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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/powerups/_mod.qh>
25 #include <common/mutators/mutator/status_effects/_mod.qh>
26 #include <common/mutators/mutator/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/physics/player.qh>
30 #include <common/stats.qh>
31 #include <common/teams.qh>
32 #include <common/vehicles/all.qh>
33 #include <common/viewloc.qh>
34 #include <common/weapons/_all.qh>
35 #include <common/weapons/weapon/tuba.qh>
36 #include <common/wepent.qh>
37 #include <lib/csqcmodel/cl_model.qh>
38 #include <lib/csqcmodel/cl_player.qh>
39 #include <lib/warpzone/client.qh>
40 #include <lib/warpzone/common.qh>
41
42 float autocvar_cl_viewmodel_scale;
43 float autocvar_cl_viewmodel_alpha = 1;
44
45 bool autocvar_cl_bobmodel;
46 float autocvar_cl_bobmodel_speed;
47 float autocvar_cl_bobmodel_side;
48 float autocvar_cl_bobmodel_up;
49
50 float autocvar_cl_followmodel;
51 float autocvar_cl_followmodel_speed = 0.3;
52 float autocvar_cl_followmodel_limit = 135;
53 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
54 float autocvar_cl_followmodel_highpass = 0.05;
55 float autocvar_cl_followmodel_lowpass = 0.03;
56 bool autocvar_cl_followmodel_velocity_absolute;
57
58 float autocvar_cl_leanmodel;
59 float autocvar_cl_leanmodel_speed = 0.3;
60 float autocvar_cl_leanmodel_limit = 30;
61 float autocvar_cl_leanmodel_highpass1 = 0.2;
62 float autocvar_cl_leanmodel_highpass = 0.2;
63 float autocvar_cl_leanmodel_lowpass = 0.05;
64
65 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
66
67 #define lowpass(value, frac, ref_store, ret) \
68         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
69
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
71         float __ignore; lowpass(value, frac, ref_store, __ignore); \
72         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
73 MACRO_END
74
75 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
76         float __f = 0; lowpass(value, frac, ref_store, __f); \
77         ret = (value) - __f; \
78 MACRO_END
79
80 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
81         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
82         ret = (value) - __f; \
83 MACRO_END
84
85 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
86         lowpass(value.x, frac, ref_store.x, ref_out.x); \
87         lowpass(value.y, frac, ref_store.y, ref_out.y); \
88 MACRO_END
89
90 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
91         highpass(value.x, frac, ref_store.x, ref_out.x); \
92         highpass(value.y, frac, ref_store.y, ref_out.y); \
93 MACRO_END
94
95 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
96         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
97         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
98 MACRO_END
99
100 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
101         lowpass(value.x, frac, ref_store.x, ref_out.x); \
102         lowpass(value.y, frac, ref_store.y, ref_out.y); \
103         lowpass(value.z, frac, ref_store.z, ref_out.z); \
104 MACRO_END
105
106 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107         highpass(value.x, frac, ref_store.x, ref_out.x); \
108         highpass(value.y, frac, ref_store.y, ref_out.y); \
109         highpass(value.z, frac, ref_store.z, ref_out.z); \
110 MACRO_END
111
112 void calc_followmodel_ofs(entity view)
113 {
114         if(cl_followmodel_time == time)
115                 return; // cl_followmodel_ofs already calculated for this frame
116
117         float frac;
118         vector gunorg = '0 0 0';
119         static vector vel_average;
120         static vector gunorg_adjustment_highpass;
121         static vector gunorg_adjustment_lowpass;
122
123         vector vel;
124         if (autocvar_cl_followmodel_velocity_absolute)
125                 vel = view.velocity;
126         else
127         {
128                 vector forward, right, up;
129                 MAKE_VECTORS(view_angles, forward, right, up);
130                 vel.x = view.velocity * forward;
131                 vel.y = view.velocity * right * -1;
132                 vel.z = view.velocity * up;
133         }
134
135         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
136         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
137         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
138
139         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
140         lowpass3(vel, frac, vel_average, gunorg);
141
142         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
143
144         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
145         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
146         frac = avg_factor(autocvar_cl_followmodel_highpass);
147         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
148         frac = avg_factor(autocvar_cl_followmodel_lowpass);
149         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
150
151         if (autocvar_cl_followmodel_velocity_absolute)
152         {
153                 vector fixed_gunorg;
154                 vector forward, right, up;
155                 MAKE_VECTORS(view_angles, forward, right, up);
156                 fixed_gunorg.x = gunorg * forward;
157                 fixed_gunorg.y = gunorg * right * -1;
158                 fixed_gunorg.z = gunorg * up;
159                 gunorg = fixed_gunorg;
160         }
161
162         cl_followmodel_ofs = gunorg;
163         cl_followmodel_time = time;
164 }
165
166 vector leanmodel_ofs(entity view)
167 {
168         float frac;
169         vector gunangles = '0 0 0';
170         static vector gunangles_prev = '0 0 0';
171         static vector gunangles_highpass = '0 0 0';
172         static vector gunangles_adjustment_highpass;
173         static vector gunangles_adjustment_lowpass;
174
175         if (view.csqcmodel_teleported)
176                 gunangles_prev = view_angles;
177
178         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
179         gunangles_highpass += gunangles_prev;
180         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
181         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
182         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
183         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
184         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
185         gunangles_prev = view_angles;
186         gunangles_highpass -= gunangles_prev;
187
188         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
189         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
190
191         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
192         frac = avg_factor(autocvar_cl_leanmodel_highpass);
193         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
194         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
195         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
196
197         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
198
199         return gunangles;
200 }
201
