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Merge remote-tracking branch 'origin/master' into samual/notification_rewrite
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
8 void Porto_Draw()
9 {
10         vector p, dir, ang, q, nextdir;
11         float idx, portal_number, portal1_idx;
12
13         if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
14                 return;
15         if(g_balance_porto_secondary)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                 {
61                         portal1_idx = idx;
62                         if(portal_number >= 2)
63                                 break;
64                 }
65         }
66
67         while(idx >= 2)
68         {
69                 p = polyline[idx-2];
70                 q = polyline[idx-1];
71                 if(idx == 2)
72                         p = p - view_up * 16;
73                 if(idx-1 >= portal1_idx)
74                 {
75                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
76                 }
77                 else
78                 {
79                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
80                 }
81                 --idx;
82         }
83 }
84
85 void Porto_Init()
86 {
87         porto = spawn();
88         porto.classname = "porto";
89         porto.draw = Porto_Draw;
90         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
91 }
92
93 float drawtime;
94 float avgspeed;
95 vector GetCurrentFov(float fov)
96 {
97         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98         float velocityzoom, curspeed;
99         vector v;
100
101         zoomsensitivity = autocvar_cl_zoomsensitivity;
102         zoomfactor = autocvar_cl_zoomfactor;
103         if(zoomfactor < 1 || zoomfactor > 16)
104                 zoomfactor = 2.5;
105         zoomspeed = autocvar_cl_zoomspeed;
106         if(zoomspeed >= 0)
107                 if(zoomspeed < 0.5 || zoomspeed > 16)
108                         zoomspeed = 3.5;
109
110         zoomdir = button_zoom;
111         if(hud == HUD_NORMAL)
112         if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
113                 zoomdir += button_attack2;
114         if(spectatee_status > 0 || isdemo())
115         {
116                 if(spectatorbutton_zoom)
117                 {
118                         if(zoomdir)
119                                 zoomdir = 0;
120                         else
121                                 zoomdir = 1;
122                 }
123                 // fteqcc failed twice here already, don't optimize this
124         }
125
126         if(zoomdir)
127                 zoomin_effect = 0;
128
129         if(zoomin_effect || camera_active)
130         {
131                 current_viewzoom = min(1, current_viewzoom + drawframetime);
132         }
133         else
134         {
135                 if(zoomspeed < 0) // instant zoom
136                 {
137                         if(zoomdir)
138                                 current_viewzoom = 1 / zoomfactor;
139                         else
140                                 current_viewzoom = 1;
141                 }
142                 else
143                 {
144                         if(zoomdir)
145                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
146                         else
147                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
148                 }
149         }
150
151         if(almost_equals(current_viewzoom, 1))
152                 current_zoomfraction = 0;
153         else if(almost_equals(current_viewzoom, 1/zoomfactor))
154                 current_zoomfraction = 1;
155         else
156                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
157
158         if(zoomsensitivity < 1)
159                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
160         else
161                 setsensitivityscale(1);
162                 
163         makevectors(view_angles);
164
165         if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
166         {
167                 v = pmove_vel;
168                 if(csqcplayer)
169                         v = csqcplayer.velocity;
170
171                 switch(autocvar_cl_velocityzoom_type)
172                 {
173                         case 3: curspeed = max(0, v_forward * v); break;
174                         case 2: curspeed = (v_forward * v); break;
175                         case 1: default: curspeed = vlen(v); break;
176                 }
177                 
178                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
179                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
180                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
181                 
182                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
183         }
184         else
185                 velocityzoom = 1;
186
187         float frustumx, frustumy, fovx, fovy;
188         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
189         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
190         fovx = atan2(frustumx, 1) / M_PI * 360.0;
191         fovy = atan2(frustumy, 1) / M_PI * 360.0;
192
193         return '1 0 0' * fovx + '0 1 0' * fovy;
194 }
195
196 // this function must match W_SetupShot!
197 float zoomscript_caught;
198
199 vector wcross_origin;
200 float wcross_scale_prev, wcross_alpha_prev;
201 vector wcross_color_prev;
202 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
203 vector wcross_color_goal_prev;
204 float wcross_changedonetime;
205
206 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
207 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
208 float wcross_name_changestarttime, wcross_name_changedonetime;
209 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
210 entity trueaim;
211 entity trueaim_rifle;
212
213 #define SHOTTYPE_HITTEAM 1
214 #define SHOTTYPE_HITOBSTRUCTION 2
215 #define SHOTTYPE_HITWORLD 3
216 #define SHOTTYPE_HITENEMY 4
217
218 void TrueAim_Init()
219 {
220         trueaim = spawn();
221         trueaim.classname = "trueaim";
222         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
223         trueaim_rifle = spawn();
224         trueaim_rifle.classname = "trueaim_rifle";
225         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
226 }
227
228 float EnemyHitCheck()
229 {
230         float t, n;
231         wcross_origin = project_3d_to_2d(trace_endpos);
232         wcross_origin_z = 0;
233         if(trace_ent)
234                 n = trace_ent.entnum;
235         else
236                 n = trace_networkentity;
237         if(n < 1)
238                 return SHOTTYPE_HITWORLD;
239         if(n > maxclients)
240                 return SHOTTYPE_HITWORLD;
241         t = GetPlayerColor(n - 1);
242         if(teamplay)
243                 if(t == myteam)
244                         return SHOTTYPE_HITTEAM;
245         if(t == FL_SPECTATOR)
246                 return SHOTTYPE_HITWORLD;
247         return SHOTTYPE_HITENEMY;
248 }
249
250 float TrueAimCheck()
251 {
252         float nudge = 1; // added to traceline target and subtracted from result
253         vector vecs, trueaimpoint, w_shotorg;
254         vector mi, ma, dv;
255         float shottype;
256         entity ta;
257         float mv;
258
259         mi = ma = '0 0 0';
260         ta = trueaim;
261         mv = MOVE_NOMONSTERS;
262
263         switch(activeweapon)
264         {
265                 case WEP_TUBA: // no aim
266                 case WEP_PORTO: // shoots from eye
267                 case WEP_HOOK: // no trueaim
268                 case WEP_GRENADE_LAUNCHER: // toss curve
269                         return SHOTTYPE_HITWORLD;
270                 case WEP_NEX:
271                 case WEP_MINSTANEX:
272                         mv = MOVE_NORMAL;
273                         break;
274                 case WEP_RIFLE:
275                         ta = trueaim_rifle;
276                         mv = MOVE_NORMAL;
277                         if(zoomscript_caught)
278                         {
279                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
280                                 return EnemyHitCheck();
281                         }
282                         break;
283                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
284                         mi = '-3 -3 -3';
285                         ma = '3 3 3';
286                         break;
287                 case WEP_FIREBALL: // projectile has a size!
