603                 {
1604                         case CONTENT_WATER:
1605                                 liquidalpha = autocvar_hud_contents_water_alpha;
1606                                 liquidcolor = stov(autocvar_hud_contents_water_color);
1607                                 incontent = 1;
1608                                 break;
1609
1610                         case CONTENT_LAVA:
1611                                 liquidalpha = autocvar_hud_contents_lava_alpha;
1612                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
1613                                 incontent = 1;
1614                                 break;
1615
1616                         case CONTENT_SLIME:
1617                                 liquidalpha = autocvar_hud_contents_slime_alpha;
1618                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
1619                                 incontent = 1;
1620                                 break;
1621
1622                         default:
1623                                 liquidalpha = 0;
1624                                 liquidcolor = '0 0 0';
1625                                 incontent = 0;
1626                                 break;
1627                 }
1628
1629                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1630                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1631                         contentfadetime = autocvar_hud_contents_fadeintime;
1632                         liquidalpha_prev = liquidalpha;
1633                         liquidcolor_prev = liquidcolor;
1634                 }
1635                 else
1636                         contentfadetime = autocvar_hud_contents_fadeouttime;
1637
1638                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1639                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1640
1641                 if(contentavgalpha)
1642                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1643
1644                 if(autocvar_hud_postprocessing)
1645                 {
1646                         if(autocvar_hud_contents_blur && contentavgalpha)
1647                         {
1648                                 content_blurpostprocess.x = 1;
1649                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1650                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1651                         }
1652                         else
1653                         {
1654                                 content_blurpostprocess.x = 0;
1655                                 content_blurpostprocess.y = 0;
1656                                 content_blurpostprocess.z = 0;
1657                         }
1658                 }
1659         }
1660
1661         if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1662         {
1663                 splash_size.x = max(vid_conwidth, vid_conheight);
1664                 splash_size.y = max(vid_conwidth, vid_conheight);
1665                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1666                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1667
1668                 float myhealth_flash_temp;
1669                 myhealth = getstati(STAT_HEALTH);
1670
1671                 // fade out
1672                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1673                 // add new damage
1674                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1675
1676                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1677                 pain_threshold = autocvar_hud_damage_pain_threshold;
1678                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1679                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1680
1681                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1682                 {
1683                         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);
1684                 }
1685
1686                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1687
1688                 if(myhealth_prev < 1)
1689                 {
1690                         if(myhealth >= 1)
1691                         {
1692                                 myhealth_flash = 0; // just spawned, clear the flash immediately
1693                                 myhealth_flash_temp = 0;
1694                         }
1695                         else
1696                         {
1697                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1698                         }
1699                 }
1700
1701                 if(spectatee_status == -1 || intermission)
1702                 {
1703                         myhealth_flash = 0; // observing, or match ended
1704                         myhealth_flash_temp = 0;
1705                 }
1706
1707                 myhealth_prev = myhealth;
1708
1709                 // IDEA: change damage color/picture based on player model for robot/alien species?
1710                 // pro: matches model better
1711                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1712                 // maybe different reddish pics?
1713                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1714                 {
1715                         if(autocvar_cl_gentle_damage == 2)
1716                         {
1717                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1718                                 {
1719                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1720                                 }
1721                         }
1722                         else
1723                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1724
1725                         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);
1726                 }
1727                 else
1728                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1729
1730                 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.
1731                 {
1732                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
1733                         {
1734                                 damage_blurpostprocess.x = 1;
1735                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1736                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1737                         }
1738                         else
1739                         {
1740                                 damage_blurpostprocess.x = 0;
1741                                 damage_blurpostprocess.y = 0;
1742                                 damage_blurpostprocess.z = 0;
1743                         }
1744                 }
1745         }
1746
1747         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1748         float e2 = (autocvar_hud_powerup != 0);
1749         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1750         {
1751                 // enable or disable rendering types if they are used or not
1752                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1753                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1754
1755                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1756                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1757                 {
1758                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1759                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1760                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1761                         {
1762                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1763                                 old_blurradius = blurradius;
1764                                 old_bluralpha = bluralpha;
1765                         }
1766                 }
1767                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1768                 {
1769                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1770                         old_blurradius = 0;
1771                         old_bluralpha = 0;
1772                 }
1773
1774                 // edge detection postprocess handling done second (used by hud_powerup)
1775                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1776                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1777                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1778
1779                 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.
