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When the hud editor is active disable other mouse and input event handlers since...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
6 #include "hud/_mod.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
11
12 #include <client/mutators/_mod.qh>
13
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/net_notice.qh>
21 #include <common/debug.qh>
22 #include <common/mapinfo.qh>
23 #include <common/gamemodes/_mod.qh>
24 #include <common/physics/player.qh>
25 #include <common/stats.qh>
26 #include <common/mapobjects/target/music.qh>
27 #include <common/teams.qh>
28 #include <common/wepent.qh>
29
30 #include <common/weapons/weapon/tuba.qh>
31
32 #include <common/vehicles/all.qh>
33 #include <common/weapons/_all.qh>
34 #include <common/mutators/mutator/overkill/oknex.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
40
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
44
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
47
48 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
49
50 float autocvar_cl_viewmodel_scale;
51
52 bool autocvar_cl_bobmodel;
53 float autocvar_cl_bobmodel_speed;
54 float autocvar_cl_bobmodel_side;
55 float autocvar_cl_bobmodel_up;
56
57 float autocvar_cl_followmodel;
58 float autocvar_cl_followmodel_speed = 0.3;
59 float autocvar_cl_followmodel_limit = 135;
60 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
61 float autocvar_cl_followmodel_highpass = 0.05;
62 float autocvar_cl_followmodel_lowpass = 0.03;
63 bool autocvar_cl_followmodel_velocity_absolute;
64
65 float autocvar_cl_leanmodel;
66 float autocvar_cl_leanmodel_speed = 0.3;
67 float autocvar_cl_leanmodel_limit = 30;
68 float autocvar_cl_leanmodel_highpass1 = 0.2;
69 float autocvar_cl_leanmodel_highpass = 0.2;
70 float autocvar_cl_leanmodel_lowpass = 0.05;
71
72 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
73
74 #define lowpass(value, frac, ref_store, ret) \
75         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
76
77 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
78 { \
79         float __ignore; lowpass(value, frac, ref_store, __ignore); \
80         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
81 } MACRO_END
82
83 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
84 { \
85         float __f = 0; lowpass(value, frac, ref_store, __f); \
86         ret = (value) - __f; \
87 } MACRO_END
88
89 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
90 { \
91         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
92         ret = (value) - __f; \
93 } MACRO_END
94
95 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
96 { \
97         lowpass(value.x, frac, ref_store.x, ref_out.x); \
98         lowpass(value.y, frac, ref_store.y, ref_out.y); \
99 } MACRO_END
100
101 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
102 { \
103         highpass(value.x, frac, ref_store.x, ref_out.x); \
104         highpass(value.y, frac, ref_store.y, ref_out.y); \
105 } MACRO_END
106
107 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
108 { \
109         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
110         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
111 } MACRO_END
112
113 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
114 { \
115         lowpass(value.x, frac, ref_store.x, ref_out.x); \
116         lowpass(value.y, frac, ref_store.y, ref_out.y); \
117         lowpass(value.z, frac, ref_store.z, ref_out.z); \
118 } MACRO_END
119
120 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
121 { \
122         highpass(value.x, frac, ref_store.x, ref_out.x); \
123         highpass(value.y, frac, ref_store.y, ref_out.y); \
124         highpass(value.z, frac, ref_store.z, ref_out.z); \
125 } MACRO_END
126
127 void calc_followmodel_ofs(entity view)
128 {
129         if(cl_followmodel_time == time)
130                 return; // cl_followmodel_ofs already calculated for this frame
131
132         float frac;
133         vector gunorg = '0 0 0';
134         static vector vel_average;
135         static vector gunorg_adjustment_highpass;
136         static vector gunorg_adjustment_lowpass;
137
138         vector vel;
139         if (autocvar_cl_followmodel_velocity_absolute)
140                 vel = view.velocity;
141         else
142         {
143                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
144                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
145                 vel.x = view.velocity * forward;
146                 vel.y = view.velocity * right * -1;
147                 vel.z = view.velocity * up;
148         }
149
150         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
151         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
152         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
153
154         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
155         lowpass3(vel, frac, vel_average, gunorg);
156
157         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
158
159         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
160         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
161         frac = avg_factor(autocvar_cl_followmodel_highpass);
162         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
163         frac = avg_factor(autocvar_cl_followmodel_lowpass);
164         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
165
166         if (autocvar_cl_followmodel_velocity_absolute)
167         {
168                 vector fixed_gunorg;
169                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
170                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
171                 fixed_gunorg.x = gunorg * forward;
172                 fixed_gunorg.y = gunorg * right * -1;
173                 fixed_gunorg.z = gunorg * up;
174                 gunorg = fixed_gunorg;
175         }
176
177         cl_followmodel_ofs = gunorg;
178         cl_followmodel_time = time;
179 }
180
181 vector leanmodel_ofs(entity view)
182 {
183         float frac;
184         vector gunangles = '0 0 0';
185         static vector gunangles_prev = '0 0 0';
186         static vector gunangles_highpass = '0 0 0';
187         static vector gunangles_adjustment_highpass;
188         static vector gunangles_adjustment_lowpass;
189
190         if (view.csqcmodel_teleported)
191                 gunangles_prev = view_angles;
192
193         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
194         gunangles_highpass += gunangles_prev;
195         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
196         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
197         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
198         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
199         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
200         gunangles_prev = view_angles;
201         gunangles_highpass -= gunangles_prev;
202
203         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
204         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
205
206         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
207         frac = avg_factor(autocvar_cl_leanmodel_highpass);
208         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
209         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
210         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
211
212         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
213
214         return gunangles;
215 }
216
217 vector bobmodel_ofs(entity view)
218 {
219         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
220         static bool oldonground;
221         static float hitgroundtime;
222         if (clonground)
223         {
224                 float f = time; // cl.movecmd[0].time
225                 if (!oldonground)
226                         hitgroundtime = f;
227         }
228         oldonground = clonground;
229
230         // calculate for swinging gun model
231         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
232         vector gunorg = '0 0 0';
233         static float bobmodel_scale = 0;
234         static float time_ofs = 0; // makes the effect always restart in the same way
235         if (clonground)
236         {
237                 if (time - hitgroundtime > 0.05)
238                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
239         }
240         else
241                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
242
243         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
244         if (bobmodel_scale && xyspeed)
245         {
246                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
247                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
248                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
249                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
250         }
251         else
252                 time_ofs = time;
253
254         return gunorg;
255 }
256
257 void viewmodel_animate(entity this)
258 {
259         if (autocvar_chase_active) return;
260         if (STAT(HEALTH) <= 0) return;
261
262         entity view = CSQCModel_server2csqc(player_localentnum - 1);
263
264         if (autocvar_cl_followmodel)
265         {
266                 calc_followmodel_ofs(view);
267                 this.origin += cl_followmodel_ofs;
268         }
269
270         if (autocvar_cl_leanmodel)
271                 this.angles += leanmodel_ofs(view);
272
273         // vertical view bobbing code
274         // TODO: cl_bob
275
276         // horizontal view bobbing code
277         // TODO: cl_bob2
278
279         // fall bobbing code
280         // causes the view to swing down and back up when touching the ground
281         // TODO: cl_bobfall
282
283         // gun model bobbing code
284         if (autocvar_cl_bobmodel)
285                 this.origin += bobmodel_ofs(view);
286 }
287
288 .vector viewmodel_origin, viewmodel_angles;
289 .float weapon_nextthink;
290 .float weapon_eta_last;
291 .float weapon_switchdelay;
292
293 .string name_last;
294
295 void viewmodel_draw(entity this)
296 {
297         if(!this.activeweapon || !autocvar_r_drawviewmodel)
298                 return;
299         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
300         float a = this.alpha;
301         static bool wasinvehicle;
302         bool invehicle = player_localentnum > maxclients;
303         if (invehicle) a = -1;
304         else if (wasinvehicle) a = 1;
305         wasinvehicle = invehicle;
306         Weapon wep = this.activeweapon;
307         int c = entcs_GetClientColors(current_player);
308         vector g = weaponentity_glowmod(wep, NULL, c, this);
309         entity me = CSQCModel_server2csqc(player_localentnum - 1);
310         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
311                 | EF_NODEPTHTEST)
312                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
313         for (entity e = this; e; e = e.weaponchild)
314         {
315                 e.drawmask = mask;
316                 e.alpha = a;
317                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
318                 e.glowmod = g;
319                 e.csqcmodel_effects = fx;
320                 CSQCModel_Effects_Apply(e);
321         }
322         if(a >= 0)
323         {
324                 string name = wep.mdl;
325                 string newname = wep.wr_viewmodel(wep, this);
326                 if(newname)
327                         name = newname;
328                 bool swap = name != this.name_last;
329                 // if (swap)
330                 {
331                         this.name_last = name;
332                         CL_WeaponEntity_SetModel(this, name, swap);
333                         this.viewmodel_origin = this.origin;
334                         this.viewmodel_angles = this.angles;
335                 }
336                 anim_update(this);
337                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
338                         anim_set(this, this.anim_idle, true, false, false);
339         }
340         float f = 0; // 0..1; 0: fully active
341         float rate = STAT(WEAPONRATEFACTOR);
342         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
343         if (eta <= 0) f = this.weapon_eta_last;
344         else switch (this.state)
345         {
346                 case WS_RAISE:
347                 {
348                         f = eta / max(eta, this.weapon_switchdelay);
349                         break;
350                 }