288                         mi = '-16 -16 -16';
289                         ma = '16 16 16';
290                         break;
291                 case WEP_SEEKER: // projectile has a size!
292                         mi = '-2 -2 -2';
293                         ma = '2 2 2';
294                         break;
295                 case WEP_ELECTRO: // projectile has a size!
296                         mi = '0 0 -3';
297                         ma = '0 0 -3';
298                         break;
299         }
300
301         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
302
303         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
304         trueaimpoint = trace_endpos;
305
306         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
307                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         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
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // 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
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
342 float camera_mode;
343 float CAMERA_FREE = 1;
344 float CAMERA_CHASE = 2;
345 float reticle_type;
346 string NextFrameCommand;
347 void CSQC_SPIDER_HUD();
348 void CSQC_RAPTOR_HUD();
349
350 vector freeze_org, freeze_ang;
351 entity nightvision_noise, nightvision_noise2;
352
353 #define MAX_TIME_DIFF 5
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
359
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
362
363 float old_blurradius, old_bluralpha;
364 float old_sharpen_intensity;
365
366 vector myhealth_gentlergb;
367
368 float contentavgalpha, liquidalpha_prev;
369 vector liquidcolor_prev;
370
371 float eventchase_current_distance;
372
373 vector damage_blurpostprocess, content_blurpostprocess;
374
375 float checkfail[16];
376
377 #define BUTTON_3 4
378 #define BUTTON_4 8
379 float cl_notice_run();
380 void CSQC_UpdateView(float w, float h)
381 {
382         entity e;
383         float fov;
384         float f, i, j;
385         vector v;
386         vector vf_size, vf_min;
387         float a;
388
389         execute_next_frame();
390
391         ++framecount;
392
393         hud = getstati(STAT_HUD);
394
395         if(autocvar__hud_showbinds_reload) // menu can set this one
396         {
397                 db_close(binddb);
398                 binddb = db_create();
399                 cvar_set("_hud_showbinds_reload", "0");
400         }
401
402         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
403                 view_quality = getproperty(VF_MINFPS_QUALITY);
404         else
405                 view_quality = 1;
406
407         button_attack2 = (input_buttons & BUTTON_3);
408         button_zoom = (input_buttons & BUTTON_4);
409
410         // FIXME do we need this hack?
411         if(isdemo())
412         {
413                 // in demos, input_buttons do not work
414                 button_zoom = (autocvar__togglezoom == "-");
415         }
416
417 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
418         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
419         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
420         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
421         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
422         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
423         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
424         CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
425
426         vf_size = getpropertyvec(VF_SIZE);
427         vf_min = getpropertyvec(VF_MIN);
428         vid_width = vf_size_x;
429         vid_height = vf_size_y;
430
431         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
432         vector splash_pos = '0 0 0', splash_size = '0 0 0';
433
434         WaypointSprite_Load();
435
436         CSQCPlayer_SetCamera();
437
438 #ifdef COMPAT_XON050_ENGINE
439         if(spectatee_status)
440                 myteam = GetPlayerColor(spectatee_status - 1);
441         else
442 #endif
443                 myteam = GetPlayerColor(player_localentnum - 1);
444
445         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
446
447         // event chase camera
448         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
449         {
450                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
451                 {
452                         // 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.)
453                         vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
454
455                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
456                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
457                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
458                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
459
460                         // make the camera smooth back
461                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
462                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
463                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
464                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
465
466                         makevectors(view_angles);
467
468                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
469                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
470
471                         // If the boxtrace fails, revert back to line tracing.
472                         if(trace_startsolid)
473                         {
474                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
475                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
476                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
477                         }
478                         else { setproperty(VF_ORIGIN, trace_endpos); }
479
480                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
481                 }
482                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
483                 {
484                         cvar_set("chase_active", "0");
485                         eventchase_current_distance = 0; // start from 0 next time
486                 }
487         }
488         // workaround for camera stuck between player's legs when using chase_active 1
489         // because the engine stops updating the chase_active camera when the game ends
490         else if(intermission)
491         {
492                 cvar_settemp("chase_active", "-1");
493                 eventchase_current_distance = 0;
494         }
495
496         // do lockview after event chase camera so that it still applies whenever necessary.
