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1 #include "view.qh"
2
3 #include <client/announcer.qh>
4 #include <client/csqcmodel_hooks.qh>
5 #include <client/draw.qh>
6 #include <client/hud/_mod.qh>
7 #include <client/hud/panel/quickmenu.qh>
8 #include <client/hud/panel/scoreboard.qh>
9 #include <client/mapvoting.qh>
10 #include <client/mutators/_mod.qh>
11 #include <client/shownames.qh>
12 #include <common/anim.qh>
13 #include <common/animdecide.qh>
14 #include <common/constants.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/debug.qh>
17 #include <common/ent_cs.qh>
18 #include <common/gamemodes/_mod.qh>
19 #include <common/mapinfo.qh>
20 #include <common/mapobjects/target/music.qh>
21 #include <common/mapobjects/trigger/viewloc.qh>
22 #include <common/minigames/cl_minigames.qh>
23 #include <common/minigames/cl_minigames_hud.qh>
24 #include <common/mutators/mutator/powerups/_mod.qh>
25 #include <common/mutators/mutator/status_effects/_mod.qh>
26 #include <common/mutators/mutator/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/physics/player.qh>
30 #include <common/stats.qh>
31 #include <common/teams.qh>
32 #include <common/vehicles/all.qh>
33 #include <common/viewloc.qh>
34 #include <common/weapons/_all.qh>
35 #include <common/weapons/weapon/tuba.qh>
36 #include <common/wepent.qh>
37 #include <lib/csqcmodel/cl_model.qh>
38 #include <lib/csqcmodel/cl_player.qh>
39 #include <lib/warpzone/client.qh>
40 #include <lib/warpzone/common.qh>
41
42 float autocvar_cl_viewmodel_scale;
43 float autocvar_cl_viewmodel_alpha = 1;
44
45 bool autocvar_cl_bobmodel;
46 float autocvar_cl_bobmodel_speed;
47 float autocvar_cl_bobmodel_side;
48 float autocvar_cl_bobmodel_up;
49
50 float autocvar_cl_followmodel;
51 float autocvar_cl_followmodel_speed = 0.3;
52 float autocvar_cl_followmodel_limit = 135;
53 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
54 float autocvar_cl_followmodel_highpass = 0.05;
55 float autocvar_cl_followmodel_lowpass = 0.03;
56 bool autocvar_cl_followmodel_velocity_absolute;
57
58 float autocvar_cl_leanmodel;
59 float autocvar_cl_leanmodel_speed = 0.3;
60 float autocvar_cl_leanmodel_limit = 30;
61 float autocvar_cl_leanmodel_highpass1 = 0.2;
62 float autocvar_cl_leanmodel_highpass = 0.2;
63 float autocvar_cl_leanmodel_lowpass = 0.05;
64
65 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
66
67 #define lowpass(value, frac, ref_store, ret) \
68         ret = ref_store = ref_store * (1 - frac) + (value) * frac;
69
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
71         float __ignore; lowpass(value, frac, ref_store, __ignore); \
72         ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
73 MACRO_END
74
75 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
76         float __f = 0; lowpass(value, frac, ref_store, __f); \
77         ret = (value) - __f; \
78 MACRO_END
79
80 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
81         float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
82         ret = (value) - __f; \
83 MACRO_END
84
85 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
86         lowpass(value.x, frac, ref_store.x, ref_out.x); \
87         lowpass(value.y, frac, ref_store.y, ref_out.y); \
88 MACRO_END
89
90 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
91         highpass(value.x, frac, ref_store.x, ref_out.x); \
92         highpass(value.y, frac, ref_store.y, ref_out.y); \
93 MACRO_END
94
95 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
96         highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
97         highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
98 MACRO_END
99
100 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
101         lowpass(value.x, frac, ref_store.x, ref_out.x); \
102         lowpass(value.y, frac, ref_store.y, ref_out.y); \
103         lowpass(value.z, frac, ref_store.z, ref_out.z); \
104 MACRO_END
105
106 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107         highpass(value.x, frac, ref_store.x, ref_out.x); \
108         highpass(value.y, frac, ref_store.y, ref_out.y); \
109         highpass(value.z, frac, ref_store.z, ref_out.z); \
110 MACRO_END
111
112 void calc_followmodel_ofs(entity view)
113 {
114         if(cl_followmodel_time == time)
115                 return; // cl_followmodel_ofs already calculated for this frame
116
117         float frac;
118         vector gunorg = '0 0 0';
119         static vector vel_average;
120         static vector gunorg_adjustment_highpass;
121         static vector gunorg_adjustment_lowpass;
122
123         vector vel;
124         if (autocvar_cl_followmodel_velocity_absolute)
125                 vel = view.velocity;
126         else
127         {
128                 vector forward, right, up;
129                 MAKE_VECTORS(view_angles, forward, right, up);
130                 vel.x = view.velocity * forward;
131                 vel.y = view.velocity * right * -1;
132                 vel.z = view.velocity * up;
133         }
134
135         vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
136         vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
137         vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
138
139         frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
140         lowpass3(vel, frac, vel_average, gunorg);
141
142         gunorg *= -autocvar_cl_followmodel_speed * 0.042;
143
144         // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
145         // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
146         frac = avg_factor(autocvar_cl_followmodel_highpass);
147         highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
148         frac = avg_factor(autocvar_cl_followmodel_lowpass);
149         lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
150
151         if (autocvar_cl_followmodel_velocity_absolute)
152         {
153                 vector fixed_gunorg;
154                 vector forward, right, up;
155                 MAKE_VECTORS(view_angles, forward, right, up);
156                 fixed_gunorg.x = gunorg * forward;
157                 fixed_gunorg.y = gunorg * right * -1;
158                 fixed_gunorg.z = gunorg * up;
159                 gunorg = fixed_gunorg;
160         }
161
162         cl_followmodel_ofs = gunorg;
163         cl_followmodel_time = time;
164 }
165
166 vector leanmodel_ofs(entity view)
167 {
168         float frac;
169         vector gunangles = '0 0 0';
170         static vector gunangles_prev = '0 0 0';
171         static vector gunangles_highpass = '0 0 0';
172         static vector gunangles_adjustment_highpass;
173         static vector gunangles_adjustment_lowpass;
174
175         if (view.csqcmodel_teleported)
176                 gunangles_prev = view_angles;
177
178         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
179         gunangles_highpass += gunangles_prev;
180         PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
181         YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
182         ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
183         frac = avg_factor(autocvar_cl_leanmodel_highpass1);
184         highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
185         gunangles_prev = view_angles;
186         gunangles_highpass -= gunangles_prev;
187
188         PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
189         YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
190
191         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
192         frac = avg_factor(autocvar_cl_leanmodel_highpass);
193         highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
194         frac = avg_factor(autocvar_cl_leanmodel_lowpass);
195         lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
196
197         gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
198
199         return gunangles;
200 }
201
202 vector bobmodel_ofs(entity view)
203 {
204         bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
205         static bool oldonground;
206         static float hitgroundtime;
207         if (clonground)
208         {
209                 float f = time; // cl.movecmd[0].time
210                 if (!oldonground)
211                         hitgroundtime = f;
212         }
213         oldonground = clonground;
214
215         // calculate for swinging gun model
216         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
217         vector gunorg = '0 0 0';
218         static float bobmodel_scale = 0;
219         static float time_ofs = 0; // makes the effect always restart in the same way
220         if (clonground)
221         {
222                 if (time - hitgroundtime > 0.05)
223                         bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
224         }
225         else
226                 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
227
228         float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
229         if (bobmodel_scale && xyspeed)
230         {
231                 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
232                 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
233                 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
234                 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
235         }
236         else
237                 time_ofs = time;
238
239         return gunorg;
240 }
241
242 void viewmodel_animate(entity this)
243 {
244         if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
245
246         entity view = CSQCModel_server2csqc(player_localentnum - 1);
247
248         if (autocvar_cl_followmodel)
249         {
250                 calc_followmodel_ofs(view);
251                 this.origin += cl_followmodel_ofs;
252         }
253
254         if (autocvar_cl_leanmodel)
