]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/view.qc
Purge autocvars.qh from the client-side codebase, cvars are defined in the headers...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include <client/announcer.qh>
4 #include <client/csqcmodel_hooks.qh>
5 #include <client/draw.qh>
6 #include <client/hud/_mod.qh>
7 #include <client/hud/panel/quickmenu.qh>
8 #include <client/hud/panel/scoreboard.qh>
9 #include <client/mapvoting.qh>
10 #include <client/mutators/_mod.qh>
11 #include <client/shownames.qh>
12 #include <common/anim.qh>
13 #include <common/animdecide.qh>
14 #include <common/constants.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/debug.qh>
17 #include <common/ent_cs.qh>
18 #include <common/gamemodes/_mod.qh>
19 #include <common/mapinfo.qh>
20 #include <common/mapobjects/target/music.qh>
21 #include <common/mapobjects/trigger/viewloc.qh>
22 #include <common/minigames/cl_minigames.qh>
23 #include <common/minigames/cl_minigames_hud.qh>
24 #include <common/mutators/mutator/waypoints/all.qh>
25 #include <common/net_linked.qh>
26 #include <common/net_notice.qh>
27 #include <common/physics/player.qh>
28 #include <common/stats.qh>
29 #include <common/teams.qh>
30 #include <common/vehicles/all.qh>
31 #include <common/viewloc.qh>
32 #include <common/weapons/_all.qh>
33 #include <common/weapons/weapon/tuba.qh>
34 #include <common/wepent.qh>
35 #include <lib/csqcmodel/cl_model.qh>
36 #include <lib/csqcmodel/cl_player.qh>
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
39
40 float autocvar_cl_viewmodel_scale;
41 float autocvar_cl_viewmodel_alpha = 1;
42
43 bool autocvar_cl_bobmodel;
44 float autocvar_cl_bobmodel_speed;
45 float autocvar_cl_bobmodel_side;
46 float autocvar_cl_bobmodel_up;
47
48 float autocvar_cl_followmodel;
49 float autocvar_cl_followmodel_speed = 0.3;
50 float autocvar_cl_followmodel_limit = 135;
51 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
52 float autocvar_cl_followmodel_highpass = 0.05;
53 float autocvar_cl_followmodel_lowpass = 0.03;
54 bool autocvar_cl_followmodel_velocity_absolute;
55
56 float autocvar_cl_leanmodel;
57 float autocvar_cl_leanmodel_speed = 0.3;
58 float autocvar_cl_leanmodel_limit = 30;
59 float autocvar_cl_leanmodel_highpass1 = 0.2;
60 float autocvar_cl_leanmodel_highpass = 0.2;
61 float autocvar_cl_leanmodel_lowpass = 0.05;
62
63 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
64
65 #define lowpass(value, frac, ref_store, ret) \
66         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
67
68 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
69         float __ignore; lowpass(value, frac, ref_store, __ignore); \
70         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
71 MACRO_END
72
73 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
74         float __f = 0; lowpass(value, frac, ref_store, __f); \
75         ret = (value) - __f; \
76 MACRO_END
77
78 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
79         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
80         ret = (value) - __f; \
81 MACRO_END
82
83 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
84         lowpass(value.x, frac, ref_store.x, ref_out.x); \
85         lowpass(value.y, frac, ref_store.y, ref_out.y); \
86 MACRO_END
87
88 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
89         highpass(value.x, frac, ref_store.x, ref_out.x); \
90         highpass(value.y, frac, ref_store.y, ref_out.y); \
91 MACRO_END
92
93 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
94         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
95         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
96 MACRO_END
97
98 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
99         lowpass(value.x, frac, ref_store.x, ref_out.x); \
100         lowpass(value.y, frac, ref_store.y, ref_out.y); \
101         lowpass(value.z, frac, ref_store.z, ref_out.z); \
102 MACRO_END
103
104 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
105         highpass(value.x, frac, ref_store.x, ref_out.x); \
106         highpass(value.y, frac, ref_store.y, ref_out.y); \
107         highpass(value.z, frac, ref_store.z, ref_out.z); \
108 MACRO_END
109
110 void calc_followmodel_ofs(entity view)
111 {
112         if(cl_followmodel_time == time)
113                 return; // cl_followmodel_ofs already calculated for this frame
114
115         float frac;
116         vector gunorg = '0 0 0';
117         static vector vel_average;
118         static vector gunorg_adjustment_highpass;
119         static vector gunorg_adjustment_lowpass;
120
121         vector vel;
122         if (autocvar_cl_followmodel_velocity_absolute)
123                 vel = view.velocity;
124         else
125         {
126                 vector forward, right, up;
127                 MAKE_VECTORS(view_angles, forward, right, up);
128                 vel.x = view.velocity * forward;
129                 vel.y = view.velocity * right * -1;
130                 vel.z = view.velocity * up;
131         }
132
133         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
134         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
135         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
136
137         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
138         lowpass3(vel, frac, vel_average, gunorg);
139
140         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
141
142         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
143         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
144         frac = avg_factor(autocvar_cl_followmodel_highpass);
145         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
146         frac = avg_factor(autocvar_cl_followmodel_lowpass);
147         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
148
149         if (autocvar_cl_followmodel_velocity_absolute)
150         {
151                 vector fixed_gunorg;
152                 vector forward, right, up;
153                 MAKE_VECTORS(view_angles, forward, right, up);
154                 fixed_gunorg.x = gunorg * forward;
155                 fixed_gunorg.y = gunorg * right * -1;
156                 fixed_gunorg.z = gunorg * up;
157                 gunorg = fixed_gunorg;
158         }
159
160         cl_followmodel_ofs = gunorg;
161         cl_followmodel_time = time;
162 }
163
164 vector leanmodel_ofs(entity view)
165 {
166         float frac;
167         vector gunangles = '0 0 0';
168         static vector gunangles_prev = '0 0 0';
169         static vector gunangles_highpass = '0 0 0';
170         static vector gunangles_adjustment_highpass;
171         static vector gunangles_adjustment_lowpass;
172
173         if (view.csqcmodel_teleported)
174                 gunangles_prev = view_angles;
175
176         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
177         gunangles_highpass += gunangles_prev;
178         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
179         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
180         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
181         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
182         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
183         gunangles_prev = view_angles;
184         gunangles_highpass -= gunangles_prev;
185
186         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
187         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
188
189         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
190         frac = avg_factor(autocvar_cl_leanmodel_highpass);
191         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
192         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
193         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
194
195         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
196
197         return gunangles;
198 }
199
200 vector bobmodel_ofs(entity view)
201 {
202         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
203         static bool oldonground;
204         static float hitgroundtime;
205         if (clonground)
206         {
207                 float f = time; // cl.movecmd[0].time
208                 if (!oldonground)
209                         hitgroundtime = f;
210         }
211         oldonground = clonground;
212
213         // calculate for swinging gun model
214         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
215         vector gunorg = '0 0 0';
216         static float bobmodel_scale = 0;
217         static float time_ofs = 0; // makes the effect always restart in the same way
218         if (clonground)
219         {
220                 if (time - hitgroundtime > 0.05)
221                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
222         }
223         else
224                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
225
226         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
227         if (bobmodel_scale && xyspeed)
228         {
229                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
230                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
231                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
232                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
233         }
234         else
235                 time_ofs = time;
236
237         return gunorg;
238 }
239
240 void viewmodel_animate(entity this)
241 {
242         if (autocvar_chase_active) return;
243         if (STAT(HEALTH) <= 0) return;
244
245         entity view = CSQCModel_server2csqc(player_localentnum - 1);
246
247         if (autocvar_cl_followmodel)
248         {
249                 calc_followmodel_ofs(view);
250                 this.origin += cl_followmodel_ofs;
