]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
61c416fe511477502ca58c7ace08b8e37caac73e
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 entity porto;
2 vector polyline[16];
3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 void Porto_Draw()
11 {
12         vector p, dir, ang, q, nextdir;
13         float idx, portal_number, portal1_idx;
14
15         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
16                 return;
17         if(intermission == 1)
18                 return;
19         if(intermission == 2)
20                 return;
21         if (getstati(STAT_HEALTH) <= 0)
22                 return;
23
24         dir = view_forward;
25
26         if(angles_held_status)
27         {
28                 makevectors(angles_held);
29                 dir = v_forward;
30         }
31
32         p = view_origin;
33
34         polyline[0] = p;
35         idx = 1;
36         portal_number = 0;
37         nextdir = dir;
38
39         for(;;)
40         {
41                 dir = nextdir;
42                 traceline(p, p + 65536 * dir, TRUE, porto);
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44                         return;
45                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46                 p = trace_endpos;
47                 polyline[idx] = p;
48                 ++idx;
49                 if(idx >= 16)
50                         return;
51                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52                         continue;
53                 ++portal_number;
54                 ang = vectoangles2(trace_plane_normal, dir);
55                 ang_x = -ang_x;
56                 makevectors(ang);
57                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
58                         return;
59                 if(portal_number == 1)
60                         portal1_idx = idx;
61                 if(portal_number >= 2)
62                         break;
63         }
64
65         while(idx >= 2)
66         {
67                 p = polyline[idx-2];
68                 q = polyline[idx-1];
69                 if(idx == 2)
70                         p = p - view_up * 16;
71                 if(idx-1 >= portal1_idx)
72                 {
73                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74                 }
75                 else
76                 {
77                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
78                 }
79                 --idx;
80         }
81 }
82
83 /**
84  * Checks whether the server initiated a map restart (stat_game_starttime changed)
85  *
86  * TODO: Use a better solution where a common shared entitiy is used that contains
87  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88  * and STAT_FRAGLIMIT to be auto-sent)
89  */
90 void CheckForGamestartChange() {
91         float startTime;
92         startTime = getstatf(STAT_GAMESTARTTIME);
93         if (previous_game_starttime != startTime) {
94                 if ((time + 5.0) < startTime) {
95                         //if connecting to server while restart was active don't always play prepareforbattle
96                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
97                 }
98                 if (time < startTime) {
99                         restartAnnouncer = spawn();
100                         restartAnnouncer.think = restartAnnouncer_Think;
101                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
102                 }
103         }
104         previous_game_starttime = startTime;
105 }
106
107 void Porto_Init()
108 {
109         porto = spawn();
110         porto.classname = "porto";
111         porto.draw = Porto_Draw;
112         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
113 }
114
115 float drawtime;
116 float avgspeed;
117 vector GetCurrentFov(float fov)
118 {
119         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
120
121         zoomsensitivity = autocvar_cl_zoomsensitivity;
122         zoomfactor = autocvar_cl_zoomfactor;
123         if(zoomfactor < 1 || zoomfactor > 16)
124                 zoomfactor = 2.5;
125         zoomspeed = autocvar_cl_zoomspeed;
126         if(zoomspeed >= 0)
127                 if(zoomspeed < 0.5 || zoomspeed > 16)
128                         zoomspeed = 3.5;
129
130         zoomdir = button_zoom;
131         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
132                 zoomdir += button_attack2;
133         if(spectatee_status > 0 || isdemo())
134         {
135                 if(spectatorbutton_zoom)
136                         zoomdir = 0 + !zoomdir;
137                 // do not even THINK about removing this 0
138                 // _I_ know what I am doing
139                 // fteqcc does not
140         }
141
142         if(zoomdir)
143                 zoomin_effect = 0;
144
145         if(zoomin_effect || camera_active)
146         {
147                 current_viewzoom = min(1, current_viewzoom + drawframetime);
148         }
149         else
150         {
151                 if(zoomspeed < 0) // instant zoom
152                 {
153                         if(zoomdir)
154                                 current_viewzoom = 1 / zoomfactor;
155                         else
156                                 current_viewzoom = 1;
157                 }
158                 else
159                 {
160                         if(zoomdir)
161                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
162                         else
163                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
164                 }
165         }
166
167         if(almost_equals(current_viewzoom, 1))
168                 current_zoomfraction = 0;
169         else if(almost_equals(current_viewzoom, 1/zoomfactor))
170                 current_zoomfraction = 1;
171         else
172                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
173
174         if(zoomsensitivity < 1)
175                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
176         else
177                 setsensitivityscale(1);
178
179         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
180         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
181         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
182
183         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
184
185         float frustumx, frustumy, fovx, fovy;
186         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
187         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
188         fovx = atan2(frustumx, 1) / M_PI * 360.0;
189         fovy = atan2(frustumy, 1) / M_PI * 360.0;
190
191         return '1 0 0' * fovx + '0 1 0' * fovy;
192 }
193
194 // this function must match W_SetupShot!