255                 this.angles += leanmodel_ofs(view);
256
257         // vertical view bobbing code
258         // TODO: cl_bob
259
260         // horizontal view bobbing code
261         // TODO: cl_bob2
262
263         // fall bobbing code
264         // causes the view to swing down and back up when touching the ground
265         // TODO: cl_bobfall
266
267         // gun model bobbing code
268         if (autocvar_cl_bobmodel)
269                 this.origin += bobmodel_ofs(view);
270 }
271
272 .vector viewmodel_origin, viewmodel_angles;
273 .float weapon_nextthink;
274 .float weapon_eta_last;
275 .float weapon_switchdelay;
276
277 .string name_last;
278
279 void viewmodel_draw(entity this)
280 {
281         if(!this.activeweapon || !autocvar_r_drawviewmodel)
282                 return;
283         int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
284         float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
285         int wepskin = this.m_skin;
286         bool invehicle = player_localentnum > maxclients;
287         if (invehicle) a = -1;
288         Weapon wep = this.activeweapon;
289         int c = entcs_GetClientColors(current_player);
290         vector g = weaponentity_glowmod(wep, NULL, c, this);
291         entity me = CSQCModel_server2csqc(player_localentnum - 1);
292         int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
293                 | EF_NODEPTHTEST)
294                 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
295         for (entity e = this; e; e = e.weaponchild)
296         {
297                 e.drawmask = mask;
298                 e.alpha = a;
299                 e.skin = wepskin;
300                 e.colormap = 256 + c;  // colormap == 0 is black, c == 0 is white
301                 e.glowmod = g;
302                 e.csqcmodel_effects = fx;
303                 CSQCModel_Effects_Apply(e);
304         }
305         if(a >= 0)
306         {
307                 string name = wep.mdl;
308                 string newname = wep.wr_viewmodel(wep, this);
309                 if(newname)
310                         name = newname;
311                 bool swap = name != this.name_last;
312                 // if (swap)
313                 {
314                         this.name_last = name;
315                         CL_WeaponEntity_SetModel(this, name, swap);
316                         this.viewmodel_origin = this.origin;
317                         this.viewmodel_angles = this.angles;
318                 }
319                 anim_update(this);
320                 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
321                         anim_set(this, this.anim_idle, true, false, false);
322         }
323         float f = 0; // 0..1; 0: fully active
324         float rate = STAT(WEAPONRATEFACTOR);
325         float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
326         if (eta <= 0) f = this.weapon_eta_last;
327         else switch (this.state)
328         {
329                 case WS_RAISE:
330                 {
331                         f = eta / max(eta, this.weapon_switchdelay);
332                         break;
333                 }
334                 case WS_DROP:
335                 {
336                         f = 1 - eta / max(eta, this.weapon_switchdelay);
337                         break;
338                 }
339                 case WS_CLEAR:
340                 {
341                         f = 1;
342                         break;
343                 }
344         }
345         this.weapon_eta_last = f;
346         this.origin = this.viewmodel_origin;
347         this.angles = this.viewmodel_angles;
348         this.angles_x = (-90 * f * f);
349         viewmodel_animate(this);
350         MUTATOR_CALLHOOK(DrawViewModel, this);
351         setorigin(this, this.origin);
352 }
353
354 STATIC_INIT(viewmodel) {
355     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
356         viewmodels[slot] = new(viewmodel);
357 }
358
359 vector project_3d_to_2d(vector vec)
360 {
361         vec = cs_project(vec);
362         if(cs_project_is_b0rked > 0)
363         {
364                 vec.x *= vid_conwidth / vid_width;
365                 vec.y *= vid_conheight / vid_height;
366         }
367         return vec;
368 }
369
370 bool projected_on_screen(vector screen_pos)
371 {
372         return screen_pos.z >= 0
373                 && screen_pos.x >= 0
374                 && screen_pos.y >= 0
375                 && screen_pos.x < vid_conwidth
376                 && screen_pos.y < vid_conheight;
377 }
378
379 void update_mousepos()
380 {
381         mousepos += getmousepos() * autocvar_menu_mouse_speed;
382         mousepos.x = bound(0, mousepos.x, vid_conwidth);
383         mousepos.y = bound(0, mousepos.y, vid_conheight);
384 }
385
386 float showfps_prevfps_time;
387 int showfps_framecounter;
388
389 void fpscounter_update()
390 {
391         if(!STAT(SHOWFPS))
392                 return;
393
394         float currentTime = gettime(GETTIME_FRAMESTART);
395
396         showfps_framecounter += 1;
397         if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
398         {
399                 float fps = showfps_framecounter / (currentTime - showfps_prevfps_time);
400                 showfps_framecounter = 0;
401                 showfps_prevfps_time = currentTime;
402
403                 int channel = MSG_C2S;
404                 WriteHeader(channel, fpsreport);
405                 WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values
406         }
407 }
408
409 STATIC_INIT(fpscounter_init)
410 {
411         float currentTime = gettime(GETTIME_FRAMESTART);
412         showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
413 }
414
415 float avgspeed;
416 vector GetCurrentFov(float fov)
417 {
418         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
419         float velocityzoom, curspeed;
420         vector v;
421
422         zoomsensitivity = autocvar_cl_zoomsensitivity;
423         zoomfactor = autocvar_cl_zoomfactor;
424         if(zoomfactor < 1 || zoomfactor > 30)
425                 zoomfactor = 2.5;
426         zoomspeed = autocvar_cl_zoomspeed;
427         if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
428                 zoomspeed = 3.5;
429
430         zoomdir = button_zoom;
431
432         if(hud == HUD_NORMAL && !spectatee_status)
433         {
434                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
435                 {
436                         entity wepent = viewmodels[slot];
437                         if(wepent.switchweapon != wepent.activeweapon)
438                                 continue;
439                         Weapon wep = wepent.activeweapon;
440                         if(wep != WEP_Null && wep.wr_zoomdir)
441                         {
442                                 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
443                                 zoomdir += do_zoom;
444                         }
445                 }
446         }
447         if(spectatee_status > 0 || isdemo())
448         {
449                 if(spectatorbutton_zoom)
450                 {
451                         if(zoomdir)
452                                 zoomdir = 0;
453                         else
454                                 zoomdir = 1;
455                 }
456                 // fteqcc failed twice here already, don't optimize this
457         }
458
459         if(zoomdir) { zoomin_effect = 0; }
460
461         if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
462         {
463                 current_viewzoom = 1;
464         }
465         else if (camera_active)
466         {
467                 current_viewzoom = min(1, current_viewzoom + drawframetime);
468         }
469         else if(autocvar_cl_spawnzoom && zoomin_effect)
470         {
471                 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
472
473                 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
474                 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
475                 if(current_viewzoom == 1) { zoomin_effect = 0; }
476         }
477         else
478         {
479                 if(zoomspeed < 0) // instant zoom
480                 {
481                         if(zoomdir)
482                                 current_viewzoom = 1 / zoomfactor;
483                         else
484                                 current_viewzoom = 1;
485                 }
486                 else
487                 {
488                         if(zoomdir)
489                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
490                         else
491                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
492                 }
493         }
494
495         if(almost_equals(current_viewzoom, 1))
496                 current_zoomfraction = 0;
497         else if(almost_equals(current_viewzoom, 1/zoomfactor))
498                 current_zoomfraction = 1;
499         else
500                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
501
502         if(zoomsensitivity < 1)
503                 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
504         else
505                 setsensitivityscale(1);
506
507         if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
508         {
509                 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
510                         curspeed = 0;
511                 else
512                 {
513                         vector forward, right, up;
514                         MAKE_VECTORS(view_angles, forward, right, up);
515                         v = pmove_vel;
516                         if(csqcplayer)
517                                 v = csqcplayer.velocity;
518
519                         switch(autocvar_cl_velocityzoom_type)