251         }
252
253         if (autocvar_cl_leanmodel)
254                 this.angles += leanmodel_ofs(view);
255
256         // vertical view bobbing code
257         // TODO: cl_bob
258
259         // horizontal view bobbing code
260         // TODO: cl_bob2
261
262         // fall bobbing code
263         // causes the view to swing down and back up when touching the ground
264         // TODO: cl_bobfall
265
266         // gun model bobbing code
267         if (autocvar_cl_bobmodel)
268                 this.origin += bobmodel_ofs(view);
269 }
270
271 .vector viewmodel_origin, viewmodel_angles;
272 .float weapon_nextthink;
273 .float weapon_eta_last;
274 .float weapon_switchdelay;
275
276 .string name_last;
277
278 void viewmodel_draw(entity this)
279 {
280         if(!this.activeweapon || !autocvar_r_drawviewmodel)
281                 return;
282         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
283         float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
284         int wepskin = this.m_skin;
285         bool invehicle = player_localentnum > maxclients;
286         if (invehicle) a = -1;
287         Weapon wep = this.activeweapon;
288         int c = entcs_GetClientColors(current_player);
289         vector g = weaponentity_glowmod(wep, NULL, c, this);
290         entity me = CSQCModel_server2csqc(player_localentnum - 1);
291         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
292                 | EF_NODEPTHTEST)
293                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
294         for (entity e = this; e; e = e.weaponchild)
295         {
296                 e.drawmask = mask;
297                 e.alpha = a;
298                 e.skin = wepskin;
299                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
300                 e.glowmod = g;
301                 e.csqcmodel_effects = fx;
302                 CSQCModel_Effects_Apply(e);
303         }
304         if(a >= 0)
305         {
306                 string name = wep.mdl;
307                 string newname = wep.wr_viewmodel(wep, this);
308                 if(newname)
309                         name = newname;
310                 bool swap = name != this.name_last;
311                 // if (swap)
312                 {
313                         this.name_last = name;
314                         CL_WeaponEntity_SetModel(this, name, swap);
315                         this.viewmodel_origin = this.origin;
316                         this.viewmodel_angles = this.angles;
317                 }
318                 anim_update(this);
319                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
320                         anim_set(this, this.anim_idle, true, false, false);
321         }
322         float f = 0; // 0..1; 0: fully active
323         float rate = STAT(WEAPONRATEFACTOR);
324         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
325         if (eta <= 0) f = this.weapon_eta_last;
326         else switch (this.state)
327         {
328                 case WS_RAISE:
329                 {
330                         f = eta / max(eta, this.weapon_switchdelay);
331                         break;
332                 }
333                 case WS_DROP:
334                 {
335                         f = 1 - eta / max(eta, this.weapon_switchdelay);
336                         break;
337                 }
338                 case WS_CLEAR:
339                 {
340                         f = 1;
341                         break;
342                 }
343         }
344         this.weapon_eta_last = f;
345         this.origin = this.viewmodel_origin;
346         this.angles = this.viewmodel_angles;
347         this.angles_x = (-90 * f * f);
348         viewmodel_animate(this);
349         MUTATOR_CALLHOOK(DrawViewModel, this);
350         setorigin(this, this.origin);
351 }
352
353 STATIC_INIT(viewmodel) {
354     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
355         viewmodels[slot] = new(viewmodel);
356 }
357
358 vector project_3d_to_2d(vector vec)
359 {
360         vec = cs_project(vec);
361         if(cs_project_is_b0rked > 0)
362         {
363                 vec.x *= vid_conwidth / vid_width;
364                 vec.y *= vid_conheight / vid_height;
365         }
366         return vec;
367 }
368
369 bool projected_on_screen(vector screen_pos)
370 {
371         return screen_pos.z >= 0
372                 && screen_pos.x >= 0
373                 && screen_pos.y >= 0
374                 && screen_pos.x < vid_conwidth
375                 && screen_pos.y < vid_conheight;
376 }
377
378 void update_mousepos()
379 {
380         mousepos += getmousepos() * autocvar_menu_mouse_speed;
381         mousepos.x = bound(0, mousepos.x, vid_conwidth);
382         mousepos.y = bound(0, mousepos.y, vid_conheight);
383 }
384
385 float showfps_prevfps;
386 float showfps_prevfps_time;
387 int showfps_framecounter;
388
389 void fpscounter_update()
390 {
391         if(!STAT(SHOWFPS))
392                 return;
393
394         float currentTime = gettime(GETTIME_FRAMESTART);
395
396         showfps_framecounter += 1;
397         if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
398         {
399                 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
400                 showfps_framecounter = 0;
401                 showfps_prevfps_time = currentTime;
402
403                 int channel = MSG_C2S;
404                 WriteHeader(channel, fpsreport);
405                 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
406         }
407 }
408
409 STATIC_INIT(fpscounter_init)
410 {
411         float currentTime = gettime(GETTIME_FRAMESTART);
412         showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
413 }
414
415 float avgspeed;
416 vector GetCurrentFov(float fov)
417 {
418         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
419         float velocityzoom, curspeed;
420         vector v;
421
422         zoomsensitivity = autocvar_cl_zoomsensitivity;
423         zoomfactor = autocvar_cl_zoomfactor;
424         if(zoomfactor < 1 || zoomfactor > 30)
425                 zoomfactor = 2.5;
426         zoomspeed = autocvar_cl_zoomspeed;
427         if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
428                 zoomspeed = 3.5;
429
430         zoomdir = button_zoom;
431
432         if(hud == HUD_NORMAL && !spectatee_status)
433         {
434                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
435                 {
436                         entity wepent = viewmodels[slot];
437                         if(wepent.switchweapon != wepent.activeweapon)
438                                 continue;
439                         Weapon wep = wepent.activeweapon;
440                         if(wep != WEP_Null && wep.wr_zoomdir)
441                         {
442                                 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
443                                 zoomdir += do_zoom;
444                         }
445                 }
446         }
447         if(spectatee_status > 0 || isdemo())
448         {
449                 if(spectatorbutton_zoom)
450                 {
451                         if(zoomdir)
452                                 zoomdir = 0;
453                         else
454                                 zoomdir = 1;
455                 }
456                 // fteqcc failed twice here already, don't optimize this
457         }
458
459         if(zoomdir) { zoomin_effect = 0; }
460
461         if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
462         {
463                 current_viewzoom = 1;
464         }
465         else if (camera_active)
466         {
467                 current_viewzoom = min(1, current_viewzoom + drawframetime);
468         }
469         else if(autocvar_cl_spawnzoom && zoomin_effect)
470         {
471                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
472
473                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
474                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
475                 if(current_viewzoom == 1) { zoomin_effect = 0; }
476         }
477         else
478         {
479                 if(zoomspeed < 0) // instant zoom
480                 {
481                         if(zoomdir)
482                                 current_viewzoom = 1 / zoomfactor;
483                         else
484                                 current_viewzoom = 1;
485                 }
486                 else
487                 {
488                         if(zoomdir)
489                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
490                         else
491                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
492                 }
493         }
494
495         if(almost_equals(current_viewzoom, 1))
496                 current_zoomfraction = 0;
497         else if(almost_equals(current_viewzoom, 1/zoomfactor))
498                 current_zoomfraction = 1;
499         else
500                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
501
502         if(zoomsensitivity < 1)
503                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
504         else
505                 setsensitivityscale(1);
506
507         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
508         {
509                 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
510                         curspeed = 0;
511                 else
512                 {
513                         vector forward, right, up;
514                         MAKE_VECTORS(view_angles, forward, right, up);
515                         v = pmove_vel;