351                 case WS_DROP:
352                 {
353                         f = 1 - eta / max(eta, this.weapon_switchdelay);
354                         break;
355                 }
356                 case WS_CLEAR:
357                 {
358                         f = 1;
359                         break;
360                 }
361         }
362         this.weapon_eta_last = f;
363         this.origin = this.viewmodel_origin;
364         this.angles = this.viewmodel_angles;
365         this.angles_x = (-90 * f * f);
366         viewmodel_animate(this);
367         MUTATOR_CALLHOOK(DrawViewModel, this);
368         setorigin(this, this.origin);
369 }
370
371 STATIC_INIT(viewmodel) {
372     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
373         viewmodels[slot] = new(viewmodel);
374 }
375
376 float showfps_prevfps;
377 float showfps_prevfps_time;
378 int showfps_framecounter;
379
380 void fpscounter_update()
381 {
382         if(!STAT(SHOWFPS))
383                 return;
384
385         float currentTime = gettime(GETTIME_REALTIME);
386         showfps_framecounter += 1;
387         if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
388         {
389                 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
390                 showfps_framecounter = 0;
391                 showfps_prevfps_time = currentTime;
392
393                 int channel = MSG_C2S;
394                 WriteHeader(channel, fpsreport);
395                 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
396         }
397 }
398
399 STATIC_INIT(fpscounter_init)
400 {
401         float currentTime = gettime(GETTIME_REALTIME);
402         showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
403 }
404
405 STATIC_INIT(Porto)
406 {
407         entity e = new_pure(porto);
408         e.draw = Porto_Draw;
409         IL_PUSH(g_drawables, e);
410         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
411 }
412
413 const int polyline_length = 16;
414 .vector polyline[polyline_length];
415 void Porto_Draw(entity this)
416 {
417         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
418         {
419                 entity wepent = viewmodels[slot];
420
421                 if (wepent.activeweapon != WEP_PORTO) continue;
422                 if (spectatee_status) continue;
423                 if (WEP_CVAR(porto, secondary)) continue;
424                 if (intermission == 1) continue;
425                 if (intermission == 2) continue;
426                 if (STAT(HEALTH) <= 0) continue;
427
428                 vector pos = view_origin;
429                 vector dir = view_forward;
430                 if (wepent.angles_held_status)
431                 {
432                         makevectors(wepent.angles_held);
433                         dir = v_forward;
434                 }
435
436                 wepent.polyline[0] = pos;
437
438                 int portal_number = 0, portal1_idx = 1, portal_max = 2;
439                 int n = 1 + 2;  // 2 lines == 3 points
440                 for (int idx = 0; idx < n && idx < polyline_length - 1; )
441                 {
442                         traceline(pos, pos + 65536 * dir, true, this);
443                         dir = reflect(dir, trace_plane_normal);
444                         pos = trace_endpos;
445                         wepent.polyline[++idx] = pos;
446                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
447                         {
448                                 n += 1;
449                                 continue;
450                         }
451                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
452                         {
453                                 n = max(2, idx);
454                                 break;
455                         }
456                         // check size
457                         {
458                                 vector ang = vectoangles2(trace_plane_normal, dir);
459                                 ang.x = -ang.x;
460                                 makevectors(ang);
461                                 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
462                                 {
463                                         n = max(2, idx);
464                                         break;
465                                 }
466                         }
467                         portal_number += 1;
468                         if (portal_number >= portal_max) break;
469                         if (portal_number == 1) portal1_idx = idx;
470                 }
471                 for (int idx = 0; idx < n - 1; ++idx)
472                 {
473                         vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
474                         if (idx == 0) p -= view_up * 16;  // line from player
475                         vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
476                         Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
477                 }
478         }
479 }
480
481 float drawtime;
482 float avgspeed;
483 vector GetCurrentFov(float fov)
484 {
485         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
486         float velocityzoom, curspeed;
487         vector v;
488
489         zoomsensitivity = autocvar_cl_zoomsensitivity;
490         zoomfactor = autocvar_cl_zoomfactor;
491         if(zoomfactor < 1 || zoomfactor > 30)
492                 zoomfactor = 2.5;
493         zoomspeed = autocvar_cl_zoomspeed;
494         if(zoomspeed >= 0)
495         if(zoomspeed < 0.5 || zoomspeed > 16)
496                         zoomspeed = 3.5;
497
498         zoomdir = button_zoom;
499
500         if(hud == HUD_NORMAL && !spectatee_status)
501         {
502                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
503                 {
504                         entity wepent = viewmodels[slot];
505                         if(wepent.switchweapon != wepent.activeweapon)
506                                 continue;
507                         Weapon wep = wepent.activeweapon;
508                         if(wep != WEP_Null && wep.wr_zoomdir)
509                         {
510                                 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
511                                 zoomdir += do_zoom;
512                         }
513                 }
514         }
515         if(spectatee_status > 0 || isdemo())
516         {
517                 if(spectatorbutton_zoom)
518                 {
519                         if(zoomdir)
520                                 zoomdir = 0;
521                         else
522                                 zoomdir = 1;
523                 }
524                 // fteqcc failed twice here already, don't optimize this
525         }
526
527         if(zoomdir) { zoomin_effect = 0; }
528
529         if(camera_active)
530         {
531                 current_viewzoom = min(1, current_viewzoom + drawframetime);
532         }
533         else if(autocvar_cl_spawnzoom && zoomin_effect)
534         {
535                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
536
537                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
538                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
539                 if(current_viewzoom == 1) { zoomin_effect = 0; }
540         }
541         else
542         {
543                 if(zoomspeed < 0) // instant zoom
544                 {
545                         if(zoomdir)
546                                 current_viewzoom = 1 / zoomfactor;
547                         else
548                                 current_viewzoom = 1;
549                 }
550                 else
551                 {
552                         if(zoomdir)
553                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
554                         else
555                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
556                 }
557         }
558
559         if(almost_equals(current_viewzoom, 1))
560                 current_zoomfraction = 0;
561         else if(almost_equals(current_viewzoom, 1/zoomfactor))
562                 current_zoomfraction = 1;
563         else
564                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
565
566         if(zoomsensitivity < 1)
567                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
568         else
569                 setsensitivityscale(1);
570
571         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
572         {
573                 if(intermission) { curspeed = 0; }
574                 else
575                 {
576
577                         makevectors(view_angles);
578                         v = pmove_vel;
579                         if(csqcplayer)
580                                 v = csqcplayer.velocity;
581
582                         switch(autocvar_cl_velocityzoom_type)
583                         {
584                                 case 3: curspeed = max(0, v_forward * v); break;
585                                 case 2: curspeed = (v_forward * v); break;
586                                 case 1: default: curspeed = vlen(v); break;
587                         }
588                 }
589
590                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
591                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
592                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
593
594                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
595         }
596         else
597                 velocityzoom = 1;
598
599         float frustumx, frustumy, fovx, fovy;
600         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
601         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
602         fovx = atan2(frustumx, 1) / M_PI * 360.0;
603         fovy = atan2(frustumy, 1) / M_PI * 360.0;
604
605         return '1 0 0' * fovx + '0 1 0' * fovy;
606 }
607
608 vector GetViewLocationFOV(float fov)
609 {
610         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
611         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
612         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
613         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
614         return '1 0 0' * fovx + '0 1 0' * fovy;
615 }
616
617 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
618 {
619         float fovx, fovy;
620         float width = (ov_worldmax.x - ov_worldmin.x);
621         float height = (ov_worldmax.y - ov_worldmin.y);
622         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
623         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
624         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
625         return '1 0 0' * fovx + '0 1 0' * fovy;
626 }
627
628 // this function must match W_SetupShot!
629 float zoomscript_caught;
630
631 vector wcross_origin;
632 float wcross_scale_prev, wcross_alpha_prev;
633 vector wcross_color_prev;
634 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
635 vector wcross_color_goal_prev;
636 float wcross_changedonetime;
637
638 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
639 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
640 float wcross_name_changestarttime, wcross_name_changedonetime;
641 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
642
643 float wcross_ring_prev;
644
645 entity trueaim;
646 entity trueaim_rifle;
647
648 const float SHOTTYPE_HITTEAM = 1;
649 const float SHOTTYPE_HITOBSTRUCTION = 2;
650 const float SHOTTYPE_HITWORLD = 3;
651 const float SHOTTYPE_HITENEMY = 4;
652
653 void TrueAim_Init()
654 {
655         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
656         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
657 }
658
659 float EnemyHitCheck()
660 {
661         float t, n;
662         wcross_origin = project_3d_to_2d(trace_endpos);
663         wcross_origin.z = 0;
664         if(trace_ent)
665                 n = trace_ent.entnum;
666         else
667                 n = trace_networkentity;
668         if(n < 1)
669                 return SHOTTYPE_HITWORLD;
670         if(n > maxclients)
671                 return SHOTTYPE_HITWORLD;
672         t = entcs_GetTeam(n - 1);
673         if(teamplay)
674                 if(t == myteam)
675                         return SHOTTYPE_HITTEAM;
676         if(t == NUM_SPECTATOR)
677                 return SHOTTYPE_HITWORLD;
678         return SHOTTYPE_HITENEMY;
679 }
680
681 float TrueAimCheck(entity wepent)
682 {
683         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?