520                         {
521                                 case 3: curspeed = max(0, forward * v); break;
522                                 case 2: curspeed = (forward * v); break;
523                                 case 1: default: curspeed = vlen(v); break;
524                         }
525                 }
526
527                 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
528                 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
529                 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
530
531                 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
532         }
533         else
534                 velocityzoom = 1;
535
536         float frustumx, frustumy, fovx, fovy;
537         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
538         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
539         fovx = atan2(frustumx, 1) / M_PI * 360.0;
540         fovy = atan2(frustumy, 1) / M_PI * 360.0;
541
542         return '1 0 0' * fovx + '0 1 0' * fovy;
543 }
544
545 vector GetViewLocationFOV(float fov)
546 {
547         float frustumy = tan(fov * M_PI / 360.0) * 0.75;
548         float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
549         float fovx = atan2(frustumx, 1) / M_PI * 360.0;
550         float fovy = atan2(frustumy, 1) / M_PI * 360.0;
551         return '1 0 0' * fovx + '0 1 0' * fovy;
552 }
553
554 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
555 {
556         float fovx, fovy;
557         float width = (ov_worldmax.x - ov_worldmin.x);
558         float height = (ov_worldmax.y - ov_worldmin.y);
559         float distance_to_middle_of_world = vlen(ov_mid - ov_org);
560         fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
561         fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
562         return '1 0 0' * fovx + '0 1 0' * fovy;
563 }
564
565 // this function must match W_SetupShot!
566
567 bool minigame_wasactive;
568
569 float camera_mode;
570 const float CAMERA_FREE = 1;
571 const float CAMERA_CHASE = 2;
572 string NextFrameCommand;
573
574 vector freeze_org, freeze_ang;
575 entity nightvision_noise, nightvision_noise2;
576
577 float myhealth, myhealth_prev;
578 float myhealth_flash;
579
580 float old_blurradius, old_bluralpha;
581 float old_sharpen_intensity;
582
583 vector myhealth_gentlergb;
584
585 float contentavgalpha, liquidalpha_prev;
586 vector liquidcolor_prev;
587
588 float eventchase_current_distance;
589 float eventchase_running;
590 int WantEventchase(entity this, bool want_vehiclechase)
591 {
592         if(autocvar_cl_orthoview)
593                 return 0;
594         if(STAT(GAME_STOPPED) || intermission)
595                 return 1;
596         if(this.viewloc)
597                 return 1;
598         if(spectatee_status >= 0)
599         {
600                 if(want_vehiclechase)
601                         return 1;
602                 if(MUTATOR_CALLHOOK(WantEventchase, this))
603                         return 1;
604                 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
605                         return 1;
606                 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
607                 {
608                         if(autocvar_cl_eventchase_death == 2)
609                         {
610                                 // don't stop eventchase once it's started (even if velocity changes afterwards)
611                                 if(this.velocity == '0 0 0' || eventchase_running)
612                                         return 1;
613                         }
614                         else return 1;
615                 }
616                 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
617                 {
618                         if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
619                                 return 1;
620                         else if (eventchase_running)
621                                 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
622                 }
623         }
624         return 0;
625 }
626
627 void View_EventChase(entity this)
628 {
629         // event chase camera
630         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
631         {
632                 if(STAT(CAMERA_SPECTATOR))
633                 {
634                         if(spectatee_status > 0)
635                         {
636                                 if(!autocvar_chase_active)
637                                 {
638                                         cvar_set("chase_active", "-2");
639                                         return;
640                                 }
641                         }
642                         else if(autocvar_chase_active == -2)
643                                 cvar_set("chase_active", "0");
644
645                         if(autocvar_chase_active == -2)
646                                 return;
647                 }
648                 else if(autocvar_chase_active == -2)
649                         cvar_set("chase_active", "0");
650
651                 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
652
653                 float vehicle_viewdist = 0;
654                 vector vehicle_viewofs = '0 0 0';
655
656                 if(vehicle_chase)
657                 {
658                         if(hud != HUD_BUMBLEBEE_GUN)
659                         {
660                                 Vehicle info = REGISTRY_GET(Vehicles, hud);
661                                 vehicle_viewdist = info.height;
662                                 vehicle_viewofs = info.view_ofs;
663                                 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
664                                         vehicle_chase = false;
665                         }
666                         else
667                                 vehicle_chase = false;
668                 }
669
670                 int eventchase = WantEventchase(this, vehicle_chase);
671                 if (eventchase)
672                 {
673                         vector current_view_origin_override = '0 0 0';
674                         vector view_offset_override = '0 0 0';
675                         float chase_distance_override = 0;
676                         bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
677                         if(custom_eventchase)
678                         {
679                                 current_view_origin_override = M_ARGV(0, vector);
680                                 view_offset_override = M_ARGV(1, vector);
681                                 chase_distance_override = M_ARGV(0, float);
682                         }
683                         eventchase_running = true;
684
685                         // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
686                         vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
687                         if (custom_eventchase)
688                                 current_view_origin = current_view_origin_override;
689
690                         // detect maximum viewoffset and use it
691                         vector view_offset = autocvar_cl_eventchase_viewoffset;
692                         if(vehicle_chase)
693                         {
694                                 if(vehicle_viewofs)
695                                         view_offset = vehicle_viewofs;
696                                 else
697                                         view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
698                         }
699                         if (custom_eventchase)
700                                 view_offset = view_offset_override;
701
702                         if(view_offset)
703                         {
704                                 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
705                                 if(trace_fraction == 1) { current_view_origin += view_offset; }
706                                 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
707                         }
708
709                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
710                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()
711                         // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
712                         if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
713
714                         // make the camera smooth back
715                         float chase_distance = autocvar_cl_eventchase_distance;
716                         if(vehicle_chase)
717                         {
718                                 if(vehicle_viewofs)
719                                         chase_distance = vehicle_viewdist;
720                                 else
721                                         chase_distance = autocvar_cl_eventchase_vehicle_distance;
722                         }
723                         if (custom_eventchase)
724                                 chase_distance = chase_distance_override;
725
726                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
727                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
728                         else if(eventchase_current_distance != chase_distance)
729                                 eventchase_current_distance = chase_distance;
730
731                         vector forward, right, up;
732                         MAKE_VECTORS(view_angles, forward, right, up);
733
734                         vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
735                         WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
736
737                         // If the boxtrace fails, revert back to line tracing.