516                         if(csqcplayer)
517                                 v = csqcplayer.velocity;
518
519                         switch(autocvar_cl_velocityzoom_type)
520                         {
521                                 case 3: curspeed = max(0, forward * v); break;
522                                 case 2: curspeed = (forward * v); break;
523                                 case 1: default: curspeed = vlen(v); break;
524                         }
525                 }
526
527                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
528                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
529                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
530
531                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
532         }
533         else
534                 velocityzoom = 1;
535
536         float frustumx, frustumy, fovx, fovy;
537         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
538         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
539         fovx = atan2(frustumx, 1) / M_PI * 360.0;
540         fovy = atan2(frustumy, 1) / M_PI * 360.0;
541
542         return '1 0 0' * fovx + '0 1 0' * fovy;
543 }
544
545 vector GetViewLocationFOV(float fov)
546 {
547         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
548         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
549         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
550         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
551         return '1 0 0' * fovx + '0 1 0' * fovy;
552 }
553
554 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
555 {
556         float fovx, fovy;
557         float width = (ov_worldmax.x - ov_worldmin.x);
558         float height = (ov_worldmax.y - ov_worldmin.y);
559         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
560         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
561         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
562         return '1 0 0' * fovx + '0 1 0' * fovy;
563 }
564
565 // this function must match W_SetupShot!
566
567 bool minigame_wasactive;
568
569 float camera_mode;
570 const float CAMERA_FREE = 1;
571 const float CAMERA_CHASE = 2;
572 string NextFrameCommand;
573
574 vector freeze_org, freeze_ang;
575 entity nightvision_noise, nightvision_noise2;
576
577 float myhealth, myhealth_prev;
578 float myhealth_flash;
579
580 float old_blurradius, old_bluralpha;
581 float old_sharpen_intensity;
582
583 vector myhealth_gentlergb;
584
585 float contentavgalpha, liquidalpha_prev;
586 vector liquidcolor_prev;
587
588 float eventchase_current_distance;
589 float eventchase_running;
590 int WantEventchase(entity this, bool want_vehiclechase)
591 {
592         if(autocvar_cl_orthoview)
593                 return 0;
594         if(STAT(GAME_STOPPED) || intermission)
595                 return 1;
596         if(this.viewloc)
597                 return 1;
598         if(spectatee_status >= 0)
599         {
600                 if(want_vehiclechase)
601                         return 1;
602                 if(MUTATOR_CALLHOOK(WantEventchase, this))
603                         return 1;
604                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
605                         return 1;
606                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
607                 {
608                         if(autocvar_cl_eventchase_death == 2)
609                         {
610                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
611                                 if(this.velocity == '0 0 0' || eventchase_running)
612                                         return 1;
613                         }
614                         else return 1;
615                 }
616                 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
617                 {
618                         if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
619                                 return 1;
620                         else if (eventchase_running)
621                                 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
622                 }
623         }
624         return 0;
625 }
626
627 void View_EventChase(entity this)
628 {
629         // event chase camera
630         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
631         {
632                 if(STAT(CAMERA_SPECTATOR))
633                 {
634                         if(spectatee_status > 0)
635                         {
636                                 if(!autocvar_chase_active)
637                                 {
638                                         cvar_set("chase_active", "-2");
639                                         return;
640                                 }
641                         }
642                         else if(autocvar_chase_active == -2)
643                                 cvar_set("chase_active", "0");
644
645                         if(autocvar_chase_active == -2)
646                                 return;
647                 }
648                 else if(autocvar_chase_active == -2)
649                         cvar_set("chase_active", "0");
650
651                 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
652
653                 float vehicle_viewdist = 0;
654                 vector vehicle_viewofs = '0 0 0';
655
656                 if(vehicle_chase)
657                 {
658                         if(hud != HUD_BUMBLEBEE_GUN)
659                         {
660                                 Vehicle info = REGISTRY_GET(Vehicles, hud);
661                                 vehicle_viewdist = info.height;
662                                 vehicle_viewofs = info.view_ofs;
663                                 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
664                                         vehicle_chase = false;
665                         }
666                         else
667                                 vehicle_chase = false;
668                 }
669
670                 int eventchase = WantEventchase(this, vehicle_chase);
671                 if (eventchase)
672                 {
673                         vector current_view_origin_override = '0 0 0';
674                         vector view_offset_override = '0 0 0';
675                         float chase_distance_override = 0;
676                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
677                         if(custom_eventchase)
678                         {
679                                 current_view_origin_override = M_ARGV(0, vector);
680                                 view_offset_override = M_ARGV(1, vector);
681                                 chase_distance_override = M_ARGV(0, float);
682                         }
683                         eventchase_running = true;
684
685                         // 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.)
686                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
687                         if (custom_eventchase)
688                                 current_view_origin = current_view_origin_override;
689
690                         // detect maximum viewoffset and use it
691                         vector view_offset = autocvar_cl_eventchase_viewoffset;
692                         if(vehicle_chase)
693                         {
694                                 if(vehicle_viewofs)
695                                         view_offset = vehicle_viewofs;
696                                 else
697                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
698                         }
699                         if (custom_eventchase)
700                                 view_offset = view_offset_override;
701
702                         if(view_offset)
703                         {
704                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
705                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
706                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
707                         }
708
709                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
710                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
711                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
712                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
713
714                         // make the camera smooth back
715                         float chase_distance = autocvar_cl_eventchase_distance;
716                         if(vehicle_chase)
717                         {
718                                 if(vehicle_viewofs)
719                                         chase_distance = vehicle_viewdist;
720                                 else
721                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
722                         }
723                         if (custom_eventchase)
724                                 chase_distance = chase_distance_override;
725
726                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
727                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
728                         else if(eventchase_current_distance != chase_distance)
729                                 eventchase_current_distance = chase_distance;
730
731                         vector forward, right, up;
732                         MAKE_VECTORS(view_angles, forward, right, up);
733
734                         vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
735                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
736
737                         // If the boxtrace fails, revert back to line tracing.