497         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
498         {
499                 setproperty(VF_ORIGIN, freeze_org);
500                 setproperty(VF_ANGLES, freeze_ang);
501         }
502         else
503         {
504                 freeze_org = getpropertyvec(VF_ORIGIN);
505                 freeze_ang = getpropertyvec(VF_ANGLES);
506         }
507
508         WarpZone_FixView();
509         //WarpZone_FixPMove();
510
511         // Render the Scene
512         view_origin = getpropertyvec(VF_ORIGIN);
513         view_angles = getpropertyvec(VF_ANGLES);
514         makevectors(view_angles);
515         view_forward = v_forward;
516         view_right = v_right;
517         view_up = v_up;
518
519 #ifdef BLURTEST
520         if(time > blurtest_time0 && time < blurtest_time1)
521         {
522                 float r, t;
523
524                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
525                 r = t * blurtest_radius;
526                 f = 1 / pow(t, blurtest_power) - 1;
527
528                 cvar_set("r_glsl_postprocess", "1");
529                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
530         }
531         else
532         {
533                 cvar_set("r_glsl_postprocess", "0");
534                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
535         }
536 #endif
537
538         TargetMusic_Advance();
539         Fog_Force();
540
541         if(drawtime == 0)
542                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
543         else
544                 drawframetime = bound(0.000001, time - drawtime, 1);
545         drawtime = time;
546
547         // watch for gametype changes here...
548         // in ParseStuffCMD the cmd isn't executed yet :/
549         // might even be better to add the gametype to TE_CSQC_INIT...?
550         if(!postinit)
551                 PostInit();
552
553         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
554         {
555                 if(calledhooks & HOOK_START)
556                 {
557                         localcmd("\ncl_hook_gameend\n");
558                         calledhooks |= HOOK_END;
559                 }
560         }
561
562         Announcer();
563
564         fov = autocvar_fov;
565         if(fov <= 59.5)
566         {
567                 if(!zoomscript_caught)
568                 {
569                         localcmd("+button9\n");
570                         zoomscript_caught = 1;
571                 }
572         }
573         else
574         {
575                 if(zoomscript_caught)
576                 {
577                         localcmd("-button9\n");
578                         zoomscript_caught = 0;
579                 }
580         }
581
582         ColorTranslateMode = autocvar_cl_stripcolorcodes;
583
584         // next WANTED weapon (for HUD)
585         switchweapon = getstati(STAT_SWITCHWEAPON);
586
587         // currently switching-to weapon (for crosshair)
588         switchingweapon = getstati(STAT_SWITCHINGWEAPON);
589
590         // actually active weapon (for zoom)
591         activeweapon = getstati(STAT_ACTIVEWEAPON);
592
593         f = (serverflags & SERVERFLAG_TEAMPLAY);
594         if(f != teamplay)
595         {
596                 teamplay = f;
597                 HUD_InitScores();
598         }
599
600         if(last_switchweapon != switchweapon) {
601                 weapontime = time;
602                 last_switchweapon = switchweapon;
603         }
604         if(last_activeweapon != activeweapon) {
605                 last_activeweapon = activeweapon;
606
607                 e = get_weaponinfo(activeweapon);
608                 if(e.netname != "")
609                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
610                 else
611                         localcmd("\ncl_hook_activeweapon none\n");
612         }
613
614         // ALWAYS Clear Current Scene First
615         clearscene();
616 #ifdef WORKAROUND_XON010
617         if(checkextension("DP_CSQC_ROTATEMOVES"))
618         {
619 #endif
620         setproperty(VF_ORIGIN, view_origin);
621         setproperty(VF_ANGLES, view_angles);
622 #ifdef WORKAROUND_XON010
623         }
624 #endif
625
626         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
627         setproperty(VF_SIZE, vf_size);
628         setproperty(VF_MIN, vf_min);
629
630         // Assign Standard Viewflags
631         // Draw the World (and sky)
632         setproperty(VF_DRAWWORLD, 1);
633
634         // Set the console size vars
635         vid_conwidth = autocvar_vid_conwidth;
636         vid_conheight = autocvar_vid_conheight;
637         vid_pixelheight = autocvar_vid_pixelheight;
638
639         setproperty(VF_FOV, GetCurrentFov(fov));
640
641         // Camera for demo playback
642         if(camera_active)
643         {
644                 if(autocvar_camera_enable)
645                         CSQC_Demo_Camera();
646                 else
647                 {
648                         cvar_set("chase_active", ftos(chase_active_backup));
649                         cvar_set("cl_demo_mousegrab", "0");
650                         camera_active = FALSE;
651                 }
652         }
653 #ifdef CAMERATEST
654         else if(autocvar_camera_enable)
655 #else
656         else if(autocvar_camera_enable && isdemo())
657 #endif
658         {
659                 // Enable required Darkplaces cvars
660                 chase_active_backup = autocvar_chase_active;
661                 cvar_set("chase_active", "2");
662                 cvar_set("cl_demo_mousegrab", "1");
663                 camera_active = TRUE;
664                 camera_mode = FALSE;
665         }
666
667         // Draw the Crosshair
668         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
669
670         // Draw the Engine Status Bar (the default Quake HUD)
671         setproperty(VF_DRAWENGINESBAR, 0);
672
673         // Update the mouse position
674         /*
675            mousepos_x = vid_conwidth;
676            mousepos_y = vid_conheight;
677            mousepos = mousepos*0.5 + getmousepos();
678          */
679
680         e = self;
681         for(self = world; (self = nextent(self)); )
682                 if(self.draw)
683                         self.draw();
684         self = e;
685
686         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
687         renderscene();
688
689         // now switch to 2D drawing mode by calling a 2D drawing function
690         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
691         // next R_RenderScene call
692         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
693
694         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
695         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
696         {
697                 // apply night vision effect
698                 vector tc_00, tc_01, tc_10, tc_11;
699                 vector rgb;
700                 rgb_x = 0; // fteqcc sucks
701                 rgb_y = 0; // fteqcc sucks
702                 rgb_z = 0; // fteqcc sucks
703
704                 if(!nightvision_noise)
705                 {
706                         nightvision_noise = spawn();
707                         nightvision_noise.classname = "nightvision_noise";
708                 }
709                 if(!nightvision_noise2)
710                 {
711                         nightvision_noise2 = spawn();
712                         nightvision_noise2.classname = "nightvision_noise2";
713                 }
714
715                 // color tint in yellow
716                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
717
718                 // draw BG
719                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
720                 rgb = '1 1 1';
721                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
722                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
723                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
724                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
725                 tc_11 = tc_01 + tc_10 - tc_00;
726                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
727                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
728                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
729                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