202 vector bobmodel_ofs(entity view)
203 {
204         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
205         static bool oldonground;
206         static float hitgroundtime;
207         if (clonground)
208         {
209                 float f = time; // cl.movecmd[0].time
210                 if (!oldonground)
211                         hitgroundtime = f;
212         }
213         oldonground = clonground;
214
215         // calculate for swinging gun model
216         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
217         vector gunorg = '0 0 0';
218         static float bobmodel_scale = 0;
219         static float time_ofs = 0; // makes the effect always restart in the same way
220         if (clonground)
221         {
222                 if (time - hitgroundtime > 0.05)
223                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
224         }
225         else
226                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
227
228         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
229         if (bobmodel_scale && xyspeed)
230         {
231                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
232                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
233                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
234                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
235         }
236         else
237                 time_ofs = time;
238
239         return gunorg;
240 }
241
242 void viewmodel_animate(entity this)
243 {
244         if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
245
246         entity view = CSQCModel_server2csqc(player_localentnum - 1);
247
248         if (autocvar_cl_followmodel)
249         {
250                 calc_followmodel_ofs(view);
251                 this.origin += cl_followmodel_ofs;
252         }
253
254         if (autocvar_cl_leanmodel)
255                 this.angles += leanmodel_ofs(view);
256
257         // vertical view bobbing code
258         // TODO: cl_bob
259
260         // horizontal view bobbing code
261         // TODO: cl_bob2
262
263         // fall bobbing code
264         // causes the view to swing down and back up when touching the ground
265         // TODO: cl_bobfall
266
267         // gun model bobbing code
268         if (autocvar_cl_bobmodel)
269                 this.origin += bobmodel_ofs(view);
270 }
271
272 .vector viewmodel_origin, viewmodel_angles;
273 .float weapon_nextthink;
274 .float weapon_eta_last;
275 .float weapon_switchdelay;
276
277 .string name_last;
278
279 void viewmodel_draw(entity this)
280 {
281         if(!this.activeweapon || !autocvar_r_drawviewmodel)
282                 return;
283         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
284         float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
285         int wepskin = this.m_skin;
286         bool invehicle = player_localentnum > maxclients;
287         if (invehicle) a = -1;
288         Weapon wep = this.activeweapon;
289         int c = entcs_GetClientColors(current_player);
290         vector g = weaponentity_glowmod(wep, NULL, c, this);
291         entity me = CSQCModel_server2csqc(player_localentnum - 1);
292         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
293                 | EF_NODEPTHTEST)
294                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
295         for (entity e = this; e; e = e.weaponchild)
296         {
297                 e.drawmask = mask;
298                 e.alpha = a;
299                 e.skin = wepskin;
300                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
301                 e.glowmod = g;
302                 e.csqcmodel_effects = fx;
303                 CSQCModel_Effects_Apply(e);
304         }
305         if(a >= 0)
306         {
307                 string name = wep.mdl;
308                 string newname = wep.wr_viewmodel(wep, this);
309                 if(newname)
310                         name = newname;
311                 bool swap = name != this.name_last;
312                 // if (swap)
313                 {
314                         this.name_last = name;
315                         CL_WeaponEntity_SetModel(this, name, swap);
316                         this.viewmodel_origin = this.origin;
317                         this.viewmodel_angles = this.angles;
318                 }
319                 anim_update(this);
320                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
321                         anim_set(this, this.anim_idle, true, false, false);
322         }
323         float f = 0; // 0..1; 0: fully active
324         float rate = STAT(WEAPONRATEFACTOR);
325         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
326         if (eta <= 0) f = this.weapon_eta_last;
327         else switch (this.state)
328         {
329                 case WS_RAISE:
330                 {
331                         f = eta / max(eta, this.weapon_switchdelay);
332                         break;
333                 }
334                 case WS_DROP:
335                 {
336                         f = 1 - eta / max(eta, this.weapon_switchdelay);
337                         break;
338                 }
339                 case WS_CLEAR:
340                 {
341                         f = 1;
342                         break;
343                 }
344         }
345         this.weapon_eta_last = f;
346         this.origin = this.viewmodel_origin;
347         this.angles = this.viewmodel_angles;
348         this.angles_x = (-90 * f * f);
349         viewmodel_animate(this);
350         MUTATOR_CALLHOOK(DrawViewModel, this);
351         setorigin(this, this.origin);
352 }
353
354 STATIC_INIT(viewmodel) {
355     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
356         viewmodels[slot] = new(viewmodel);
357 }
358
359 vector project_3d_to_2d(vector vec)
360 {
361         vec = cs_project(vec);
362         if(cs_project_is_b0rked > 0)
363         {
364                 vec.x *= vid_conwidth / vid_width;
365                 vec.y *= vid_conheight / vid_height;
366         }
367         return vec;
368 }
369
370 bool projected_on_screen(vector screen_pos)
371 {
372         return screen_pos.z >= 0
373                 && screen_pos.x >= 0
374                 && screen_pos.y >= 0
375                 && screen_pos.x < vid_conwidth
376                 && screen_pos.y < vid_conheight;
377 }
378
379 void update_mousepos()
380 {
381         mousepos += getmousepos() * autocvar_menu_mouse_speed;
382         mousepos.x = bound(0, mousepos.x, vid_conwidth);
383         mousepos.y = bound(0, mousepos.y, vid_conheight);
384 }
385
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                 float fps = 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(fps), 32767)); // 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(HITSOUND_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                         float pitch_shift = 1;
814                         if (autocvar_cl_hitsound == 2 || autocvar_cl_hitsound == 3)