195 float zoomscript_caught;
196
197 vector wcross_origin;
198 float wcross_scale_prev, wcross_alpha_prev;
199 vector wcross_color_prev;
200 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
201 vector wcross_color_goal_prev;
202 float wcross_changedonetime;
203
204 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
205 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
206 float wcross_name_changestarttime, wcross_name_changedonetime;
207 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
208 entity trueaim;
209 entity trueaim_rifle;
210
211 #define SHOTTYPE_HITTEAM 1
212 #define SHOTTYPE_HITOBSTRUCTION 2
213 #define SHOTTYPE_HITWORLD 3
214 #define SHOTTYPE_HITENEMY 4
215
216 void TrueAim_Init()
217 {
218         trueaim = spawn();
219         trueaim.classname = "trueaim";
220         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
221         trueaim_rifle = spawn();
222         trueaim_rifle.classname = "trueaim_rifle";
223         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
224 }
225
226 float EnemyHitCheck()
227 {
228         float t;
229         wcross_origin = project_3d_to_2d(trace_endpos);
230         wcross_origin_z = 0;
231         if(trace_networkentity < 1)
232                 return SHOTTYPE_HITWORLD;
233         if(trace_networkentity > maxclients)
234                 return SHOTTYPE_HITWORLD;
235         t = GetPlayerColor(trace_networkentity - 1);
236         if(teamplay)
237                 if(t == myteam)
238                         return SHOTTYPE_HITTEAM;
239         if(t == COLOR_SPECTATOR)
240                 return SHOTTYPE_HITWORLD;
241         return SHOTTYPE_HITENEMY;
242 }
243
244 float TrueAimCheck()
245 {
246         float nudge = 1; // added to traceline target and subtracted from result
247         vector vecs, trueaimpoint, w_shotorg;
248         vector mi, ma, dv;
249         float shottype;
250         entity ta;
251         float mv;
252
253         mi = ma = '0 0 0';
254         ta = trueaim;
255         mv = MOVE_NOMONSTERS;
256
257         switch(activeweapon)
258         {
259                 case WEP_TUBA: // no aim
260                 case WEP_PORTO: // shoots from eye
261                 case WEP_HOOK: // no trueaim
262                 case WEP_GRENADE_LAUNCHER: // toss curve
263                         return SHOTTYPE_HITWORLD;
264                 case WEP_NEX:
265                 case WEP_MINSTANEX:
266                         mv = MOVE_NORMAL;
267                         break;
268                 case WEP_SNIPERRIFLE:
269                         ta = trueaim_rifle;
270                         mv = MOVE_NORMAL;
271                         if(zoomscript_caught)
272                         {
273                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
274                                 return EnemyHitCheck();
275                         }
276                         break;
277                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
278                         mi = '-3 -3 -3';
279                         ma = '3 3 3';
280                         break;
281                 case WEP_FIREBALL: // projectile has a size!
282                         mi = '-16 -16 -16';
283                         ma = '16 16 16';
284                         break;
285                 case WEP_SEEKER: // projectile has a size!
286                         mi = '-2 -2 -2';
287                         ma = '2 2 2';
288                         break;
289                 case WEP_ELECTRO: // projectile has a size!
290                         mi = '0 0 -3';
291                         ma = '0 0 -3';
292                         break;
293         }
294
295         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
296
297         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
298         trueaimpoint = trace_endpos;
299
300         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
301                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
302
303         if(vecs_x > 0)
304                 vecs_y = -vecs_y;
305         else
306                 vecs = '0 0 0';
307
308         dv = view_right * vecs_y + view_up * vecs_z;
309         w_shotorg = view_origin + dv;
310
311         // now move the vecs forward as much as requested if possible
312         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
313         w_shotorg = trace_endpos - view_forward * nudge;
314
315         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
316         shottype = EnemyHitCheck();
317         if(shottype != SHOTTYPE_HITWORLD)
318                 return shottype;
319
320 #if 0
321         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
322         // or rather, I know why, but see no fix
323         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
324                 // 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
325                 return SHOTTYPE_HITOBSTRUCTION;
326 #endif
327
328         return SHOTTYPE_HITWORLD;
329 }
330
331 void CSQC_common_hud(void);
332
333 void PostInit(void);
334 void CSQC_Demo_Camera();
335 float HUD_WouldDrawScoreboard();
336 float view_set;
337 float camera_mode;
338 float reticle_type;
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
342
343 vector freeze_pmove_org, freeze_input_angles;
344 entity nightvision_noise, nightvision_noise2;
345
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
351
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
354
355 vector myhealth_gentlergb;
356
357 float contentavgalpha, liquidalpha_prev;
358 vector liquidcolor_prev;
359
360 float checkfail[16];
361
362 void CSQC_UpdateView(float w, float h)
363 {
364         entity e;
365         float fov;
366         float f, i, j;
367         vector v, vo;
368         vector vf_size, vf_min;
369         float a;
370
371 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
372         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
373         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
374         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);
375         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
376         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
377         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
378
379         vf_size = R_SetView3fv(VF_SIZE);
380         vf_min = R_SetView3fv(VF_MIN);
381         vid_width = vf_size_x;
382         vid_height = vf_size_y;
383
384         vector reticle_pos, reticle_size;
385         vector splash_pos, splash_size;
386
387         WaypointSprite_Load();
388
389         if(spectatee_status)
390                 myteam = GetPlayerColor(spectatee_status - 1);
391         else
392                 myteam = GetPlayerColor(player_localentnum - 1);
393
394         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
395         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
396
397         warpzone_fixview_origin = pmove_org + vo;
398         warpzone_fixview_cl_viewangles = input_angles;
399         warpzone_fixview_angles = view_angles;
400         WarpZone_FixView();
401         pmove_org = warpzone_fixview_origin - vo;
402         input_angles = warpzone_fixview_cl_viewangles;
403         view_angles = warpzone_fixview_angles;
404
405         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
406         {
407                 pmove_org = freeze_pmove_org;
408                 input_angles = view_angles = freeze_input_angles;
409                 R_SetView(VF_ORIGIN, pmove_org + vo);
410                 R_SetView(VF_ANGLES, view_angles);
411                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
412         }
413         freeze_pmove_org = pmove_org;
414         freeze_input_angles = input_angles;
415
416         // Render the Scene
417         if(!intermission || !view_set)
418         {
419                 view_origin = pmove_org + vo;
420                 view_angles = input_angles;
421                 makevectors(view_angles);
422                 view_forward = v_forward;
423                 view_right = v_right;
424                 view_up = v_up;