730                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
731                 R_EndPolygon();
732
733                 // draw FG
734                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
735                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
736                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
737                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
738                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
739                 tc_11 = tc_01 + tc_10 - tc_00;
740                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
741                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
742                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
743                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
744                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
745                 R_EndPolygon();
746         }
747         
748         // Draw the aiming reticle for weapons that use it
749         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
750         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
751         // the view to go back to normal, so reticle_type would become 0 as we fade out)
752         if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
753                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
754         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
755                 reticle_type = 2; // nex zoom
756         else if(button_zoom || zoomscript_caught)
757                 reticle_type = 1; // normal zoom
758         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
759                 reticle_type = 2; // nex zoom
760     
761         if(reticle_type && autocvar_cl_reticle)
762         {
763                 if(autocvar_cl_reticle_stretch)
764                 {
765                         reticle_size_x = vid_conwidth;
766                         reticle_size_y = vid_conheight;
767                         reticle_pos_x = 0;
768                         reticle_pos_y = 0;
769                 }
770                 else
771                 {
772                         reticle_size_x = max(vid_conwidth, vid_conheight);
773                         reticle_size_y = max(vid_conwidth, vid_conheight);
774                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
775                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
776                 }
777
778                 f = current_zoomfraction;
779                 if(zoomscript_caught)
780                         f = 1;
781                 if(autocvar_cl_reticle_item_normal)
782                 {
783                         if(reticle_type == 1 && f)
784                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
785                 }
786                 if(autocvar_cl_reticle_item_nex)
787                 {
788                         if(reticle_type == 2 && f)
789                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
790                 }
791         }
792
793
794         // improved polyblend
795         if(autocvar_hud_contents)
796         {
797                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
798                 vector liquidcolor;
799
800                 switch(pointcontents(view_origin))
801                 {
802                         case CONTENT_WATER:
803                                 liquidalpha = autocvar_hud_contents_water_alpha;
804                                 liquidcolor = stov(autocvar_hud_contents_water_color);
805                                 incontent = 1;
806                                 break;
807
808                         case CONTENT_LAVA:
809                                 liquidalpha = autocvar_hud_contents_lava_alpha;
810                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
811                                 incontent = 1;
812                                 break;
813
814                         case CONTENT_SLIME:
815                                 liquidalpha = autocvar_hud_contents_slime_alpha;
816                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
817                                 incontent = 1;
818                                 break;
819
820                         default:
821                                 liquidalpha = 0;
822                                 liquidcolor = '0 0 0';
823                                 incontent = 0;
824                                 break;
825                 }
826
827                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
828                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
829                         contentfadetime = autocvar_hud_contents_fadeintime;
830                         liquidalpha_prev = liquidalpha;
831                         liquidcolor_prev = liquidcolor;
832                 }
833                 else
834                         contentfadetime = autocvar_hud_contents_fadeouttime;
835
836                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
837                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
838
839                 if(contentavgalpha)
840                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
841
842                 if(autocvar_hud_postprocessing)
843                 {
844                         if(autocvar_hud_contents_blur && contentavgalpha)
845                         {
846                                 content_blurpostprocess_x = 1;
847                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
848                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
849                         }
850                         else
851                         {
852                                 content_blurpostprocess_x = 0;
853                                 content_blurpostprocess_y = 0;
854                                 content_blurpostprocess_z = 0;
855                         }
856                 }
857         }
858         
859         if(autocvar_hud_damage)
860         {
861                 splash_size_x = max(vid_conwidth, vid_conheight);
862                 splash_size_y = max(vid_conwidth, vid_conheight);
863                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
864                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
865
866                 float myhealth_flash_temp;
867                 myhealth = getstati(STAT_HEALTH);
868
869                 // fade out
870                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
871                 // add new damage
872                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
873
874                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
875                 pain_threshold = autocvar_hud_damage_pain_threshold;
876                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
877                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
878
879                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
880                 {
881                         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);
882                 }
883
884                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
885
886                 if(myhealth_prev < 1)
887                 {
888                         if(myhealth >= 1)
889                         {
890                                 myhealth_flash = 0; // just spawned, clear the flash immediately
891                                 myhealth_flash_temp = 0;
892                         }
893                         else
894                         {
895                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
896                         }
897                 }
898
899                 if(spectatee_status == -1 || intermission)
900                 {
901                         myhealth_flash = 0; // observing, or match ended
902                         myhealth_flash_temp = 0;
903                 }
904
905                 myhealth_prev = myhealth;
906
907                 // IDEA: change damage color/picture based on player model for robot/alien species?
908                 // pro: matches model better
909                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
910                 // maybe different reddish pics?