815                         {
816                                 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
817                                 float a = autocvar_cl_hitsound_max_pitch;
818                                 float b = autocvar_cl_hitsound_min_pitch;
819                                 float c = autocvar_cl_hitsound_nom_damage;
820                                 float d = unaccounted_damage;
821                                 pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
822
823                                 // if pitch shift is reversed, mirror in (max-min)/2 + min
824                                 if (autocvar_cl_hitsound == 3)
825                                 {
826                                         float mirror_value = (a-b)/2 + b;
827                                         pitch_shift = mirror_value + (mirror_value - pitch_shift);
828                                 }
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 void HUD_Draw(entity this)
860 {
861         // if we don't know gametype and scores yet avoid drawing the scoreboard
862         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
863         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
864         // cl_deathscoreboard would show the scoreboard and so on
865         if(!gametype)
866                 return;
867
868         Hud_Dynamic_Frame();
869
870         if(!intermission)
871         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
872         {
873                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
874         }
875         else if(STAT(FROZEN))
876         {
877                 vector col = '0.25 0.90 1';
878                 float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
879                 float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
880                 if(col_fade)
881                         col += vec3(col_fade, -col_fade, -col_fade);
882                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
883         }
884
885         HUD_Scale_Enable();
886         if(!intermission)
887         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
888         {
889                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
890                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
891                 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);
892         }
893         else if(STAT(CAPTURE_PROGRESS))
894         {
895                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
896                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
897         }
898         else if(STAT(REVIVE_PROGRESS))
899         {
900                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
901                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
902         }
903         HUD_Scale_Disable();
904
905         if(autocvar_r_letterbox == 0)
906                 if(autocvar_viewsize < 120)
907                 {
908                         if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
909                                 Accuracy_LoadLevels();
910
911                         HUD_Main();
912                         HUD_Scale_Disable();
913                 }
914
915         // crosshair goes VERY LAST
916         UpdateDamage();
917         HUD_Crosshair(this);
918         HitSound();
919 }
920
921 void ViewLocation_Mouse()
922 {
923         if(spectatee_status)
924                 return; // don't draw it as spectator!
925
926         viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
927         viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
928         viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
929
930         //float cursor_alpha = 1 - autocvar__menu_alpha;
931         //cursor_type = CURSOR_NORMAL;
932         //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
933 }
934
935 void HUD_Cursor_Show()
936 {
937         float cursor_alpha = 1 - autocvar__menu_alpha;
938         if(cursor_type == CURSOR_NORMAL)
939                 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
940         else if(cursor_type == CURSOR_MOVE)
941                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
942         else if(cursor_type == CURSOR_RESIZE)
943                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
944         else if(cursor_type == CURSOR_RESIZE2)
945                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
946 }
947
948 void HUD_Mouse(entity player)
949 {
950         if(autocvar__menu_alpha == 1)
951                 return;
952
953         if(!cursor_active)
954         {
955                 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
956                         ViewLocation_Mouse(); // NOTE: doesn't use cursormode
957                 return;
958         }
959
960         if (cursor_active == -1) // starting to display the cursor
961         {
962                 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
963                 // in the first frame mousepos is the mouse position of the last time
964                 // the cursor was displayed, thus we ignore it to avoid a glictch
965                 cursor_active = 1;
966                 return;
967         }
968
969         if(!autocvar_hud_cursormode)
970                 update_mousepos();
971
972         cursor_type = CURSOR_NORMAL;
973         if(autocvar__hud_configure)
974                 HUD_Panel_Mouse();
975         else
976         {
977                 if (HUD_MinigameMenu_IsOpened())
978                         HUD_Minigame_Mouse();
979                 if (QuickMenu_IsOpened())
980                         QuickMenu_Mouse();
981                 if (HUD_Radar_Clickable())
982                         HUD_Radar_Mouse();
983         }
984
985         prevMouseClicked = mouseClicked;
986
987         HUD_Cursor_Show();
988 }
989
990 void View_NightVision()
991 {
992         if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
993                 return;
994
995         // apply night vision effect
996         vector tc_00, tc_01, tc_10, tc_11;
997         vector rgb = '0 0 0';
998         float a;
999
1000         if(!nightvision_noise)
1001         {
1002                 nightvision_noise = new(nightvision_noise);
1003         }
1004         if(!nightvision_noise2)
1005         {
1006                 nightvision_noise2 = new(nightvision_noise2);
1007         }
1008
1009         // color tint in yellow
1010         drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1011
1012         // draw BG
1013         a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1014         rgb = '1 1 1';
1015         tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1016         tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1017         tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1018         //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1019         tc_11 = tc_01 + tc_10 - tc_00;
1020         R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true);
