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Merge branch 'master' into Mario/cursor
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
1 #include "view.qh"
2
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
6 #include "hud/_mod.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
11
12 #include <client/mutators/_mod.qh>
13
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/net_notice.qh>
21 #include <common/debug.qh>
22 #include <common/mapinfo.qh>
23 #include <common/gamemodes/_mod.qh>
24 #include <common/physics/player.qh>
25 #include <common/stats.qh>
26 #include <common/mapobjects/target/music.qh>
27 #include <common/teams.qh>
28 #include <common/wepent.qh>
29
30 #include <common/weapons/weapon/tuba.qh>
31
32 #include <common/vehicles/all.qh>
33 #include <common/weapons/_all.qh>
34 #include <common/mutators/mutator/overkill/oknex.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
40
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
44
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
47
48 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
49
50 float autocvar_cl_viewmodel_scale;
51
52 bool autocvar_cl_bobmodel;
53 float autocvar_cl_bobmodel_speed;
54 float autocvar_cl_bobmodel_side;
55 float autocvar_cl_bobmodel_up;
56
57 float autocvar_cl_followmodel;
58 float autocvar_cl_followmodel_speed = 0.3;
59 float autocvar_cl_followmodel_limit = 135;
60 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
61 float autocvar_cl_followmodel_highpass = 0.05;
62 float autocvar_cl_followmodel_lowpass = 0.03;
63 bool autocvar_cl_followmodel_velocity_absolute;
64
65 float autocvar_cl_leanmodel;
66 float autocvar_cl_leanmodel_speed = 0.3;
67 float autocvar_cl_leanmodel_limit = 30;
68 float autocvar_cl_leanmodel_highpass1 = 0.2;
69 float autocvar_cl_leanmodel_highpass = 0.2;
70 float autocvar_cl_leanmodel_lowpass = 0.05;
71
72 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
73
74 #define lowpass(value, frac, ref_store, ret) \
75         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
76
77 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
78 { \
79         float __ignore; lowpass(value, frac, ref_store, __ignore); \
80         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
81 } MACRO_END
82
83 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
84 { \
85         float __f = 0; lowpass(value, frac, ref_store, __f); \
86         ret = (value) - __f; \
87 } MACRO_END
88
89 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
90 { \
91         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
92         ret = (value) - __f; \
93 } MACRO_END
94
95 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
96 { \
97         lowpass(value.x, frac, ref_store.x, ref_out.x); \
98         lowpass(value.y, frac, ref_store.y, ref_out.y); \
99 } MACRO_END
100
101 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
102 { \
103         highpass(value.x, frac, ref_store.x, ref_out.x); \
104         highpass(value.y, frac, ref_store.y, ref_out.y); \
105 } MACRO_END
106
107 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
108 { \
109         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
110         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
111 } MACRO_END
112
113 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
114 { \
115         lowpass(value.x, frac, ref_store.x, ref_out.x); \
116         lowpass(value.y, frac, ref_store.y, ref_out.y); \
117         lowpass(value.z, frac, ref_store.z, ref_out.z); \
118 } MACRO_END
119
120 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
121 { \
122         highpass(value.x, frac, ref_store.x, ref_out.x); \
123         highpass(value.y, frac, ref_store.y, ref_out.y); \
124         highpass(value.z, frac, ref_store.z, ref_out.z); \
125 } MACRO_END
126
127 void calc_followmodel_ofs(entity view)
128 {
129         if(cl_followmodel_time == time)
130                 return; // cl_followmodel_ofs already calculated for this frame
131
132         float frac;
133         vector gunorg = '0 0 0';
134         static vector vel_average;
135         static vector gunorg_adjustment_highpass;
136         static vector gunorg_adjustment_lowpass;
137
138         vector vel;
139         if (autocvar_cl_followmodel_velocity_absolute)
140                 vel = view.velocity;
141         else
142         {
143                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
144                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
145                 vel.x = view.velocity * forward;
146                 vel.y = view.velocity * right * -1;
147                 vel.z = view.velocity * up;
148         }
149
150         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
151         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
152         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
153
154         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
155         lowpass3(vel, frac, vel_average, gunorg);
156
157         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
158
159         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
160         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
161         frac = avg_factor(autocvar_cl_followmodel_highpass);
162         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
163         frac = avg_factor(autocvar_cl_followmodel_lowpass);
164         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
165
166         if (autocvar_cl_followmodel_velocity_absolute)
167         {
168                 vector fixed_gunorg;
169                 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
170                 MAKEVECTORS(makevectors, view_angles, forward, right, up);
171                 fixed_gunorg.x = gunorg * forward;
172                 fixed_gunorg.y = gunorg * right * -1;
173                 fixed_gunorg.z = gunorg * up;
174                 gunorg = fixed_gunorg;
175         }
176
177         cl_followmodel_ofs = gunorg;
178         cl_followmodel_time = time;
179 }
180
181 vector leanmodel_ofs(entity view)
182 {
183         float frac;
184         vector gunangles = '0 0 0';
185         static vector gunangles_prev = '0 0 0';
186         static vector gunangles_highpass = '0 0 0';
187         static vector gunangles_adjustment_highpass;
188         static vector gunangles_adjustment_lowpass;
189
190         if (view.csqcmodel_teleported)
191                 gunangles_prev = view_angles;
192
193         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
194         gunangles_highpass += gunangles_prev;
195         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
196         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
197         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
198         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
199         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
200         gunangles_prev = view_angles;
201         gunangles_highpass -= gunangles_prev;
202
203         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
204         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
205
206         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
207         frac = avg_factor(autocvar_cl_leanmodel_highpass);
208         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
209         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
210         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
211
212         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
213
214         return gunangles;
215 }
216
217 vector bobmodel_ofs(entity view)
218 {
219         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
220         static bool oldonground;
221         static float hitgroundtime;
222         if (clonground)
223         {
224                 float f = time; // cl.movecmd[0].time
225                 if (!oldonground)
226                         hitgroundtime = f;
227         }
228         oldonground = clonground;
229
230         // calculate for swinging gun model
231         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
232         vector gunorg = '0 0 0';
233         static float bobmodel_scale = 0;
234         static float time_ofs = 0; // makes the effect always restart in the same way
235         if (clonground)
236         {
237                 if (time - hitgroundtime > 0.05)
238                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
239         }
240         else
241                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
242
243         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
244         if (bobmodel_scale && xyspeed)
245         {
246                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
247                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
248                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
249                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
250         }
251         else
252                 time_ofs = time;
253
254         return gunorg;
255 }
256
257 void viewmodel_animate(entity this)
258 {
259         if (autocvar_chase_active) return;
260         if (STAT(HEALTH) <= 0) return;
261
262         entity view = CSQCModel_server2csqc(player_localentnum - 1);
263
264         if (autocvar_cl_followmodel)
265         {
266                 calc_followmodel_ofs(view);
267                 this.origin += cl_followmodel_ofs;
268         }
269
270         if (autocvar_cl_leanmodel)
271                 this.angles += leanmodel_ofs(view);
272
273         // vertical view bobbing code
274         // TODO: cl_bob
275
276         // horizontal view bobbing code
277         // TODO: cl_bob2
278
279         // fall bobbing code
280         // causes the view to swing down and back up when touching the ground
281         // TODO: cl_bobfall
282
283         // gun model bobbing code
284         if (autocvar_cl_bobmodel)
285                 this.origin += bobmodel_ofs(view);
286 }
287
288 .vector viewmodel_origin, viewmodel_angles;
289 .float weapon_nextthink;
290 .float weapon_eta_last;
291 .float weapon_switchdelay;
292
293 .string name_last;
294
295 void viewmodel_draw(entity this)
296 {
297         if(!this.activeweapon || !autocvar_r_drawviewmodel)
298                 return;
299         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
300         float a = this.alpha;
301         static bool wasinvehicle;
302         bool invehicle = player_localentnum > maxclients;
303         if (invehicle) a = -1;
304         else if (wasinvehicle) a = 1;
305         wasinvehicle = invehicle;
306         Weapon wep = this.activeweapon;
307         int c = entcs_GetClientColors(current_player);
308         vector g = weaponentity_glowmod(wep, NULL, c, this);
309         entity me = CSQCModel_server2csqc(player_localentnum - 1);
310         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
311                 | EF_NODEPTHTEST)
312                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
313         for (entity e = this; e; e = e.weaponchild)
314         {
315                 e.drawmask = mask;
316                 e.alpha = a;
317                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
318                 e.glowmod = g;
319                 e.csqcmodel_effects = fx;
320                 CSQCModel_Effects_Apply(e);
321         }
322         if(a >= 0)
323         {
324                 string name = wep.mdl;
325                 string newname = wep.wr_viewmodel(wep, this);
326                 if(newname)
327                         name = newname;
328                 bool swap = name != this.name_last;
329                 // if (swap)
330                 {
331                         this.name_last = name;
332                         CL_WeaponEntity_SetModel(this, name, swap);
333                         this.viewmodel_origin = this.origin;
334                         this.viewmodel_angles = this.angles;
335                 }
336                 anim_update(this);
337                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
338                         anim_set(this, this.anim_idle, true, false, false);
339         }
340         float f = 0; // 0..1; 0: fully active
341         float rate = STAT(WEAPONRATEFACTOR);
342         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
343         if (eta <= 0) f = this.weapon_eta_last;
344         else switch (this.state)
345         {
346                 case WS_RAISE:
347                 {
348                         f = eta / max(eta, this.weapon_switchdelay);
349                         break;
350                 }
351                 case WS_DROP:
352                 {
353                         f = 1 - eta / max(eta, this.weapon_switchdelay);
354                         break;
355                 }
356                 case WS_CLEAR:
357                 {
358                         f = 1;
359                         break;
360                 }
361         }
362         this.weapon_eta_last = f;
363         this.origin = this.viewmodel_origin;
364         this.angles = this.viewmodel_angles;
365         this.angles_x = (-90 * f * f);
366         viewmodel_animate(this);
367         MUTATOR_CALLHOOK(DrawViewModel, this);
368         setorigin(this, this.origin);
369 }
370
371 STATIC_INIT(viewmodel) {