911                 if(autocvar_chase_active >= 0) // not while the event chase camera is active
912                 {
913                         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
914                         {
915                                 if(autocvar_cl_gentle_damage == 2)
916                                 {
917                                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
918                                         {
919                                                 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
920                                         }
921                                 }
922                                 else
923                                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
924
925                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
926                         }
927                         else
928                                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
929                 }
930
931                 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.
932                 {
933                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
934                         {
935                                 damage_blurpostprocess_x = 1;
936                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
937                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
938                         }
939                         else
940                         {
941                                 damage_blurpostprocess_x = 0;
942                                 damage_blurpostprocess_y = 0;
943                                 damage_blurpostprocess_z = 0;
944                         }
945                 }
946         }
947
948         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
949         float e2 = (autocvar_hud_powerup != 0);
950         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
951         {
952                 // enable or disable rendering types if they are used or not
953                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
954                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
955
956                 // blur postprocess handling done first (used by hud_damage and hud_contents)
957                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
958                 {
959                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
960                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
961                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
962                         {
963                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
964                                 old_blurradius = blurradius;
965                                 old_bluralpha = bluralpha;
966                         }
967                 }
968                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
969                 {
970                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
971                         old_blurradius = 0;
972                         old_bluralpha = 0;
973                 }
974
975                 // edge detection postprocess handling done second (used by hud_powerup) 
976                 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
977                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
978                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
979                 
980                 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
981                 
982                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
983                 {
984                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
985                         {
986                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
987                                 old_sharpen_intensity = sharpen_intensity;
988                         }
989                 }
990                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
991                 {
992                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
993                         old_sharpen_intensity = 0;
994                 }
995
996                 if(cvar("r_glsl_postprocess") == 0)
997                         cvar_set("r_glsl_postprocess", "2");
998         }
999         else if(cvar("r_glsl_postprocess") == 2)
1000                 cvar_set("r_glsl_postprocess", "0");
1001
1002         if(menu_visible)
1003                 menu_show();
1004
1005         /*if(gametype == MAPINFO_TYPE_CTF)
1006           {
1007           ctf_view();
1008           } else */
1009
1010         // draw 2D entities
1011         e = self;
1012         for(self = world; (self = nextent(self)); )
1013                 if(self.draw2d)
1014                         self.draw2d();
1015         self = e;
1016         Draw_ShowNames_All();
1017
1018         scoreboard_active = HUD_WouldDrawScoreboard();
1019
1020         hit_time = getstatf(STAT_HIT_TIME);
1021         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1022         {
1023                 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1024                         sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1025                         
1026                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1027         }
1028         typehit_time = getstatf(STAT_TYPEHIT_TIME);
1029         if(typehit_time > nextsound_typehit_time) 
1030         {
1031                 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1032                         sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1033                         
1034                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1035         }
1036
1037         //else
1038         {
1039                 if(gametype == MAPINFO_TYPE_FREEZETAG)
1040                 {
1041                         if(getstati(STAT_FROZEN))
1042                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1043                         if(getstatf(STAT_REVIVE_PROGRESS))
1044                         {
1045                                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1046                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1047                         }
1048                 }
1049
1050                 if(autocvar_r_letterbox == 0)
1051                         if(autocvar_viewsize < 120)
1052                                 CSQC_common_hud();
1053
1054                 // crosshair goes VERY LAST
1055                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
1056                 {
1057                         if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1058                                 return;
1059                                 
1060                         string wcross_style;
1061                         float wcross_alpha, wcross_resolution;
1062                         wcross_style = autocvar_crosshair;
1063                         if (wcross_style == "0")
1064                                 return;
1065                         wcross_resolution = autocvar_crosshair_size;
1066                         if (wcross_resolution == 0)
1067                                 return;
1068                         wcross_alpha = autocvar_crosshair_alpha;
1069                         if (wcross_alpha == 0)
1070                                 return;
1071
1072                         // TrueAim check
1073                         float shottype;
1074
1075                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1076                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1077                         wcross_origin_z = 0;
1078                         if(autocvar_crosshair_hittest)
1079                         {
1080                                 vector wcross_oldorigin;
1081                                 wcross_oldorigin = wcross_origin;
1082                                 shottype = TrueAimCheck();
1083                                 if(shottype == SHOTTYPE_HITWORLD)
1084                                 {
1085                                         v = wcross_origin - wcross_oldorigin;
1086                                         v_x /= vid_conwidth;
1087                                         v_y /= vid_conheight;
1088                                         if(vlen(v) > 0.01)
1089                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1090                                 }
1091                                 if(!autocvar_crosshair_hittest_showimpact)
1092                                         wcross_origin = wcross_oldorigin;
1093                         }
1094                         else
1095                                 shottype = SHOTTYPE_HITWORLD;
1096
1097                         vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1098                         string wcross_wep = "", wcross_name;