425                 view_set = 1;
426         }
427
428 #ifdef BLURTEST
429         if(time > blurtest_time0 && time < blurtest_time1)
430         {
431                 float r, t;
432
433                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
434                 r = t * blurtest_radius;
435                 f = 1 / pow(t, blurtest_power) - 1;
436
437                 cvar_set("r_glsl_postprocess", "1");
438                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
439         }
440         else
441         {
442                 cvar_set("r_glsl_postprocess", "0");
443                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
444         }
445 #endif
446
447         TargetMusic_Advance();
448         Fog_Force();
449
450         drawframetime = max(0.000001, time - drawtime);
451         drawtime = time;
452
453         // watch for gametype changes here...
454         // in ParseStuffCMD the cmd isn't executed yet :/
455         // might even be better to add the gametype to TE_CSQC_INIT...?
456         if(!postinit)
457                 PostInit();
458
459         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
460                 if(calledhooks & HOOK_START)
461                 {
462                         localcmd("\ncl_hook_gameend\n");
463                         calledhooks |= HOOK_END;
464                 }
465
466         CheckForGamestartChange();
467         serverAnnouncer();
468         maptimeAnnouncer();
469         carrierAnnouncer();
470
471         fov = autocvar_fov;
472         if(button_zoom || fov <= 59.5)
473         {
474                 if(!zoomscript_caught)
475                 {
476                         localcmd("+button4\n");
477                         zoomscript_caught = 1;
478                         ignore_plus_zoom += 1;
479                 }
480         }
481         else
482         {
483                 if(zoomscript_caught)
484                 {
485                         localcmd("-button4\n");
486                         zoomscript_caught = 0;
487                         ignore_minus_zoom += 1;
488                 }
489         }
490
491         ColorTranslateMode = autocvar_cl_stripcolorcodes;
492         activeweapon = getstati(STAT_SWITCHWEAPON);
493         f = (serverflags & SERVERFLAG_TEAMPLAY);
494         if(f != teamplay)
495         {
496                 teamplay = f;
497                 HUD_InitScores();
498         }
499
500         if(last_weapon != activeweapon) {
501                 weapontime = time;
502                 last_weapon = activeweapon;
503
504                 e = get_weaponinfo(activeweapon);
505                 if(e.netname != "")
506                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
507                 else
508                         localcmd("\ncl_hook_activeweapon none\n");
509         }
510
511         // ALWAYS Clear Current Scene First
512         R_ClearScene();
513
514         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
515         R_SetView(VF_SIZE, vf_size);
516         R_SetView(VF_MIN, vf_min);
517
518         // Assign Standard Viewflags
519         // Draw the World (and sky)
520         R_SetView(VF_DRAWWORLD, 1);
521
522         // Set the console size vars
523         vid_conwidth = autocvar_vid_conwidth;
524         vid_conheight = autocvar_vid_conheight;
525         vid_pixelheight = autocvar_vid_pixelheight;
526
527         R_SetView(VF_FOV, GetCurrentFov(fov));
528
529         // Camera for demo playback
530         if(camera_active)
531         {
532                 if(autocvar_camera_enable)
533                         CSQC_Demo_Camera();
534                 else
535                 {
536                         cvar_set("chase_active", ftos(chase_active_backup));
537                         cvar_set("cl_demo_mousegrab", "0");
538                         camera_active = FALSE;
539                 }
540         }
541 #ifdef CAMERATEST
542         else if(autocvar_camera_enable)
543 #else
544         else if(autocvar_camera_enable && isdemo())
545 #endif
546         {
547                 // Enable required Darkplaces cvars
548                 chase_active_backup = autocvar_chase_active;
549                 cvar_set("chase_active", "2");
550                 cvar_set("cl_demo_mousegrab", "1");
551                 camera_active = TRUE;
552                 camera_mode = FALSE;
553         }
554
555         // Draw the Crosshair
556         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
557
558         // Draw the Engine Status Bar (the default Quake HUD)
559         R_SetView(VF_DRAWENGINEHUD, 0);
560
561         // fetch this one only once per frame
562         hud_showbinds = autocvar_hud_showbinds;
563         hud_showbinds_limit = autocvar_hud_showbinds_limit;
564
565         // Update the mouse position
566         /*
567            mousepos_x = vid_conwidth;
568            mousepos_y = vid_conheight;
569            mousepos = mousepos*0.5 + getmousepos();
570          */
571
572         e = self;
573         for(self = world; (self = nextent(self)); )
574                 if(self.draw)
575                         self.draw();
576         self = e;
577
578         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
579         R_RenderScene();
580
581         // now switch to 2D drawing mode by calling a 2D drawing function
582         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
583         // next R_RenderScene call
584         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
585
586         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
587         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
588         {
589                 // apply night vision effect
590                 vector rgb, tc_00, tc_01, tc_10, tc_11;
591
592                 if(!nightvision_noise)
593                 {
594                         nightvision_noise = spawn();
595                         nightvision_noise.classname = "nightvision_noise";
596                 }
597                 if(!nightvision_noise2)
598                 {
599                         nightvision_noise2 = spawn();
600                         nightvision_noise2.classname = "nightvision_noise2";
601                 }
602
603                 // color tint in yellow
604                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
605
606                 // draw BG
607                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
608                 rgb = '1 1 1';
609                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
610                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
611                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
612                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
613                 tc_11 = tc_01 + tc_10 - tc_00;
614                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
615                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
616                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
617                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
618                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
619                 R_EndPolygon();
620
621                 // draw FG
622                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
623                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
624                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
625                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
626                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
627                 tc_11 = tc_01 + tc_10 - tc_00;
628                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
629                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
630                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
631                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
632                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
633                 R_EndPolygon();
634         }
635