372     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
373         viewmodels[slot] = new(viewmodel);
374 }
375
376 float showfps_prevfps;
377 float showfps_prevfps_time;
378 int showfps_framecounter;
379
380 void fpscounter_update()
381 {
382         if(!STAT(SHOWFPS))
383                 return;
384
385         float currentTime = gettime(GETTIME_REALTIME);
386         showfps_framecounter += 1;
387         if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
388         {
389                 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
390                 showfps_framecounter = 0;
391                 showfps_prevfps_time = currentTime;
392
393                 int channel = MSG_C2S;
394                 WriteHeader(channel, fpsreport);
395                 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
396         }
397 }
398
399 STATIC_INIT(fpscounter_init)
400 {
401         float currentTime = gettime(GETTIME_REALTIME);
402         showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
403 }
404
405 STATIC_INIT(Porto)
406 {
407         entity e = new_pure(porto);
408         e.draw = Porto_Draw;
409         IL_PUSH(g_drawables, e);
410         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
411 }
412
413 const int polyline_length = 16;
414 .vector polyline[polyline_length];
415 void Porto_Draw(entity this)
416 {
417         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
418         {
419                 entity wepent = viewmodels[slot];
420
421                 if (wepent.activeweapon != WEP_PORTO) continue;
422                 if (spectatee_status) continue;
423                 if (WEP_CVAR(porto, secondary)) continue;
424                 if (intermission == 1) continue;
425                 if (intermission == 2) continue;
426                 if (STAT(HEALTH) <= 0) continue;
427
428                 vector pos = view_origin;
429                 vector dir = view_forward;
430                 if (wepent.angles_held_status)
431                 {
432                         makevectors(wepent.angles_held);
433                         dir = v_forward;
434                 }
435
436                 wepent.polyline[0] = pos;
437
438                 int portal_number = 0, portal1_idx = 1, portal_max = 2;
439                 int n = 1 + 2;  // 2 lines == 3 points
440                 for (int idx = 0; idx < n && idx < polyline_length - 1; )
441                 {
442                         traceline(pos, pos + 65536 * dir, true, this);
443                         dir = reflect(dir, trace_plane_normal);
444                         pos = trace_endpos;
445                         wepent.polyline[++idx] = pos;
446                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
447                         {
448                                 n += 1;
449                                 continue;
450                         }
451                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
452                         {
453                                 n = max(2, idx);
454                                 break;
455                         }
456                         // check size
457                         {
458                                 vector ang = vectoangles2(trace_plane_normal, dir);
459                                 ang.x = -ang.x;
460                                 makevectors(ang);
461                                 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
462                                 {
463                                         n = max(2, idx);
464                                         break;
465                                 }
466                         }
467                         portal_number += 1;
468                         if (portal_number >= portal_max) break;
469                         if (portal_number == 1) portal1_idx = idx;
470                 }
471                 for (int idx = 0; idx < n - 1; ++idx)
472                 {
473                         vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
474                         if (idx == 0) p -= view_up * 16;  // line from player
475                         vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
476                         Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
477                 }
478         }
479 }
480
481 float drawtime;
482 float avgspeed;
483 vector GetCurrentFov(float fov)
484 {
485         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
486         float velocityzoom, curspeed;
487         vector v;
488
489         zoomsensitivity = autocvar_cl_zoomsensitivity;
490         zoomfactor = autocvar_cl_zoomfactor;
491         if(zoomfactor < 1 || zoomfactor > 30)
492                 zoomfactor = 2.5;
493         zoomspeed = autocvar_cl_zoomspeed;
494         if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
495                 zoomspeed = 3.5;
496
497         zoomdir = button_zoom;
498
499         if(hud == HUD_NORMAL && !spectatee_status)
500         {
501                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
502                 {
503                         entity wepent = viewmodels[slot];
504                         if(wepent.switchweapon != wepent.activeweapon)
505                                 continue;
506                         Weapon wep = wepent.activeweapon;
507                         if(wep != WEP_Null && wep.wr_zoomdir)
508                         {
509                                 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
510                                 zoomdir += do_zoom;
511                         }
512                 }
513         }
514         if(spectatee_status > 0 || isdemo())
515         {
516                 if(spectatorbutton_zoom)
517                 {
518                         if(zoomdir)
519                                 zoomdir = 0;
520                         else
521                                 zoomdir = 1;
522                 }
523                 // fteqcc failed twice here already, don't optimize this
524         }
525
526         if(zoomdir) { zoomin_effect = 0; }
527
528         if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
529         {
530                 current_viewzoom = 1;
531         }
532         else if (camera_active)
533         {
534                 current_viewzoom = min(1, current_viewzoom + drawframetime);
535         }
536         else if(autocvar_cl_spawnzoom && zoomin_effect)
537         {
538                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
539
540                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
541                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
542                 if(current_viewzoom == 1) { zoomin_effect = 0; }
543         }
544         else
545         {
546                 if(zoomspeed < 0) // instant zoom
547                 {
548                         if(zoomdir)
549                                 current_viewzoom = 1 / zoomfactor;
550                         else
551                                 current_viewzoom = 1;
552                 }
553                 else
554                 {
555                         if(zoomdir)
556                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
557                         else
558                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
559                 }
560         }
561
562         if(almost_equals(current_viewzoom, 1))
563                 current_zoomfraction = 0;
564         else if(almost_equals(current_viewzoom, 1/zoomfactor))
565                 current_zoomfraction = 1;
566         else
567                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
568
569         if(zoomsensitivity < 1)
570                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
571         else
572                 setsensitivityscale(1);
573
574         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
575         {
576                 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
577                         curspeed = 0;
578                 else
579                 {
580                         makevectors(view_angles);
581                         v = pmove_vel;
582                         if(csqcplayer)
583                                 v = csqcplayer.velocity;
584
585                         switch(autocvar_cl_velocityzoom_type)
586                         {
587                                 case 3: curspeed = max(0, v_forward * v); break;
588                                 case 2: curspeed = (v_forward * v); break;
589                                 case 1: default: curspeed = vlen(v); break;
590                         }
591                 }
592
593                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
594                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
595                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
596
597                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
598         }
599         else
600                 velocityzoom = 1;
601
602         float frustumx, frustumy, fovx, fovy;
603         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
604         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
605         fovx = atan2(frustumx, 1) / M_PI * 360.0;
606         fovy = atan2(frustumy, 1) / M_PI * 360.0;
607
608         return '1 0 0' * fovx + '0 1 0' * fovy;
609 }
610
611 vector GetViewLocationFOV(float fov)
612 {
613         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
614         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
615         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
616         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
617         return '1 0 0' * fovx + '0 1 0' * fovy;
618 }
619
620 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
621 {
622         float fovx, fovy;
623         float width = (ov_worldmax.x - ov_worldmin.x);
624         float height = (ov_worldmax.y - ov_worldmin.y);
625         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
626         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
627         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
628         return '1 0 0' * fovx + '0 1 0' * fovy;
629 }
630
631 // this function must match W_SetupShot!
632 float zoomscript_caught;
633
634 vector wcross_origin;
635 float wcross_scale_prev, wcross_alpha_prev;
636 vector wcross_color_prev;
637 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
638 vector wcross_color_goal_prev;
639 float wcross_changedonetime;
640
641 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
642 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
643 float wcross_name_changestarttime, wcross_name_changedonetime;
644 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
645
646 float wcross_ring_prev;
647
648 entity trueaim;
649 entity trueaim_rifle;
650
651 const float SHOTTYPE_HITTEAM = 1;
652 const float SHOTTYPE_HITOBSTRUCTION = 2;
653 const float SHOTTYPE_HITWORLD = 3;
654 const float SHOTTYPE_HITENEMY = 4;
655
656 void TrueAim_Init()
657 {
658         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
659         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
660 }
661
662 float EnemyHitCheck()
663 {
664         float t, n;
665         wcross_origin = project_3d_to_2d(trace_endpos);
666         wcross_origin.z = 0;
667         if(trace_ent)
668                 n = trace_ent.entnum;
669         else
670                 n = trace_networkentity;
671         if(n < 1)
672                 return SHOTTYPE_HITWORLD;
673         if(n > maxclients)
674                 return SHOTTYPE_HITWORLD;
675         t = entcs_GetTeam(n - 1);
676         if(teamplay)
677                 if(t == myteam)
678                         return SHOTTYPE_HITTEAM;
679         if(t == NUM_SPECTATOR)
680                 return SHOTTYPE_HITWORLD;
681         return SHOTTYPE_HITENEMY;
682 }
683
684 float TrueAimCheck(entity wepent)
685 {
686         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
687         vector vecs, trueaimpoint, w_shotorg;
688         vector mi, ma, dv;
689         float shottype;
690         entity ta;
691         float mv;
692
693         mi = ma = '0 0 0';
694         ta = trueaim;
695         mv = MOVE_NOMONSTERS;
696
697         switch(wepent.activeweapon) // WEAPONTODO
698         {
699                 case WEP_TUBA: // no aim
700                 case WEP_PORTO: // shoots from eye
701                 case WEP_NEXBALL: // shoots from eye
702                 case WEP_HOOK: // no trueaim
703                 case WEP_MORTAR: // toss curve
704                         return SHOTTYPE_HITWORLD;
705                 case WEP_VORTEX:
706                 case WEP_OVERKILL_NEX:
707                 case WEP_VAPORIZER:
708                         mv = MOVE_NORMAL;
709                         break;
710                 case WEP_RIFLE:
711                         ta = trueaim_rifle;
712                         mv = MOVE_NORMAL;
713                         if(zoomscript_caught)
714                         {
715                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
716                                 return EnemyHitCheck();
717                         }
718                         break;
719                 case WEP_DEVASTATOR: // projectile has a size!