738                         if(!this.viewloc)
739                         if(trace_startsolid)
740                         {
741                                 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
742                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
743                                 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
744                         }
745                         else { setproperty(VF_ORIGIN, trace_endpos); }
746
747                         if(!this.viewloc)
748                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
749                 }
750
751                 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
752                 {
753                         eventchase_running = false;
754                         cvar_set("chase_active", "0");
755                         eventchase_current_distance = 0; // start from 0 next time
756                 }
757         }
758         // workaround for camera stuck between player's legs when using chase_active 1
759         // because the engine stops updating the chase_active camera when the game ends
760         else if(intermission)
761         {
762                 cvar_settemp("chase_active", "-1");
763                 eventchase_current_distance = 0;
764         }
765 }
766
767 vector damage_blurpostprocess, content_blurpostprocess;
768
769 void UpdateDamage()
770 {
771         // accumulate damage with each stat update
772         static float damage_total_prev = 0;
773         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
774         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
775         damage_total_prev = damage_total;
776
777         static float damage_dealt_time_prev = 0;
778         float damage_dealt_time = STAT(HIT_TIME);
779         if (damage_dealt_time != damage_dealt_time_prev)
780         {
781                 unaccounted_damage += unaccounted_damage_new;
782                 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
783         }
784         damage_dealt_time_prev = damage_dealt_time;
785
786         // prevent hitsound when switching spectatee
787         static float spectatee_status_prev = 0;
788         if (spectatee_status != spectatee_status_prev)
789                 unaccounted_damage = 0;
790         spectatee_status_prev = spectatee_status;
791 }
792
793 void HitSound()
794 {
795         // varying sound pitch
796
797         bool have_arc = false;
798         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
799         {
800                 entity wepent = viewmodels[slot];
801
802                 if(wepent.activeweapon == WEP_ARC)
803                         have_arc = true;
804         }
805
806         static float hitsound_time_prev = 0;
807         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
808         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
809         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
810         {
811                 if (autocvar_cl_hitsound && unaccounted_damage)
812                 {
813                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
814                         float a = autocvar_cl_hitsound_max_pitch;
815                         float b = autocvar_cl_hitsound_min_pitch;
816                         float c = autocvar_cl_hitsound_nom_damage;
817                         float d = unaccounted_damage;
818                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
819
820                         // if sound variation is disabled, set pitch_shift to 1
821                         if (autocvar_cl_hitsound == 1)
822                                 pitch_shift = 1;
823
824                         // if pitch shift is reversed, mirror in (max-min)/2 + min
825                         if (autocvar_cl_hitsound == 3)
826                         {
827                                 float mirror_value = (a-b)/2 + b;
828                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
829                         }
830
831                         //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
832
833                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
834                         // todo: normalize sound pressure levels? seems unnecessary
835
836                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
837                 }
838                 unaccounted_damage = 0;
839                 hitsound_time_prev = time;
840         }
841
842         static float typehit_time_prev = 0;
843         float typehit_time = STAT(TYPEHIT_TIME);
844         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
845         {
846                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
847                 typehit_time_prev = typehit_time;
848         }
849
850         static float kill_time_prev = 0;
851         float kill_time = STAT(KILL_TIME);
852         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
853         {
854                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
855                 kill_time_prev = kill_time;
856         }
857 }
858
859 const int MAX_SPECIALCOMMAND = 15;
860 vector specialcommand_slots[MAX_SPECIALCOMMAND];
861 vector specialcommand_colors[MAX_SPECIALCOMMAND];
862 const float SPECIALCOMMAND_SPEED = 150;
863 const float SPECIALCOMMAND_TURNSPEED = 2;
864 const float SPECIALCOMMAND_SIZE = 0.025;
865 const float SPECIALCOMMAND_CHANCE = 0.35;
866 float sc_spawntime, sc_changetime;
867 vector sc_color = '1 1 1';
868 void SpecialCommand()
869 {
870         if(!STAT(MOVEVARS_SPECIALCOMMAND))
871                 return;
872
873         if(time >= sc_changetime)
874         {
875                 sc_changetime = time + 1;
876                 sc_color = randomvec() * 1.5;
877                 sc_color.x = bound(0.2, sc_color.x, 0.75);
878                 sc_color.y = bound(0.2, sc_color.y, 0.75);
879                 sc_color.z = bound(0.2, sc_color.z, 0.75);
880         }
881         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
882
883         if(!precache_pic("gfx/smile"))
884                 return; // damn party poopers
885
886         for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
887         {
888                 vector slot = specialcommand_slots[j];
889                 if(slot.y)
890                         slot.y += SPECIALCOMMAND_SPEED * frametime;
891                 //if(slot.z)
892                         //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
893                 if(slot.y >= vid_conheight)
894                         slot = '0 0 0';
895
896                 if(slot == '0 0 0')
897                 {
898                         if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
899                         {
900                                 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
901                                 slot.y = 1; // start it off 0 so we can use it
902                                 slot.z = floor(random() * REGISTRY_MAX(Weapons));
903                                 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
904                                 vector newcolor = randomvec() * 2;
905                                 newcolor.x = bound(0.4, newcolor.x, 1);
906                                 newcolor.y = bound(0.4, newcolor.y, 1);
907                                 newcolor.z = bound(0.4, newcolor.z, 1);
908                                 specialcommand_colors[j] = newcolor;
909                         }
910                 }
911                 else
912                 {
913                         vector splash_size = '0 0 0';
914                         splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
915                         splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
916                         entity wep = REGISTRY_GET(Weapons, slot.z);
917                         if(wep == WEP_Null)
918                                 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
919                         else
920                                 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
921                         //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
922                 }
923
924                 specialcommand_slots[j] = slot;
925         }
926 }
927
928 void HUD_Draw(entity this)
929 {
930         // if we don't know gametype and scores yet avoid drawing the scoreboard
931         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
932         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
933         // cl_deathscoreboard would show the scoreboard and so on
934         if(!gametype)
935                 return;
936
937         Hud_Dynamic_Frame();
938
939         if(!intermission)
940         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
941         {
942                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
943         }
944         else if(STAT(FROZEN))
945         {
946                 vector col = '0.25 0.90 1';
947                 if(STAT(REVIVE_PROGRESS))
948                         col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
949                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
950         }
951
952         HUD_Scale_Enable();
953         if(!intermission)
954         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
955         {
956                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
957                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
958                 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
959         }
960         else if(STAT(CAPTURE_PROGRESS))
961         {
962                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
963                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
964         }
965         else if(STAT(REVIVE_PROGRESS))
966         {
967                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
968                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
969         }
970         HUD_Scale_Disable();
971
972         if(autocvar_r_letterbox == 0)
973                 if(autocvar_viewsize < 120)
974                 {
975                         if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
976                                 Accuracy_LoadLevels();
977
978                         HUD_Main();
979                         HUD_Scale_Disable();
980                 }
981
982         // crosshair goes VERY LAST
983         SpecialCommand();
984         UpdateDamage();
985         HUD_Crosshair(this);
986         HitSound();
987 }
988
989 void ViewLocation_Mouse()
990 {
991         if(spectatee_status)
992                 return; // don't draw it as spectator!