738                         if(!this.viewloc)
739                         if(trace_startsolid)
740                         {
741                                 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
742                                 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
743                                 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
744                         }
745                         else { setproperty(VF_ORIGIN, trace_endpos); }
746
747                         if(!this.viewloc)
748                                 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
749                 }
750
751                 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
752                 {
753                         eventchase_running = false;
754                         cvar_set("chase_active", "0");
755                         eventchase_current_distance = 0; // start from 0 next time
756                 }
757         }
758         // workaround for camera stuck between player's legs when using chase_active 1
759         // because the engine stops updating the chase_active camera when the game ends
760         else if(intermission)
761         {
762                 cvar_settemp("chase_active", "-1");
763                 eventchase_current_distance = 0;
764         }
765 }
766
767 vector damage_blurpostprocess, content_blurpostprocess;
768
769 void UpdateDamage()
770 {
771         // accumulate damage with each stat update
772         static float damage_total_prev = 0;
773         float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
774         float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
775         damage_total_prev = damage_total;
776
777         static float damage_dealt_time_prev = 0;
778         float damage_dealt_time = STAT(HIT_TIME);
779         if (damage_dealt_time != damage_dealt_time_prev)
780         {
781                 unaccounted_damage += unaccounted_damage_new;
782                 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
783         }
784         damage_dealt_time_prev = damage_dealt_time;
785
786         // prevent hitsound when switching spectatee
787         static float spectatee_status_prev = 0;
788         if (spectatee_status != spectatee_status_prev)
789                 unaccounted_damage = 0;
790         spectatee_status_prev = spectatee_status;
791 }
792
793 void HitSound()
794 {
795         // varying sound pitch
796
797         bool have_arc = false;
798         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
799         {
800                 entity wepent = viewmodels[slot];
801
802                 if(wepent.activeweapon == WEP_ARC)
803                         have_arc = true;
804         }
805
806         static float hitsound_time_prev = 0;
807         // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
808         bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
809         if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
810         {
811                 if (autocvar_cl_hitsound && unaccounted_damage)
812                 {
813                         float pitch_shift = 1;
814                         if (autocvar_cl_hitsound == 2 || autocvar_cl_hitsound == 3)
815                         {
816                                 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
817                                 float a = autocvar_cl_hitsound_max_pitch;
818                                 float b = autocvar_cl_hitsound_min_pitch;
819                                 float c = autocvar_cl_hitsound_nom_damage;
820                                 float d = unaccounted_damage;
821                                 pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
822
823                                 // if pitch shift is reversed, mirror in (max-min)/2 + min
824                                 if (autocvar_cl_hitsound == 3)
825                                 {
826                                         float mirror_value = (a-b)/2 + b;
827                                         pitch_shift = mirror_value + (mirror_value - pitch_shift);
828                                 }
829                         }
830
831                         //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
832
833                         // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
834                         // todo: normalize sound pressure levels? seems unnecessary
835
836                         sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
837                 }
838                 unaccounted_damage = 0;
839                 hitsound_time_prev = time;
840         }
841
842         static float typehit_time_prev = 0;
843         float typehit_time = STAT(TYPEHIT_TIME);
844         if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
845         {
846                 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
847                 typehit_time_prev = typehit_time;
848         }
849
850         static float kill_time_prev = 0;
851         float kill_time = STAT(KILL_TIME);
852         if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
853         {
854                 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
855                 kill_time_prev = kill_time;
856         }
857 }
858
859 void HUD_Draw(entity this)
860 {
861         // if we don't know gametype and scores yet avoid drawing the scoreboard
862         // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
863         // e.g. since initial player's health is 0 hud would display the hud_damage effect,
864         // cl_deathscoreboard would show the scoreboard and so on
865         if(!gametype)
866                 return;
867
868         Hud_Dynamic_Frame();
869
870         if(!intermission)
871         {
872                 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
873                 {
874                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
875                 }
876                 else if(STAT(FROZEN))
877                 {
878                         vector col = '0.25 0.90 1';
879                         float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
880                         float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
881                         if(col_fade)
882                                 col += vec3(col_fade, -col_fade, -col_fade);
883                         drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
884                 }
885         }
886
887         HUD_Scale_Enable();
888         if(!intermission)
889         {
890                 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
891                 {
892                         vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
893                         DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
894                         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);
895                 }
896                 else if(STAT(CAPTURE_PROGRESS))
897                 {
898                         DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
899                         drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
900                 }
901                 else if(STAT(REVIVE_PROGRESS))
902                 {
903                         DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
904                         drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
905                 }
906         }
907         HUD_Scale_Disable();
908
909         if(autocvar_r_letterbox == 0)
910         {
911                 if(autocvar_viewsize < 120)
912                 {
913                         if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
914                                 Accuracy_LoadLevels();
915
916                         HUD_Main();
917                         HUD_Scale_Disable();
918                 }
919         }
920
921         // crosshair goes VERY LAST
922         UpdateDamage();
923         HUD_Crosshair(this);
924         HitSound();
925 }
926
927 void ViewLocation_Mouse()
928 {
929         if(spectatee_status)
930                 return; // don't draw it as spectator!