636         // Draw the aiming reticle for weapons that use it
637         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
638         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
639         // the view to go back to normal, so reticle_type would become 0 as we fade out)
640         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
641                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
642         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
643                 reticle_type = 2; // nex zoom
644         else if(button_zoom || zoomscript_caught)
645                 reticle_type = 1; // normal zoom
646         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
647                 reticle_type = 2; // nex zoom
648
649         if (reticle_type)
650         {
651                 if(autocvar_cl_reticle_stretch)
652                 {
653                         reticle_size_x = vid_conwidth;
654                         reticle_size_y = vid_conheight;
655                         reticle_pos_x = 0;
656                         reticle_pos_y = 0;
657                 }
658                 else
659                 {
660                         reticle_size_x = max(vid_conwidth, vid_conheight);
661                         reticle_size_y = max(vid_conwidth, vid_conheight);
662                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
663                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
664                 }
665
666                 f = current_zoomfraction;
667                 if(zoomscript_caught)
668                         f = 1;
669                 if(autocvar_cl_reticle_item_normal)
670                 {
671                         if(reticle_type == 1 && f)
672                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
673                 }
674                 if(autocvar_cl_reticle_item_nex)
675                 {
676                         if(reticle_type == 2 && f)
677                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
678                 }
679         }
680
681
682         // improved polyblend
683         vector rgb;
684         if(autocvar_hud_contents)
685         {
686                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
687                 vector liquidcolor;
688                 
689                 switch(pointcontents(view_origin))
690                 {
691                         case CONTENT_WATER:
692                                 liquidalpha = autocvar_hud_contents_water_alpha;
693                                 liquidcolor = stov(autocvar_hud_contents_water_color);
694                                 incontent = 1;
695                                 break;
696                                 
697                         case CONTENT_LAVA:
698                                 liquidalpha = autocvar_hud_contents_lava_alpha;
699                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
700                                 incontent = 1;
701                                 break;  
702                                                         
703                         case CONTENT_SLIME:
704                                 liquidalpha = autocvar_hud_contents_slime_alpha;
705                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
706                                 incontent = 1;
707                                 break;
708                                 
709                         default:
710                                 liquidalpha = 0;
711                                 liquidcolor = '0 0 0';
712                                 incontent = 0;
713                                 break;
714                 }
715                 
716                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
717                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
718                         contentfadetime = autocvar_hud_contents_fadeintime;
719                         liquidalpha_prev = liquidalpha;
720                         liquidcolor_prev = liquidcolor;
721                 }
722                 else
723                         contentfadetime = autocvar_hud_contents_fadeouttime;
724                         
725                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
726                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
727                 
728                 if(contentavgalpha)
729                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
730         }
731         
732         if(autocvar_hud_damage)
733         {
734                 splash_size_x = max(vid_conwidth, vid_conheight);
735                 splash_size_y = max(vid_conwidth, vid_conheight);
736                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
737                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
738
739                 float myhealth_flash_temp;
740                 myhealth = getstati(STAT_HEALTH);
741
742                 // fade out
743                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
744                 // add new damage
745                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
746
747                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
748                 pain_threshold = autocvar_hud_damage_pain_threshold;
749                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
750                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
751
752                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
753                 {
754                         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);
755                 }
756
757                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
758
759                 if(myhealth_prev < 1)
760                 {
761                         if(myhealth >= 1)
762                         {
763                                 myhealth_flash = 0; // just spawned, clear the flash immediately
764                                 myhealth_flash_temp = 0;
765                         }
766                         else
767                         {
768                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
769                         }
770                 }
771
772                 if(spectatee_status == -1 || intermission)
773                 {
774                         myhealth_flash = 0; // observing, or match ended
775                         myhealth_flash_temp = 0;
776                 }
777
778                 myhealth_prev = myhealth;
779
780                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
781                 {
782                         if(autocvar_cl_gentle_damage == 2)
783                         {
784                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
785                                 {
786                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
787                                 }
788                         }
789                         else
790                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
791
792                         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);
793                 }
794                 else
795                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
796         }
797
798         // Draw the mouse cursor
799         // NOTE: drawpic must happen after R_RenderScene for some reason
800         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
801         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
802         //self = edict_num(player_localnum);
803         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
804         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
805         // as long as the ctf part isn't in, this is useless
806         if(menu_visible)
807                 menu_show();
808
809         /*if(gametype == GAME_CTF)
810           {
811           ctf_view();
812           } else */
813
814         // draw 2D entities
815         e = self;
816         for(self = world; (self = nextent(self)); )