684         vector vecs, trueaimpoint, w_shotorg;
685         vector mi, ma, dv;
686         float shottype;
687         entity ta;
688         float mv;
689
690         mi = ma = '0 0 0';
691         ta = trueaim;
692         mv = MOVE_NOMONSTERS;
693
694         switch(wepent.activeweapon) // WEAPONTODO
695         {
696                 case WEP_TUBA: // no aim
697                 case WEP_PORTO: // shoots from eye
698                 case WEP_NEXBALL: // shoots from eye
699                 case WEP_HOOK: // no trueaim
700                 case WEP_MORTAR: // toss curve
701                         return SHOTTYPE_HITWORLD;
702                 case WEP_VORTEX:
703                 case WEP_OVERKILL_NEX:
704                 case WEP_VAPORIZER:
705                         mv = MOVE_NORMAL;
706                         break;
707                 case WEP_RIFLE:
708                         ta = trueaim_rifle;
709                         mv = MOVE_NORMAL;
710                         if(zoomscript_caught)
711                         {
712                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
713                                 return EnemyHitCheck();
714                         }
715                         break;
716                 case WEP_DEVASTATOR: // projectile has a size!
717                         mi = '-3 -3 -3';
718                         ma = '3 3 3';
719                         break;
720                 case WEP_FIREBALL: // projectile has a size!
721                         mi = '-16 -16 -16';
722                         ma = '16 16 16';
723                         break;
724                 case WEP_SEEKER: // projectile has a size!
725                         mi = '-2 -2 -2';
726                         ma = '2 2 2';
727                         break;
728                 case WEP_ELECTRO: // projectile has a size!
729                         mi = '0 0 -3';
730                         ma = '0 0 -3';
731                         break;
732         }
733
734         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
735
736         vecs = decompressShotOrigin(STAT(SHOTORG));
737
738         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
739         trueaimpoint = trace_endpos;
740
741         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
742                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
743
744         if(vecs.x > 0)
745                 vecs.y = -vecs.y;
746         else
747                 vecs = '0 0 0';
748
749         dv = view_right * vecs.y + view_up * vecs.z;
750         w_shotorg = traceorigin + dv;
751
752         // now move the vecs forward as much as requested if possible
753         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
754         w_shotorg = trace_endpos - view_forward * nudge;
755
756         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
757         shottype = EnemyHitCheck();
758         if(shottype != SHOTTYPE_HITWORLD)
759                 return shottype;
760
761 #if 0
762         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
763         // or rather, I know why, but see no fix
764         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
765                 // 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
766                 return SHOTTYPE_HITOBSTRUCTION;
767 #endif
768
769         return SHOTTYPE_HITWORLD;
770 }
771
772 float camera_mode;
773 const float CAMERA_FREE = 1;
774 const float CAMERA_CHASE = 2;
775 float reticle_type;
776 string NextFrameCommand;
777
778 vector freeze_org, freeze_ang;
779 entity nightvision_noise, nightvision_noise2;
780
781 const float MAX_TIME_DIFF = 5;
782 float pickup_crosshair_time, pickup_crosshair_size;
783 float hitindication_crosshair_size;
784 float use_vortex_chargepool;
785
786 float myhealth, myhealth_prev;
787 float myhealth_flash;
788
789 float old_blurradius, old_bluralpha;
790 float old_sharpen_intensity;
791
792 vector myhealth_gentlergb;
793
794 float contentavgalpha, liquidalpha_prev;
795 vector liquidcolor_prev;
796
797 float eventchase_current_distance;
798 float eventchase_running;
799 bool WantEventchase(entity this)
800 {
801         if(autocvar_cl_orthoview)
802                 return false;
803         if(STAT(GAME_STOPPED) || intermission)
804                 return true;
805         if(this.viewloc)
806                 return true;
807         if(spectatee_status >= 0)
808         {
809                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
810                         return true;
811                 if(MUTATOR_CALLHOOK(WantEventchase, this))
812                         return true;
813                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
814                         return true;
815                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
816                 {
817                         if(autocvar_cl_eventchase_death == 2)
818                         {
819                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
820                                 if(this.velocity == '0 0 0' || eventchase_running)
821                                         return true;
822                         }
823                         else return true;
824                 }
825         }
826         return false;
827 }
828
829 void HUD_Crosshair_Vehicle(entity this)
830 {
831         if(hud != HUD_BUMBLEBEE_GUN)
832         {
833                 Vehicle info = Vehicles_from(hud);
834                 info.vr_crosshair(info, this);
835         }
836 }
837
838 vector damage_blurpostprocess, content_blurpostprocess;
839
840 float unaccounted_damage = 0;
841 void UpdateDamage()
842 {
843         // accumulate damage with each stat update
844         static float damage_total_prev = 0;
845         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
846         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
847         damage_total_prev = damage_total;
848
849         static float damage_dealt_time_prev = 0;
850         float damage_dealt_time = STAT(HIT_TIME);
851         if (damage_dealt_time != damage_dealt_time_prev)
852         {
853                 unaccounted_damage += unaccounted_damage_new;
854                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
855         }
856         damage_dealt_time_prev = damage_dealt_time;
857
858         // prevent hitsound when switching spectatee
859         static float spectatee_status_prev = 0;
860         if (spectatee_status != spectatee_status_prev)
861                 unaccounted_damage = 0;
862         spectatee_status_prev = spectatee_status;
863 }
864
865 void HitSound()
866 {
867         // varying sound pitch
868
869         bool have_arc = false;
870         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
871         {
872                 entity wepent = viewmodels[slot];
873
874                 if(wepent.activeweapon == WEP_ARC)
875                         have_arc = true;
876         }
877
878         static float hitsound_time_prev = 0;
879         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
880         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
881         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
882         {
883                 if (autocvar_cl_hitsound && unaccounted_damage)
884                 {
885                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
886                         float a = autocvar_cl_hitsound_max_pitch;
887                         float b = autocvar_cl_hitsound_min_pitch;
888                         float c = autocvar_cl_hitsound_nom_damage;
889                         float d = unaccounted_damage;
890                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
891
892                         // if sound variation is disabled, set pitch_shift to 1
893                         if (autocvar_cl_hitsound == 1)
894                                 pitch_shift = 1;
895
896                         // if pitch shift is reversed, mirror in (max-min)/2 + min
897                         if (autocvar_cl_hitsound == 3)
898                         {
899                                 float mirror_value = (a-b)/2 + b;
900                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
901                         }
902
903                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
904
905                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
906                         // todo: normalize sound pressure levels? seems unnecessary
907
908                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
909                 }
910                 unaccounted_damage = 0;
911                 hitsound_time_prev = time;
912         }
913
914         static float typehit_time_prev = 0;
915         float typehit_time = STAT(TYPEHIT_TIME);
916         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
917         {
918                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
919                 typehit_time_prev = typehit_time;
920         }
921
922         static float kill_time_prev = 0;
923         float kill_time = STAT(KILL_TIME);
924         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
925         {
926                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
927                 kill_time_prev = kill_time;
928         }
929 }
930
931 vector crosshair_getcolor(entity this, float health_stat)
932 {
933         static float rainbow_last_flicker;
934         static vector rainbow_prev_color;
935         vector wcross_color = '0 0 0';
936         switch(autocvar_crosshair_color_special)
937         {
938                 case 1: // crosshair_color_per_weapon
939                 {
940                         if(this != WEP_Null && hud == HUD_NORMAL)
941                         {
942                                 wcross_color = this.wpcolor;
943                                 break;
944                         }
945                         else { goto normalcolor; }
946                 }
947
948                 case 2: // crosshair_color_by_health
949                 {
950                         vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
951                         float hp = floor(v.x + 1);
952
953                         //x = red
954                         //y = green
955                         //z = blue
956
957                         wcross_color.z = 0;
958
959                         if(hp > 200)
960                         {
961                                 wcross_color.x = 0;
962                                 wcross_color.y = 1;
963                         }
964                         else if(hp > 150)
965                         {
966                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
967                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
968                         }
969                         else if(hp > 100)
970                         {
971                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
972                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
973                                 wcross_color.z = 1 - (hp-100)*0.02;
974                         }
975                         else if(hp > 50)
976                         {
977                                 wcross_color.x = 1;
978                                 wcross_color.y = 1;
979                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
980                         }
981                         else if(hp > 20)
982                         {
983                                 wcross_color.x = 1;
984                                 wcross_color.y = (hp-20)*90/27/100;
985                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
986                         }
987                         else
988                         {
989                                 wcross_color.x = 1;
990                                 wcross_color.y = 0;
991                         }
992                         break;
993                 }
994
995                 case 3: // crosshair_color_rainbow
996                 {
997                         if(time >= rainbow_last_flicker)
998                         {
999                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1000                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1001                         }
1002                         wcross_color = rainbow_prev_color;
1003                         break;
1004                 }
1005 LABEL(normalcolor)
1006                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1007         }
1008
1009         return wcross_color;
1010 }
1011
1012 void HUD_Crosshair(entity this)
1013 {
1014         float f, i, j;
1015         vector v;
1016         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
1017                 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
1018                 !HUD_MinigameMenu_IsOpened() )
1019         {
1020                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
1021                         return;
1022
1023                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
1024                         return;
1025
1026                 if (hud != HUD_NORMAL)
1027                 {
1028                         HUD_Crosshair_Vehicle(this);
1029                         return;
1030                 }
1031
1032                 string wcross_style;
1033                 float wcross_alpha, wcross_resolution;
1034                 wcross_style = autocvar_crosshair;
1035                 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
1036                         wcross_style = autocvar_crosshair_2d;
1037                 if (wcross_style == "0")
1038                         return;
1039                 wcross_resolution = autocvar_crosshair_size;
1040                 if (wcross_resolution == 0)
1041                         return;
1042                 wcross_alpha = autocvar_crosshair_alpha;
1043                 if (wcross_alpha == 0)
1044                         return;
1045
1046                 // TrueAim check
1047                 float shottype;
1048
1049                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1050                 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1051                         wcross_origin = viewloc_mousepos;
1052                 else
1053                         wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1054                 wcross_origin.z = 0;
1055                 if(autocvar_crosshair_hittest)
1056                 {
1057                         vector wcross_oldorigin;
1058                         entity thiswep = viewmodels[0]; // TODO: unhardcode
1059                         wcross_oldorigin = wcross_origin;
1060                         shottype = TrueAimCheck(thiswep);
1061                         if(shottype == SHOTTYPE_HITWORLD)
1062                         {
1063                                 v = wcross_origin - wcross_oldorigin;
1064                                 v.x /= vid_conwidth;
1065                                 v.y /= vid_conheight;
1066                                 if(vdist(v, >, 0.01))
1067                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1068                         }
1069                         if(!autocvar_crosshair_hittest_showimpact)
1070                                 wcross_origin = wcross_oldorigin;
1071                 }
1072                 else
1073                         shottype = SHOTTYPE_HITWORLD;
1074
1075                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1076                 string wcross_name = "";
1077                 float wcross_scale, wcross_blur;
1078
1079         entity e = WEP_Null;
1080                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1081                 {
1082                         entity wepent = viewmodels[0]; // TODO: unhardcode
1083                         e = wepent.switchingweapon;
1084                         if(e)
1085                         {
1086                                 if(autocvar_crosshair_per_weapon)