931
932         viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
933         viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
934         viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
935
936         //float cursor_alpha = 1 - autocvar__menu_alpha;
937         //cursor_type = CURSOR_NORMAL;
938         //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
939 }
940
941 void HUD_Cursor_Show()
942 {
943         float cursor_alpha = 1 - autocvar__menu_alpha;
944         if(cursor_type == CURSOR_NORMAL)
945                 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
946         else if(cursor_type == CURSOR_MOVE)
947                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
948         else if(cursor_type == CURSOR_RESIZE)
949                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
950         else if(cursor_type == CURSOR_RESIZE2)
951                 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
952 }
953
954 void HUD_Mouse(entity player)
955 {
956         if(autocvar__menu_alpha == 1)
957                 return;
958
959         if(!cursor_active)
960         {
961                 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
962                         ViewLocation_Mouse(); // NOTE: doesn't use cursormode
963                 return;
964         }
965
966         if (cursor_active == -1) // starting to display the cursor
967         {
968                 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
969                 // in the first frame mousepos is the mouse position of the last time
970                 // the cursor was displayed, thus we ignore it to avoid a glictch
971                 cursor_active = 1;
972                 return;
973         }
974
975         if(!autocvar_hud_cursormode)
976                 update_mousepos();
977
978         cursor_type = CURSOR_NORMAL;
979         if(autocvar__hud_configure)
980                 HUD_Panel_Mouse();
981         else
982         {
983                 if (HUD_MinigameMenu_IsOpened())
984                         HUD_Minigame_Mouse();
985                 if (QuickMenu_IsOpened())
986                         QuickMenu_Mouse();
987                 if (HUD_Radar_Clickable())
988                         HUD_Radar_Mouse();
989         }
990
991         prevMouseClicked = mouseClicked;
992
993         HUD_Cursor_Show();
994 }
995
996 void View_NightVision()
997 {
998         if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
999                 return;
1000
1001         // apply night vision effect
1002         vector tc_00, tc_01, tc_10, tc_11;
1003         vector rgb = '0 0 0';
1004         float a;
1005
1006         if(!nightvision_noise)
1007         {
1008                 nightvision_noise = new(nightvision_noise);
1009         }
1010         if(!nightvision_noise2)
1011         {
1012                 nightvision_noise2 = new(nightvision_noise2);
1013         }
1014
1015         // color tint in yellow
1016         drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1017
1018         // draw BG
1019         a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1020         rgb = '1 1 1';
1021         tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1022         tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1023         tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1024         //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1025         tc_11 = tc_01 + tc_10 - tc_00;
1026         R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true);
1027         R_PolygonVertex('0 0 0', tc_00, rgb, a);
1028         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1029         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1030         R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1031         R_EndPolygon();
1032
1033         // draw FG
1034         a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1035         rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1036         tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1037         tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1038         tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1039         tc_11 = tc_01 + tc_10 - tc_00;
1040         R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true);
1041         R_PolygonVertex('0 0 0', tc_00, rgb, a);
1042         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1043         R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1044         R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1045         R_EndPolygon();
1046 }
1047
1048 // visual overlay while in liquids
1049 // provides some effects to the postprocessing function
1050 void HUD_Contents()
1051 {
1052         if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1053                 return;
1054
1055         // improved polyblend
1056         float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1057         vector liquidcolor;
1058
1059         switch(pointcontents(view_origin))
1060         {
1061                 case CONTENT_WATER:
1062                         liquidalpha = autocvar_hud_contents_water_alpha;
1063                         liquidcolor = stov(autocvar_hud_contents_water_color);
1064                         incontent = 1;
1065                         break;
1066
1067                 case CONTENT_LAVA:
1068                         liquidalpha = autocvar_hud_contents_lava_alpha;
1069                         liquidcolor = stov(autocvar_hud_contents_lava_color);
1070                         incontent = 1;
1071                         break;
1072
1073                 case CONTENT_SLIME:
1074                         liquidalpha = autocvar_hud_contents_slime_alpha;
1075                         liquidcolor = stov(autocvar_hud_contents_slime_color);
1076                         incontent = 1;
1077                         break;
1078
1079                 default:
1080                         liquidalpha = 0;
1081                         liquidcolor = '0 0 0';
1082                         incontent = 0;
1083                         break;
1084         }
1085
1086         if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1087         { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1088                 contentfadetime = autocvar_hud_contents_fadeintime;
1089                 liquidalpha_prev = liquidalpha;
1090                 liquidcolor_prev = liquidcolor;
1091         }
1092         else
1093                 contentfadetime = autocvar_hud_contents_fadeouttime;
1094
1095         contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1096         contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1097
1098         if(contentavgalpha)
1099                 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1100
1101         if(autocvar_hud_postprocessing)
1102         {
1103                 if(autocvar_hud_contents_blur && contentavgalpha)
1104                 {
1105                         content_blurpostprocess.x = 1;
1106                         content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1107                         content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1108                 }
1109                 else
1110                 {
1111                         content_blurpostprocess.x = 0;
1112                         content_blurpostprocess.y = 0;
1113                         content_blurpostprocess.z = 0;
1114                 }
1115         }
1116 }
1117
1118 // visual pain effects on the screen
1119 // provides some effects to the postprocessing function
1120 void HUD_Damage()
1121 {
1122         if(!autocvar_hud_damage || STAT(FROZEN))
1123                 return;
1124
1125         vector splash_pos = '0 0 0', splash_size = '0 0 0';
1126         splash_size.x = max(vid_conwidth, vid_conheight);
1127         splash_size.y = max(vid_conwidth, vid_conheight);
1128         splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1129         splash_pos.y = (vid_conheight - splash_size.y) / 2;
1130
1131         float myhealth_flash_temp;
1132         myhealth = STAT(HEALTH);
1133
1134         // fade out
1135         myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1136         // add new damage
1137         myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1138
1139         float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1140         pain_threshold = autocvar_hud_damage_pain_threshold;
1141         pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1142         pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1143
1144         if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1145         {
1146                 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);
1147         }
1148
1149         myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1150
1151         if(myhealth_prev < 1)
1152         {
1153                 if(myhealth >= 1)
1154                 {
1155                         myhealth_flash = 0; // just spawned, clear the flash immediately
1156                         myhealth_flash_temp = 0;
1157                 }
1158                 else
1159                 {
1160                         myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1161                 }
1162         }
1163
1164         if(spectatee_status == -1 || intermission)
1165         {
1166                 myhealth_flash = 0; // observing, or match ended
1167                 myhealth_flash_temp = 0;
1168         }
1169
1170         myhealth_prev = myhealth;
1171
1172         // IDEA: change damage color/picture based on player model for robot/alien species?
1173         // pro: matches model better
1174         // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1175         // maybe different reddish pics?
1176         if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1177         {
1178                 if(autocvar_cl_gentle_damage == 2)
1179                 {
1180                         if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1181                                 myhealth_gentlergb = randomvec();
1182                 }
1183                 else
1184                         myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1185
1186                 if(myhealth_flash_temp > 0)
1187                         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);
1188         }
1189         else if(myhealth_flash_temp > 0)
1190                 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1191
1192         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.