1021         R_PolygonVertex('0 0 0', tc_00, rgb, a);
1022         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1023         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1024         R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1025         R_EndPolygon();
1026
1027         // draw FG
1028         a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1029         rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1030         tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1031         tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1032         tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1033         tc_11 = tc_01 + tc_10 - tc_00;
1034         R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true);
1035         R_PolygonVertex('0 0 0', tc_00, rgb, a);
1036         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1037         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1038         R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1039         R_EndPolygon();
1040 }
1041
1042 // visual overlay while in liquids
1043 // provides some effects to the postprocessing function
1044 void HUD_Contents()
1045 {
1046         if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1047                 return;
1048
1049         // improved polyblend
1050         float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1051         vector liquidcolor;
1052
1053         switch(pointcontents(view_origin))
1054         {
1055                 case CONTENT_WATER:
1056                         liquidalpha = autocvar_hud_contents_water_alpha;
1057                         liquidcolor = stov(autocvar_hud_contents_water_color);
1058                         incontent = 1;
1059                         break;
1060
1061                 case CONTENT_LAVA:
1062                         liquidalpha = autocvar_hud_contents_lava_alpha;
1063                         liquidcolor = stov(autocvar_hud_contents_lava_color);
1064                         incontent = 1;
1065                         break;
1066
1067                 case CONTENT_SLIME:
1068                         liquidalpha = autocvar_hud_contents_slime_alpha;
1069                         liquidcolor = stov(autocvar_hud_contents_slime_color);
1070                         incontent = 1;
1071                         break;
1072
1073                 default:
1074                         liquidalpha = 0;
1075                         liquidcolor = '0 0 0';
1076                         incontent = 0;
1077                         break;
1078         }
1079
1080         if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1081         { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1082                 contentfadetime = autocvar_hud_contents_fadeintime;
1083                 liquidalpha_prev = liquidalpha;
1084                 liquidcolor_prev = liquidcolor;
1085         }
1086         else
1087                 contentfadetime = autocvar_hud_contents_fadeouttime;
1088
1089         contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1090         contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1091
1092         if(contentavgalpha)
1093                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1094
1095         if(autocvar_hud_postprocessing)
1096         {
1097                 if(autocvar_hud_contents_blur && contentavgalpha)
1098                 {
1099                         content_blurpostprocess.x = 1;
1100                         content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1101                         content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1102                 }
1103                 else
1104                 {
1105                         content_blurpostprocess.x = 0;
1106                         content_blurpostprocess.y = 0;
1107                         content_blurpostprocess.z = 0;
1108                 }
1109         }
1110 }
1111
1112 // visual pain effects on the screen
1113 // provides some effects to the postprocessing function
1114 void HUD_Damage()
1115 {
1116         if(!autocvar_hud_damage || STAT(FROZEN))
1117                 return;
1118
1119         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1120         splash_size.x = max(vid_conwidth, vid_conheight);
1121         splash_size.y = max(vid_conwidth, vid_conheight);
1122         splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1123         splash_pos.y = (vid_conheight - splash_size.y) / 2;
1124
1125         float myhealth_flash_temp;
1126         myhealth = STAT(HEALTH);
1127
1128         // fade out
1129         myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1130         // add new damage
1131         myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1132
1133         float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1134         pain_threshold = autocvar_hud_damage_pain_threshold;
1135         pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1136         pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1137
1138         if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1139         {
1140                 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);
1141         }
1142
1143         myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1144
1145         if(myhealth_prev < 1)
1146         {
1147                 if(myhealth >= 1)
1148                 {
1149                         myhealth_flash = 0; // just spawned, clear the flash immediately
1150                         myhealth_flash_temp = 0;
1151                 }
1152                 else
1153                 {
1154                         myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1155                 }
1156         }
1157
1158         if(spectatee_status == -1 || intermission)
1159         {
1160                 myhealth_flash = 0; // observing, or match ended
1161                 myhealth_flash_temp = 0;
1162         }
1163
1164         myhealth_prev = myhealth;
1165
1166         // IDEA: change damage color/picture based on player model for robot/alien species?
1167         // pro: matches model better
1168         // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1169         // maybe different reddish pics?
1170         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1171         {
1172                 if(autocvar_cl_gentle_damage == 2)
1173                 {
1174                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1175                                 myhealth_gentlergb = randomvec();
1176                 }
1177                 else
1178                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1179
1180                 if(myhealth_flash_temp > 0)
1181                         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);
1182         }
1183         else if(myhealth_flash_temp > 0)
1184                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1185
1186         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.