1087                                 {
1088                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1089                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1090                                         //if (wcross_resolution == 0)
1091                                                 //return;
1092
1093                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1094                                         wcross_resolution *= e.w_crosshair_size;
1095                                         wcross_name = e.w_crosshair;
1096                                 }
1097                         }
1098                 }
1099
1100                 if(wcross_name == "")
1101                         wcross_name = strcat("gfx/crosshair", wcross_style);
1102
1103                 // MAIN CROSSHAIR COLOR DECISION
1104                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1105
1106                 if(autocvar_crosshair_effect_scalefade)
1107                 {
1108                         wcross_scale = wcross_resolution;
1109                         wcross_resolution = 1;
1110                 }
1111                 else
1112                 {
1113                         wcross_scale = 1;
1114                 }
1115
1116                 if(autocvar_crosshair_pickup)
1117                 {
1118                         float stat_pickup_time = STAT(LAST_PICKUP);
1119
1120                         if(pickup_crosshair_time < stat_pickup_time)
1121                         {
1122                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1123                                         pickup_crosshair_size = 1;
1124
1125                                 pickup_crosshair_time = stat_pickup_time;
1126                         }
1127
1128                         if(pickup_crosshair_size > 0)
1129                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1130                         else
1131                                 pickup_crosshair_size = 0;
1132
1133                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1134                 }
1135
1136                 // todo: make crosshair hit indication dependent on damage dealt
1137                 if(autocvar_crosshair_hitindication)
1138                 {
1139                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1140
1141                         if(unaccounted_damage)
1142                         {
1143                                 hitindication_crosshair_size = 1;
1144                         }
1145
1146                         if(hitindication_crosshair_size > 0)
1147                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1148                         else
1149                                 hitindication_crosshair_size = 0;
1150
1151                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1152                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1153                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1154                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1155                 }
1156
1157                 if(shottype == SHOTTYPE_HITENEMY)
1158                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1159                 if(shottype == SHOTTYPE_HITTEAM)
1160                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1161
1162                 f = fabs(autocvar_crosshair_effect_time);
1163                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1164                 {
1165                         wcross_changedonetime = time + f;
1166                 }
1167                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1168                 {
1169                         wcross_name_changestarttime = time;
1170                         wcross_name_changedonetime = time + f;
1171                         if(wcross_name_goal_prev_prev)
1172                                 strunzone(wcross_name_goal_prev_prev);
1173                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1174                         wcross_name_goal_prev = strzone(wcross_name);
1175                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1176                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1177                         wcross_resolution_goal_prev = wcross_resolution;
1178                 }
1179
1180                 wcross_scale_goal_prev = wcross_scale;
1181                 wcross_alpha_goal_prev = wcross_alpha;
1182                 wcross_color_goal_prev = wcross_color;
1183
1184                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1185                 {
1186                         wcross_blur = 1;
1187                         wcross_alpha *= 0.75;
1188                 }
1189                 else
1190                         wcross_blur = 0;
1191                 // *_prev is at time-frametime
1192                 // * is at wcross_changedonetime+f
1193                 // what do we have at time?
1194                 if(time < wcross_changedonetime)
1195                 {
1196                         f = frametime / (wcross_changedonetime - time + frametime);
1197                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1198                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1199                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1200                 }
1201
1202                 wcross_scale_prev = wcross_scale;
1203                 wcross_alpha_prev = wcross_alpha;
1204                 wcross_color_prev = wcross_color;
1205
1206                 MUTATOR_CALLHOOK(UpdateCrosshair);
1207
1208                 wcross_scale *= 1 - autocvar__menu_alpha;
1209                 wcross_alpha *= 1 - autocvar__menu_alpha;
1210                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1211
1212                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1213                 {
1214                         // crosshair rings for weapon stats
1215                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1216                         {
1217                                 // declarations and stats
1218                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1219                                 string ring_image = string_null, ring_inner_image = string_null;
1220                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1221
1222                                 ring_scale = autocvar_crosshair_ring_size;
1223
1224                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1225
1226                                 int weapon_clipload = wepent.clip_load;
1227                                 int weapon_clipsize = wepent.clip_size;
1228
1229                                 float arc_heat = wepent.arc_heat_percent;
1230                                 float vcharge = wepent.vortex_charge;
1231                                 float vchargepool = wepent.vortex_chargepool_ammo;
1232                                 float oknex_charge_ = wepent.oknex_charge;
1233                                 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
1234
1235                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1236                                         vortex_charge_movingavg = vcharge;
1237
1238                                 // handle the values
1239                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1240                                 {
1241                                         if (vchargepool || use_vortex_chargepool) {
1242                                                 use_vortex_chargepool = 1;
1243                                                 ring_inner_value = vchargepool;
1244                                         } else {
1245                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1246                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1247                                         }
1248
1249                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1250                                         ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1251                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1252
1253                                         // draw the outer ring to show the current charge of the weapon
1254                                         ring_value = vcharge;
1255                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1256                                         ring_rgb = wcross_color;
1257                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1258                                 }
1259                                 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
1260                                 {
1261                                         if (oknex_chargepool_ || use_vortex_chargepool) {
1262                                                 use_vortex_chargepool = 1;
1263                                                 ring_inner_value = oknex_chargepool_;
1264                                         } else {
1265                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
1266                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
1267                                         }
1268
1269                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1270                                         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;
1271                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1272
1273                                         // draw the outer ring to show the current charge of the weapon
1274                                         ring_value = oknex_charge_;
1275                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1276                                         ring_rgb = wcross_color;
1277                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1278                                 }
1279                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1280                                 {
1281                                         ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1282                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1283                                         ring_rgb = wcross_color;
1284                                         ring_image = "gfx/crosshair_ring.tga";
1285                                 }
1286                                 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1287                                 {
1288                                         ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1289                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1290                                         ring_rgb = wcross_color;
1291                                         ring_image = "gfx/crosshair_ring.tga";
1292                                 }
1293                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1294                                 {
1295                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1296                                         ring_scale = autocvar_crosshair_ring_reload_size;
1297                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1298                                         ring_rgb = wcross_color;
1299
1300                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1301                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1302                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1303                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1304                                         else
1305                                                 ring_image = "gfx/crosshair_ring.tga";
1306                                 }
1307                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1308                                 {
1309                                         ring_value = arc_heat;
1310                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1311                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1312                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1313                                         ring_image = "gfx/crosshair_ring.tga";
1314                                 }
1315
1316                                 // if in weapon switch animation, fade ring out/in
1317                                 if(autocvar_crosshair_effect_time > 0)
1318                                 {
1319                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1320                                         if (f >= 1)
1321                                         {
1322                                                 wcross_ring_prev = ((ring_image) ? true : false);
1323                                         }
1324
1325                                         if(wcross_ring_prev)
1326                                         {
1327                                                 if(f < 1)
1328                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1329                                         }
1330                                         else
1331                                         {
1332                                                 if(f < 1)
1333                                                         ring_alpha *= bound(0, f, 1);
1334                                         }
1335                                 }
1336
1337                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1338                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1339
1340                                 if (ring_value)
1341                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1342                         }
1343
1344 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1345                         MACRO_BEGIN { \
1346                                 if(wcross_blur > 0) \
1347                                 { \
1348                                         for(i = -2; i <= 2; ++i) \
1349                                         for(j = -2; j <= 2; ++j) \
1350                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1351                                 } \
1352                                 else \
1353                                 { \
1354                                         M(0,0,sz,wcross_name,wcross_alpha); \
1355                                 } \
1356                         } MACRO_END
1357
1358 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1359                         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)
1360
1361 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1362                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1363
1364                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1365                         {
1366                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1367                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1368                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1369                                 f = 1 - f;
1370                         }
1371                         else
1372                         {
1373                                 f = 1;
1374                         }
1375                         wcross_name_alpha_goal_prev = f;
1376
1377                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1378                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1379
1380                         if(autocvar_crosshair_dot)
1381                         {
1382                                 vector wcross_color_old;
1383                                 wcross_color_old = wcross_color;
1384
1385                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1386                                         wcross_color = stov(autocvar_crosshair_dot_color);
1387
1388                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1389                                 // FIXME why don't we use wcross_alpha here?
