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