720                         mi = '-3 -3 -3';
721                         ma = '3 3 3';
722                         break;
723                 case WEP_FIREBALL: // projectile has a size!
724                         mi = '-16 -16 -16';
725                         ma = '16 16 16';
726                         break;
727                 case WEP_SEEKER: // projectile has a size!
728                         mi = '-2 -2 -2';
729                         ma = '2 2 2';
730                         break;
731                 case WEP_ELECTRO: // projectile has a size!
732                         mi = '0 0 -3';
733                         ma = '0 0 -3';
734                         break;
735         }
736
737         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
738
739         vecs = decompressShotOrigin(STAT(SHOTORG));
740
741         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
742         trueaimpoint = trace_endpos;
743
744         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
745                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
746
747         if(vecs.x > 0)
748                 vecs.y = -vecs.y;
749         else
750                 vecs = '0 0 0';
751
752         dv = view_right * vecs.y + view_up * vecs.z;
753         w_shotorg = traceorigin + dv;
754
755         // now move the vecs forward as much as requested if possible
756         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
757         w_shotorg = trace_endpos - view_forward * nudge;
758
759         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
760         shottype = EnemyHitCheck();
761         if(shottype != SHOTTYPE_HITWORLD)
762                 return shottype;
763
764 #if 0
765         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
766         // or rather, I know why, but see no fix
767         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
768                 // 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
769                 return SHOTTYPE_HITOBSTRUCTION;
770 #endif
771
772         return SHOTTYPE_HITWORLD;
773 }
774
775 float camera_mode;
776 const float CAMERA_FREE = 1;
777 const float CAMERA_CHASE = 2;
778 float reticle_type;
779 string NextFrameCommand;
780
781 vector freeze_org, freeze_ang;
782 entity nightvision_noise, nightvision_noise2;
783
784 const float MAX_TIME_DIFF = 5;
785 float pickup_crosshair_time, pickup_crosshair_size;
786 float hitindication_crosshair_size;
787 float use_vortex_chargepool;
788
789 float myhealth, myhealth_prev;
790 float myhealth_flash;
791
792 float old_blurradius, old_bluralpha;
793 float old_sharpen_intensity;
794
795 vector myhealth_gentlergb;
796
797 float contentavgalpha, liquidalpha_prev;
798 vector liquidcolor_prev;
799
800 float eventchase_current_distance;
801 float eventchase_running;
802 bool WantEventchase(entity this)
803 {
804         if(autocvar_cl_orthoview)
805                 return false;
806         if(STAT(GAME_STOPPED) || intermission)
807                 return true;
808         if(this.viewloc)
809                 return true;
810         if(spectatee_status >= 0)
811         {
812                 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
813                         return true;
814                 if(MUTATOR_CALLHOOK(WantEventchase, this))
815                         return true;
816                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
817                         return true;
818                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
819                 {
820                         if(autocvar_cl_eventchase_death == 2)
821                         {
822                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
823                                 if(this.velocity == '0 0 0' || eventchase_running)
824                                         return true;
825                         }
826                         else return true;
827                 }
828         }
829         return false;
830 }
831
832 void HUD_Crosshair_Vehicle(entity this)
833 {
834         if(hud != HUD_BUMBLEBEE_GUN)
835         {
836                 Vehicle info = Vehicles_from(hud);
837                 info.vr_crosshair(info, this);
838         }
839 }
840
841 vector damage_blurpostprocess, content_blurpostprocess;
842
843 float unaccounted_damage = 0;
844 void UpdateDamage()
845 {
846         // accumulate damage with each stat update
847         static float damage_total_prev = 0;
848         float damage_total = STAT(DAMAGE_DEALT_TOTAL);
849         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
850         damage_total_prev = damage_total;
851
852         static float damage_dealt_time_prev = 0;
853         float damage_dealt_time = STAT(HIT_TIME);
854         if (damage_dealt_time != damage_dealt_time_prev)
855         {
856                 unaccounted_damage += unaccounted_damage_new;
857                 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
858         }
859         damage_dealt_time_prev = damage_dealt_time;
860
861         // prevent hitsound when switching spectatee
862         static float spectatee_status_prev = 0;
863         if (spectatee_status != spectatee_status_prev)
864                 unaccounted_damage = 0;
865         spectatee_status_prev = spectatee_status;
866 }
867
868 void HitSound()
869 {
870         // varying sound pitch
871
872         bool have_arc = false;
873         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
874         {
875                 entity wepent = viewmodels[slot];
876
877                 if(wepent.activeweapon == WEP_ARC)
878                         have_arc = true;
879         }
880
881         static float hitsound_time_prev = 0;
882         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
883         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
884         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
885         {
886                 if (autocvar_cl_hitsound && unaccounted_damage)
887                 {
888                         // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
889                         float a = autocvar_cl_hitsound_max_pitch;
890                         float b = autocvar_cl_hitsound_min_pitch;
891                         float c = autocvar_cl_hitsound_nom_damage;
892                         float d = unaccounted_damage;
893                         float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
894
895                         // if sound variation is disabled, set pitch_shift to 1
896                         if (autocvar_cl_hitsound == 1)
897                                 pitch_shift = 1;
898
899                         // if pitch shift is reversed, mirror in (max-min)/2 + min
900                         if (autocvar_cl_hitsound == 3)
901                         {
902                                 float mirror_value = (a-b)/2 + b;
903                                 pitch_shift = mirror_value + (mirror_value - pitch_shift);
904                         }
905
906                         LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
907
908                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
909                         // todo: normalize sound pressure levels? seems unnecessary
910
911                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
912                 }
913                 unaccounted_damage = 0;
914                 hitsound_time_prev = time;
915         }
916
917         static float typehit_time_prev = 0;
918         float typehit_time = STAT(TYPEHIT_TIME);
919         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
920         {
921                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
922                 typehit_time_prev = typehit_time;
923         }
924
925         static float kill_time_prev = 0;
926         float kill_time = STAT(KILL_TIME);
927         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
928         {
929                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
930                 kill_time_prev = kill_time;
931         }
932 }
933
934 vector crosshair_getcolor(entity this, float health_stat)
935 {
936         static float rainbow_last_flicker;
937         static vector rainbow_prev_color;
938         vector wcross_color = '0 0 0';
939         switch(autocvar_crosshair_color_special)
940         {
941                 case 1: // crosshair_color_per_weapon
942                 {
943                         if(this != WEP_Null && hud == HUD_NORMAL)
944                         {
945                                 wcross_color = this.wpcolor;
946                                 break;
947                         }
948                         else { goto normalcolor; }
949                 }
950
951                 case 2: // crosshair_color_by_health
952                 {
953                         vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
954                         float hp = floor(v.x + 1);
955
956                         //x = red
957                         //y = green
958                         //z = blue
959
960                         wcross_color.z = 0;
961
962                         if(hp > 200)
963                         {
964                                 wcross_color.x = 0;
965                                 wcross_color.y = 1;
966                         }
967                         else if(hp > 150)
968                         {
969                                 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
970                                 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
971                         }
972                         else if(hp > 100)
973                         {
974                                 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
975                                 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
976                                 wcross_color.z = 1 - (hp-100)*0.02;
977                         }
978                         else if(hp > 50)
979                         {
980                                 wcross_color.x = 1;
981                                 wcross_color.y = 1;
982                                 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
983                         }
984                         else if(hp > 20)
985                         {
986                                 wcross_color.x = 1;
987                                 wcross_color.y = (hp-20)*90/27/100;
988                                 wcross_color.z = (hp-20)*90/27/100 * 0.2;
989                         }
990                         else
991                         {
992                                 wcross_color.x = 1;
993                                 wcross_color.y = 0;
994                         }
995                         break;
996                 }
997
998                 case 3: // crosshair_color_rainbow
999                 {
1000                         if(time >= rainbow_last_flicker)
1001                         {
1002                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1003                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1004                         }
1005                         wcross_color = rainbow_prev_color;
1006                         break;
1007                 }
1008 LABEL(normalcolor)
1009                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1010         }
1011
1012         return wcross_color;
1013 }
1014
1015 void HUD_Crosshair(entity this)
1016 {
1017         float f, i, j;
1018         vector v;
1019         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
1020                 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
1021                 !HUD_MinigameMenu_IsOpened() )
1022         {
1023                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
1024                         return;
1025
1026                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
1027                         return;
1028
1029                 if (hud != HUD_NORMAL)
1030                 {
1031                         HUD_Crosshair_Vehicle(this);
1032                         return;
1033                 }
1034
1035                 string wcross_style;
1036                 float wcross_alpha, wcross_resolution;
1037                 wcross_style = autocvar_crosshair;
1038                 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
1039                         wcross_style = autocvar_crosshair_2d;
1040                 if (wcross_style == "0")
1041                         return;
1042                 wcross_resolution = autocvar_crosshair_size;