1187         {
1188                 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1189                 {
1190                         damage_blurpostprocess.x = 1;
1191                         damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1192                         damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1193                 }
1194                 else
1195                 {
1196                         damage_blurpostprocess.x = 0;
1197                         damage_blurpostprocess.y = 0;
1198                         damage_blurpostprocess.z = 0;
1199                 }
1200         }
1201 }
1202
1203 void View_PostProcessing()
1204 {
1205         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1206         float e2 = (autocvar_hud_powerup != 0);
1207         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1208         {
1209                 // enable or disable rendering types if they are used or not
1210                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1211                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1212
1213                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1214                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1215                 {
1216                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1217                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1218                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1219                         {
1220                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1221                                 old_blurradius = blurradius;
1222                                 old_bluralpha = bluralpha;
1223                         }
1224                 }
1225                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1226                 {
1227                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1228                         old_blurradius = 0;
1229                         old_bluralpha = 0;
1230                 }
1231
1232                 // edge detection postprocess handling done second (used by hud_powerup)
1233                 float sharpen_intensity = 0;
1234                 FOREACH(StatusEffect, it.instanceOfPowerups,
1235                 {
1236                         float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
1237                         if(powerup_finished > 0)
1238                                 sharpen_intensity += powerup_finished;
1239                 });
1240
1241                 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.
1242
1243                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1244                 {
1245                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1246                         {
1247                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1248                                 old_sharpen_intensity = sharpen_intensity;
1249                         }
1250                 }
1251                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1252                 {
1253                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1254                         old_sharpen_intensity = 0;
1255                 }
1256
1257                 if(cvar("r_glsl_postprocess") == 0)
1258                         cvar_set("r_glsl_postprocess", "2");
1259         }
1260         else if(cvar("r_glsl_postprocess") == 2)
1261                 cvar_set("r_glsl_postprocess", "0");
1262 }
1263
1264 void View_Lock()
1265 {
1266         int lock_type = autocvar_cl_lockview;
1267
1268         if (!autocvar_hud_cursormode
1269                 && ((autocvar__hud_configure && spectatee_status <= 0)
1270                         || intermission > 1
1271                         || HUD_Radar_Clickable()
1272                         || HUD_MinigameMenu_IsOpened()
1273                         || QuickMenu_IsOpened()
1274                 )
1275         )
1276                 lock_type = 1;
1277
1278         // lock_type 1: lock origin and angles
1279         // lock_type 2: lock only origin
1280         if(lock_type >= 1)
1281                 setproperty(VF_ORIGIN, freeze_org);
1282         else
1283                 freeze_org = getpropertyvec(VF_ORIGIN);
1284         if(lock_type == 1)
1285                 setproperty(VF_ANGLES, freeze_ang);
1286         else
1287                 freeze_ang = getpropertyvec(VF_ANGLES);
1288 }
1289
1290 void View_DemoCamera()
1291 {
1292         if(camera_active) // Camera for demo playback
1293         {
1294                 if(autocvar_camera_enable)
1295                         CSQC_Demo_Camera();
1296                 else
1297                 {
1298                         cvar_set("chase_active", ftos(chase_active_backup));
1299                         cvar_set("cl_demo_mousegrab", "0");
1300                         camera_active = false;
1301                 }
1302         }
1303         else
1304         {
1305 #ifdef CAMERATEST
1306                 if(autocvar_camera_enable)
1307 #else
1308                 if(autocvar_camera_enable && isdemo())
1309 #endif
1310                 {
1311                         // Enable required Darkplaces cvars
1312                         chase_active_backup = autocvar_chase_active;
1313                         cvar_set("chase_active", "2");
1314                         cvar_set("cl_demo_mousegrab", "1");
1315                         camera_active = true;
1316                         camera_mode = false;
1317                 }
1318         }
1319 }
1320
1321 #ifdef BLURTEST
1322 void View_BlurTest()
1323 {
1324         if(time > blurtest_time0 && time < blurtest_time1)
1325         {
1326                 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1327                 float r = t * blurtest_radius;
1328                 float f = 1 / (t ** blurtest_power) - 1;
1329
1330                 cvar_set("r_glsl_postprocess", "1");
1331                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1332         }
1333         else
1334         {
1335                 cvar_set("r_glsl_postprocess", "0");
1336                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1337         }
1338 }
1339 #endif
1340
1341 void View_CheckButtonStatus()
1342 {
1343         float is_dead = (STAT(HEALTH) <= 0);
1344
1345         // FIXME do we need this hack?