817                 if(self.draw2d)
818                         self.draw2d();
819         self = e;
820
821         scoreboard_active = HUD_WouldDrawScoreboard();
822
823         hit_time = getstatf(STAT_HIT_TIME);
824         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
825         {
826                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
827                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
828         }
829         typehit_time = getstatf(STAT_TYPEHIT_TIME);
830         if(typehit_time > nextsound_typehit_time)
831         {
832                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
833                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
834         }
835
836         float hud;
837         hud = getstati(STAT_HUD);
838         if(hud == HUD_SPIDERBOT)
839                 CSQC_SPIDER_HUD();
840         else if(hud == HUD_WAKIZASHI)
841         CSQC_WAKIZASHI_HUD();
842     else if(hud == HUD_RAPTOR)
843         CSQC_RAPTOR_HUD();
844     else if(hud == HUD_BUMBLEBEE)
845         CSQC_BUMBLE_HUD();
846         else
847         {
848                 if(gametype == GAME_FREEZETAG)
849                 {
850                         if(getstati(STAT_FROZEN))
851                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
852                         if(getstatf(STAT_REVIVE_PROGRESS))
853                         {
854                                 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);
855                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
856                         }
857                 }
858
859                 if(autocvar_r_letterbox == 0)
860                         if(autocvar_viewsize < 120)
861                                 CSQC_common_hud();
862
863                 // crosshair goes VERY LAST
864                 if(!scoreboard_active && !camera_active && intermission != 2) {
865                         string wcross_style;
866                         float wcross_alpha, wcross_resolution;
867                         wcross_style = autocvar_crosshair;
868                         if (wcross_style == "0")
869                                 return;
870                         wcross_resolution = autocvar_crosshair_size;
871                         if (wcross_resolution == 0)
872                                 return;
873                         wcross_alpha = autocvar_crosshair_alpha;
874                         if (wcross_alpha == 0)
875                                 return;
876
877                         // TrueAim check
878                         float shottype;
879
880                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
881                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
882                         wcross_origin_z = 0;
883                         if(autocvar_crosshair_hittest)
884                         {
885                                 vector wcross_oldorigin;
886                                 wcross_oldorigin = wcross_origin;
887                                 shottype = TrueAimCheck();
888                                 if(shottype == SHOTTYPE_HITWORLD)
889                                 {
890                                         v = wcross_origin - wcross_oldorigin;
891                                         v_x /= vid_conwidth;
892                                         v_y /= vid_conheight;
893                                         if(vlen(v) > 0.01)
894                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
895                                 }
896                                 if(!autocvar_crosshair_hittest_showimpact)
897                                         wcross_origin = wcross_oldorigin;
898                         }
899                         else
900                                 shottype = SHOTTYPE_HITWORLD;
901
902                         vector wcross_color, wcross_size;
903                         string wcross_wep, wcross_name;
904                         float wcross_scale, wcross_blur;
905
906                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
907                                 e = get_weaponinfo(activeweapon);
908                                 if (e && e.netname != "")
909                                 {
910                                         wcross_wep = e.netname;
911                                         if(autocvar_crosshair_per_weapon)
912                                         {
913                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
914                                                 if (wcross_resolution == 0)
915                                                         return;
916                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
917                                                 if (wcross_alpha == 0)
918                                                         return;
919
920                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
921                                                 if(wcross_style == "" || wcross_style == "0")
922                                                         wcross_style = wcross_wep;
923                                         }
924                                 }
925                         }
926                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
927                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
928                         else if(autocvar_crosshair_color_by_health)
929                         {
930                                 local float x = getstati(STAT_HEALTH);
931                                 
932                                 //x = red
933                                 //y = green
934                                 //z = blue
935                                 
936                                 wcross_color_z = 0;
937                                 
938                                 if(x > 200)
939                                 {
940                                         wcross_color_x = 0;
941                                         wcross_color_y = 1;
942                                 }
943                                 else if(x > 150)
944                                 {
945                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
946                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
947                                 }
948                                 else if(x > 100)
949                                 {
950                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
951                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
952                                         wcross_color_z = 1 - (x-100)*0.02;
953                                 }
954                                 else if(x > 50)
955                                 {
956                                         wcross_color_x = 1;
957                                         wcross_color_y = 1;
958                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
959                                 }
960                                 else if(x > 20)
961                                 {
962                                         wcross_color_x = 1;
963                                         wcross_color_y = (x-20)*90/27/100;
964                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
965                                 }
966                                 else
967                                 {
968                                         wcross_color_x = 1;
969                                         wcross_color_y = 0;
970                                 }
971                         }
972                         else
973                                 wcross_color = stov(autocvar_crosshair_color);
974
975                         wcross_name = strcat("gfx/crosshair", wcross_style);
976
977                         if(autocvar_crosshair_effect_scalefade)
978                         {
979                                 wcross_scale = wcross_resolution;