993
994         viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
995         viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
996         viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
997
998         //float cursor_alpha = 1 - autocvar__menu_alpha;
999         //cursor_type = CURSOR_NORMAL;
1000         //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1001 }
1002
1003 void HUD_Cursor_Show()
1004 {
1005         float cursor_alpha = 1 - autocvar__menu_alpha;
1006         if(cursor_type == CURSOR_NORMAL)
1007                 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
1008         else if(cursor_type == CURSOR_MOVE)
1009                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1010         else if(cursor_type == CURSOR_RESIZE)
1011                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
1012         else if(cursor_type == CURSOR_RESIZE2)
1013                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
1014 }
1015
1016 void HUD_Mouse(entity player)
1017 {
1018         if(autocvar__menu_alpha == 1)
1019                 return;
1020
1021         if(!cursor_active)
1022         {
1023                 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1024                         ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1025                 return;
1026         }
1027
1028         if (cursor_active == -1) // starting to display the cursor
1029         {
1030                 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1031                 // in the first frame mousepos is the mouse position of the last time
1032                 // the cursor was displayed, thus we ignore it to avoid a glictch
1033                 cursor_active = 1;
1034                 return;
1035         }
1036
1037         if(!autocvar_hud_cursormode)
1038                 update_mousepos();
1039
1040         cursor_type = CURSOR_NORMAL;
1041         if(autocvar__hud_configure)
1042                 HUD_Panel_Mouse();
1043         else
1044         {
1045                 if (HUD_MinigameMenu_IsOpened())
1046                         HUD_Minigame_Mouse();
1047                 if (QuickMenu_IsOpened())
1048                         QuickMenu_Mouse();
1049                 if (HUD_Radar_Clickable())
1050                         HUD_Radar_Mouse();
1051         }
1052
1053         prevMouseClicked = mouseClicked;
1054
1055         HUD_Cursor_Show();
1056 }
1057
1058 void View_NightVision()
1059 {
1060         if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1061                 return;
1062
1063         // apply night vision effect
1064         vector tc_00, tc_01, tc_10, tc_11;
1065         vector rgb = '0 0 0';
1066         float a;
1067
1068         if(!nightvision_noise)
1069         {
1070                 nightvision_noise = new(nightvision_noise);
1071         }
1072         if(!nightvision_noise2)
1073         {
1074                 nightvision_noise2 = new(nightvision_noise2);
1075         }
1076
1077         // color tint in yellow
1078         drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1079
1080         // draw BG
1081         a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1082         rgb = '1 1 1';
1083         tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1084         tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1085         tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1086         //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1087         tc_11 = tc_01 + tc_10 - tc_00;
1088         R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
1089         R_PolygonVertex('0 0 0', tc_00, rgb, a);
1090         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1091         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1092         R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1093         R_EndPolygon();
1094
1095         // draw FG
1096         a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1097         rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1098         tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1099         tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1100         tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1101         tc_11 = tc_01 + tc_10 - tc_00;
1102         R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
1103         R_PolygonVertex('0 0 0', tc_00, rgb, a);
1104         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1105         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1106         R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1107         R_EndPolygon();
1108 }
1109
1110 // visual overlay while in liquids
1111 // provides some effects to the postprocessing function
1112 void HUD_Contents()
1113 {
1114         if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1115                 return;
1116
1117         // improved polyblend
1118         float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1119         vector liquidcolor;
1120
1121         switch(pointcontents(view_origin))
1122         {
1123                 case CONTENT_WATER:
1124                         liquidalpha = autocvar_hud_contents_water_alpha;
1125                         liquidcolor = stov(autocvar_hud_contents_water_color);
1126                         incontent = 1;
1127                         break;
1128
1129                 case CONTENT_LAVA:
1130                         liquidalpha = autocvar_hud_contents_lava_alpha;
1131                         liquidcolor = stov(autocvar_hud_contents_lava_color);
1132                         incontent = 1;
1133                         break;
1134
1135                 case CONTENT_SLIME:
1136                         liquidalpha = autocvar_hud_contents_slime_alpha;
1137                         liquidcolor = stov(autocvar_hud_contents_slime_color);
1138                         incontent = 1;
1139                         break;
1140
1141                 default:
1142                         liquidalpha = 0;
1143                         liquidcolor = '0 0 0';
1144                         incontent = 0;
1145                         break;
1146         }
1147
1148         if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1149         { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1150                 contentfadetime = autocvar_hud_contents_fadeintime;
1151                 liquidalpha_prev = liquidalpha;
1152                 liquidcolor_prev = liquidcolor;
1153         }
1154         else
1155                 contentfadetime = autocvar_hud_contents_fadeouttime;
1156
1157         contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1158         contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1159
1160         if(contentavgalpha)
1161                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1162
1163         if(autocvar_hud_postprocessing)
1164         {
1165                 if(autocvar_hud_contents_blur && contentavgalpha)
1166                 {
1167                         content_blurpostprocess.x = 1;
1168                         content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1169                         content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1170                 }
1171                 else
1172                 {
1173                         content_blurpostprocess.x = 0;
1174                         content_blurpostprocess.y = 0;
1175                         content_blurpostprocess.z = 0;
1176                 }
1177         }
1178 }
1179
1180 // visual pain effects on the screen
1181 // provides some effects to the postprocessing function
1182 void HUD_Damage()
1183 {
1184         if(!autocvar_hud_damage || STAT(FROZEN))
1185                 return;
1186
1187         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1188         splash_size.x = max(vid_conwidth, vid_conheight);
1189         splash_size.y = max(vid_conwidth, vid_conheight);
1190         splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1191         splash_pos.y = (vid_conheight - splash_size.y) / 2;
1192
1193         float myhealth_flash_temp;
1194         myhealth = STAT(HEALTH);
1195
1196         // fade out
1197         myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1198         // add new damage
1199         myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1200
1201         float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1202         pain_threshold = autocvar_hud_damage_pain_threshold;
1203         pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1204         pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1205
1206         if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1207         {
1208                 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);
1209         }
1210
1211         myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1212
1213         if(myhealth_prev < 1)
1214         {
1215                 if(myhealth >= 1)
1216                 {
1217                         myhealth_flash = 0; // just spawned, clear the flash immediately
1218                         myhealth_flash_temp = 0;
1219                 }
1220                 else
1221                 {
1222                         myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1223                 }
1224         }
1225
1226         if(spectatee_status == -1 || intermission)
1227         {
1228                 myhealth_flash = 0; // observing, or match ended
1229                 myhealth_flash_temp = 0;
1230         }
1231
1232         myhealth_prev = myhealth;
1233
1234         // IDEA: change damage color/picture based on player model for robot/alien species?