1346         if(isdemo())
1347         {
1348                 // in demos, input_buttons do not work
1349                 button_zoom = (autocvar__togglezoom == "-");
1350         }
1351         else if(button_zoom
1352                 && autocvar_cl_unpress_zoom_on_death
1353                 && (spectatee_status >= 0)
1354                 && (is_dead || intermission))
1355         {
1356                 // no zoom while dead or in intermission please
1357                 localcmd("-zoom\n");
1358                 button_zoom = false;
1359         }
1360
1361         if(autocvar_fov <= 59.5)
1362         {
1363                 if(!zoomscript_caught)
1364                 {
1365                         localcmd("+button9\n");
1366                         zoomscript_caught = 1;
1367                 }
1368         }
1369         else
1370         {
1371                 if(zoomscript_caught)
1372                 {
1373                         localcmd("-button9\n");
1374                         zoomscript_caught = 0;
1375                 }
1376         }
1377
1378         if(active_minigame && HUD_MinigameMenu_IsOpened())
1379         {
1380                 if(!minigame_wasactive)
1381                 {
1382                         localcmd("+button12\n");
1383                         minigame_wasactive = true;
1384                 }
1385         }
1386         else if(minigame_wasactive)
1387         {
1388                 localcmd("-button12\n");
1389                 minigame_wasactive = false;
1390         }
1391
1392         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1393         {
1394                 entity wepent = viewmodels[slot];
1395
1396                 if(wepent.last_switchweapon != wepent.switchweapon)
1397                 {
1398                         weapontime = time;
1399                         wepent.last_switchweapon = wepent.switchweapon;
1400                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1401                         {
1402                                 localcmd("-zoom\n");
1403                                 button_zoom = false;
1404                         }
1405                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1406                         {
1407                                 localcmd("-fire\n");
1408                                 localcmd("-fire2\n");
1409                                 button_attack2 = false;
1410                         }
1411                 }
1412                 if(wepent.last_activeweapon != wepent.activeweapon)
1413                 {
1414                         wepent.last_activeweapon = wepent.activeweapon;
1415
1416                         entity e = wepent.activeweapon;
1417                         if(e.netname != "")
1418                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1419                         else if(slot == 0)
1420                                 localcmd("\ncl_hook_activeweapon none\n");
1421                 }
1422         }
1423 }
1424
1425 bool ov_enabled;
1426 float oldr_nearclip;
1427 float oldr_farclip_base;
1428 float oldr_farclip_world;
1429 float oldr_novis;
1430 float oldr_useportalculling;
1431 float oldr_useinfinitefarclip;
1432 vector ov_org = '0 0 0';
1433 vector ov_mid = '0 0 0';
1434 vector ov_worldmin = '0 0 0';
1435 vector ov_worldmax = '0 0 0';
1436
1437 void View_Ortho()
1438 {
1439         ov_org = '0 0 0';
1440         ov_mid = '0 0 0';
1441         ov_worldmin = '0 0 0';
1442         ov_worldmax = '0 0 0';
1443         if(autocvar_cl_orthoview)
1444         {
1445                 ov_worldmin = mi_picmin;
1446                 ov_worldmax = mi_picmax;
1447
1448                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1449                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1450                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1451
1452                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1453                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1454
1455                 float ov_nearest = vlen(ov_org - vec3(
1456                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1457                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1458                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1459                 ));
1460
1461                 float ov_furthest = 0;
1462                 float dist = 0;
1463
1464                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1465                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1466                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1467                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1468                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1469                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1470                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1471                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1472
1473                 if(!ov_enabled)
1474                 {
1475                         oldr_nearclip = cvar("r_nearclip");
1476                         oldr_farclip_base = cvar("r_farclip_base");
1477                         oldr_farclip_world = cvar("r_farclip_world");
1478                         oldr_novis = cvar("r_novis");
1479                         oldr_useportalculling = cvar("r_useportalculling");
1480                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1481                 }
1482
1483                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1484                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1485                 cvar_settemp("r_farclip_world", "0");
1486                 cvar_settemp("r_novis", "1");
1487                 cvar_settemp("r_useportalculling", "0");
1488                 cvar_settemp("r_useinfinitefarclip", "0");
1489
1490                 setproperty(VF_ORIGIN, ov_org);
1491                 setproperty(VF_ANGLES, '90 0 0');
1492
1493                 ov_enabled = true;
1494
1495                 #if 0
1496                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1497                         vtos(ov_org),
1498                         vtos(getpropertyvec(VF_ANGLES)),
1499                         ov_distance,
1500                         ov_nearest,
1501                         ov_furthest);
1502                 #endif
1503         }
1504         else
1505         {
1506                 if(ov_enabled)
1507                 {
1508                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1509                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1510                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1511                         cvar_set("r_novis", ftos(oldr_novis));
1512                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1513                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1514                 }
1515                 ov_enabled = false;
1516         }
1517 }
1518
1519 void View_UpdateFov()
1520 {
1521         vector fov;
1522         if(autocvar_cl_orthoview)
1523                 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1524         else if(csqcplayer.viewloc)
1525                 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1526         else
1527                 fov = GetCurrentFov(autocvar_fov);
1528
1529         setproperty(VF_FOV, fov);
1530 }
1531
1532 void CSQC_UpdateView(entity this, float w, float h)
1533 {
1534         TC(int, w); TC(int, h);
1535
1536         execute_next_frame();
1537
1538         ++framecount;
1539
1540         stats_get();
1541         hud = STAT(HUD);
1542
1543         ReplicateVars(REPLICATEVARS_CHECK);
1544
1545         HUD_Scale_Disable();
1546
1547         if(autocvar__hud_showbinds_reload) // menu can set this one
1548         {
1549                 db_close(binddb);
1550                 binddb = db_create();
1551                 cvar_set("_hud_showbinds_reload", "0");
1552         }
1553
1554         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1555                 view_quality = getproperty(VF_MINFPS_QUALITY);
1556         else
1557                 view_quality = 1;
1558
1559         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1560         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1561
1562         vector vf_size = getpropertyvec(VF_SIZE);
1563         vector vf_min = getpropertyvec(VF_MIN);
1564         vid_width = vf_size.x;
1565         vid_height = vf_size.y;
1566
1567         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1568
1569         if (autocvar_chase_active)
1570         {
1571                 // in first person view if r_drawviewmodel is off weapon isn't visible
1572                 // and server doesn't throw any casing
1573                 // switching to 3rd person view r_drawviewmodel is set to -1 to let know the server casings
1574                 // can be thrown for self since own weapon model is visible
1575                 if (autocvar_r_drawviewmodel == 0 && STAT(HEALTH) > 0)
1576                         cvar_set("r_drawviewmodel", "-1");
1577         }
1578         else
1579         {
1580                 if (autocvar_r_drawviewmodel < 0)
1581                         cvar_set("r_drawviewmodel", "0");
1582         }
1583
1584         WaypointSprite_Load();
1585
1586         CSQCPlayer_SetCamera();
1587
1588         if(player_localentnum <= maxclients) // is it a client?