1193         {
1194                 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1195                 {
1196                         damage_blurpostprocess.x = 1;
1197                         damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1198                         damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1199                 }
1200                 else
1201                 {
1202                         damage_blurpostprocess.x = 0;
1203                         damage_blurpostprocess.y = 0;
1204                         damage_blurpostprocess.z = 0;
1205                 }
1206         }
1207 }
1208
1209 void View_PostProcessing()
1210 {
1211         float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1212         float e2 = (autocvar_hud_powerup != 0);
1213         if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1214         {
1215                 // enable or disable rendering types if they are used or not
1216                 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1217                 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1218
1219                 // blur postprocess handling done first (used by hud_damage and hud_contents)
1220                 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1221                 {
1222                         float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1223                         float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1224                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1225                         {
1226                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1227                                 old_blurradius = blurradius;
1228                                 old_bluralpha = bluralpha;
1229                         }
1230                 }
1231                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1232                 {
1233                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1234                         old_blurradius = 0;
1235                         old_bluralpha = 0;
1236                 }
1237
1238                 // edge detection postprocess handling done second (used by hud_powerup)
1239                 float sharpen_intensity = 0;
1240                 FOREACH(StatusEffect, it.instanceOfPowerups,
1241                 {
1242                         float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
1243                         if(powerup_finished > 0)
1244                                 sharpen_intensity += powerup_finished;
1245                 });
1246
1247                 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.
1248
1249                 if(autocvar_hud_powerup && sharpen_intensity > 0)
1250                 {
1251                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1252                         {
1253                                 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1254                                 old_sharpen_intensity = sharpen_intensity;
1255                         }
1256                 }
1257                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1258                 {
1259                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1260                         old_sharpen_intensity = 0;
1261                 }
1262
1263                 if(cvar("r_glsl_postprocess") == 0)
1264                         cvar_set("r_glsl_postprocess", "2");
1265         }
1266         else if(cvar("r_glsl_postprocess") == 2)
1267                 cvar_set("r_glsl_postprocess", "0");
1268 }
1269
1270 void View_Lock()
1271 {
1272         int lock_type = autocvar_cl_lockview;
1273
1274         if (!autocvar_hud_cursormode
1275                 && ((autocvar__hud_configure && spectatee_status <= 0)
1276                         || intermission > 1
1277                         || HUD_Radar_Clickable()
1278                         || HUD_MinigameMenu_IsOpened()
1279                         || QuickMenu_IsOpened()
1280                 )
1281         )
1282                 lock_type = 1;
1283
1284         // lock_type 1: lock origin and angles
1285         // lock_type 2: lock only origin
1286         if(lock_type >= 1)
1287                 setproperty(VF_ORIGIN, freeze_org);
1288         else
1289                 freeze_org = getpropertyvec(VF_ORIGIN);
1290         if(lock_type == 1)
1291                 setproperty(VF_ANGLES, freeze_ang);
1292         else
1293                 freeze_ang = getpropertyvec(VF_ANGLES);
1294 }
1295
1296 void View_DemoCamera()
1297 {
1298         if(camera_active) // Camera for demo playback
1299         {
1300                 if(autocvar_camera_enable)
1301                         CSQC_Demo_Camera();
1302                 else
1303                 {
1304                         cvar_set("chase_active", ftos(chase_active_backup));
1305                         cvar_set("cl_demo_mousegrab", "0");
1306                         camera_active = false;
1307                 }
1308         }
1309         else
1310         {
1311 #ifdef CAMERATEST
1312                 if(autocvar_camera_enable)
1313 #else
1314                 if(autocvar_camera_enable && isdemo())
1315 #endif
1316                 {
1317                         // Enable required Darkplaces cvars
1318                         chase_active_backup = autocvar_chase_active;
1319                         cvar_set("chase_active", "2");
1320                         cvar_set("cl_demo_mousegrab", "1");
1321                         camera_active = true;
1322                         camera_mode = false;
1323                 }
1324         }
1325 }
1326
1327 #ifdef BLURTEST
1328 void View_BlurTest()
1329 {
1330         if(time > blurtest_time0 && time < blurtest_time1)
1331         {
1332                 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1333                 float r = t * blurtest_radius;
1334                 float f = 1 / (t ** blurtest_power) - 1;
1335
1336                 cvar_set("r_glsl_postprocess", "1");
1337                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1338         }
1339         else
1340         {
1341                 cvar_set("r_glsl_postprocess", "0");
1342                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1343         }
1344 }
1345 #endif
1346
1347 void View_CheckButtonStatus()
1348 {
1349         float is_dead = (STAT(HEALTH) <= 0);
1350
1351         // FIXME do we need this hack?
1352         if(isdemo())
1353         {
1354                 // in demos, input_buttons do not work
1355                 button_zoom = (autocvar__togglezoom == "-");
1356         }
1357         else if(button_zoom
1358                 && autocvar_cl_unpress_zoom_on_death
1359                 && (spectatee_status >= 0)
1360                 && (is_dead || intermission))
1361         {
1362                 // no zoom while dead or in intermission please
1363                 localcmd("-zoom\n");
1364                 button_zoom = false;
1365         }
1366
1367         if(autocvar_fov <= 59.5)
1368         {
1369                 if(!zoomscript_caught)
1370                 {
1371                         localcmd("+button9\n");
1372                         zoomscript_caught = 1;
1373                 }
1374         }
1375         else
1376         {
1377                 if(zoomscript_caught)
1378                 {
1379                         localcmd("-button9\n");
1380                         zoomscript_caught = 0;
1381                 }
1382         }
1383
1384         if(active_minigame && HUD_MinigameMenu_IsOpened())
1385         {
1386                 if(!minigame_wasactive)
1387                 {
1388                         localcmd("+button12\n");
1389                         minigame_wasactive = true;
1390                 }
1391         }
1392         else if(minigame_wasactive)
1393         {
1394                 localcmd("-button12\n");
1395                 minigame_wasactive = false;
1396         }
1397
1398         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1399         {
1400                 entity wepent = viewmodels[slot];
1401
1402                 if(wepent.last_switchweapon != wepent.switchweapon)
1403                 {
1404                         weapontime = time;
1405                         wepent.last_switchweapon = wepent.switchweapon;
1406                         if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1407                         {
1408                                 localcmd("-zoom\n");
1409                                 button_zoom = false;
1410                         }
1411                         if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1412                         {
1413                                 localcmd("-fire\n");
1414                                 localcmd("-fire2\n");
1415                                 button_attack2 = false;