1235         // pro: matches model better
1236         // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1237         // maybe different reddish pics?
1238         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1239         {
1240                 if(autocvar_cl_gentle_damage == 2)
1241                 {
1242                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1243                                 myhealth_gentlergb = randomvec();
1244                 }
1245                 else
1246                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1247
1248                 if(myhealth_flash_temp > 0)
1249                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1250         }
1251         else if(myhealth_flash_temp > 0)
1252                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1253
1254         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.
1255         {
1256                 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1257                 {
1258                         damage_blurpostprocess.x = 1;
1259                         damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1260                         damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1261                 }
1262                 else
1263                 {
1264                         damage_blurpostprocess.x = 0;
1265                         damage_blurpostprocess.y = 0;
1266                         damage_blurpostprocess.z = 0;
1267                 }
1268         }
1269 }
1270
1271 void View_PostProcessing()
1272 {
1273         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1274         float e2 = (autocvar_hud_powerup != 0);
1275         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1276         {
1277                 // enable or disable rendering types if they are used or not
1278                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1279                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1280
1281                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1282                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1283                 {
1284                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1285                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1286                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1287                         {
1288                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1289                                 old_blurradius = blurradius;
1290                                 old_bluralpha = bluralpha;
1291                         }
1292                 }
1293                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1294                 {
1295                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1296                         old_blurradius = 0;
1297                         old_bluralpha = 0;
1298                 }
1299
1300                 // edge detection postprocess handling done second (used by hud_powerup)
1301                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
1302                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1303                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1304
1305                 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1306
1307                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1308                 {
1309                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1310                         {
1311                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1312                                 old_sharpen_intensity = sharpen_intensity;
1313                         }
1314                 }
1315                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1316                 {
1317                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1318                         old_sharpen_intensity = 0;
1319                 }
1320
1321                 if(cvar("r_glsl_postprocess") == 0)
1322                         cvar_set("r_glsl_postprocess", "2");
1323         }
1324         else if(cvar("r_glsl_postprocess") == 2)
1325                 cvar_set("r_glsl_postprocess", "0");
1326 }
1327
1328 void View_Lock()
1329 {
1330         int lock_type = autocvar_cl_lockview;
1331
1332         if (!autocvar_hud_cursormode
1333                 && ((autocvar__hud_configure && spectatee_status <= 0)
1334                         || intermission > 1
1335                         || HUD_Radar_Clickable()
1336                         || HUD_MinigameMenu_IsOpened()
1337                         || QuickMenu_IsOpened()
1338                 )
1339         )
1340                 lock_type = 1;
1341
1342         // lock_type 1: lock origin and angles
1343         // lock_type 2: lock only origin
1344         if(lock_type >= 1)
1345                 setproperty(VF_ORIGIN, freeze_org);
1346         else
1347                 freeze_org = getpropertyvec(VF_ORIGIN);
1348         if(lock_type == 1)
1349                 setproperty(VF_ANGLES, freeze_ang);
1350         else
1351                 freeze_ang = getpropertyvec(VF_ANGLES);
1352 }
1353
1354 void View_DemoCamera()
1355 {
1356         if(camera_active) // Camera for demo playback
1357         {
1358                 if(autocvar_camera_enable)
1359                         CSQC_Demo_Camera();
1360                 else
1361                 {
1362                         cvar_set("chase_active", ftos(chase_active_backup));
1363                         cvar_set("cl_demo_mousegrab", "0");
1364                         camera_active = false;
1365                 }
1366         }
1367         else
1368         {
1369 #ifdef CAMERATEST
1370                 if(autocvar_camera_enable)
1371 #else
1372                 if(autocvar_camera_enable && isdemo())
1373 #endif
1374                 {
1375                         // Enable required Darkplaces cvars
1376                         chase_active_backup = autocvar_chase_active;
1377                         cvar_set("chase_active", "2");
1378                         cvar_set("cl_demo_mousegrab", "1");
1379                         camera_active = true;
1380                         camera_mode = false;
1381                 }
1382         }
1383 }
1384
1385 #ifdef BLURTEST
1386 void View_BlurTest()
1387 {
1388         if(time > blurtest_time0 && time < blurtest_time1)
1389         {
1390                 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1391                 float r = t * blurtest_radius;
1392                 float f = 1 / (t ** blurtest_power) - 1;
1393
1394                 cvar_set("r_glsl_postprocess", "1");
1395                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1396         }
1397         else
1398         {
1399                 cvar_set("r_glsl_postprocess", "0");
1400                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1401         }
1402 }
1403 #endif
1404
1405 void View_CheckButtonStatus()
1406 {
1407         float is_dead = (STAT(HEALTH) <= 0);
1408
1409         // FIXME do we need this hack?