1589                 current_player = player_localentnum - 1;
1590         else // then player_localentnum is the vehicle I'm driving
1591                 current_player = player_localnum;
1592         myteam = entcs_GetTeam(current_player);
1593
1594         // abused multiple places below
1595         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1596         if(!local_player)
1597                 local_player = this; // fall back!
1598
1599         View_EventChase(local_player);
1600
1601         // do lockview after event chase camera so that it still applies whenever necessary.
1602         View_Lock();
1603
1604         WarpZone_FixView();
1605         //WarpZone_FixPMove();
1606
1607         View_Ortho();
1608
1609         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1610         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1611         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1612                 viewmodel_draw(viewmodels[slot]);
1613
1614         // Render the Scene
1615         view_origin = getpropertyvec(VF_ORIGIN);
1616         view_angles = getpropertyvec(VF_ANGLES);
1617         MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1618
1619 #ifdef BLURTEST
1620         View_BlurTest();
1621 #endif
1622
1623         TargetMusic_Advance();
1624         Fog_Force();
1625         fpscounter_update();
1626
1627         if(drawtime == 0)
1628                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1629         else
1630                 drawframetime = bound(0.000001, time - drawtime, 1);
1631         drawtime = time;
1632
1633         // watch for gametype changes here...
1634         // in ParseStuffCMD the cmd isn't executed yet :/
1635         // might even be better to add the gametype to TE_CSQC_INIT...?
1636         if(!postinit)
1637                 PostInit();
1638
1639         if(intermission && !intermission_time)
1640                 intermission_time = time;
1641
1642         if(STAT(GAME_STOPPED) && !game_stopped_time)
1643                 game_stopped_time = time;
1644         else if(game_stopped_time && !STAT(GAME_STOPPED))
1645                 game_stopped_time = 0;
1646
1647         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1648         {
1649                 if(calledhooks & HOOK_START)
1650                 {
1651                         localcmd("\ncl_hook_gameend\n");
1652                         calledhooks |= HOOK_END;
1653                 }
1654         }
1655
1656         Announcer();
1657
1658         View_CheckButtonStatus();
1659
1660         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1661
1662         // ALWAYS Clear Current Scene First
1663         clearscene();
1664
1665         setproperty(VF_ORIGIN, view_origin);
1666         setproperty(VF_ANGLES, view_angles);
1667
1668         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1669         setproperty(VF_SIZE, vf_size);
1670         setproperty(VF_MIN, vf_min);
1671
1672         // Assign Standard Viewflags
1673         // Draw the World (and sky)
1674         setproperty(VF_DRAWWORLD, 1);
1675
1676         // Set the console size vars
1677         vid_conwidth = autocvar_vid_conwidth;
1678         vid_conheight = autocvar_vid_conheight;
1679         vid_pixelheight = autocvar_vid_pixelheight;
1680
1681         View_UpdateFov();
1682
1683         View_DemoCamera();
1684
1685         // Draw the Crosshair
1686         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1687
1688         // Draw the Engine Status Bar (the default Quake HUD)
1689         setproperty(VF_DRAWENGINESBAR, 0);
1690
1691         // Update the mouse position
1692         /*
1693            mousepos_x = vid_conwidth;
1694            mousepos_y = vid_conheight;
1695            mousepos = mousepos*0.5 + getmousepos();
1696          */
1697
1698         IL_EACH(g_drawables, it.draw, it.draw(it));
1699
1700         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1701         renderscene();
1702
1703         // Now the the scene has been rendered, begin with the 2D drawing functions
1704
1705         View_NightVision();
1706         DrawReticle(local_player);
1707         HUD_Contents();
1708         HUD_Damage();
1709         View_PostProcessing();
1710
1711         // draw 2D entities
1712         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1713         Draw_ShowNames_All();
1714 #if ENABLE_DEBUGDRAW
1715         Debug_Draw();
1716 #endif
1717
1718         scoreboard_active = Scoreboard_WouldDraw();
1719
1720         HUD_Draw(this); // this parameter for deep vehicle function
1721
1722         if(NextFrameCommand)
1723         {
1724                 localcmd("\n", NextFrameCommand, "\n");
1725                 NextFrameCommand = string_null;
1726         }
1727
1728         // we must do this check AFTER a frame was rendered, or it won't work
1729         if(cs_project_is_b0rked == 0)
1730         {
1731                 string w0, h0;
1732                 w0 = ftos(autocvar_vid_conwidth);
1733                 h0 = ftos(autocvar_vid_conheight);
1734                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1735                 //setproperty(VF_FOV, '90 90 0');
1736                 setproperty(VF_ORIGIN, '0 0 0');
1737                 setproperty(VF_ANGLES, '0 0 0');
1738                 setproperty(VF_PERSPECTIVE, 1);
1739                 vector forward, right, up;
1740                 MAKE_VECTORS('0 0 0', forward, right, up);
1741                 vector v1, v2;
1742                 cvar_set("vid_conwidth", "800");
1743                 cvar_set("vid_conheight", "600");
1744                 v1 = cs_project(forward);
1745                 cvar_set("vid_conwidth", "640");
1746                 cvar_set("vid_conheight", "480");
1747                 v2 = cs_project(forward);
1748                 if(v1 == v2)
1749                         cs_project_is_b0rked = 1;
1750                 else
1751                         cs_project_is_b0rked = -1;
1752                 cvar_set("vid_conwidth", w0);
1753                 cvar_set("vid_conheight", h0);
1754         }
1755