1043                 if (wcross_resolution == 0)
1044                         return;
1045                 wcross_alpha = autocvar_crosshair_alpha;
1046                 if (wcross_alpha == 0)
1047                         return;
1048
1049                 // TrueAim check
1050                 float shottype;
1051
1052                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1053                 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1054                         wcross_origin = viewloc_mousepos;
1055                 else
1056                         wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1057                 wcross_origin.z = 0;
1058                 if(autocvar_crosshair_hittest)
1059                 {
1060                         vector wcross_oldorigin;
1061                         entity thiswep = viewmodels[0]; // TODO: unhardcode
1062                         wcross_oldorigin = wcross_origin;
1063                         shottype = TrueAimCheck(thiswep);
1064                         if(shottype == SHOTTYPE_HITWORLD)
1065                         {
1066                                 v = wcross_origin - wcross_oldorigin;
1067                                 v.x /= vid_conwidth;
1068                                 v.y /= vid_conheight;
1069                                 if(vdist(v, >, 0.01))
1070                                         shottype = SHOTTYPE_HITOBSTRUCTION;
1071                         }
1072                         if(!autocvar_crosshair_hittest_showimpact)
1073                                 wcross_origin = wcross_oldorigin;
1074                 }
1075                 else
1076                         shottype = SHOTTYPE_HITWORLD;
1077
1078                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1079                 string wcross_name = "";
1080                 float wcross_scale, wcross_blur;
1081
1082         entity e = WEP_Null;
1083                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1084                 {
1085                         entity wepent = viewmodels[0]; // TODO: unhardcode
1086                         e = wepent.switchingweapon;
1087                         if(e)
1088                         {
1089                                 if(autocvar_crosshair_per_weapon)
1090                                 {
1091                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
1092                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1093                                         //if (wcross_resolution == 0)
1094                                                 //return;
1095
1096                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1097                                         wcross_resolution *= e.w_crosshair_size;
1098                                         wcross_name = e.w_crosshair;
1099                                 }
1100                         }
1101                 }
1102
1103                 if(wcross_name == "")
1104                         wcross_name = strcat("gfx/crosshair", wcross_style);
1105
1106                 // MAIN CROSSHAIR COLOR DECISION
1107                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1108
1109                 if(autocvar_crosshair_effect_scalefade)
1110                 {
1111                         wcross_scale = wcross_resolution;
1112                         wcross_resolution = 1;
1113                 }
1114                 else
1115                 {
1116                         wcross_scale = 1;
1117                 }
1118
1119                 if(autocvar_crosshair_pickup)
1120                 {
1121                         float stat_pickup_time = STAT(LAST_PICKUP);
1122
1123                         if(pickup_crosshair_time < stat_pickup_time)
1124                         {
1125                                 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1126                                         pickup_crosshair_size = 1;
1127
1128                                 pickup_crosshair_time = stat_pickup_time;
1129                         }
1130
1131                         if(pickup_crosshair_size > 0)
1132                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1133                         else
1134                                 pickup_crosshair_size = 0;
1135
1136                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1137                 }
1138
1139                 // todo: make crosshair hit indication dependent on damage dealt
1140                 if(autocvar_crosshair_hitindication)
1141                 {
1142                         vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1143
1144                         if(unaccounted_damage)
1145                         {
1146                                 hitindication_crosshair_size = 1;
1147                         }
1148
1149                         if(hitindication_crosshair_size > 0)
1150                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1151                         else
1152                                 hitindication_crosshair_size = 0;
1153
1154                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1155                         wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1156                         wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1157                         wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1158                 }
1159
1160                 if(shottype == SHOTTYPE_HITENEMY)
1161                         wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1162                 if(shottype == SHOTTYPE_HITTEAM)
1163                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1164
1165                 f = fabs(autocvar_crosshair_effect_time);
1166                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1167                 {
1168                         wcross_changedonetime = time + f;
1169                 }
1170                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1171                 {
1172                         wcross_name_changestarttime = time;
1173                         wcross_name_changedonetime = time + f;
1174                         if(wcross_name_goal_prev_prev)
1175                                 strunzone(wcross_name_goal_prev_prev);
1176                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
1177                         wcross_name_goal_prev = strzone(wcross_name);
1178                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1179                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1180                         wcross_resolution_goal_prev = wcross_resolution;
1181                 }
1182
1183                 wcross_scale_goal_prev = wcross_scale;
1184                 wcross_alpha_goal_prev = wcross_alpha;
1185                 wcross_color_goal_prev = wcross_color;
1186
1187                 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1188                 {
1189                         wcross_blur = 1;
1190                         wcross_alpha *= 0.75;
1191                 }
1192                 else
1193                         wcross_blur = 0;
1194                 // *_prev is at time-frametime
1195                 // * is at wcross_changedonetime+f
1196                 // what do we have at time?
1197                 if(time < wcross_changedonetime)
1198                 {
1199                         f = frametime / (wcross_changedonetime - time + frametime);
1200                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1201                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1202                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1203                 }
1204
1205                 wcross_scale_prev = wcross_scale;
1206                 wcross_alpha_prev = wcross_alpha;
1207                 wcross_color_prev = wcross_color;
1208
1209                 MUTATOR_CALLHOOK(UpdateCrosshair);
1210
1211                 wcross_scale *= 1 - autocvar__menu_alpha;
1212                 wcross_alpha *= 1 - autocvar__menu_alpha;
1213                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1214
1215                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1216                 {
1217                         // crosshair rings for weapon stats
1218                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1219                         {
1220                                 // declarations and stats
1221                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1222                                 string ring_image = string_null, ring_inner_image = string_null;
1223                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1224
1225                                 ring_scale = autocvar_crosshair_ring_size;
1226
1227                                 entity wepent = viewmodels[0]; // TODO: unhardcode
1228
1229                                 int weapon_clipload = wepent.clip_load;
1230                                 int weapon_clipsize = wepent.clip_size;
1231
1232                                 float arc_heat = wepent.arc_heat_percent;
1233                                 float vcharge = wepent.vortex_charge;
1234                                 float vchargepool = wepent.vortex_chargepool_ammo;
1235                                 float oknex_charge_ = wepent.oknex_charge;
1236                                 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
1237
1238                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1239                                         vortex_charge_movingavg = vcharge;
1240
1241                                 // handle the values
1242                                 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1243                                 {
1244                                         if (vchargepool || use_vortex_chargepool) {
1245                                                 use_vortex_chargepool = 1;
1246                                                 ring_inner_value = vchargepool;
1247                                         } else {
1248                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1249                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1250                                         }
1251
1252                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1253                                         ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1254                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1255
1256                                         // draw the outer ring to show the current charge of the weapon
1257                                         ring_value = vcharge;
1258                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1259                                         ring_rgb = wcross_color;
1260                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1261                                 }
1262                                 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
1263                                 {
1264                                         if (oknex_chargepool_ || use_vortex_chargepool) {
1265                                                 use_vortex_chargepool = 1;
1266                                                 ring_inner_value = oknex_chargepool_;
1267                                         } else {
1268                                                 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
1269                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
1270                                         }
1271
1272                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1273                                         ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1274                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1275
1276                                         // draw the outer ring to show the current charge of the weapon
1277                                         ring_value = oknex_charge_;
1278                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1279                                         ring_rgb = wcross_color;
1280                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1281                                 }
1282                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1283                                 {
1284                                         ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 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.