1410         if(isdemo())
1411         {
1412                 // in demos, input_buttons do not work
1413                 button_zoom = (autocvar__togglezoom == "-");
1414         }
1415         else if(button_zoom
1416                 && autocvar_cl_unpress_zoom_on_death
1417                 && (spectatee_status >= 0)
1418                 && (is_dead || intermission))
1419         {
1420                 // no zoom while dead or in intermission please
1421                 localcmd("-zoom\n");
1422                 button_zoom = false;
1423         }
1424
1425         if(autocvar_fov <= 59.5)
1426         {
1427                 if(!zoomscript_caught)
1428                 {
1429                         localcmd("+button9\n");
1430                         zoomscript_caught = 1;
1431                 }
1432         }
1433         else
1434         {
1435                 if(zoomscript_caught)
1436                 {
1437                         localcmd("-button9\n");
1438                         zoomscript_caught = 0;
1439                 }
1440         }
1441
1442         if(active_minigame && HUD_MinigameMenu_IsOpened())
1443         {
1444                 if(!minigame_wasactive)
1445                 {
1446                         localcmd("+button12\n");
1447                         minigame_wasactive = true;
1448                 }
1449         }
1450         else if(minigame_wasactive)
1451         {
1452                 localcmd("-button12\n");
1453                 minigame_wasactive = false;
1454         }
1455
1456         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1457         {
1458                 entity wepent = viewmodels[slot];
1459
1460                 if(wepent.last_switchweapon != wepent.switchweapon)
1461                 {
1462                         weapontime = time;
1463                         wepent.last_switchweapon = wepent.switchweapon;
1464                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1465                         {
1466                                 localcmd("-zoom\n");
1467                                 button_zoom = false;
1468                         }
1469                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1470                         {
1471                                 localcmd("-fire\n");
1472                                 localcmd("-fire2\n");
1473                                 button_attack2 = false;
1474                         }
1475                 }
1476                 if(wepent.last_activeweapon != wepent.activeweapon)
1477                 {
1478                         wepent.last_activeweapon = wepent.activeweapon;
1479
1480                         entity e = wepent.activeweapon;
1481                         if(e.netname != "")
1482                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1483                         else if(slot == 0)
1484                                 localcmd("\ncl_hook_activeweapon none\n");
1485                 }
1486         }
1487 }
1488
1489 bool ov_enabled;
1490 float oldr_nearclip;
1491 float oldr_farclip_base;
1492 float oldr_farclip_world;
1493 float oldr_novis;
1494 float oldr_useportalculling;
1495 float oldr_useinfinitefarclip;
1496 vector ov_org = '0 0 0';
1497 vector ov_mid = '0 0 0';
1498 vector ov_worldmin = '0 0 0';
1499 vector ov_worldmax = '0 0 0';
1500
1501 void View_Ortho()
1502 {
1503         ov_org = '0 0 0';
1504         ov_mid = '0 0 0';
1505         ov_worldmin = '0 0 0';
1506         ov_worldmax = '0 0 0';
1507         if(autocvar_cl_orthoview)
1508         {
1509                 ov_worldmin = mi_picmin;
1510                 ov_worldmax = mi_picmax;
1511
1512                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1513                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1514                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1515
1516                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1517                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1518
1519                 float ov_nearest = vlen(ov_org - vec3(
1520                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1521                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1522                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1523                 ));
1524
1525                 float ov_furthest = 0;
1526                 float dist = 0;
1527
1528                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1529                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1530                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1531                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1532                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1533                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1534                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1535                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1536
1537                 if(!ov_enabled)
1538                 {
1539                         oldr_nearclip = cvar("r_nearclip");
1540                         oldr_farclip_base = cvar("r_farclip_base");
1541                         oldr_farclip_world = cvar("r_farclip_world");
1542                         oldr_novis = cvar("r_novis");
1543                         oldr_useportalculling = cvar("r_useportalculling");
1544                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1545                 }
1546
1547                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1548                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1549                 cvar_settemp("r_farclip_world", "0");
1550                 cvar_settemp("r_novis", "1");
1551                 cvar_settemp("r_useportalculling", "0");
1552                 cvar_settemp("r_useinfinitefarclip", "0");
1553
1554                 setproperty(VF_ORIGIN, ov_org);
1555                 setproperty(VF_ANGLES, '90 0 0');
1556
1557                 ov_enabled = true;
1558
1559                 #if 0
1560                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1561                         vtos(ov_org),
1562                         vtos(getpropertyvec(VF_ANGLES)),
1563                         ov_distance,
1564                         ov_nearest,
1565                         ov_furthest);
1566                 #endif
1567         }
1568         else
1569         {
1570                 if(ov_enabled)
1571                 {
1572                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1573                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1574                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1575                         cvar_set("r_novis", ftos(oldr_novis));
1576                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1577                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1578                 }
1579                 ov_enabled = false;
1580         }
1581 }
1582
1583 void View_UpdateFov()
1584 {
1585         vector fov;
1586         if(autocvar_cl_orthoview)
1587                 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1588         else if(csqcplayer.viewloc)
1589                 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1590         else
1591                 fov = GetCurrentFov(autocvar_fov);
1592
1593         setproperty(VF_FOV, fov);
1594 }
1595
1596 void CSQC_UpdateView(entity this, float w, float h)
1597 {
1598         TC(int, w); TC(int, h);
1599
1600         execute_next_frame();
1601
1602         ++framecount;
1603
1604         stats_get();
1605         hud = STAT(HUD);
1606
1607         ReplicateVars(false);
1608         if (ReplicateVars_NOT_SENDING())
1609                 ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
1610
1611         HUD_Scale_Disable();
1612
1613         if(autocvar__hud_showbinds_reload) // menu can set this one
1614         {
1615                 db_close(binddb);
1616                 binddb = db_create();
1617                 cvar_set("_hud_showbinds_reload", "0");
1618         }
1619
1620         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1621                 view_quality = getproperty(VF_MINFPS_QUALITY);
1622         else
1623                 view_quality = 1;
1624
1625         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1626         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1627
1628         vector vf_size = getpropertyvec(VF_SIZE);
1629         vector vf_min = getpropertyvec(VF_MIN);
1630         vid_width = vf_size.x;
1631         vid_height = vf_size.y;
1632
1633         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1634
1635         WaypointSprite_Load();
1636
1637         CSQCPlayer_SetCamera();
1638
1639         if(player_localentnum <= maxclients) // is it a client?
1640                 current_player = player_localentnum - 1;
1641         else // then player_localentnum is the vehicle I'm driving
1642                 current_player = player_localnum;
1643         myteam = entcs_GetTeam(current_player);
1644
1645         // abused multiple places below
1646         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1647         if(!local_player)
1648                 local_player = this; // fall back!
1649
1650         View_EventChase(local_player);
1651
1652         // do lockview after event chase camera so that it still applies whenever necessary.
1653         View_Lock();
1654
1655         WarpZone_FixView();
1656         //WarpZone_FixPMove();
1657
1658         View_Ortho();
1659
1660         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1661         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1662         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1663                 viewmodel_draw(viewmodels[slot]);
1664
1665         // Render the Scene
1666         view_origin = getpropertyvec(VF_ORIGIN);
1667         view_angles = getpropertyvec(VF_ANGLES);
1668         MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1669
1670 #ifdef BLURTEST
1671         View_BlurTest();
1672 #endif
1673
1674         TargetMusic_Advance();
1675         Fog_Force();
1676         fpscounter_update();
1677
1678         if(drawtime == 0)
1679                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1680         else
1681                 drawframetime = bound(0.000001, time - drawtime, 1);
1682         drawtime = time;
1683
1684         // watch for gametype changes here...
1685         // in ParseStuffCMD the cmd isn't executed yet :/
1686         // might even be better to add the gametype to TE_CSQC_INIT...?