1756         HUD_Mouse(local_player);
1757
1758         cl_notice_run();
1759         unpause_update();
1760         Net_Flush();
1761
1762         // let's reset the view back to normal for the end
1763         setproperty(VF_MIN, '0 0 0');
1764         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1765
1766         IL_ENDFRAME();
1767 }
1768
1769
1770 // following vectors must be global to allow seamless switching between camera modes
1771 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1772 void CSQC_Demo_Camera()
1773 {
1774         float speed, attenuation, dimensions;
1775         vector tmp, delta;
1776
1777         if( autocvar_camera_reset || !camera_mode )
1778         {
1779                 camera_offset = '0 0 0';
1780                 current_angles = '0 0 0';
1781                 camera_direction = '0 0 0';
1782                 camera_offset.z += 30;
1783                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1784                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1785                 current_origin = view_origin;
1786                 current_camera_offset  = camera_offset;
1787                 cvar_set("camera_reset", "0");
1788                 camera_mode = CAMERA_CHASE;
1789         }
1790
1791         // Camera angles
1792         if( camera_roll )
1793                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1794
1795         if(autocvar_camera_look_player)
1796         {
1797                 vector dir;
1798                 float n;
1799
1800                 dir = normalize(view_origin - current_position);
1801                 n = mouse_angles.z;
1802                 mouse_angles = vectoangles(dir);
1803                 mouse_angles.x = mouse_angles.x * -1;
1804                 mouse_angles.z = n;
1805         }
1806         else
1807         {
1808                 tmp = getmousepos() * 0.1;
1809                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1810                 {
1811                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1812                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1813                 }
1814         }
1815
1816         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1817         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1818         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1819         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1820
1821         // Fix difference when angles don't have the same sign
1822         delta = '0 0 0';
1823         if(mouse_angles.y < -60 && current_angles.y > 60)
1824                 delta = '0 360 0';
1825         if(mouse_angles.y > 60 && current_angles.y < -60)
1826                 delta = '0 -360 0';
1827
1828         if(autocvar_camera_look_player)
1829                 attenuation = autocvar_camera_look_attenuation;
1830         else
1831                 attenuation = autocvar_camera_speed_attenuation;
1832
1833         attenuation = 1 / max(1, attenuation);
1834         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1835
1836         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1837         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1838         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1839         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1840
1841         // Camera position
1842         tmp = '0 0 0';
1843         dimensions = 0;
1844
1845         if( camera_direction.x )
1846         {
1847                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1848                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1849                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1850                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1851                 ++dimensions;
1852         }
1853
1854         if( camera_direction.y )
1855         {
1856                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1857                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1858                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1859                 ++dimensions;
1860         }
1861
1862         if( camera_direction.z )
1863         {
1864                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1865                 ++dimensions;
1866         }
1867
1868         if(autocvar_camera_free)
1869                 speed = autocvar_camera_speed_free;
1870         else
1871                 speed = autocvar_camera_speed_chase;
1872
1873         if(dimensions)
1874         {
1875                 speed = speed * sqrt(1 / dimensions);
1876                 camera_offset += tmp * speed;
1877         }
1878
1879         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1880
1881         // Camera modes
1882         if( autocvar_camera_free )
1883         {
1884                 if ( camera_mode == CAMERA_CHASE )
1885                 {
1886                         current_camera_offset = current_origin + current_camera_offset;
1887                         camera_offset = current_origin + camera_offset;
1888                 }
1889
1890                 camera_mode = CAMERA_FREE;
1891                 current_position = current_camera_offset;
1892         }
1893         else
1894         {
1895                 if ( camera_mode == CAMERA_FREE )
1896                 {
1897                         current_origin = view_origin;
1898                         camera_offset = camera_offset - current_origin;
1899                         current_camera_offset = current_camera_offset - current_origin;
1900                 }
1901
1902                 camera_mode = CAMERA_CHASE;
1903
1904                 if(autocvar_camera_chase_smoothly)
1905                         current_origin += (view_origin - current_origin) * attenuation;
1906                 else
1907                         current_origin = view_origin;
1908
1909                 current_position = current_origin + current_camera_offset;
1910         }
1911
1912         setproperty(VF_ANGLES, current_angles);
1913         setproperty(VF_ORIGIN, current_position);
1914 }