1416                         }
1417                 }
1418                 if(wepent.last_activeweapon != wepent.activeweapon)
1419                 {
1420                         wepent.last_activeweapon = wepent.activeweapon;
1421
1422                         entity e = wepent.activeweapon;
1423                         if(e.netname != "")
1424                                 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1425                         else if(slot == 0)
1426                                 localcmd("\ncl_hook_activeweapon none\n");
1427                 }
1428         }
1429 }
1430
1431 bool ov_enabled;
1432 float oldr_nearclip;
1433 float oldr_farclip_base;
1434 float oldr_farclip_world;
1435 float oldr_novis;
1436 float oldr_useportalculling;
1437 float oldr_useinfinitefarclip;
1438 vector ov_org = '0 0 0';
1439 vector ov_mid = '0 0 0';
1440 vector ov_worldmin = '0 0 0';
1441 vector ov_worldmax = '0 0 0';
1442
1443 void View_Ortho()
1444 {
1445         ov_org = '0 0 0';
1446         ov_mid = '0 0 0';
1447         ov_worldmin = '0 0 0';
1448         ov_worldmax = '0 0 0';
1449         if(autocvar_cl_orthoview)
1450         {
1451                 ov_worldmin = mi_picmin;
1452                 ov_worldmax = mi_picmax;
1453
1454                 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1455                 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1456                 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1457
1458                 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1459                 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1460
1461                 float ov_nearest = vlen(ov_org - vec3(
1462                         bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1463                         bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1464                         bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1465                 ));
1466
1467                 float ov_furthest = 0;
1468                 float dist = 0;
1469
1470                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1471                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1472                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1473                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1474                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1475                 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1476                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1477                 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1478
1479                 if(!ov_enabled)
1480                 {
1481                         oldr_nearclip = cvar("r_nearclip");
1482                         oldr_farclip_base = cvar("r_farclip_base");
1483                         oldr_farclip_world = cvar("r_farclip_world");
1484                         oldr_novis = cvar("r_novis");
1485                         oldr_useportalculling = cvar("r_useportalculling");
1486                         oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1487                 }
1488
1489                 cvar_settemp("r_nearclip", ftos(ov_nearest));
1490                 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1491                 cvar_settemp("r_farclip_world", "0");
1492                 cvar_settemp("r_novis", "1");
1493                 cvar_settemp("r_useportalculling", "0");
1494                 cvar_settemp("r_useinfinitefarclip", "0");
1495
1496                 setproperty(VF_ORIGIN, ov_org);
1497                 setproperty(VF_ANGLES, '90 0 0');
1498
1499                 ov_enabled = true;
1500
1501                 #if 0
1502                 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1503                         vtos(ov_org),
1504                         vtos(getpropertyvec(VF_ANGLES)),
1505                         ov_distance,
1506                         ov_nearest,
1507                         ov_furthest);
1508                 #endif
1509         }
1510         else
1511         {
1512                 if(ov_enabled)
1513                 {
1514                         cvar_set("r_nearclip", ftos(oldr_nearclip));
1515                         cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1516                         cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1517                         cvar_set("r_novis", ftos(oldr_novis));
1518                         cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1519                         cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1520                 }
1521                 ov_enabled = false;
1522         }
1523 }
1524
1525 void View_UpdateFov()
1526 {
1527         vector fov;
1528         if(autocvar_cl_orthoview)
1529                 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1530         else if(csqcplayer.viewloc)
1531                 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1532         else
1533                 fov = GetCurrentFov(autocvar_fov);
1534
1535         setproperty(VF_FOV, fov);
1536 }
1537
1538 void CSQC_UpdateView(entity this, float w, float h)
1539 {
1540         TC(int, w); TC(int, h);
1541
1542         execute_next_frame();
1543
1544         ++framecount;
1545
1546         stats_get();
1547         hud = STAT(HUD);
1548
1549         ReplicateVars(REPLICATEVARS_CHECK);
1550
1551         HUD_Scale_Disable();
1552
1553         if(autocvar__hud_showbinds_reload) // menu can set this one
1554         {
1555                 db_close(binddb);
1556                 binddb = db_create();
1557                 cvar_set("_hud_showbinds_reload", "0");
1558         }
1559
1560         if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1561                 view_quality = getproperty(VF_MINFPS_QUALITY);
1562         else
1563                 view_quality = 1;
1564
1565         button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1566         button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1567
1568         vector vf_size = getpropertyvec(VF_SIZE);
1569         vector vf_min = getpropertyvec(VF_MIN);
1570         vid_width = vf_size.x;
1571         vid_height = vf_size.y;
1572
1573         ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1574
1575         if (autocvar_chase_active)
1576         {
1577                 // in first person view if r_drawviewmodel is off weapon isn't visible
1578                 // and server doesn't throw any casing
1579                 // switching to 3rd person view r_drawviewmodel is set to -1 to let know the server casings
1580                 // can be thrown for self since own weapon model is visible
1581                 if (autocvar_r_drawviewmodel == 0 && STAT(HEALTH) > 0)
1582                         cvar_set("r_drawviewmodel", "-1");
1583         }
1584         else
1585         {
1586                 if (autocvar_r_drawviewmodel < 0)
1587                         cvar_set("r_drawviewmodel", "0");
1588         }
1589
1590         WaypointSprite_Load();
1591
1592         CSQCPlayer_SetCamera();
1593
1594         if(player_localentnum <= maxclients) // is it a client?
1595                 current_player = player_localentnum - 1;
1596         else // then player_localentnum is the vehicle I'm driving
1597                 current_player = player_localnum;
1598         myteam = entcs_GetTeam(current_player);
1599
1600         entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1601         if(!local_player)
1602                 local_player = this; // fall back!
1603
1604         View_EventChase(local_player);
1605
1606         // do lockview after event chase camera so that it still applies whenever necessary.
1607         View_Lock();
1608
1609         WarpZone_FixView();
1610         //WarpZone_FixPMove();
1611
1612         View_Ortho();
1613
1614         // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1615         // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1616         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1617                 viewmodel_draw(viewmodels[slot]);
1618
1619         // Render the Scene
1620         view_origin = getpropertyvec(VF_ORIGIN);
1621         view_angles = getpropertyvec(VF_ANGLES);
1622         MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1623
1624 #ifdef BLURTEST
1625         View_BlurTest();
1626 #endif
1627
1628         TargetMusic_Advance();
1629         Fog_Force();
1630         fpscounter_update();
1631
1632         if(drawtime == 0)
1633                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1634         else
1635                 drawframetime = bound(0.000001, time - drawtime, 1);
1636         drawtime = time;
1637
1638         // watch for gametype changes here...
1639         // in ParseStuffCMD the cmd isn't executed yet :/
1640         // might even be better to add the gametype to TE_CSQC_INIT...?