980                                 wcross_resolution = 1;
981                         }
982                         else
983                         {
984                                 wcross_scale = 1;
985                         }
986
987                         if(autocvar_crosshair_pickup)
988                         {
989                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
990                                 {
991                                         pickup_crosshair_size = 1;
992                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
993                                 }
994
995                                 if(pickup_crosshair_size > 0)
996                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
997                                 else
998                                         pickup_crosshair_size = 0;
999
1000                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1001                         }
1002                         
1003                         vector hitindication_color;
1004                         if(autocvar_crosshair_hitindication)
1005                         {
1006                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1007                                 if(hitindication_crosshair_time < hit_time)
1008                                 {
1009                                         hitindication_crosshair_size = 1;
1010                                         hitindication_crosshair_time = hit_time;
1011                                 }
1012
1013                                 if(hitindication_crosshair_size > 0)
1014                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1015                                 else
1016                                         hitindication_crosshair_size = 0;
1017
1018                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1019                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1020                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1021                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1022                         }
1023
1024                         if(shottype == SHOTTYPE_HITENEMY)
1025                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1026                         if(shottype == SHOTTYPE_HITTEAM)
1027                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1028
1029                         f = autocvar_crosshair_effect_speed;
1030                         if(f < 0)
1031                                 f *= -2 * g_weaponswitchdelay;
1032                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1033                         {
1034                                 wcross_changedonetime = time + f;
1035                         }
1036                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1037                         {
1038                                 wcross_name_changestarttime = time;
1039                                 wcross_name_changedonetime = time + f;
1040                                 if(wcross_name_goal_prev_prev)
1041                                         strunzone(wcross_name_goal_prev_prev);
1042                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1043                                 wcross_name_goal_prev = strzone(wcross_name);
1044                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1045                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1046                                 wcross_resolution_goal_prev = wcross_resolution;
1047                         }
1048
1049                         wcross_scale_goal_prev = wcross_scale;
1050                         wcross_alpha_goal_prev = wcross_alpha;
1051                         wcross_color_goal_prev = wcross_color;
1052
1053                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1054                         {
1055                                 wcross_blur = 1;
1056                                 wcross_alpha *= 0.75;
1057                         }
1058                         else
1059                                 wcross_blur = 0;
1060                         // *_prev is at time-frametime
1061                         // * is at wcross_changedonetime+f
1062                         // what do we have at time?
1063                         if(time < wcross_changedonetime)
1064                         {
1065                                 f = frametime / (wcross_changedonetime - time + frametime);
1066                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1067                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1068                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1069                         }
1070
1071                         wcross_scale_prev = wcross_scale;
1072                         wcross_alpha_prev = wcross_alpha;
1073                         wcross_color_prev = wcross_color;
1074
1075                         wcross_scale *= 1 - autocvar__menu_alpha;
1076                         wcross_alpha *= 1 - autocvar__menu_alpha;
1077                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1078
1079                         // crosshair rings for weapon stats
1080                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1081                         {
1082                                 // declarations and stats
1083                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1084                                 string ring_image, ring_inner_image;
1085                                 vector ring_rgb, ring_inner_rgb;
1086                                 
1087                                 ring_scale = autocvar_crosshair_ring_size;
1088
1089                                 float weapon_clipload, weapon_clipsize;
1090                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1091                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1092
1093                                 float nex_charge, nex_chargepool;
1094                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1095                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1096
1097                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1098                                         nex_charge_movingavg = nex_charge;
1099                                         
1100
1101                                 // handle the values
1102                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1103                                 {
1104                                         if (nex_chargepool || use_nex_chargepool) { 
1105                                                 use_nex_chargepool = 1; 
1106                                                 ring_inner_value = nex_chargepool;
1107                                         } else { 
1108                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1109                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1110                                         }
1111                                                 
1112                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1113                                         ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1114                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1115                                         
1116                                         // draw the outer ring to show the current charge of the weapon
1117                                         ring_value = nex_charge;
1118                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1119                                         ring_rgb = wcross_color;
1120                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1121                                 }
1122                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1123                                 {
1124                                         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.