1780
1781                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1782                 {
1783                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1784                         {
1785                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1786                                 old_sharpen_intensity = sharpen_intensity;
1787                         }
1788                 }
1789                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1790                 {
1791                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1792                         old_sharpen_intensity = 0;
1793                 }
1794
1795                 if(cvar("r_glsl_postprocess") == 0)
1796                         cvar_set("r_glsl_postprocess", "2");
1797         }
1798         else if(cvar("r_glsl_postprocess") == 2)
1799                 cvar_set("r_glsl_postprocess", "0");
1800
1801         if(menu_visible)
1802                 menu_show();
1803
1804         /*if(gametype == MAPINFO_TYPE_CTF)
1805           {
1806           ctf_view();
1807           } else */
1808
1809         // draw 2D entities
1810         for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1811                 WITH(entity, self, e, e.draw2d(e));
1812         }
1813         Draw_ShowNames_All();
1814
1815         scoreboard_active = HUD_WouldDrawScoreboard();
1816
1817         UpdateDamage();
1818         UpdateCrosshair();
1819         UpdateHitsound();
1820
1821         if(NextFrameCommand)
1822         {
1823                 localcmd("\n", NextFrameCommand, "\n");
1824                 NextFrameCommand = string_null;
1825         }
1826
1827         // we must do this check AFTER a frame was rendered, or it won't work
1828         if(cs_project_is_b0rked == 0)
1829         {
1830                 string w0, h0;
1831                 w0 = ftos(autocvar_vid_conwidth);
1832                 h0 = ftos(autocvar_vid_conheight);
1833                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1834                 //setproperty(VF_FOV, '90 90 0');
1835                 setproperty(VF_ORIGIN, '0 0 0');
1836                 setproperty(VF_ANGLES, '0 0 0');
1837                 setproperty(VF_PERSPECTIVE, 1);
1838                 makevectors('0 0 0');
1839                 vector v1, v2;
1840                 cvar_set("vid_conwidth", "800");
1841                 cvar_set("vid_conheight", "600");
1842                 v1 = cs_project(v_forward);
1843                 cvar_set("vid_conwidth", "640");
1844                 cvar_set("vid_conheight", "480");
1845                 v2 = cs_project(v_forward);
1846                 if(v1 == v2)
1847                         cs_project_is_b0rked = 1;
1848                 else
1849                         cs_project_is_b0rked = -1;
1850                 cvar_set("vid_conwidth", w0);
1851                 cvar_set("vid_conheight", h0);
1852         }
1853
1854         if(autocvar__hud_configure)
1855                 HUD_Panel_Mouse();
1856         else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1857                 HUD_Minigame_Mouse();
1858         else if(QuickMenu_IsOpened())
1859                 QuickMenu_Mouse();
1860         else
1861                 HUD_Radar_Mouse();
1862
1863     if(hud && !intermission)
1864     if(hud == HUD_BUMBLEBEE_GUN)
1865         CSQC_BUMBLE_GUN_HUD();
1866     else {
1867         Vehicle info = get_vehicleinfo(hud);
1868                 info.vr_hud(info);
1869         }
1870
1871         cl_notice_run();
1872
1873         // let's reset the view back to normal for the end
1874         setproperty(VF_MIN, '0 0 0');
1875         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1876 }
1877
1878
1879 void CSQC_common_hud(void)
1880 {
1881         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1882                 Accuracy_LoadLevels();
1883
1884         HUD_Main(); // always run these functions for alpha checks
1885         HUD_DrawScoreboard();
1886
1887         // scoreboard/accuracy, map/gametype voting screen
1888         if (scoreboard_active || intermission == 2)
1889                 HUD_Reset();
1890 }
1891
1892
1893 // following vectors must be global to allow seamless switching between camera modes
1894 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1895 void CSQC_Demo_Camera()
1896 {
1897         float speed, attenuation, dimensions;
1898         vector tmp, delta;
1899
1900         if( autocvar_camera_reset || !camera_mode )
1901         {
1902                 camera_offset = '0 0 0';
1903                 current_angles = '0 0 0';
1904                 camera_direction = '0 0 0';
1905                 camera_offset.z += 30;
1906                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1907                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1908                 current_origin = view_origin;
1909                 current_camera_offset  = camera_offset;