1390                                 wcross_color = wcross_color_old;
1391                         }
1392                 }
1393         }
1394         else
1395         {
1396                 wcross_scale_prev = 0;
1397                 wcross_alpha_prev = 0;
1398                 wcross_scale_goal_prev = 0;
1399                 wcross_alpha_goal_prev = 0;
1400                 wcross_changedonetime = 0;
1401                 strfree(wcross_name_goal_prev);
1402                 strfree(wcross_name_goal_prev_prev);
1403                 wcross_name_changestarttime = 0;
1404                 wcross_name_changedonetime = 0;
1405                 wcross_name_alpha_goal_prev = 0;
1406                 wcross_name_alpha_goal_prev_prev = 0;
1407                 wcross_resolution_goal_prev = 0;
1408                 wcross_resolution_goal_prev_prev = 0;
1409         }
1410 }
1411
1412 const int MAX_SPECIALCOMMAND = 15;
1413 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1414 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1415 const float SPECIALCOMMAND_SPEED = 150;
1416 const float SPECIALCOMMAND_TURNSPEED = 2;
1417 const float SPECIALCOMMAND_SIZE = 0.025;
1418 const float SPECIALCOMMAND_CHANCE = 0.35;
1419 float sc_spawntime, sc_changetime;
1420 vector sc_color = '1 1 1';
1421 void SpecialCommand()
1422 {
1423         if(!STAT(MOVEVARS_SPECIALCOMMAND))
1424                 return;
1425
1426         if(time >= sc_changetime)
1427         {
1428                 sc_changetime = time + 1;
1429                 sc_color = randomvec() * 1.5;
1430                 sc_color.x = bound(0.2, sc_color.x, 0.75);
1431                 sc_color.y = bound(0.2, sc_color.y, 0.75);
1432                 sc_color.z = bound(0.2, sc_color.z, 0.75);
1433         }
1434         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1435
1436         if(!precache_pic("gfx/smile"))
1437                 return; // damn party poopers
1438
1439         for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1440         {
1441                 vector slot = specialcommand_slots[j];
1442                 if(slot.y)
1443                         slot.y += SPECIALCOMMAND_SPEED * frametime;
1444                 //if(slot.z)
1445                         //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1446                 if(slot.y >= vid_conheight)
1447                         slot = '0 0 0';
1448
1449                 if(slot == '0 0 0')
1450                 {
1451                         if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1452                         {
1453                                 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1454                                 slot.y = 1; // start it off 0 so we can use it
1455                                 slot.z = floor(random() * Weapons_MAX);
1456                                 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1457                                 vector newcolor = randomvec() * 2;
1458                                 newcolor.x = bound(0.4, newcolor.x, 1);
1459                                 newcolor.y = bound(0.4, newcolor.y, 1);
1460                                 newcolor.z = bound(0.4, newcolor.z, 1);
1461                                 specialcommand_colors[j] = newcolor;
1462                         }
1463                 }
1464                 else
1465                 {
1466                         vector splash_size = '0 0 0';
1467                         splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1468                         splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1469                         entity wep = Weapons_from(slot.z);
1470                         if(wep == WEP_Null)
1471                                 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1472                         else
1473                                 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1474                         //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1475                 }
1476
1477                 specialcommand_slots[j] = slot;
1478         }
1479 }
1480
1481 void HUD_Draw(entity this)
1482 {
1483         // if we don't know gametype and scores yet avoid drawing the scoreboard
1484         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1485         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1486         // cl_deathscoreboard would show the scoreboard and so on
1487         if(!gametype)
1488                 return;
1489
1490         Hud_Dynamic_Frame();
1491
1492         if(!intermission)
1493         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1494         {
1495                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1496         }
1497         else if(STAT(FROZEN))
1498         {
1499                 vector col = '0.25 0.90 1';
1500                 if(STAT(REVIVE_PROGRESS))
1501                         col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1502                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1503         }
1504
1505         HUD_Scale_Enable();
1506         if(!intermission)
1507         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1508         {
1509                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1510                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1511                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1512         }
1513         else if(STAT(CAPTURE_PROGRESS))
1514         {
1515                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1516                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1517         }
1518         else if(STAT(REVIVE_PROGRESS))
1519         {
1520                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1521                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1522         }
1523         HUD_Scale_Disable();
1524
1525         if(autocvar_r_letterbox == 0)
1526                 if(autocvar_viewsize < 120)
1527                 {
1528                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1529                                 Accuracy_LoadLevels();
1530
1531                         HUD_Main();
1532                         HUD_Scale_Disable();
1533                 }
1534
1535         // crosshair goes VERY LAST
1536         SpecialCommand();
1537         UpdateDamage();
1538         HUD_Crosshair(this);
1539         HitSound();
1540 }
1541
1542 void ViewLocation_Mouse()
1543 {
1544         if(spectatee_status)
1545                 return; // don't draw it as spectator!
1546
1547         viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1548         viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1549         viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1550
1551         //float cursor_alpha = 1 - autocvar__menu_alpha;
1552         //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1553 }
1554
1555 float mouse_over_panel;
1556 void HUD_Draw_Mouse()
1557 {
1558         float cursor_alpha = 1 - autocvar__menu_alpha;
1559         if(!mouse_over_panel)
1560                 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
1561         else if(mouse_over_panel == 1)
1562                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1563         else if(mouse_over_panel == 2)
1564                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
1565         else
1566                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
1567 }
1568
1569 void HUD_Mouse(entity player)
1570 {
1571         if(autocvar__menu_alpha == 1)
1572                 return;
1573
1574         if(!HUD_WouldShowCursor())
1575         {
1576                 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1577                         ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1578                 return;
1579         }
1580
1581         if(!autocvar_hud_cursormode)
1582                 update_mousepos();
1583
1584         if(autocvar__hud_configure)
1585                 HUD_Panel_Mouse();
1586         else
1587         {
1588                 if (HUD_MinigameMenu_IsOpened() || active_minigame)
1589                         HUD_Minigame_Mouse();
1590                 if (QuickMenu_IsOpened())
1591                         QuickMenu_Mouse();
1592                 if (HUD_Radar_Clickable())
1593                         HUD_Radar_Mouse();
1594         }
1595
1596         prevMouseClicked = mouseClicked;
1597
1598         HUD_Draw_Mouse();
1599 }
1600
1601 bool ov_enabled;
1602 float oldr_nearclip;
1603 float oldr_farclip_base;
1604 float oldr_farclip_world;
1605 float oldr_novis;
1606 float oldr_useportalculling;
1607 float oldr_useinfinitefarclip;
1608
1609 float prev_myteam;
1610 int lasthud;
1611 float vh_notice_time;
1612 void CSQC_UpdateView(entity this, float w, float h)
1613 {
1614     TC(int, w); TC(int, h);
1615         entity e;
1616         float fov;
1617         float f;
1618         vector vf_size, vf_min;
1619         float a;
1620
1621         execute_next_frame();
1622
1623         ++framecount;
1624
1625         stats_get();
1626         hud = STAT(HUD);
1627
1628         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1629                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1630
1631         lasthud = hud;
1632
1633         HUD_Scale_Disable();
1634
1635         if(autocvar__hud_showbinds_reload) // menu can set this one
1636         {
1637                 db_close(binddb);
1638                 binddb = db_create();
1639                 cvar_set("_hud_showbinds_reload", "0");
1640         }
1641
1642         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1643                 view_quality = getproperty(VF_MINFPS_QUALITY);
1644         else
1645                 view_quality = 1;
1646
1647         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1648         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1649
1650         vf_size = getpropertyvec(VF_SIZE);
1651         vf_min = getpropertyvec(VF_MIN);
1652         vid_width = vf_size.x;
1653         vid_height = vf_size.y;
1654
1655         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1656         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1657
1658         WaypointSprite_Load();
1659
1660         CSQCPlayer_SetCamera();
1661
1662         if(player_localentnum <= maxclients) // is it a client?