1125                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1126                                         ring_rgb = wcross_color;
1127                                         ring_image = "gfx/crosshair_ring.tga";
1128                                 }
1129
1130                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1131                                 {
1132                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1133                                         ring_scale = autocvar_crosshair_ring_reload_size;
1134                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1135                                         ring_rgb = wcross_color;
1136                                         
1137                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1138                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1139                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1140                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1141                                         else
1142                                                 ring_image = "gfx/crosshair_ring.tga";
1143                                 }
1144
1145                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1146                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1147
1148                                 if (ring_value)
1149                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1150                         }
1151
1152 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1153                         do \
1154                         { \
1155                                 if(wcross_blur > 0) \
1156                                 { \
1157                                         for(i = -2; i <= 2; ++i) \
1158                                                 for(j = -2; j <= 2; ++j) \
1159                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1160                                 } \
1161                                 else \
1162                                 { \
1163                                         M(0,0,sz,wcross_name,wcross_alpha); \
1164                                 } \
1165                         } \
1166                         while(0)
1167
1168 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1169                         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)
1170
1171 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1172                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1173
1174                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1175                         {
1176                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1177                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1178                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1179                                 f = 1 - f;
1180                         }
1181                         else
1182                         {
1183                                 f = 1;
1184                         }
1185
1186                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1187                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1188
1189                         if(autocvar_crosshair_dot)
1190             {
1191                 vector wcross_color_old;
1192                 wcross_color_old = wcross_color;
1193                 if(autocvar_crosshair_dot_color != "0")
1194                     wcross_color = stov(autocvar_crosshair_dot_color);
1195                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1196                 wcross_color = wcross_color_old;
1197             }
1198
1199                         wcross_name_alpha_goal_prev = f;
1200                 }
1201                 else
1202                 {
1203                         wcross_scale_prev = 0;
1204                         wcross_alpha_prev = 0;
1205                         wcross_scale_goal_prev = 0;
1206                         wcross_alpha_goal_prev = 0;
1207                         wcross_changedonetime = 0;
1208                         if(wcross_name_goal_prev)
1209                                 strunzone(wcross_name_goal_prev);
1210                         wcross_name_goal_prev = string_null;
1211                         if(wcross_name_goal_prev_prev)
1212                                 strunzone(wcross_name_goal_prev_prev);
1213                         wcross_name_goal_prev_prev = string_null;
1214                         wcross_name_changestarttime = 0;
1215                         wcross_name_changedonetime = 0;
1216                         wcross_name_alpha_goal_prev = 0;
1217                         wcross_name_alpha_goal_prev_prev = 0;
1218                         wcross_resolution_goal_prev = 0;
1219                         wcross_resolution_goal_prev_prev = 0;
1220                 }
1221         }
1222
1223         if(NextFrameCommand)
1224         {
1225                 localcmd("\n", NextFrameCommand, "\n");
1226                 NextFrameCommand = string_null;
1227         }
1228
1229         // we must do this check AFTER a frame was rendered, or it won't work
1230         if(cs_project_is_b0rked == 0)
1231         {
1232                 string w0, h0;
1233                 w0 = ftos(autocvar_vid_conwidth);
1234                 h0 = ftos(autocvar_vid_conheight);
1235                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1236                 //R_SetView(VF_FOV, '90 90 0');
1237                 R_SetView(VF_ORIGIN, '0 0 0');
1238                 R_SetView(VF_ANGLES, '0 0 0');
1239                 R_SetView(VF_PERSPECTIVE, 1);
1240                 makevectors('0 0 0');
1241                 vector v1, v2;
1242                 cvar_set("vid_conwidth", "800");
1243                 cvar_set("vid_conheight", "600");
1244                 v1 = cs_project(v_forward);
1245                 cvar_set("vid_conwidth", "640");
1246                 cvar_set("vid_conheight", "480");
1247                 v2 = cs_project(v_forward);
1248                 if(v1 == v2)
1249                         cs_project_is_b0rked = 1;
1250                 else
1251                         cs_project_is_b0rked = -1;
1252                 cvar_set("vid_conwidth", w0);
1253                 cvar_set("vid_conheight", h0);
1254         }
1255
1256         if(autocvar__hud_configure)
1257                 HUD_Panel_Mouse();
1258
1259         // let's reset the view back to normal for the end
1260         R_SetView(VF_MIN, '0 0 0');
1261         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1262 }
1263
1264 void CSQC_common_hud(void)
1265 {
1266         // HUD_SortFrags(); done in HUD_Draw
1267         float hud;
1268         hud = getstati(STAT_HUD);
1269
1270         //hud = 10;
1271         switch(hud)
1272         {
1273                 case HUD_NORMAL:
1274                         // do some accuracy var caching
1275                         float i;
1276                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1277                         {
1278                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1279                                 {
1280                                         if(acc_color_levels)
1281                                                 strunzone(acc_color_levels);
1282                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1283                                         acc_levels = tokenize(acc_color_levels);
1284                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1285                                                 acc_levels = MAX_ACCURACY_LEVELS;