1641         if(!postinit)
1642                 PostInit();
1643
1644         if(intermission && !intermission_time)
1645                 intermission_time = time;
1646
1647         if(STAT(GAME_STOPPED) && !game_stopped_time)
1648                 game_stopped_time = time;
1649         else if(game_stopped_time && !STAT(GAME_STOPPED))
1650                 game_stopped_time = 0;
1651
1652         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1653         {
1654                 if(calledhooks & HOOK_START)
1655                 {
1656                         int gamecount = cvar("cl_matchcount");
1657                         localcmd("\ncl_hook_gameend\n");
1658                         // NOTE: using localcmd here to ensure it's executed AFTER cl_hook_gameend
1659                         // earlier versions of the game abuse the hook to set this cvar
1660                         localcmd(strcat("cl_matchcount ", itos(gamecount + 1), "\n"));
1661                         //cvar_set("cl_matchcount", itos(gamecount + 1));
1662                         calledhooks |= HOOK_END;
1663                 }
1664         }
1665
1666         Welcome_Message_Show_Try();
1667
1668         Announcer();
1669
1670         View_CheckButtonStatus();
1671
1672         ColorTranslateMode = autocvar_cl_stripcolorcodes;
1673
1674         // ALWAYS Clear Current Scene First
1675         clearscene();
1676
1677         setproperty(VF_ORIGIN, view_origin);
1678         setproperty(VF_ANGLES, view_angles);
1679
1680         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1681         setproperty(VF_SIZE, vf_size);
1682         setproperty(VF_MIN, vf_min);
1683
1684         // Assign Standard Viewflags
1685         // Draw the World (and sky)
1686         setproperty(VF_DRAWWORLD, 1);
1687
1688         vid_conwidth = autocvar_vid_conwidth;
1689         vid_conheight = autocvar_vid_conheight;
1690         vid_pixelheight = autocvar_vid_pixelheight;
1691
1692         View_UpdateFov();
1693
1694         View_DemoCamera();
1695
1696         setproperty(VF_DRAWCROSSHAIR, 0); // hide engine crosshair
1697         setproperty(VF_DRAWENGINESBAR, 0); // hide engine status bar
1698
1699         IL_EACH(g_drawables, it.draw, it.draw(it));
1700
1701         addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1702         renderscene();
1703
1704         // Now the the scene has been rendered, begin with the 2D drawing functions
1705
1706         View_NightVision();
1707         DrawReticle(local_player);
1708         HUD_Contents();
1709         HUD_Damage();
1710         View_PostProcessing();
1711
1712         // draw 2D entities
1713         IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1714         Draw_ShowNames_All();
1715 #if ENABLE_DEBUGDRAW
1716         Debug_Draw();
1717 #endif
1718
1719         scoreboard_active = Scoreboard_WouldDraw();
1720
1721         HUD_Draw(this); // this parameter for deep vehicle function
1722
1723         if(NextFrameCommand)
1724         {
1725                 localcmd("\n", NextFrameCommand, "\n");
1726                 NextFrameCommand = string_null;
1727         }
1728
1729         // we must do this check AFTER a frame was rendered, or it won't work
1730         if(cs_project_is_b0rked == 0)
1731         {
1732                 string w0, h0;
1733                 w0 = ftos(autocvar_vid_conwidth);
1734                 h0 = ftos(autocvar_vid_conheight);
1735                 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1736                 //setproperty(VF_FOV, '90 90 0');
1737                 setproperty(VF_ORIGIN, '0 0 0');
1738                 setproperty(VF_ANGLES, '0 0 0');
1739                 setproperty(VF_PERSPECTIVE, 1);
1740                 vector forward, right, up;
1741                 MAKE_VECTORS('0 0 0', forward, right, up);
1742                 vector v1, v2;
1743                 cvar_set("vid_conwidth", "800");
1744                 cvar_set("vid_conheight", "600");
1745                 v1 = cs_project(forward);
1746                 cvar_set("vid_conwidth", "640");
1747                 cvar_set("vid_conheight", "480");
1748                 v2 = cs_project(forward);
1749                 if(v1 == v2)
1750                         cs_project_is_b0rked = 1;
1751                 else
1752                         cs_project_is_b0rked = -1;
1753                 cvar_set("vid_conwidth", w0);
1754                 cvar_set("vid_conheight", h0);
1755         }
1756
1757         HUD_Mouse(local_player);
1758
1759         cl_notice_run();
1760         unpause_update();
1761         Net_Flush();
1762
1763         // let's reset the view back to normal for the end
1764         setproperty(VF_MIN, '0 0 0');
1765         setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1766
1767         IL_ENDFRAME();
1768 }
1769
1770
1771 // following vectors must be global to allow seamless switching between camera modes
1772 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1773 void CSQC_Demo_Camera()
1774 {
1775         float speed, attenuation, dimensions;
1776         vector tmp, delta;
1777
1778         if( autocvar_camera_reset || !camera_mode )
1779         {
1780                 camera_offset = '0 0 0';
1781                 current_angles = '0 0 0';
1782                 camera_direction = '0 0 0';
1783                 camera_offset.z += 30;
1784                 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1785                 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1786                 current_origin = view_origin;
1787                 current_camera_offset  = camera_offset;
1788                 cvar_set("camera_reset", "0");
1789                 camera_mode = CAMERA_CHASE;
1790         }
1791
1792         // Camera angles
1793         if( camera_roll )
1794                 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1795
1796         if(autocvar_camera_look_player)
1797         {
1798                 vector dir;
1799                 float n;
1800
1801                 dir = normalize(view_origin - current_position);
1802                 n = mouse_angles.z;
1803                 mouse_angles = vectoangles(dir);
1804                 mouse_angles.x = mouse_angles.x * -1;
1805                 mouse_angles.z = n;
1806         }
1807         else
1808         {
1809                 tmp = getmousepos() * 0.1;
1810                 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1811                 {
1812                         mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1813                         mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1814                 }
1815         }
1816
1817         while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1818         while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1819         while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1820         while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1821
1822         // Fix difference when angles don't have the same sign
1823         delta = '0 0 0';
1824         if(mouse_angles.y < -60 && current_angles.y > 60)
1825                 delta = '0 360 0';
1826         if(mouse_angles.y > 60 && current_angles.y < -60)
1827                 delta = '0 -360 0';
1828
1829         if(autocvar_camera_look_player)
1830                 attenuation = autocvar_camera_look_attenuation;
1831         else
1832                 attenuation = autocvar_camera_speed_attenuation;
1833
1834         attenuation = 1 / max(1, attenuation);
1835         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1836
1837         while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1838         while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1839         while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1840         while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1841
1842         // Camera position
1843         tmp = '0 0 0';
1844         dimensions = 0;
1845
1846         if( camera_direction.x )
1847         {
1848                 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1849                 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1850                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1851                         tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1852                 ++dimensions;
1853         }
1854
1855         if( camera_direction.y )
1856         {
1857                 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1858                 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1859                 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1860                 ++dimensions;
1861         }
1862
1863         if( camera_direction.z )
1864         {
1865                 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1866                 ++dimensions;
1867         }
1868
1869         if(autocvar_camera_free)
1870                 speed = autocvar_camera_speed_free;
1871         else
1872                 speed = autocvar_camera_speed_chase;
1873
1874         if(dimensions)
1875         {
1876                 speed = speed * sqrt(1 / dimensions);
1877                 camera_offset += tmp * speed;
1878         }
1879
1880         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1881
1882         // Camera modes
1883         if( autocvar_camera_free )
1884         {
1885                 if ( camera_mode == CAMERA_CHASE )
1886                 {
1887                         current_camera_offset = current_origin + current_camera_offset;
1888                         camera_offset = current_origin + camera_offset;
1889                 }
1890
1891                 camera_mode = CAMERA_FREE;
1892                 current_position = current_camera_offset;
1893         }
1894         else
1895         {
1896                 if ( camera_mode == CAMERA_FREE )
1897                 {
1898                         current_origin = view_origin;
1899                         camera_offset = camera_offset - current_origin;
1900                         current_camera_offset = current_camera_offset - current_origin;
1901                 }
1902
1903                 camera_mode = CAMERA_CHASE;
1904
1905                 if(autocvar_camera_chase_smoothly)
1906                         current_origin += (view_origin - current_origin) * attenuation;
1907                 else
1908                         current_origin = view_origin;
1909
1910                 current_position = current_origin + current_camera_offset;
1911         }
1912
1913         setproperty(VF_ANGLES, current_angles);
1914         setproperty(VF_ORIGIN, current_position);
1915 }