1663                 current_player = player_localentnum - 1;
1664         else // then player_localentnum is the vehicle I'm driving
1665                 current_player = player_localnum;
1666         myteam = entcs_GetTeam(current_player);
1667
1668         if(myteam != prev_myteam)
1669         {
1670                 myteamcolors = colormapPaletteColor(myteam, 1);
1671                 FOREACH(hud_panels, true, it.update_time = time);
1672                 prev_myteam = myteam;
1673         }
1674
1675         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1676
1677         float is_dead = (STAT(HEALTH) <= 0);
1678
1679         // FIXME do we need this hack?
1680         if(isdemo())
1681         {
1682                 // in demos, input_buttons do not work
1683                 button_zoom = (autocvar__togglezoom == "-");
1684         }
1685         else if(button_zoom
1686                 && autocvar_cl_unpress_zoom_on_death
1687                 && (spectatee_status >= 0)
1688                 && (is_dead || intermission))
1689         {
1690                 // no zoom while dead or in intermission please
1691                 localcmd("-zoom\n");
1692                 button_zoom = false;
1693         }
1694
1695         // abused multiple places below
1696         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1697         if(!local_player)
1698                 local_player = this; // fall back!
1699
1700         // event chase camera
1701         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1702         {
1703                 if(STAT(CAMERA_SPECTATOR))
1704                 {
1705                         if(spectatee_status > 0)
1706                         {
1707                                 if(!autocvar_chase_active)
1708                                 {
1709                                         cvar_set("chase_active", "-2");
1710                                         goto skip_eventchase_death;
1711                                 }
1712                         }
1713                         else if(autocvar_chase_active == -2)
1714                                 cvar_set("chase_active", "0");
1715
1716                         if(autocvar_chase_active == -2)
1717                                 goto skip_eventchase_death;
1718                 }
1719                 else if(autocvar_chase_active == -2)
1720                         cvar_set("chase_active", "0");
1721
1722                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1723
1724                 float vehicle_viewdist = 0;
1725                 vector vehicle_viewofs = '0 0 0';
1726
1727                 if(vehicle_chase)
1728                 {
1729                         if(hud != HUD_BUMBLEBEE_GUN)
1730                         {
1731                                 Vehicle info = Vehicles_from(hud);
1732                                 vehicle_viewdist = info.height;
1733                                 vehicle_viewofs = info.view_ofs;
1734                         }
1735                 }
1736
1737                 if(WantEventchase(this))
1738                 {
1739                         vector current_view_origin_override = '0 0 0';
1740                         vector view_offset_override = '0 0 0';
1741                         float chase_distance_override = 0;
1742                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1743                         if(custom_eventchase)
1744                         {
1745                                 current_view_origin_override = M_ARGV(0, vector);
1746                                 view_offset_override = M_ARGV(1, vector);
1747                                 chase_distance_override = M_ARGV(0, float);
1748                         }
1749                         eventchase_running = true;
1750
1751                         // 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.)
1752                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1753                         if (custom_eventchase)
1754                                 current_view_origin = current_view_origin_override;
1755
1756                         // detect maximum viewoffset and use it
1757                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1758                         if(vehicle_chase)
1759                         {
1760                                 if(vehicle_viewofs)
1761                                         view_offset = vehicle_viewofs;
1762                                 else
1763                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1764                         }
1765                         if (custom_eventchase)
1766                                 view_offset = view_offset_override;
1767
1768                         if(view_offset)
1769                         {
1770                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1771                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1772                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1773                         }
1774
1775                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1776                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1777                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1778                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1779
1780                         // make the camera smooth back
1781                         float chase_distance = autocvar_cl_eventchase_distance;
1782                         if(vehicle_chase)
1783                         {
1784                                 if(vehicle_viewofs)
1785                                         chase_distance = vehicle_viewdist;
1786                                 else
1787                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1788                         }
1789                         if (custom_eventchase)
1790                                 chase_distance = chase_distance_override;
1791
1792                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1793                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1794                         else if(eventchase_current_distance != chase_distance)
1795                                 eventchase_current_distance = chase_distance;
1796
1797                         makevectors(view_angles);
1798
1799                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1800                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1801
1802                         // If the boxtrace fails, revert back to line tracing.
1803                         if(!local_player.viewloc)
1804                         if(trace_startsolid)
1805                         {
1806                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1807                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1808                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1809                         }
1810                         else { setproperty(VF_ORIGIN, trace_endpos); }
1811
1812                         if(!local_player.viewloc)
1813                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1814                 }
1815                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1816                 {
1817                         eventchase_running = false;
1818                         cvar_set("chase_active", "0");
1819                         eventchase_current_distance = 0; // start from 0 next time
1820                 }
1821         }
1822         // workaround for camera stuck between player's legs when using chase_active 1
1823         // because the engine stops updating the chase_active camera when the game ends
1824         else if(intermission)
1825         {
1826                 cvar_settemp("chase_active", "-1");
1827                 eventchase_current_distance = 0;
1828         }
1829
1830         LABEL(skip_eventchase_death);
1831
1832         // do lockview after event chase camera so that it still applies whenever necessary.
1833         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1834         {
1835                 setproperty(VF_ORIGIN, freeze_org);
1836                 setproperty(VF_ANGLES, freeze_ang);
1837         }
1838         else
1839         {
1840                 freeze_org = getpropertyvec(VF_ORIGIN);
1841                 freeze_ang = getpropertyvec(VF_ANGLES);
1842         }
1843
1844         WarpZone_FixView();
1845         //WarpZone_FixPMove();
1846
1847         vector ov_org = '0 0 0';
1848         vector ov_mid = '0 0 0';
1849         vector ov_worldmin = '0 0 0';
1850         vector ov_worldmax = '0 0 0';
1851         if(autocvar_cl_orthoview)
1852         {
1853                 ov_worldmin = mi_picmin;
1854                 ov_worldmax = mi_picmax;
1855
1856                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1857                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1858                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1859
1860                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1861                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1862
1863                 float ov_nearest = vlen(ov_org - vec3(
1864                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1865                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1866                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1867                 ));
1868
1869                 float ov_furthest = 0;
1870                 float dist = 0;
1871
1872                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1873                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1874                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1875                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1876                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1877                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1878                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1879                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1880
1881                 if(!ov_enabled)
1882                 {
1883                         oldr_nearclip = cvar("r_nearclip");
1884                         oldr_farclip_base = cvar("r_farclip_base");
1885                         oldr_farclip_world = cvar("r_farclip_world");
1886                         oldr_novis = cvar("r_novis");
1887                         oldr_useportalculling = cvar("r_useportalculling");
1888                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1889                 }
1890
1891                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1892                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1893                 cvar_settemp("r_farclip_world", "0");
1894                 cvar_settemp("r_novis", "1");
1895                 cvar_settemp("r_useportalculling", "0");
1896                 cvar_settemp("r_useinfinitefarclip", "0");
1897
1898                 setproperty(VF_ORIGIN, ov_org);
1899                 setproperty(VF_ANGLES, '90 0 0');
1900
1901                 ov_enabled = true;
1902
1903                 #if 0
1904                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1905                         vtos(ov_org),
1906                         vtos(getpropertyvec(VF_ANGLES)),
1907                         ov_distance,
1908                         ov_nearest,
1909                         ov_furthest);
1910                 #endif
1911         }
1912         else
1913         {
1914                 if(ov_enabled)
1915                 {
1916                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1917                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1918                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1919                         cvar_set("r_novis", ftos(oldr_novis));
1920                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1921                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1922                 }
1923                 ov_enabled = false;
1924         }
1925
1926         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1927         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1928         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1929                 viewmodel_draw(viewmodels[slot]);
1930
1931         // Render the Scene
1932         view_origin = getpropertyvec(VF_ORIGIN);
1933         view_angles = getpropertyvec(VF_ANGLES);
1934         makevectors(view_angles);
1935         view_forward = v_forward;
1936         view_right = v_right;
1937         view_up = v_up;
1938
1939 #ifdef BLURTEST
1940         if(time > blurtest_time0 && time < blurtest_time1)
1941         {
1942                 float r, t;
1943
1944                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1945                 r = t * blurtest_radius;
1946                 f = 1 / (t ** blurtest_power) - 1;
1947
1948                 cvar_set("r_glsl_postprocess", "1");
1949                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1950         }
1951         else
1952         {
1953                 cvar_set("r_glsl_postprocess", "0");
1954                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1955         }
1956 #endif
1957
1958         TargetMusic_Advance();
1959         Fog_Force();
1960         fpscounter_update();
1961
1962         if(drawtime == 0)
1963                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1964         else
1965                 drawframetime = bound(0.000001, time - drawtime, 1);
1966         drawtime = time;
1967
1968         // watch for gametype changes here...