1099                         float wcross_scale, wcross_blur;
1100
1101                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1102                                 e = get_weaponinfo(switchingweapon);
1103                                 if (e && e.netname != "")
1104                                 {
1105                                         wcross_wep = e.netname;
1106                                         if(autocvar_crosshair_per_weapon)
1107                                         {
1108                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1109                                                 if (wcross_resolution == 0)
1110                                                         return;
1111                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1112                                                 if (wcross_alpha == 0)
1113                                                         return;
1114
1115                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1116                                                 if(wcross_style == "" || wcross_style == "0")
1117                                                         wcross_style = wcross_wep;
1118                                         }
1119                                 }
1120                         }
1121                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1122                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1123                         else if(autocvar_crosshair_color_by_health)
1124                         {
1125                                 float x = getstati(STAT_HEALTH);
1126
1127                                 //x = red
1128                                 //y = green
1129                                 //z = blue
1130
1131                                 wcross_color_z = 0;
1132
1133                                 if(x > 200)
1134                                 {
1135                                         wcross_color_x = 0;
1136                                         wcross_color_y = 1;
1137                                 }
1138                                 else if(x > 150)
1139                                 {
1140                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1141                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1142                                 }
1143                                 else if(x > 100)
1144                                 {
1145                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1146                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1147                                         wcross_color_z = 1 - (x-100)*0.02;
1148                                 }
1149                                 else if(x > 50)
1150                                 {
1151                                         wcross_color_x = 1;
1152                                         wcross_color_y = 1;
1153                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1154                                 }
1155                                 else if(x > 20)
1156                                 {
1157                                         wcross_color_x = 1;
1158                                         wcross_color_y = (x-20)*90/27/100;
1159                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1160                                 }
1161                                 else
1162                                 {
1163                                         wcross_color_x = 1;
1164                                         wcross_color_y = 0;
1165                                 }
1166                         }
1167                         else
1168                                 wcross_color = stov(autocvar_crosshair_color);
1169
1170                         wcross_name = strcat("gfx/crosshair", wcross_style);
1171
1172                         if(autocvar_crosshair_effect_scalefade)
1173                         {
1174                                 wcross_scale = wcross_resolution;
1175                                 wcross_resolution = 1;
1176                         }
1177                         else
1178                         {
1179                                 wcross_scale = 1;
1180                         }
1181
1182                         if(autocvar_crosshair_pickup)
1183                         {
1184                                 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1185                                 
1186                                 if(pickup_crosshair_time < stat_pickup_time)
1187                                 {
1188                                         if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1189                                                 pickup_crosshair_size = 1;
1190                                                 
1191                                         pickup_crosshair_time = stat_pickup_time;
1192                                 }
1193
1194                                 if(pickup_crosshair_size > 0)
1195                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1196                                 else
1197                                         pickup_crosshair_size = 0;
1198
1199                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1200                         }
1201
1202                         if(autocvar_crosshair_hitindication)
1203                         {
1204                                 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1205                                 
1206                                 if(hitindication_crosshair_time < hit_time)
1207                                 {
1208                                         if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1209                                                 hitindication_crosshair_size = 1;
1210                                                 
1211                                         hitindication_crosshair_time = hit_time;
1212                                 }
1213
1214                                 if(hitindication_crosshair_size > 0)
1215                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1216                                 else
1217                                         hitindication_crosshair_size = 0;
1218
1219                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1220                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1221                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1222                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1223                         }
1224
1225                         if(shottype == SHOTTYPE_HITENEMY)
1226                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1227                         if(shottype == SHOTTYPE_HITTEAM)
1228                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1229
1230                         f = autocvar_crosshair_effect_speed;
1231                         if(f < 0)
1232                                 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1233                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1234                         {
1235                                 wcross_changedonetime = time + f;
1236                         }
1237                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1238                         {
1239                                 wcross_name_changestarttime = time;
1240                                 wcross_name_changedonetime = time + f;
1241                                 if(wcross_name_goal_prev_prev)
1242                                         strunzone(wcross_name_goal_prev_prev);
1243                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1244                                 wcross_name_goal_prev = strzone(wcross_name);
1245                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1246                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1247                                 wcross_resolution_goal_prev = wcross_resolution;
1248                         }
1249
1250                         wcross_scale_goal_prev = wcross_scale;
1251                         wcross_alpha_goal_prev = wcross_alpha;
1252                         wcross_color_goal_prev = wcross_color;
1253
1254                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1255                         {
1256                                 wcross_blur = 1;
1257                                 wcross_alpha *= 0.75;
1258                         }
1259                         else
1260                                 wcross_blur = 0;
1261                         // *_prev is at time-frametime
1262                         // * is at wcross_changedonetime+f
1263                         // what do we have at time?