1687         if(!postinit)
1688                 PostInit();
1689
1690         if(intermission && !intermission_time)
1691                 intermission_time = time;
1692
1693         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1694         {
1695                 if(calledhooks & HOOK_START)
1696                 {
1697                         localcmd("\ncl_hook_gameend\n");
1698                         calledhooks |= HOOK_END;
1699                 }
1700         }
1701
1702         Announcer();
1703
1704         View_CheckButtonStatus();
1705
1706         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1707
1708         // ALWAYS Clear Current Scene First
1709         clearscene();
1710
1711         setproperty(VF_ORIGIN, view_origin);
1712         setproperty(VF_ANGLES, view_angles);
1713
1714         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1715         setproperty(VF_SIZE, vf_size);
1716         setproperty(VF_MIN, vf_min);
1717
1718         // Assign Standard Viewflags
1719         // Draw the World (and sky)
1720         setproperty(VF_DRAWWORLD, 1);
1721
1722         // Set the console size vars
1723         vid_conwidth = autocvar_vid_conwidth;
1724         vid_conheight = autocvar_vid_conheight;
1725         vid_pixelheight = autocvar_vid_pixelheight;
1726
1727         View_UpdateFov();
1728
1729         View_DemoCamera();
1730
1731         // Draw the Crosshair
1732         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1733
1734         // Draw the Engine Status Bar (the default Quake HUD)
1735         setproperty(VF_DRAWENGINESBAR, 0);
1736
1737         // Update the mouse position
1738         /*
1739            mousepos_x = vid_conwidth;
1740            mousepos_y = vid_conheight;
1741            mousepos = mousepos*0.5 + getmousepos();
1742          */
1743
1744         IL_EACH(g_drawables, it.draw, it.draw(it));
1745
1746         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1747         renderscene();
1748
1749         // Now the the scene has been rendered, begin with the 2D drawing functions
1750
1751         View_NightVision();
1752         DrawReticle(local_player);
1753         HUD_Contents();
1754         HUD_Damage();
1755         View_PostProcessing();
1756
1757         // draw 2D entities
1758         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1759         Draw_ShowNames_All();
1760 #if ENABLE_DEBUGDRAW
1761         Debug_Draw();
1762 #endif
1763
1764         scoreboard_active = Scoreboard_WouldDraw();
1765
1766         HUD_Draw(this); // this parameter for deep vehicle function
1767
1768         if(NextFrameCommand)
1769         {
1770                 localcmd("\n", NextFrameCommand, "\n");
1771                 NextFrameCommand = string_null;
1772         }
1773
1774         // we must do this check AFTER a frame was rendered, or it won't work
1775         if(cs_project_is_b0rked == 0)
1776         {
1777                 string w0, h0;
1778                 w0 = ftos(autocvar_vid_conwidth);
1779                 h0 = ftos(autocvar_vid_conheight);
1780                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1781                 //setproperty(VF_FOV, '90 90 0');
1782                 setproperty(VF_ORIGIN, '0 0 0');
1783                 setproperty(VF_ANGLES, '0 0 0');
1784                 setproperty(VF_PERSPECTIVE, 1);
1785                 vector forward, right, up;
1786                 MAKE_VECTORS('0 0 0', forward, right, up);
1787                 vector v1, v2;
1788                 cvar_set("vid_conwidth", "800");
1789                 cvar_set("vid_conheight", "600");
1790                 v1 = cs_project(forward);
1791                 cvar_set("vid_conwidth", "640");
1792                 cvar_set("vid_conheight", "480");
1793                 v2 = cs_project(forward);
1794                 if(v1 == v2)
1795                         cs_project_is_b0rked = 1;
1796                 else
1797                         cs_project_is_b0rked = -1;
1798                 cvar_set("vid_conwidth", w0);
1799                 cvar_set("vid_conheight", h0);
1800         }
1801
1802         HUD_Mouse(local_player);
1803
1804         cl_notice_run();
1805         unpause_update();
1806         Net_Flush();
1807
1808         // let's reset the view back to normal for the end
1809         setproperty(VF_MIN, '0 0 0');
1810         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1811
1812         IL_ENDFRAME();
1813 }
1814
1815
1816 // following vectors must be global to allow seamless switching between camera modes
1817 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1818 void CSQC_Demo_Camera()
1819 {
1820         float speed, attenuation, dimensions;
1821         vector tmp, delta;
1822
1823         if( autocvar_camera_reset || !camera_mode )
1824         {
1825                 camera_offset = '0 0 0';
1826                 current_angles = '0 0 0';
1827                 camera_direction = '0 0 0';
1828                 camera_offset.z += 30;
1829                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1830                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1831                 current_origin = view_origin;
1832                 current_camera_offset  = camera_offset;
1833                 cvar_set("camera_reset", "0");
1834                 camera_mode = CAMERA_CHASE;
1835         }
1836
1837         // Camera angles
1838         if( camera_roll )
1839                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1840
1841         if(autocvar_camera_look_player)
1842         {
1843                 vector dir;
1844                 float n;
1845
1846                 dir = normalize(view_origin - current_position);
1847                 n = mouse_angles.z;
1848                 mouse_angles = vectoangles(dir);
1849                 mouse_angles.x = mouse_angles.x * -1;
1850                 mouse_angles.z = n;
1851         }
1852         else
1853         {
1854                 tmp = getmousepos() * 0.1;
1855                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1856                 {
1857                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1858                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1859                 }
1860         }
1861
1862         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1863         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1864         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1865         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1866
1867         // Fix difference when angles don't have the same sign
1868         delta = '0 0 0';
1869         if(mouse_angles.y < -60 && current_angles.y > 60)
1870                 delta = '0 360 0';
1871         if(mouse_angles.y > 60 && current_angles.y < -60)
1872                 delta = '0 -360 0';
1873
1874         if(autocvar_camera_look_player)
1875                 attenuation = autocvar_camera_look_attenuation;
1876         else
1877                 attenuation = autocvar_camera_speed_attenuation;
1878
1879         attenuation = 1 / max(1, attenuation);
1880         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1881
1882         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1883         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1884         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1885         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1886
1887         // Camera position
1888         tmp = '0 0 0';
1889         dimensions = 0;
1890
1891         if( camera_direction.x )
1892         {
1893                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1894                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1895                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1896                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1897                 ++dimensions;
1898         }
1899
1900         if( camera_direction.y )
1901         {
1902                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1903                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1904                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1905                 ++dimensions;
1906         }
1907
1908         if( camera_direction.z )
1909         {
1910                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1911                 ++dimensions;
1912         }
1913
1914         if(autocvar_camera_free)
1915                 speed = autocvar_camera_speed_free;
1916         else
1917                 speed = autocvar_camera_speed_chase;
1918
1919         if(dimensions)
1920         {
1921                 speed = speed * sqrt(1 / dimensions);
1922                 camera_offset += tmp * speed;
1923         }
1924
1925         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1926
1927         // Camera modes
1928         if( autocvar_camera_free )
1929         {
1930                 if ( camera_mode == CAMERA_CHASE )
1931                 {
1932                         current_camera_offset = current_origin + current_camera_offset;
1933                         camera_offset = current_origin + camera_offset;
1934                 }
1935
1936                 camera_mode = CAMERA_FREE;
1937                 current_position = current_camera_offset;
1938         }
1939         else
1940         {
1941                 if ( camera_mode == CAMERA_FREE )
1942                 {
1943                         current_origin = view_origin;
1944                         camera_offset = camera_offset - current_origin;
1945                         current_camera_offset = current_camera_offset - current_origin;
1946                 }
1947
1948                 camera_mode = CAMERA_CHASE;
1949
1950                 if(autocvar_camera_chase_smoothly)
1951                         current_origin += (view_origin - current_origin) * attenuation;
1952                 else
1953                         current_origin = view_origin;
1954
1955                 current_position = current_origin + current_camera_offset;
1956         }
1957
1958         setproperty(VF_ANGLES, current_angles);
1959         setproperty(VF_ORIGIN, current_position);
1960 }