1910                 cvar_set("camera_reset", "0");
1911                 camera_mode = CAMERA_CHASE;
1912         }
1913
1914         // Camera angles
1915         if( camera_roll )
1916                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1917
1918         if(autocvar_camera_look_player)
1919         {
1920                 vector dir;
1921                 float n;
1922
1923                 dir = normalize(view_origin - current_position);
1924                 n = mouse_angles.z;
1925                 mouse_angles = vectoangles(dir);
1926                 mouse_angles.x = mouse_angles.x * -1;
1927                 mouse_angles.z = n;
1928         }
1929         else
1930         {
1931                 tmp = getmousepos() * 0.1;
1932                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1933                 {
1934                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1935                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1936                 }
1937         }
1938
1939         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1940         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1941         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1942         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1943
1944         // Fix difference when angles don't have the same sign
1945         delta = '0 0 0';
1946         if(mouse_angles.y < -60 && current_angles.y > 60)
1947                 delta = '0 360 0';
1948         if(mouse_angles.y > 60 && current_angles.y < -60)
1949                 delta = '0 -360 0';
1950
1951         if(autocvar_camera_look_player)
1952                 attenuation = autocvar_camera_look_attenuation;
1953         else
1954                 attenuation = autocvar_camera_speed_attenuation;
1955
1956         attenuation = 1 / max(1, attenuation);
1957         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1958
1959         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1960         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1961         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1962         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1963
1964         // Camera position
1965         tmp = '0 0 0';
1966         dimensions = 0;
1967
1968         if( camera_direction.x )
1969         {
1970                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1971                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1972                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1973                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1974                 ++dimensions;
1975         }
1976
1977         if( camera_direction.y )
1978         {
1979                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1980                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1981                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1982                 ++dimensions;
1983         }
1984
1985         if( camera_direction.z )
1986         {
1987                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1988                 ++dimensions;
1989         }
1990
1991         if(autocvar_camera_free)
1992                 speed = autocvar_camera_speed_free;
1993         else
1994                 speed = autocvar_camera_speed_chase;
1995
1996         if(dimensions)
1997         {
1998                 speed = speed * sqrt(1 / dimensions);
1999                 camera_offset += tmp * speed;
2000         }
2001
2002         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2003
2004         // Camera modes
2005         if( autocvar_camera_free )
2006         {
2007                 if ( camera_mode == CAMERA_CHASE )
2008                 {
2009                         current_camera_offset = current_origin + current_camera_offset;
2010                         camera_offset = current_origin + camera_offset;
2011                 }
2012
2013                 camera_mode = CAMERA_FREE;
2014                 current_position = current_camera_offset;
2015         }
2016         else
2017         {
2018                 if ( camera_mode == CAMERA_FREE )
2019                 {
2020                         current_origin = view_origin;
2021                         camera_offset = camera_offset - current_origin;
2022                         current_camera_offset = current_camera_offset - current_origin;
2023                 }
2024
2025                 camera_mode = CAMERA_CHASE;
2026
2027                 if(autocvar_camera_chase_smoothly)
2028                         current_origin += (view_origin - current_origin) * attenuation;
2029                 else
2030                         current_origin = view_origin;
2031
2032                 current_position = current_origin + current_camera_offset;
2033         }
2034
2035         setproperty(VF_ANGLES, current_angles);
2036         setproperty(VF_ORIGIN, current_position);
2037 }