1264                         if(time < wcross_changedonetime)
1265                         {
1266                                 f = frametime / (wcross_changedonetime - time + frametime);
1267                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1268                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1269                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1270                         }
1271
1272                         wcross_scale_prev = wcross_scale;
1273                         wcross_alpha_prev = wcross_alpha;
1274                         wcross_color_prev = wcross_color;
1275
1276                         wcross_scale *= 1 - autocvar__menu_alpha;
1277                         wcross_alpha *= 1 - autocvar__menu_alpha;
1278                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1279
1280                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1281                         {
1282                                 // crosshair rings for weapon stats
1283                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1284                                 {
1285                                         // declarations and stats
1286                                         float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1287                                         string ring_image = string_null, ring_inner_image = string_null;
1288                                         vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1289
1290                                         ring_scale = autocvar_crosshair_ring_size;
1291
1292                                         float weapon_clipload, weapon_clipsize;
1293                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1294                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1295
1296                                         float nex_charge, nex_chargepool;
1297                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1298                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1299
1300                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1301                                                 nex_charge_movingavg = nex_charge;
1302
1303
1304                                         // handle the values
1305                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1306                                         {
1307                                                 if (nex_chargepool || use_nex_chargepool) { 
1308                                                         use_nex_chargepool = 1; 
1309                                                         ring_inner_value = nex_chargepool;
1310                                                 } else { 
1311                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1312                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1313                                                 }
1314
1315                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1316                                                 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1317                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1318
1319                                                 // draw the outer ring to show the current charge of the weapon
1320                                                 ring_value = nex_charge;
1321                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1322                                                 ring_rgb = wcross_color;
1323                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1324                                         }
1325                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1326                                         {
1327                                                 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1328                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1329                                                 ring_rgb = wcross_color;
1330                                                 ring_image = "gfx/crosshair_ring.tga";
1331                                         }
1332                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1333                                         {
1334                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1335                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1336                                                 ring_rgb = wcross_color;
1337                                                 ring_image = "gfx/crosshair_ring.tga";
1338                                         }
1339
1340                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1341                                         {
1342                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1343                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1344                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1345                                                 ring_rgb = wcross_color;
1346
1347                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1348                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1349                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1350                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1351                                                 else
1352                                                         ring_image = "gfx/crosshair_ring.tga";
1353                                         }
1354
1355                                         // if in weapon switch animation, fade ring out/in
1356                                         if(g_weaponswitchdelay > 0)
1357                                         {
1358                                                 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1359                                                 if(f > 0 && f < 2)
1360                                                         ring_alpha *= fabs(1 - f);
1361                                         }
1362
1363                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1364                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1365
1366                                         if (ring_value)
1367                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1368                                 }
1369
1370 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1371                                 do \
1372                                 { \
1373                                         if(wcross_blur > 0) \
1374                                         { \
1375                                                 for(i = -2; i <= 2; ++i) \
1376                                                 for(j = -2; j <= 2; ++j) \
1377                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1378                                         } \
1379                                         else \
1380                                         { \
1381                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1382                                         } \
1383                                 } \
1384                                 while(0)
1385
1386 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1387                                 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)
1388
1389 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1390                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1391
1392                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1393                                 {
1394                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1395                                         wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1396                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1397                                         f = 1 - f;
1398                                 }
1399                                 else
1400                                 {
1401                                         f = 1;
1402                                 }
1403                                 wcross_name_alpha_goal_prev = f;
1404
1405                                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1406                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1407
1408                                 if(autocvar_crosshair_dot)
1409                                 {
1410                                         vector wcross_color_old;
1411                                         wcross_color_old = wcross_color;
1412                                         
1413                                         if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1414                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1415                                                 
1416                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1417                                         // FIXME why don't we use wcross_alpha here?cl_notice_run();
1418                                         wcross_color = wcross_color_old;
1419                                 }
1420                         }
1421                 }
1422                 else
1423                 {
1424                         wcross_scale_prev = 0;
1425                         wcross_alpha_prev = 0;
1426                         wcross_scale_goal_prev = 0;
1427                         wcross_alpha_goal_prev = 0;
1428                         wcross_changedonetime = 0;
1429                         if(wcross_name_goal_prev)
1430                                 strunzone(wcross_name_goal_prev);
1431                         wcross_name_goal_prev = string_null;
1432                         if(wcross_name_goal_prev_prev)
1433                                 strunzone(wcross_name_goal_prev_prev);
1434                         wcross_name_goal_prev_prev = string_null;