1285                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1286                                         ring_rgb = wcross_color;
1287                                         ring_image = "gfx/crosshair_ring.tga";
1288                                 }
1289                                 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1290                                 {
1291                                         ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1292                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1293                                         ring_rgb = wcross_color;
1294                                         ring_image = "gfx/crosshair_ring.tga";
1295                                 }
1296                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1297                                 {
1298                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1299                                         ring_scale = autocvar_crosshair_ring_reload_size;
1300                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1301                                         ring_rgb = wcross_color;
1302
1303                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1304                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1305                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1306                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1307                                         else
1308                                                 ring_image = "gfx/crosshair_ring.tga";
1309                                 }
1310                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1311                                 {
1312                                         ring_value = arc_heat;
1313                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1314                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1315                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1316                                         ring_image = "gfx/crosshair_ring.tga";
1317                                 }
1318
1319                                 // if in weapon switch animation, fade ring out/in
1320                                 if(autocvar_crosshair_effect_time > 0)
1321                                 {
1322                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1323                                         if (f >= 1)
1324                                         {
1325                                                 wcross_ring_prev = ((ring_image) ? true : false);
1326                                         }
1327
1328                                         if(wcross_ring_prev)
1329                                         {
1330                                                 if(f < 1)
1331                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
1332                                         }
1333                                         else
1334                                         {
1335                                                 if(f < 1)
1336                                                         ring_alpha *= bound(0, f, 1);
1337                                         }
1338                                 }
1339
1340                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1341                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1342
1343                                 if (ring_value)
1344                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1345                         }
1346
1347 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1348                         MACRO_BEGIN { \
1349                                 if(wcross_blur > 0) \
1350                                 { \
1351                                         for(i = -2; i <= 2; ++i) \
1352                                         for(j = -2; j <= 2; ++j) \
1353                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1354                                 } \
1355                                 else \
1356                                 { \
1357                                         M(0,0,sz,wcross_name,wcross_alpha); \
1358                                 } \
1359                         } MACRO_END
1360
1361 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1362                         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)
1363
1364 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1365                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1366
1367                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1368                         {
1369                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1370                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1371                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1372                                 f = 1 - f;
1373                         }
1374                         else
1375                         {
1376                                 f = 1;
1377                         }
1378                         wcross_name_alpha_goal_prev = f;
1379
1380                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1381                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1382
1383                         if(autocvar_crosshair_dot)
1384                         {
1385                                 vector wcross_color_old;
1386                                 wcross_color_old = wcross_color;
1387
1388                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1389                                         wcross_color = stov(autocvar_crosshair_dot_color);
1390
1391                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1392                                 // FIXME why don't we use wcross_alpha here?
1393                                 wcross_color = wcross_color_old;
1394                         }
1395                 }
1396         }
1397         else
1398         {
1399                 wcross_scale_prev = 0;
1400                 wcross_alpha_prev = 0;
1401                 wcross_scale_goal_prev = 0;
1402                 wcross_alpha_goal_prev = 0;
1403                 wcross_changedonetime = 0;
1404                 strfree(wcross_name_goal_prev);
1405                 strfree(wcross_name_goal_prev_prev);
1406                 wcross_name_changestarttime = 0;
1407                 wcross_name_changedonetime = 0;
1408                 wcross_name_alpha_goal_prev = 0;
1409                 wcross_name_alpha_goal_prev_prev = 0;
1410                 wcross_resolution_goal_prev = 0;
1411                 wcross_resolution_goal_prev_prev = 0;
1412         }
1413 }
1414
1415 const int MAX_SPECIALCOMMAND = 15;
1416 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1417 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1418 const float SPECIALCOMMAND_SPEED = 150;
1419 const float SPECIALCOMMAND_TURNSPEED = 2;
1420 const float SPECIALCOMMAND_SIZE = 0.025;
1421 const float SPECIALCOMMAND_CHANCE = 0.35;
1422 float sc_spawntime, sc_changetime;
1423 vector sc_color = '1 1 1';
1424 void SpecialCommand()
1425 {
1426         if(!STAT(MOVEVARS_SPECIALCOMMAND))
1427                 return;
1428
1429         if(time >= sc_changetime)
1430         {
1431                 sc_changetime = time + 1;
1432                 sc_color = randomvec() * 1.5;
1433                 sc_color.x = bound(0.2, sc_color.x, 0.75);
1434                 sc_color.y = bound(0.2, sc_color.y, 0.75);
1435                 sc_color.z = bound(0.2, sc_color.z, 0.75);
1436         }
1437         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1438
1439         if(!precache_pic("gfx/smile"))
1440                 return; // damn party poopers
1441
1442         for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1443         {
1444                 vector slot = specialcommand_slots[j];
1445                 if(slot.y)
1446                         slot.y += SPECIALCOMMAND_SPEED * frametime;
1447                 //if(slot.z)
1448                         //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1449                 if(slot.y >= vid_conheight)
1450                         slot = '0 0 0';
1451
1452                 if(slot == '0 0 0')
1453                 {
1454                         if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1455                         {
1456                                 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1457                                 slot.y = 1; // start it off 0 so we can use it
1458                                 slot.z = floor(random() * Weapons_MAX);
1459                                 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1460                                 vector newcolor = randomvec() * 2;
1461                                 newcolor.x = bound(0.4, newcolor.x, 1);
1462                                 newcolor.y = bound(0.4, newcolor.y, 1);
1463                                 newcolor.z = bound(0.4, newcolor.z, 1);
1464                                 specialcommand_colors[j] = newcolor;
1465                         }
1466                 }
1467                 else
1468                 {
1469                         vector splash_size = '0 0 0';
1470                         splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1471                         splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1472                         entity wep = Weapons_from(slot.z);
1473                         if(wep == WEP_Null)
1474                                 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1475                         else
1476                                 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1477                         //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1478                 }
1479
1480                 specialcommand_slots[j] = slot;
1481         }
1482 }
1483
1484 void HUD_Draw(entity this)
1485 {
1486         // if we don't know gametype and scores yet avoid drawing the scoreboard
1487         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1488         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1489         // cl_deathscoreboard would show the scoreboard and so on
1490         if(!gametype)
1491                 return;
1492
1493         Hud_Dynamic_Frame();
1494
1495         if(!intermission)
1496         if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1497         {
1498                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1499         }
1500         else if(STAT(FROZEN))
1501         {
1502                 vector col = '0.25 0.90 1';
1503                 if(STAT(REVIVE_PROGRESS))
1504                         col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1505                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1506         }
1507
1508         HUD_Scale_Enable();
1509         if(!intermission)
1510         if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1511         {
1512                 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1513                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1514                 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);
1515         }
1516         else if(STAT(CAPTURE_PROGRESS))
1517         {
1518                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1519                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1520         }
1521         else if(STAT(REVIVE_PROGRESS))
1522         {
1523                 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1524                 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1525         }
1526         HUD_Scale_Disable();
1527
1528         if(autocvar_r_letterbox == 0)
1529                 if(autocvar_viewsize < 120)
1530                 {
1531                         if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1532                                 Accuracy_LoadLevels();
1533
1534                         HUD_Main();
1535                         HUD_Scale_Disable();
1536                 }
1537
1538         // crosshair goes VERY LAST
1539         SpecialCommand();
1540         UpdateDamage();
1541         HUD_Crosshair(this);
1542         HitSound();
1543 }
1544
1545 void ViewLocation_Mouse()
1546 {
1547         if(spectatee_status)
1548                 return; // don't draw it as spectator!
1549
1550         viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1551         viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1552         viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1553
1554         //float cursor_alpha = 1 - autocvar__menu_alpha;
1555         //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1556 }
1557
1558 float mouse_over_panel;
1559 void HUD_Draw_Mouse()
1560 {
1561         float cursor_alpha = 1 - autocvar__menu_alpha;
1562         if(!mouse_over_panel)
1563                 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
1564         else if(mouse_over_panel == 1)
1565                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1566         else if(mouse_over_panel == 2)
1567                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
1568         else
1569                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
1570 }
1571
1572 void HUD_Mouse(entity player)
1573 {
1574         if(autocvar__menu_alpha == 1)
1575                 return;
1576
1577         if(!HUD_WouldShowCursor())
1578         {
1579                 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1580                         ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1581                 return;
1582         }
1583
1584         if(!autocvar_hud_cursormode)
1585                 update_mousepos();
1586
1587         if(autocvar__hud_configure)
1588                 HUD_Panel_Mouse();
1589         else
1590         {
1591                 if (HUD_MinigameMenu_IsOpened() || active_minigame)
1592                         HUD_Minigame_Mouse();
1593                 if (QuickMenu_IsOpened())
1594                         QuickMenu_Mouse();
1595                 if (HUD_Radar_Clickable())
1596                         HUD_Radar_Mouse();
1597         }
1598
1599         prevMouseClicked = mouseClicked;
1600
1601         HUD_Draw_Mouse();
1602 }
1603
1604 bool ov_enabled;
1605 float oldr_nearclip;
1606 float oldr_farclip_base;
1607 float oldr_farclip_world;
1608 float oldr_novis;
1609 float oldr_useportalculling;
1610 float oldr_useinfinitefarclip;
1611
1612 float prev_myteam;
1613 int lasthud;
1614 float vh_notice_time;
1615 void CSQC_UpdateView(entity this, float w, float h)
1616 {
1617         TC(int, w); TC(int, h);
1618         entity e;
1619         float fov;
1620         float f;
1621         vector vf_size, vf_min;
1622         float a;
1623
1624         execute_next_frame();
1625
1626         ++framecount;
1627
1628         stats_get();
1629         hud = STAT(HUD);
1630
1631         if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1632                 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1633
1634         lasthud = hud;
1635
1636         HUD_Scale_Disable();
1637
1638         if(autocvar__hud_showbinds_reload) // menu can set this one
1639         {
1640                 db_close(binddb);
1641                 binddb = db_create();
1642                 cvar_set("_hud_showbinds_reload", "0");
1643         }
1644
1645         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1646                 view_quality = getproperty(VF_MINFPS_QUALITY);
1647         else
1648                 view_quality = 1;
1649
1650         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1651         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1652
1653         vf_size = getpropertyvec(VF_SIZE);
1654         vf_min = getpropertyvec(VF_MIN);
1655         vid_width = vf_size.x;
1656         vid_height = vf_size.y;
1657
1658         vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1659         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1660
1661         WaypointSprite_Load();
1662
1663         CSQCPlayer_SetCamera();
1664
1665         if(player_localentnum <= maxclients) // is it a client?