1969         // in ParseStuffCMD the cmd isn't executed yet :/
1970         // might even be better to add the gametype to TE_CSQC_INIT...?
1971         if(!postinit)
1972                 PostInit();
1973
1974         if(intermission && !intermission_time)
1975                 intermission_time = time;
1976
1977         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1978         {
1979                 if(calledhooks & HOOK_START)
1980                 {
1981                         localcmd("\ncl_hook_gameend\n");
1982                         calledhooks |= HOOK_END;
1983                 }
1984         }
1985
1986         Announcer();
1987
1988         fov = autocvar_fov;
1989         if(fov <= 59.5)
1990         {
1991                 if(!zoomscript_caught)
1992                 {
1993                         localcmd("+button9\n");
1994                         zoomscript_caught = 1;
1995                 }
1996         }
1997         else
1998         {
1999                 if(zoomscript_caught)
2000                 {
2001                         localcmd("-button9\n");
2002                         zoomscript_caught = 0;
2003                 }
2004         }
2005
2006         ColorTranslateMode = autocvar_cl_stripcolorcodes;
2007
2008         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2009         {
2010                 entity wepent = viewmodels[slot];
2011
2012                 if(wepent.last_switchweapon != wepent.switchweapon)
2013                 {
2014                         weapontime = time;
2015                         wepent.last_switchweapon = wepent.switchweapon;
2016                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
2017                         {
2018                                 localcmd("-zoom\n");
2019                                 button_zoom = false;
2020                         }
2021                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
2022                         {
2023                                 localcmd("-fire\n");
2024                                 localcmd("-fire2\n");
2025                                 button_attack2 = false;
2026                         }
2027                 }
2028                 if(wepent.last_activeweapon != wepent.activeweapon)
2029                 {
2030                         wepent.last_activeweapon = wepent.activeweapon;
2031
2032                         e = wepent.activeweapon;
2033                         if(e.netname != "")
2034                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
2035                         else if(slot == 0)
2036                                 localcmd("\ncl_hook_activeweapon none\n");
2037                 }
2038         }
2039
2040         // ALWAYS Clear Current Scene First
2041         clearscene();
2042
2043         setproperty(VF_ORIGIN, view_origin);
2044         setproperty(VF_ANGLES, view_angles);
2045
2046         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
2047         setproperty(VF_SIZE, vf_size);
2048         setproperty(VF_MIN, vf_min);
2049
2050         // Assign Standard Viewflags
2051         // Draw the World (and sky)
2052         setproperty(VF_DRAWWORLD, 1);
2053
2054         // Set the console size vars
2055         vid_conwidth = autocvar_vid_conwidth;
2056         vid_conheight = autocvar_vid_conheight;
2057         vid_pixelheight = autocvar_vid_pixelheight;
2058
2059         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
2060         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
2061         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
2062
2063         if(camera_active) // Camera for demo playback
2064         {
2065                 if(autocvar_camera_enable)
2066                         CSQC_Demo_Camera();
2067                 else
2068                 {
2069                         cvar_set("chase_active", ftos(chase_active_backup));
2070                         cvar_set("cl_demo_mousegrab", "0");
2071                         camera_active = false;
2072                 }
2073         }
2074         else
2075         {
2076 #ifdef CAMERATEST
2077                 if(autocvar_camera_enable)
2078 #else
2079                 if(autocvar_camera_enable && isdemo())
2080 #endif
2081                 {
2082                         // Enable required Darkplaces cvars
2083                         chase_active_backup = autocvar_chase_active;
2084                         cvar_set("chase_active", "2");
2085                         cvar_set("cl_demo_mousegrab", "1");
2086                         camera_active = true;
2087                         camera_mode = false;
2088                 }
2089         }
2090
2091         // Draw the Crosshair
2092         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2093
2094         // Draw the Engine Status Bar (the default Quake HUD)
2095         setproperty(VF_DRAWENGINESBAR, 0);
2096
2097         // Update the mouse position
2098         /*
2099            mousepos_x = vid_conwidth;
2100            mousepos_y = vid_conheight;
2101            mousepos = mousepos*0.5 + getmousepos();
2102          */
2103
2104         IL_EACH(g_drawables, it.draw, it.draw(it));
2105
2106         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
2107         renderscene();
2108
2109         // now switch to 2D drawing mode by calling a 2D drawing function
2110         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2111         // next R_RenderScene call
2112         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2113
2114         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2115         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2116         {
2117                 // apply night vision effect
2118                 vector tc_00, tc_01, tc_10, tc_11;
2119                 vector rgb = '0 0 0';
2120
2121                 if(!nightvision_noise)
2122                 {
2123                         nightvision_noise = new(nightvision_noise);
2124                 }
2125                 if(!nightvision_noise2)
2126                 {
2127                         nightvision_noise2 = new(nightvision_noise2);
2128                 }
2129
2130                 // color tint in yellow
2131                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2132
2133                 // draw BG
2134                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2135                 rgb = '1 1 1';
2136                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2137                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2138                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2139                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2140                 tc_11 = tc_01 + tc_10 - tc_00;
2141                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2142                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2143                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2144                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2145                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2146                 R_EndPolygon();
2147
2148                 // draw FG
2149                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2150                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2151                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2152                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2153                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2154                 tc_11 = tc_01 + tc_10 - tc_00;
2155                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2156                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2157                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2158                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2159                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2160                 R_EndPolygon();
2161         }
2162
2163         if(autocvar_cl_reticle)
2164         {
2165                 string reticle_image = string_null;
2166                 bool wep_zoomed = false;
2167                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2168                 {
2169                         entity wepe = viewmodels[slot];
2170                         Weapon wep = wepe.activeweapon;
2171                         if(wep != WEP_Null && wep.wr_zoom)
2172                         {
2173                                 bool do_zoom = wep.wr_zoom(wep, NULL);
2174                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2175                                         reticle_image = wep.w_reticle;
2176                                 wep_zoomed += do_zoom;
2177                         }
2178                 }
2179                 // Draw the aiming reticle for weapons that use it
2180                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2181                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2182                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2183                 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2184                 {
2185                         // no zoom reticle while dead
2186                         reticle_type = 0;
2187                 }
2188                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2189                 {
2190                         if(reticle_image) { reticle_type = 2; }
2191                         else { reticle_type = 0; }
2192                 }
2193                 else if(button_zoom || zoomscript_caught)
2194                 {
2195                         // normal zoom
2196                         reticle_type = 1;
2197                 }
2198
2199                 if(reticle_type)
2200                 {
2201                         if(autocvar_cl_reticle_stretch)
2202                         {
2203                                 reticle_size.x = vid_conwidth;
2204                                 reticle_size.y = vid_conheight;
2205                                 reticle_pos.x = 0;
2206                                 reticle_pos.y = 0;
2207                         }
2208                         else
2209                         {
2210                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2211                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2212                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2213                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2214                         }
2215
2216                         if(zoomscript_caught)
2217                                 f = 1;
2218                         else
2219                                 f = current_zoomfraction;
2220
2221                         if(f)
2222                         {
2223                                 switch(reticle_type)
2224                                 {
2225                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2226                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2227                                 }
2228                         }
2229                 }
2230         }
2231         else
2232         {
2233                 if(reticle_type != 0) { reticle_type = 0; }
2234         }
2235
2236
2237         // improved polyblend
2238         if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2239         {
2240                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2241                 vector liquidcolor;
2242
2243                 switch(pointcontents(view_origin))
2244                 {
2245                         case CONTENT_WATER:
2246                                 liquidalpha = autocvar_hud_contents_water_alpha;
2247                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2248                                 incontent = 1;
2249                                 break;
2250
2251                         case CONTENT_LAVA:
2252                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2253                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2254                                 incontent = 1;
2255                                 break;
2256
2257                         case CONTENT_SLIME:
2258                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2259                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2260                                 incontent = 1;
2261                                 break;
2262
2263                         default:
2264                                 liquidalpha = 0;
2265                                 liquidcolor = '0 0 0';
2266                                 incontent = 0;
2267                                 break;
2268                 }
2269
2270                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2271                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2272                         contentfadetime = autocvar_hud_contents_fadeintime;
2273                         liquidalpha_prev = liquidalpha;
2274                         liquidcolor_prev = liquidcolor;
2275                 }
2276                 else
2277                         contentfadetime = autocvar_hud_contents_fadeouttime;
2278
2279                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2280                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2281
2282                 if(contentavgalpha)
2283                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2284
2285                 if(autocvar_hud_postprocessing)
2286                 {
2287                         if(autocvar_hud_contents_blur && contentavgalpha)
2288                         {
2289                                 content_blurpostprocess.x = 1;
2290                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2291                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2292                         }
2293                         else
2294                         {
2295                                 content_blurpostprocess.x = 0;
2296                                 content_blurpostprocess.y = 0;
2297                                 content_blurpostprocess.z = 0;
2298                         }
2299                 }
2300         }
2301
2302         if(autocvar_hud_damage && !STAT(FROZEN))
2303         {
2304                 splash_size.x = max(vid_conwidth, vid_conheight);
2305                 splash_size.y = max(vid_conwidth, vid_conheight);
2306                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2307                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2308
2309                 float myhealth_flash_temp;
2310                 myhealth = STAT(HEALTH);
2311
2312                 // fade out
2313                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2314                 // add new damage
2315                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2316
2317                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2318                 pain_threshold = autocvar_hud_damage_pain_threshold;
2319                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2320                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2321
2322                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2323                 {
2324                         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);
2325                 }
2326
2327                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2328
2329                 if(myhealth_prev < 1)
2330                 {
2331                         if(myhealth >= 1)
2332                         {
2333                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2334                                 myhealth_flash_temp = 0;
2335                         }
2336                         else
2337                         {
2338                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2339                         }
2340                 }
2341
2342                 if(spectatee_status == -1 || intermission)
2343                 {
2344                         myhealth_flash = 0; // observing, or match ended
2345                         myhealth_flash_temp = 0;
2346                 }
2347
2348                 myhealth_prev = myhealth;
2349
2350                 // IDEA: change damage color/picture based on player model for robot/alien species?