1286
1287                                         for (i = 0; i < acc_levels; ++i)
1288                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1289                                 }
1290                                 // let know that acc_col[] needs to be loaded
1291                                 acc_col_x[0] = -1;
1292                         }
1293
1294                         HUD_Main(); // always run these functions for alpha checks
1295                         HUD_DrawScoreboard();
1296
1297                         if (scoreboard_active) // scoreboard/accuracy
1298                         {       
1299                                 HUD_Reset();
1300                                 // HUD_DrawScoreboard takes care of centerprint_start
1301                         }
1302                         else if (intermission == 2) // map voting screen
1303                         {
1304                                 HUD_FinaleOverlay();
1305                                 HUD_Reset();
1306
1307                                 centerprint_start_x = 0;
1308                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1309                         }
1310                         else // hud
1311                         {
1312                                 centerprint_start_x = 0;
1313                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1314                         }
1315
1316                         HUD_DrawCenterPrint();
1317                         break;
1318
1319                 case HUD_SPIDERBOT:
1320                         CSQC_SPIDER_HUD();
1321                         break;
1322
1323                 case HUD_WAKIZASHI:
1324                         CSQC_WAKIZASHI_HUD();
1325                         break;
1326                         
1327         case HUD_BUMBLEBEE:
1328             CSQC_BUMBLE_HUD();
1329             break;
1330
1331         }
1332 }
1333
1334
1335 // following vectors must be global to allow seamless switching between camera modes
1336 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1337 void CSQC_Demo_Camera()
1338 {
1339         float speed, attenuation, dimensions;
1340         vector tmp, delta;
1341
1342         if( autocvar_camera_reset || !camera_mode )
1343         {
1344                 camera_offset = '0 0 0';
1345                 current_angles = '0 0 0';
1346                 camera_direction = '0 0 0';
1347                 camera_offset_z += 30;
1348                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1349                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1350                 current_origin = view_origin;
1351                 current_camera_offset  = camera_offset;
1352                 cvar_set("camera_reset", "0");
1353                 camera_mode = CAMERA_CHASE;
1354         }
1355
1356         // Camera angles
1357         if( camera_roll )
1358                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1359
1360         if(autocvar_camera_look_player)
1361         {
1362                 local vector dir;
1363                 local float n;
1364
1365                 dir = normalize(view_origin - current_position);
1366                 n = mouse_angles_z;
1367                 mouse_angles = vectoangles(dir);
1368                 mouse_angles_x = mouse_angles_x * -1;
1369                 mouse_angles_z = n;
1370         }
1371         else
1372         {
1373                 tmp = getmousepos() * 0.1;
1374                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1375                 {
1376                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1377                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1378                 }
1379         }
1380
1381         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1382         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1383         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1384         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1385
1386         // Fix difference when angles don't have the same sign
1387         delta = '0 0 0';
1388         if(mouse_angles_y < -60 && current_angles_y > 60)
1389                 delta = '0 360 0';
1390         if(mouse_angles_y > 60 && current_angles_y < -60)
1391                 delta = '0 -360 0';
1392
1393         if(autocvar_camera_look_player)
1394                 attenuation = autocvar_camera_look_attenuation;
1395         else
1396                 attenuation = autocvar_camera_speed_attenuation;
1397
1398         attenuation = 1 / max(1, attenuation);
1399         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1400
1401         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1402         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1403         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1404         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1405
1406         // Camera position
1407         tmp = '0 0 0';
1408         dimensions = 0;
1409
1410         if( camera_direction_x )
1411         {
1412                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1413                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1414                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1415                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1416                 ++dimensions;
1417         }
1418
1419         if( camera_direction_y )
1420         {
1421                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1422                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1423                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1424                 ++dimensions;
1425         }
1426
1427         if( camera_direction_z )
1428         {
1429                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1430                 ++dimensions;
1431         }
1432
1433         if(autocvar_camera_free)
1434                 speed = autocvar_camera_speed_free;
1435         else
1436                 speed = autocvar_camera_speed_chase;
1437
1438         if(dimensions)
1439         {
1440                 speed = speed * sqrt(1 / dimensions);
1441                 camera_offset += tmp * speed;
1442         }
1443
1444         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1445
1446         // Camera modes
1447         if( autocvar_camera_free )
1448         {
1449                 if ( camera_mode == CAMERA_CHASE )
1450                 {
1451                         current_camera_offset = current_origin + current_camera_offset;
1452                         camera_offset = current_origin + camera_offset;
1453                 }
1454
1455                 camera_mode = CAMERA_FREE;
1456                 current_position = current_camera_offset;
1457         }
1458         else
1459         {
1460                 if ( camera_mode == CAMERA_FREE )
1461                 {
1462                         current_origin = view_origin;
1463                         camera_offset = camera_offset - current_origin;
1464                         current_camera_offset = current_camera_offset - current_origin;
1465                 }
1466
1467                 camera_mode = CAMERA_CHASE;
1468
1469                 if(autocvar_camera_chase_smoothly)
1470                         current_origin += (view_origin - current_origin) * attenuation;
1471                 else
1472                         current_origin = view_origin;
1473
1474                 current_position = current_origin + current_camera_offset;
1475         }
1476
1477         R_SetView(VF_ANGLES, current_angles);
1478         R_SetView(VF_ORIGIN, current_position);
1479 }