1666                 current_player = player_localentnum - 1;
1667         else // then player_localentnum is the vehicle I'm driving
1668                 current_player = player_localnum;
1669         myteam = entcs_GetTeam(current_player);
1670
1671         if(myteam != prev_myteam)
1672         {
1673                 myteamcolors = colormapPaletteColor(myteam, 1);
1674                 FOREACH(hud_panels, true, it.update_time = time);
1675                 prev_myteam = myteam;
1676         }
1677
1678         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1679
1680         float is_dead = (STAT(HEALTH) <= 0);
1681
1682         // FIXME do we need this hack?
1683         if(isdemo())
1684         {
1685                 // in demos, input_buttons do not work
1686                 button_zoom = (autocvar__togglezoom == "-");
1687         }
1688         else if(button_zoom
1689                 && autocvar_cl_unpress_zoom_on_death
1690                 && (spectatee_status >= 0)
1691                 && (is_dead || intermission))
1692         {
1693                 // no zoom while dead or in intermission please
1694                 localcmd("-zoom\n");
1695                 button_zoom = false;
1696         }
1697
1698         // abused multiple places below
1699         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1700         if(!local_player)
1701                 local_player = this; // fall back!
1702
1703         // event chase camera
1704         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1705         {
1706                 if(STAT(CAMERA_SPECTATOR))
1707                 {
1708                         if(spectatee_status > 0)
1709                         {
1710                                 if(!autocvar_chase_active)
1711                                 {
1712                                         cvar_set("chase_active", "-2");
1713                                         goto skip_eventchase_death;
1714                                 }
1715                         }
1716                         else if(autocvar_chase_active == -2)
1717                                 cvar_set("chase_active", "0");
1718
1719                         if(autocvar_chase_active == -2)
1720                                 goto skip_eventchase_death;
1721                 }
1722                 else if(autocvar_chase_active == -2)
1723                         cvar_set("chase_active", "0");
1724
1725                 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1726
1727                 float vehicle_viewdist = 0;
1728                 vector vehicle_viewofs = '0 0 0';
1729
1730                 if(vehicle_chase)
1731                 {
1732                         if(hud != HUD_BUMBLEBEE_GUN)
1733                         {
1734                                 Vehicle info = Vehicles_from(hud);
1735                                 vehicle_viewdist = info.height;
1736                                 vehicle_viewofs = info.view_ofs;
1737                         }
1738                 }
1739
1740                 if(WantEventchase(this))
1741                 {
1742                         vector current_view_origin_override = '0 0 0';
1743                         vector view_offset_override = '0 0 0';
1744                         float chase_distance_override = 0;
1745                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1746                         if(custom_eventchase)
1747                         {
1748                                 current_view_origin_override = M_ARGV(0, vector);
1749                                 view_offset_override = M_ARGV(1, vector);
1750                                 chase_distance_override = M_ARGV(0, float);
1751                         }
1752                         eventchase_running = true;
1753
1754                         // 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.)
1755                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1756                         if (custom_eventchase)
1757                                 current_view_origin = current_view_origin_override;
1758
1759                         // detect maximum viewoffset and use it
1760                         vector view_offset = autocvar_cl_eventchase_viewoffset;
1761                         if(vehicle_chase)
1762                         {
1763                                 if(vehicle_viewofs)
1764                                         view_offset = vehicle_viewofs;
1765                                 else
1766                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1767                         }
1768                         if (custom_eventchase)
1769                                 view_offset = view_offset_override;
1770
1771                         if(view_offset)
1772                         {
1773                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1774                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
1775                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1776                         }
1777
1778                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1779                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1780                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1781                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1782
1783                         // make the camera smooth back
1784                         float chase_distance = autocvar_cl_eventchase_distance;
1785                         if(vehicle_chase)
1786                         {
1787                                 if(vehicle_viewofs)
1788                                         chase_distance = vehicle_viewdist;
1789                                 else
1790                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
1791                         }
1792                         if (custom_eventchase)
1793                                 chase_distance = chase_distance_override;
1794
1795                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1796                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1797                         else if(eventchase_current_distance != chase_distance)
1798                                 eventchase_current_distance = chase_distance;
1799
1800                         makevectors(view_angles);
1801
1802                         vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1803                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1804
1805                         // If the boxtrace fails, revert back to line tracing.
1806                         if(!local_player.viewloc)
1807                         if(trace_startsolid)
1808                         {
1809                                 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1810                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1811                                 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1812                         }
1813                         else { setproperty(VF_ORIGIN, trace_endpos); }
1814
1815                         if(!local_player.viewloc)
1816                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1817                 }
1818                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1819                 {
1820                         eventchase_running = false;
1821                         cvar_set("chase_active", "0");
1822                         eventchase_current_distance = 0; // start from 0 next time
1823                 }
1824         }
1825         // workaround for camera stuck between player's legs when using chase_active 1
1826         // because the engine stops updating the chase_active camera when the game ends
1827         else if(intermission)
1828         {
1829                 cvar_settemp("chase_active", "-1");
1830                 eventchase_current_distance = 0;
1831         }
1832
1833         LABEL(skip_eventchase_death);
1834
1835         // do lockview after event chase camera so that it still applies whenever necessary.
1836         if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1837         {
1838                 setproperty(VF_ORIGIN, freeze_org);
1839                 setproperty(VF_ANGLES, freeze_ang);
1840         }
1841         else
1842         {
1843                 freeze_org = getpropertyvec(VF_ORIGIN);
1844                 freeze_ang = getpropertyvec(VF_ANGLES);
1845         }
1846
1847         WarpZone_FixView();
1848         //WarpZone_FixPMove();
1849
1850         vector ov_org = '0 0 0';
1851         vector ov_mid = '0 0 0';
1852         vector ov_worldmin = '0 0 0';
1853         vector ov_worldmax = '0 0 0';
1854         if(autocvar_cl_orthoview)
1855         {
1856                 ov_worldmin = mi_picmin;
1857                 ov_worldmax = mi_picmax;
1858
1859                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1860                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1861                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1862
1863                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1864                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1865
1866                 float ov_nearest = vlen(ov_org - vec3(
1867                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1868                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1869                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1870                 ));
1871
1872                 float ov_furthest = 0;
1873                 float dist = 0;
1874
1875                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1876                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1877                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1878                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1879                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1880                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1881                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1882                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1883
1884                 if(!ov_enabled)
1885                 {
1886                         oldr_nearclip = cvar("r_nearclip");
1887                         oldr_farclip_base = cvar("r_farclip_base");
1888                         oldr_farclip_world = cvar("r_farclip_world");
1889                         oldr_novis = cvar("r_novis");
1890                         oldr_useportalculling = cvar("r_useportalculling");
1891                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1892                 }
1893
1894                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1895                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1896                 cvar_settemp("r_farclip_world", "0");
1897                 cvar_settemp("r_novis", "1");
1898                 cvar_settemp("r_useportalculling", "0");
1899                 cvar_settemp("r_useinfinitefarclip", "0");
1900
1901                 setproperty(VF_ORIGIN, ov_org);
1902                 setproperty(VF_ANGLES, '90 0 0');
1903
1904                 ov_enabled = true;
1905
1906                 #if 0
1907                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1908                         vtos(ov_org),
1909                         vtos(getpropertyvec(VF_ANGLES)),
1910                         ov_distance,
1911                         ov_nearest,
1912                         ov_furthest);
1913                 #endif
1914         }
1915         else
1916         {
1917                 if(ov_enabled)
1918                 {
1919                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1920                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1921                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1922                         cvar_set("r_novis", ftos(oldr_novis));
1923                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1924                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1925                 }
1926                 ov_enabled = false;
1927         }
1928
1929         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1930         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1931         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1932                 viewmodel_draw(viewmodels[slot]);
1933
1934         // Render the Scene
1935         view_origin = getpropertyvec(VF_ORIGIN);
1936         view_angles = getpropertyvec(VF_ANGLES);
1937         makevectors(view_angles);
1938         view_forward = v_forward;
1939         view_right = v_right;
1940         view_up = v_up;
1941
1942 #ifdef BLURTEST
1943         if(time > blurtest_time0 && time < blurtest_time1)
1944         {
1945                 float r, t;
1946
1947                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1948                 r = t * blurtest_radius;
1949                 f = 1 / (t ** blurtest_power) - 1;
1950
1951                 cvar_set("r_glsl_postprocess", "1");
1952                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1953         }
1954         else
1955         {
1956                 cvar_set("r_glsl_postprocess", "0");
1957                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1958         }
1959 #endif
1960
1961         TargetMusic_Advance();
1962         Fog_Force();
1963         fpscounter_update();
1964
1965         if(drawtime == 0)
1966                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1967         else
1968                 drawframetime = bound(0.000001, time - drawtime, 1);
1969         drawtime = time;
1970
1971         // watch for gametype changes here...
1972         // in ParseStuffCMD the cmd isn't executed yet :/
1973         // might even be better to add the gametype to TE_CSQC_INIT...?