1435                         wcross_name_changestarttime = 0;
1436                         wcross_name_changedonetime = 0;
1437                         wcross_name_alpha_goal_prev = 0;
1438                         wcross_name_alpha_goal_prev_prev = 0;
1439                         wcross_resolution_goal_prev = 0;
1440                         wcross_resolution_goal_prev_prev = 0;
1441                 }
1442         }
1443
1444         if(NextFrameCommand)
1445         {
1446                 localcmd("\n", NextFrameCommand, "\n");
1447                 NextFrameCommand = string_null;
1448         }
1449
1450         // we must do this check AFTER a frame was rendered, or it won't work
1451         if(cs_project_is_b0rked == 0)
1452         {
1453                 string w0, h0;
1454                 w0 = ftos(autocvar_vid_conwidth);
1455                 h0 = ftos(autocvar_vid_conheight);
1456                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1457                 //setproperty(VF_FOV, '90 90 0');
1458                 setproperty(VF_ORIGIN, '0 0 0');
1459                 setproperty(VF_ANGLES, '0 0 0');
1460                 setproperty(VF_PERSPECTIVE, 1);
1461                 makevectors('0 0 0');
1462                 vector v1, v2;
1463                 cvar_set("vid_conwidth", "800");
1464                 cvar_set("vid_conheight", "600");
1465                 v1 = cs_project(v_forward);
1466                 cvar_set("vid_conwidth", "640");
1467                 cvar_set("vid_conheight", "480");
1468                 v2 = cs_project(v_forward);
1469                 if(v1 == v2)
1470                         cs_project_is_b0rked = 1;
1471                 else
1472                         cs_project_is_b0rked = -1;
1473                 cvar_set("vid_conwidth", w0);
1474                 cvar_set("vid_conheight", h0);
1475         }
1476
1477         if(autocvar__hud_configure)
1478                 HUD_Panel_Mouse();
1479     
1480     if(hud && !intermission)
1481     {        
1482         if(hud == HUD_SPIDERBOT)
1483             CSQC_SPIDER_HUD();
1484         else if(hud == HUD_WAKIZASHI)
1485             CSQC_WAKIZASHI_HUD();
1486         else if(hud == HUD_RAPTOR)
1487             CSQC_RAPTOR_HUD();
1488         else if(hud == HUD_BUMBLEBEE)
1489             CSQC_BUMBLE_HUD();
1490         else if(hud == HUD_BUMBLEBEE_GUN)
1491             CSQC_BUMBLE_GUN_HUD();
1492     }
1493         
1494         cl_notice_run();
1495         
1496         // let's reset the view back to normal for the end
1497         setproperty(VF_MIN, '0 0 0');
1498         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1499 }
1500
1501
1502 void CSQC_common_hud(void)
1503 {
1504     // do some accuracy var caching
1505     float i;
1506     if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1507     {
1508         if(autocvar_accuracy_color_levels != acc_color_levels)
1509         {
1510             if(acc_color_levels)
1511                 strunzone(acc_color_levels);
1512             acc_color_levels = strzone(autocvar_accuracy_color_levels);
1513             acc_levels = tokenize_console(acc_color_levels);
1514             if (acc_levels > MAX_ACCURACY_LEVELS)
1515                 acc_levels = MAX_ACCURACY_LEVELS;
1516
1517             for (i = 0; i < acc_levels; ++i)
1518                 acc_lev[i] = stof(argv(i)) / 100.0;
1519         }
1520         // let know that acc_col[] needs to be loaded
1521         acc_col[0] = '-1 0 0';
1522     }
1523
1524     HUD_Main(); // always run these functions for alpha checks
1525     HUD_DrawScoreboard();
1526
1527     if (scoreboard_active) // scoreboard/accuracy
1528         HUD_Reset();
1529     else if (intermission == 2) // map voting screen
1530     {
1531         HUD_FinaleOverlay();
1532         HUD_Reset();
1533     }
1534         /*
1535         switch(hud)
1536         {
1537                 case HUD_SPIDERBOT:
1538                         CSQC_SPIDER_HUD();
1539                         break;
1540
1541                 case HUD_WAKIZASHI:
1542                         CSQC_WAKIZASHI_HUD();
1543                         break;
1544
1545         case HUD_BUMBLEBEE:
1546             CSQC_BUMBLE_HUD();
1547             break;
1548         }
1549         */
1550 }
1551
1552
1553 // following vectors must be global to allow seamless switching between camera modes
1554 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1555 void CSQC_Demo_Camera()
1556 {
1557         float speed, attenuation, dimensions;
1558         vector tmp, delta;
1559
1560         if( autocvar_camera_reset || !camera_mode )
1561         {
1562                 camera_offset = '0 0 0';
1563                 current_angles = '0 0 0';
1564                 camera_direction = '0 0 0';
1565                 camera_offset_z += 30;
1566                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1567                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1568                 current_origin = view_origin;
1569                 current_camera_offset  = camera_offset;
1570                 cvar_set("camera_reset", "0");
1571                 camera_mode = CAMERA_CHASE;
1572         }
1573
1574         // Camera angles
1575         if( camera_roll )
1576                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1577
1578         if(autocvar_camera_look_player)
1579         {
1580                 vector dir;
1581                 float n;
1582
1583                 dir = normalize(view_origin - current_position);
1584                 n = mouse_angles_z;
1585                 mouse_angles = vectoangles(dir);
1586                 mouse_angles_x = mouse_angles_x * -1;
1587                 mouse_angles_z = n;
1588         }
1589         else
1590         {
1591                 tmp = getmousepos() * 0.1;
1592                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1593                 {
1594                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1595                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1596                 }
1597         }
1598
1599         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1600         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1601         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1602         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1603
1604         // Fix difference when angles don't have the same sign
1605         delta = '0 0 0';
1606         if(mouse_angles_y < -60 && current_angles_y > 60)
1607                 delta = '0 360 0';
1608         if(mouse_angles_y > 60 && current_angles_y < -60)
1609                 delta = '0 -360 0';
1610
1611         if(autocvar_camera_look_player)
1612                 attenuation = autocvar_camera_look_attenuation;
1613         else
1614                 attenuation = autocvar_camera_speed_attenuation;
1615
1616         attenuation = 1 / max(1, attenuation);
1617         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1618
1619         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1620         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1621         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1622         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1623
1624         // Camera position
1625         tmp = '0 0 0';
1626         dimensions = 0;
1627
1628         if( camera_direction_x )
1629         {
1630                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1631                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1632                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1633                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1634                 ++dimensions;
1635         }
1636
1637         if( camera_direction_y )
1638         {
1639                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1640                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1641                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1642                 ++dimensions;
1643         }
1644
1645         if( camera_direction_z )
1646         {
1647                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1648                 ++dimensions;
1649         }
1650
1651         if(autocvar_camera_free)
1652                 speed = autocvar_camera_speed_free;
1653         else
1654                 speed = autocvar_camera_speed_chase;
1655
1656         if(dimensions)
1657         {
1658                 speed = speed * sqrt(1 / dimensions);
1659                 camera_offset += tmp * speed;
1660         }
1661
1662         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1663
1664         // Camera modes
1665         if( autocvar_camera_free )
1666         {
1667                 if ( camera_mode == CAMERA_CHASE )
1668                 {
1669                         current_camera_offset = current_origin + current_camera_offset;
1670                         camera_offset = current_origin + camera_offset;
1671                 }
1672
1673                 camera_mode = CAMERA_FREE;
1674                 current_position = current_camera_offset;
1675         }
1676         else
1677         {
1678                 if ( camera_mode == CAMERA_FREE )
1679                 {
1680                         current_origin = view_origin;
1681                         camera_offset = camera_offset - current_origin;
1682                         current_camera_offset = current_camera_offset - current_origin;
1683                 }
1684
1685                 camera_mode = CAMERA_CHASE;
1686
1687                 if(autocvar_camera_chase_smoothly)
1688                         current_origin += (view_origin - current_origin) * attenuation;
1689                 else
1690                         current_origin = view_origin;
1691
1692                 current_position = current_origin + current_camera_offset;
1693         }
1694
1695         setproperty(VF_ANGLES, current_angles);
1696         setproperty(VF_ORIGIN, current_position);
1697 }