2351                 // pro: matches model better
2352                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2353                 // maybe different reddish pics?
2354                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2355                 {
2356                         if(autocvar_cl_gentle_damage == 2)
2357                         {
2358                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2359                                         myhealth_gentlergb = randomvec();
2360                         }
2361                         else
2362                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2363
2364                         if(myhealth_flash_temp > 0)
2365                                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2366                 }
2367                 else if(myhealth_flash_temp > 0)
2368                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2369
2370                 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.
2371                 {
2372                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2373                         {
2374                                 damage_blurpostprocess.x = 1;
2375                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2376                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2377                         }
2378                         else
2379                         {
2380                                 damage_blurpostprocess.x = 0;
2381                                 damage_blurpostprocess.y = 0;
2382                                 damage_blurpostprocess.z = 0;
2383                         }
2384                 }
2385         }
2386
2387         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2388         float e2 = (autocvar_hud_powerup != 0);
2389         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2390         {
2391                 // enable or disable rendering types if they are used or not
2392                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2393                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2394
2395                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2396                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2397                 {
2398                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2399                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2400                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2401                         {
2402                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2403                                 old_blurradius = blurradius;
2404                                 old_bluralpha = bluralpha;
2405                         }
2406                 }
2407                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2408                 {
2409                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2410                         old_blurradius = 0;
2411                         old_bluralpha = 0;
2412                 }
2413
2414                 // edge detection postprocess handling done second (used by hud_powerup)
2415                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2416                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2417                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2418
2419                 sharpen_intensity = bound(0, ((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.
2420
2421                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2422                 {
2423                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2424                         {
2425                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2426                                 old_sharpen_intensity = sharpen_intensity;
2427                         }
2428                 }
2429                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2430                 {
2431                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2432                         old_sharpen_intensity = 0;
2433                 }
2434
2435                 if(cvar("r_glsl_postprocess") == 0)
2436                         cvar_set("r_glsl_postprocess", "2");
2437         }
2438         else if(cvar("r_glsl_postprocess") == 2)
2439                 cvar_set("r_glsl_postprocess", "0");
2440
2441         /*if(gametype == MAPINFO_TYPE_CTF)
2442           {
2443           ctf_view();
2444           } else */
2445
2446         // draw 2D entities
2447         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2448         Draw_ShowNames_All();
2449 #if ENABLE_DEBUGDRAW
2450         Debug_Draw();
2451 #endif
2452
2453         scoreboard_active = Scoreboard_WouldDraw();
2454
2455         HUD_Draw(this); // this parameter for deep vehicle function
2456
2457         if(NextFrameCommand)
2458         {
2459                 localcmd("\n", NextFrameCommand, "\n");
2460                 NextFrameCommand = string_null;
2461         }
2462
2463         // we must do this check AFTER a frame was rendered, or it won't work
2464         if(cs_project_is_b0rked == 0)
2465         {
2466                 string w0, h0;
2467                 w0 = ftos(autocvar_vid_conwidth);
2468                 h0 = ftos(autocvar_vid_conheight);
2469                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2470                 //setproperty(VF_FOV, '90 90 0');
2471                 setproperty(VF_ORIGIN, '0 0 0');
2472                 setproperty(VF_ANGLES, '0 0 0');
2473                 setproperty(VF_PERSPECTIVE, 1);
2474                 makevectors('0 0 0');
2475                 vector v1, v2;
2476                 cvar_set("vid_conwidth", "800");
2477                 cvar_set("vid_conheight", "600");
2478                 v1 = cs_project(v_forward);
2479                 cvar_set("vid_conwidth", "640");
2480                 cvar_set("vid_conheight", "480");
2481                 v2 = cs_project(v_forward);
2482                 if(v1 == v2)
2483                         cs_project_is_b0rked = 1;
2484                 else
2485                         cs_project_is_b0rked = -1;
2486                 cvar_set("vid_conwidth", w0);
2487                 cvar_set("vid_conheight", h0);
2488         }
2489
2490         HUD_Mouse(local_player);
2491
2492         cl_notice_run();
2493         unpause_update();
2494         Net_Flush();
2495
2496         // let's reset the view back to normal for the end
2497         setproperty(VF_MIN, '0 0 0');
2498         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2499
2500         IL_ENDFRAME();
2501 }
2502
2503
2504 // following vectors must be global to allow seamless switching between camera modes
2505 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2506 void CSQC_Demo_Camera()
2507 {
2508         float speed, attenuation, dimensions;
2509         vector tmp, delta;
2510
2511         if( autocvar_camera_reset || !camera_mode )
2512         {
2513                 camera_offset = '0 0 0';
2514                 current_angles = '0 0 0';
2515                 camera_direction = '0 0 0';
2516                 camera_offset.z += 30;
2517                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2518                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2519                 current_origin = view_origin;
2520                 current_camera_offset  = camera_offset;
2521                 cvar_set("camera_reset", "0");
2522                 camera_mode = CAMERA_CHASE;
2523         }
2524
2525         // Camera angles
2526         if( camera_roll )
2527                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2528
2529         if(autocvar_camera_look_player)
2530         {
2531                 vector dir;
2532                 float n;
2533
2534                 dir = normalize(view_origin - current_position);
2535                 n = mouse_angles.z;
2536                 mouse_angles = vectoangles(dir);
2537                 mouse_angles.x = mouse_angles.x * -1;
2538                 mouse_angles.z = n;
2539         }
2540         else
2541         {
2542                 tmp = getmousepos() * 0.1;
2543                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2544                 {
2545                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2546                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2547                 }
2548         }
2549
2550         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2551         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2552         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2553         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2554
2555         // Fix difference when angles don't have the same sign
2556         delta = '0 0 0';
2557         if(mouse_angles.y < -60 && current_angles.y > 60)
2558                 delta = '0 360 0';
2559         if(mouse_angles.y > 60 && current_angles.y < -60)
2560                 delta = '0 -360 0';
2561
2562         if(autocvar_camera_look_player)
2563                 attenuation = autocvar_camera_look_attenuation;
2564         else
2565                 attenuation = autocvar_camera_speed_attenuation;
2566
2567         attenuation = 1 / max(1, attenuation);
2568         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2569
2570         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2571         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2572         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2573         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2574
2575         // Camera position
2576         tmp = '0 0 0';
2577         dimensions = 0;
2578
2579         if( camera_direction.x )
2580         {
2581                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2582                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2583                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2584                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2585                 ++dimensions;
2586         }
2587
2588         if( camera_direction.y )
2589         {
2590                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2591                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2592                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2593                 ++dimensions;
2594         }
2595
2596         if( camera_direction.z )
2597         {
2598                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2599                 ++dimensions;
2600         }
2601
2602         if(autocvar_camera_free)
2603                 speed = autocvar_camera_speed_free;
2604         else
2605                 speed = autocvar_camera_speed_chase;
2606
2607         if(dimensions)
2608         {
2609                 speed = speed * sqrt(1 / dimensions);
2610                 camera_offset += tmp * speed;
2611         }
2612
2613         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2614
2615         // Camera modes
2616         if( autocvar_camera_free )
2617         {
2618                 if ( camera_mode == CAMERA_CHASE )
2619                 {
2620                         current_camera_offset = current_origin + current_camera_offset;
2621                         camera_offset = current_origin + camera_offset;
2622                 }
2623
2624                 camera_mode = CAMERA_FREE;
2625                 current_position = current_camera_offset;
2626         }
2627         else
2628         {
2629                 if ( camera_mode == CAMERA_FREE )
2630                 {
2631                         current_origin = view_origin;
2632                         camera_offset = camera_offset - current_origin;
2633                         current_camera_offset = current_camera_offset - current_origin;
2634                 }
2635
2636                 camera_mode = CAMERA_CHASE;
2637
2638                 if(autocvar_camera_chase_smoothly)
2639                         current_origin += (view_origin - current_origin) * attenuation;
2640                 else
2641                         current_origin = view_origin;
2642
2643                 current_position = current_origin + current_camera_offset;
2644         }
2645
2646         setproperty(VF_ANGLES, current_angles);
2647         setproperty(VF_ORIGIN, current_position);
2648 }