1974         if(!postinit)
1975                 PostInit();
1976
1977         if(intermission && !intermission_time)
1978                 intermission_time = time;
1979
1980         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1981         {
1982                 if(calledhooks & HOOK_START)
1983                 {
1984                         localcmd("\ncl_hook_gameend\n");
1985                         calledhooks |= HOOK_END;
1986                 }
1987         }
1988
1989         Announcer();
1990
1991         fov = autocvar_fov;
1992         if(fov <= 59.5)
1993         {
1994                 if(!zoomscript_caught)
1995                 {
1996                         localcmd("+button9\n");
1997                         zoomscript_caught = 1;
1998                 }
1999         }
2000         else
2001         {
2002                 if(zoomscript_caught)
2003                 {
2004                         localcmd("-button9\n");
2005                         zoomscript_caught = 0;
2006                 }
2007         }
2008
2009         ColorTranslateMode = autocvar_cl_stripcolorcodes;
2010
2011         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2012         {
2013                 entity wepent = viewmodels[slot];
2014
2015                 if(wepent.last_switchweapon != wepent.switchweapon)
2016                 {
2017                         weapontime = time;
2018                         wepent.last_switchweapon = wepent.switchweapon;
2019                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
2020                         {
2021                                 localcmd("-zoom\n");
2022                                 button_zoom = false;
2023                         }
2024                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
2025                         {
2026                                 localcmd("-fire\n");
2027                                 localcmd("-fire2\n");
2028                                 button_attack2 = false;
2029                         }
2030                 }
2031                 if(wepent.last_activeweapon != wepent.activeweapon)
2032                 {
2033                         wepent.last_activeweapon = wepent.activeweapon;
2034
2035                         e = wepent.activeweapon;
2036                         if(e.netname != "")
2037                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
2038                         else if(slot == 0)
2039                                 localcmd("\ncl_hook_activeweapon none\n");
2040                 }
2041         }
2042
2043         // ALWAYS Clear Current Scene First
2044         clearscene();
2045
2046         setproperty(VF_ORIGIN, view_origin);
2047         setproperty(VF_ANGLES, view_angles);
2048
2049         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
2050         setproperty(VF_SIZE, vf_size);
2051         setproperty(VF_MIN, vf_min);
2052
2053         // Assign Standard Viewflags
2054         // Draw the World (and sky)
2055         setproperty(VF_DRAWWORLD, 1);
2056
2057         // Set the console size vars
2058         vid_conwidth = autocvar_vid_conwidth;
2059         vid_conheight = autocvar_vid_conheight;
2060         vid_pixelheight = autocvar_vid_pixelheight;
2061
2062         if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
2063         else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
2064         else { setproperty(VF_FOV, GetCurrentFov(fov)); }
2065
2066         if(camera_active) // Camera for demo playback
2067         {
2068                 if(autocvar_camera_enable)
2069                         CSQC_Demo_Camera();
2070                 else
2071                 {
2072                         cvar_set("chase_active", ftos(chase_active_backup));
2073                         cvar_set("cl_demo_mousegrab", "0");
2074                         camera_active = false;
2075                 }
2076         }
2077         else
2078         {
2079 #ifdef CAMERATEST
2080                 if(autocvar_camera_enable)
2081 #else
2082                 if(autocvar_camera_enable && isdemo())
2083 #endif
2084                 {
2085                         // Enable required Darkplaces cvars
2086                         chase_active_backup = autocvar_chase_active;
2087                         cvar_set("chase_active", "2");
2088                         cvar_set("cl_demo_mousegrab", "1");
2089                         camera_active = true;
2090                         camera_mode = false;
2091                 }
2092         }
2093
2094         // Draw the Crosshair
2095         setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2096
2097         // Draw the Engine Status Bar (the default Quake HUD)
2098         setproperty(VF_DRAWENGINESBAR, 0);
2099
2100         // Update the mouse position
2101         /*
2102            mousepos_x = vid_conwidth;
2103            mousepos_y = vid_conheight;
2104            mousepos = mousepos*0.5 + getmousepos();
2105          */
2106
2107         IL_EACH(g_drawables, it.draw, it.draw(it));
2108
2109         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
2110         renderscene();
2111
2112         // now switch to 2D drawing mode by calling a 2D drawing function
2113         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2114         // next R_RenderScene call
2115         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2116
2117         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2118         if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2119         {
2120                 // apply night vision effect
2121                 vector tc_00, tc_01, tc_10, tc_11;
2122                 vector rgb = '0 0 0';
2123
2124                 if(!nightvision_noise)
2125                 {
2126                         nightvision_noise = new(nightvision_noise);
2127                 }
2128                 if(!nightvision_noise2)
2129                 {
2130                         nightvision_noise2 = new(nightvision_noise2);
2131                 }
2132
2133                 // color tint in yellow
2134                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2135
2136                 // draw BG
2137                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2138                 rgb = '1 1 1';
2139                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2140                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2141                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2142                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2143                 tc_11 = tc_01 + tc_10 - tc_00;
2144                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2145                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2146                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2147                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2148                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2149                 R_EndPolygon();
2150
2151                 // draw FG
2152                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2153                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2154                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2155                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2156                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2157                 tc_11 = tc_01 + tc_10 - tc_00;
2158                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2159                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2160                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2161                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2162                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2163                 R_EndPolygon();
2164         }
2165
2166         if(autocvar_cl_reticle)
2167         {
2168                 string reticle_image = string_null;
2169                 bool wep_zoomed = false;
2170                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2171                 {
2172                         entity wepe = viewmodels[slot];
2173                         Weapon wep = wepe.activeweapon;
2174                         if(wep != WEP_Null && wep.wr_zoom)
2175                         {
2176                                 bool do_zoom = wep.wr_zoom(wep, NULL);
2177                                 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2178                                         reticle_image = wep.w_reticle;
2179                                 wep_zoomed += do_zoom;
2180                         }
2181                 }
2182                 // Draw the aiming reticle for weapons that use it
2183                 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2184                 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2185                 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2186                 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2187                 {
2188                         // no zoom reticle while dead
2189                         reticle_type = 0;
2190                 }
2191                 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2192                 {
2193                         if(reticle_image) { reticle_type = 2; }
2194                         else { reticle_type = 0; }
2195                 }
2196                 else if(button_zoom || zoomscript_caught)
2197                 {
2198                         // normal zoom
2199                         reticle_type = 1;
2200                 }
2201
2202                 if(reticle_type)
2203                 {
2204                         if(autocvar_cl_reticle_stretch)
2205                         {
2206                                 reticle_size.x = vid_conwidth;
2207                                 reticle_size.y = vid_conheight;
2208                                 reticle_pos.x = 0;
2209                                 reticle_pos.y = 0;
2210                         }
2211                         else
2212                         {
2213                                 reticle_size.x = max(vid_conwidth, vid_conheight);
2214                                 reticle_size.y = max(vid_conwidth, vid_conheight);
2215                                 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2216                                 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2217                         }
2218
2219                         if(zoomscript_caught)
2220                                 f = 1;
2221                         else
2222                                 f = current_zoomfraction;
2223
2224                         if(f)
2225                         {
2226                                 switch(reticle_type)
2227                                 {
2228                                         case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2229                                         case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2230                                 }
2231                         }
2232                 }
2233         }
2234         else
2235         {
2236                 if(reticle_type != 0) { reticle_type = 0; }
2237         }
2238
2239
2240         // improved polyblend
2241         if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2242         {
2243                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2244                 vector liquidcolor;
2245
2246                 switch(pointcontents(view_origin))
2247                 {
2248                         case CONTENT_WATER:
2249                                 liquidalpha = autocvar_hud_contents_water_alpha;
2250                                 liquidcolor = stov(autocvar_hud_contents_water_color);
2251                                 incontent = 1;
2252                                 break;
2253
2254                         case CONTENT_LAVA:
2255                                 liquidalpha = autocvar_hud_contents_lava_alpha;
2256                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
2257                                 incontent = 1;
2258                                 break;
2259
2260                         case CONTENT_SLIME:
2261                                 liquidalpha = autocvar_hud_contents_slime_alpha;
2262                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
2263                                 incontent = 1;
2264                                 break;
2265
2266                         default:
2267                                 liquidalpha = 0;
2268                                 liquidcolor = '0 0 0';
2269                                 incontent = 0;
2270                                 break;
2271                 }
2272
2273                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2274                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2275                         contentfadetime = autocvar_hud_contents_fadeintime;
2276                         liquidalpha_prev = liquidalpha;
2277                         liquidcolor_prev = liquidcolor;
2278                 }
2279                 else
2280                         contentfadetime = autocvar_hud_contents_fadeouttime;
2281
2282                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2283                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2284
2285                 if(contentavgalpha)
2286                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2287
2288                 if(autocvar_hud_postprocessing)
2289                 {
2290                         if(autocvar_hud_contents_blur && contentavgalpha)
2291                         {
2292                                 content_blurpostprocess.x = 1;
2293                                 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2294                                 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2295                         }
2296                         else
2297                         {
2298                                 content_blurpostprocess.x = 0;
2299                                 content_blurpostprocess.y = 0;
2300                                 content_blurpostprocess.z = 0;
2301                         }
2302                 }
2303         }
2304
2305         if(autocvar_hud_damage && !STAT(FROZEN))
2306         {
2307                 splash_size.x = max(vid_conwidth, vid_conheight);
2308                 splash_size.y = max(vid_conwidth, vid_conheight);
2309                 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2310                 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2311
2312                 float myhealth_flash_temp;
2313                 myhealth = STAT(HEALTH);
2314
2315                 // fade out
2316                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2317                 // add new damage
2318                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2319
2320                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2321                 pain_threshold = autocvar_hud_damage_pain_threshold;
2322                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2323                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2324
2325                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2326                 {
2327                         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);
2328                 }
2329
2330                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2331
2332                 if(myhealth_prev < 1)
2333                 {
2334                         if(myhealth >= 1)
2335                         {
2336                                 myhealth_flash = 0; // just spawned, clear the flash immediately
2337                                 myhealth_flash_temp = 0;
2338                         }
2339                         else
2340                         {
2341                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2342                         }
2343                 }
2344
2345                 if(spectatee_status == -1 || intermission)
2346                 {
2347                         myhealth_flash = 0; // observing, or match ended
2348                         myhealth_flash_temp = 0;
2349                 }
2350
2351                 myhealth_prev = myhealth;
2352
2353                 // IDEA: change damage color/picture based on player model for robot/alien species?
2354                 // pro: matches model better
2355                 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2356                 // maybe different reddish pics?
2357                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2358                 {
2359                         if(autocvar_cl_gentle_damage == 2)
2360                         {
2361                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2362                                         myhealth_gentlergb = randomvec();
2363                         }
2364                         else
2365                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2366
2367                         if(myhealth_flash_temp > 0)
2368                                 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);
2369                 }
2370                 else if(myhealth_flash_temp > 0)
2371                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2372
2373                 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.
2374                 {
2375                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
2376                         {
2377                                 damage_blurpostprocess.x = 1;
2378                                 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2379                                 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2380                         }
2381                         else
2382                         {
2383                                 damage_blurpostprocess.x = 0;
2384                                 damage_blurpostprocess.y = 0;
2385                                 damage_blurpostprocess.z = 0;
2386                         }
2387                 }
2388         }
2389
2390         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2391         float e2 = (autocvar_hud_powerup != 0);
2392         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2393         {
2394                 // enable or disable rendering types if they are used or not
2395                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2396                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2397
2398                 // blur postprocess handling done first (used by hud_damage and hud_contents)
2399                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2400                 {
2401                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2402                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2403                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2404                         {
2405                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2406                                 old_blurradius = blurradius;
2407                                 old_bluralpha = bluralpha;
2408                         }
2409                 }
2410                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2411                 {
2412                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2413                         old_blurradius = 0;
2414                         old_bluralpha = 0;
2415                 }
2416
2417                 // edge detection postprocess handling done second (used by hud_powerup)
2418                 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2419                 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2420                 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2421
2422                 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.
2423
2424                 if(autocvar_hud_powerup && sharpen_intensity > 0)
2425                 {
2426                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2427                         {
2428                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2429                                 old_sharpen_intensity = sharpen_intensity;
2430                         }
2431                 }
2432                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2433                 {
2434                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2435                         old_sharpen_intensity = 0;
2436                 }
2437
2438                 if(cvar("r_glsl_postprocess") == 0)
2439                         cvar_set("r_glsl_postprocess", "2");
2440         }
2441         else if(cvar("r_glsl_postprocess") == 2)
2442                 cvar_set("r_glsl_postprocess", "0");
2443
2444         /*if(gametype == MAPINFO_TYPE_CTF)
2445           {
2446           ctf_view();
2447           } else */
2448
2449         // draw 2D entities
2450         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2451         Draw_ShowNames_All();
2452 #if ENABLE_DEBUGDRAW
2453         Debug_Draw();
2454 #endif
2455
2456         scoreboard_active = Scoreboard_WouldDraw();
2457
2458         HUD_Draw(this); // this parameter for deep vehicle function
2459
2460         if(NextFrameCommand)
2461         {
2462                 localcmd("\n", NextFrameCommand, "\n");
2463                 NextFrameCommand = string_null;
2464         }
2465
2466         // we must do this check AFTER a frame was rendered, or it won't work
2467         if(cs_project_is_b0rked == 0)
2468         {
2469                 string w0, h0;
2470                 w0 = ftos(autocvar_vid_conwidth);
2471                 h0 = ftos(autocvar_vid_conheight);
2472                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2473                 //setproperty(VF_FOV, '90 90 0');
2474                 setproperty(VF_ORIGIN, '0 0 0');
2475                 setproperty(VF_ANGLES, '0 0 0');
2476                 setproperty(VF_PERSPECTIVE, 1);
2477                 makevectors('0 0 0');
2478                 vector v1, v2;
2479                 cvar_set("vid_conwidth", "800");
2480                 cvar_set("vid_conheight", "600");
2481                 v1 = cs_project(v_forward);
2482                 cvar_set("vid_conwidth", "640");
2483                 cvar_set("vid_conheight", "480");
2484                 v2 = cs_project(v_forward);
2485                 if(v1 == v2)
2486                         cs_project_is_b0rked = 1;
2487                 else
2488                         cs_project_is_b0rked = -1;
2489                 cvar_set("vid_conwidth", w0);
2490                 cvar_set("vid_conheight", h0);
2491         }
2492
2493         HUD_Mouse(local_player);
2494
2495         cl_notice_run();
2496         unpause_update();
2497         Net_Flush();
2498
2499         // let's reset the view back to normal for the end
2500         setproperty(VF_MIN, '0 0 0');
2501         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2502
2503         IL_ENDFRAME();
2504 }
2505
2506
2507 // following vectors must be global to allow seamless switching between camera modes
2508 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2509 void CSQC_Demo_Camera()
2510 {
2511         float speed, attenuation, dimensions;
2512         vector tmp, delta;
2513
2514         if( autocvar_camera_reset || !camera_mode )
2515         {
2516                 camera_offset = '0 0 0';
2517                 current_angles = '0 0 0';
2518                 camera_direction = '0 0 0';
2519                 camera_offset.z += 30;
2520                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2521                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2522                 current_origin = view_origin;
2523                 current_camera_offset  = camera_offset;
2524                 cvar_set("camera_reset", "0");
2525                 camera_mode = CAMERA_CHASE;
2526         }
2527
2528         // Camera angles
2529         if( camera_roll )
2530                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2531
2532         if(autocvar_camera_look_player)
2533         {
2534                 vector dir;
2535                 float n;
2536
2537                 dir = normalize(view_origin - current_position);
2538                 n = mouse_angles.z;
2539                 mouse_angles = vectoangles(dir);
2540                 mouse_angles.x = mouse_angles.x * -1;
2541                 mouse_angles.z = n;
2542         }
2543         else
2544         {
2545                 tmp = getmousepos() * 0.1;
2546                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2547                 {
2548                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2549                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2550                 }
2551         }
2552
2553         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2554         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2555         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2556         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2557
2558         // Fix difference when angles don't have the same sign
2559         delta = '0 0 0';
2560         if(mouse_angles.y < -60 && current_angles.y > 60)
2561                 delta = '0 360 0';
2562         if(mouse_angles.y > 60 && current_angles.y < -60)
2563                 delta = '0 -360 0';
2564
2565         if(autocvar_camera_look_player)
2566                 attenuation = autocvar_camera_look_attenuation;
2567         else
2568                 attenuation = autocvar_camera_speed_attenuation;
2569
2570         attenuation = 1 / max(1, attenuation);
2571         current_angles += (mouse_angles - current_angles + delta) * attenuation;
2572
2573         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2574         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2575         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2576         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2577
2578         // Camera position
2579         tmp = '0 0 0';
2580         dimensions = 0;
2581
2582         if( camera_direction.x )
2583         {
2584                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2585                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2586                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2587                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2588                 ++dimensions;
2589         }
2590
2591         if( camera_direction.y )
2592         {
2593                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2594                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2595                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2596                 ++dimensions;
2597         }
2598
2599         if( camera_direction.z )
2600         {
2601                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2602                 ++dimensions;
2603         }
2604
2605         if(autocvar_camera_free)
2606                 speed = autocvar_camera_speed_free;
2607         else
2608                 speed = autocvar_camera_speed_chase;
2609
2610         if(dimensions)
2611         {
2612                 speed = speed * sqrt(1 / dimensions);
2613                 camera_offset += tmp * speed;
2614         }
2615
2616         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2617
2618         // Camera modes
2619         if( autocvar_camera_free )
2620         {
2621                 if ( camera_mode == CAMERA_CHASE )
2622                 {
2623                         current_camera_offset = current_origin + current_camera_offset;
2624                         camera_offset = current_origin + camera_offset;
2625                 }
2626
2627                 camera_mode = CAMERA_FREE;
2628                 current_position = current_camera_offset;
2629         }
2630         else
2631         {
2632                 if ( camera_mode == CAMERA_FREE )
2633                 {
2634                         current_origin = view_origin;
2635                         camera_offset = camera_offset - current_origin;
2636                         current_camera_offset = current_camera_offset - current_origin;
2637                 }
2638
2639                 camera_mode = CAMERA_CHASE;
2640
2641                 if(autocvar_camera_chase_smoothly)
2642                         current_origin += (view_origin - current_origin) * attenuation;
2643                 else
2644                         current_origin = view_origin;
2645
2646                 current_position = current_origin + current_camera_offset;
2647         }
2648
2649         setproperty(VF_ANGLES, current_angles);
2650         setproperty(VF_ORIGIN, current_position);
2651 }