]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
(Untested) Merge branch 'master' into Mario/overkill
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 44f8236f2f55cb859b9a04e3b5eff1d58567c433..baf8202ac727ca0c9bddc7d2ed97a88c9c6bb4b7 100644 (file)
@@ -1,10 +1,5 @@
 entity porto;
 vector polyline[16];
-float Q3SURFACEFLAG_SLICK = 2; // low friction surface
-float DPCONTENTS_SOLID = 1; // blocks player movement
-float DPCONTENTS_BODY = 32; // blocks player movement
-float DPCONTENTS_CORPSE = 64; // blocks player movement
-float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
 void Porto_Draw()
 {
        vector p, dir, ang, q, nextdir;
@@ -109,7 +104,7 @@ vector GetCurrentFov(float fov)
 
        zoomdir = button_zoom;
        if(hud == HUD_NORMAL)
-       if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+       if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
                zoomdir += button_attack2;
        if(spectatee_status > 0 || isdemo())
        {
@@ -132,8 +127,8 @@ vector GetCurrentFov(float fov)
        else if(autocvar_cl_spawnzoom && zoomin_effect)
        {
                float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
-               
-               current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime); 
+
+               current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
                current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
                if(current_viewzoom == 1) { zoomin_effect = 0; }
        }
@@ -166,26 +161,30 @@ vector GetCurrentFov(float fov)
                setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
        else
                setsensitivityscale(1);
-               
+
        makevectors(view_angles);
 
        if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
        {
-               v = pmove_vel;
-               if(csqcplayer)
-                       v = csqcplayer.velocity;
-
-               switch(autocvar_cl_velocityzoom_type)
+               if(intermission) { curspeed = 0; }
+               else
                {
-                       case 3: curspeed = max(0, v_forward * v); break;
-                       case 2: curspeed = (v_forward * v); break;
-                       case 1: default: curspeed = vlen(v); break;
+                       v = pmove_vel;
+                       if(csqcplayer)
+                               v = csqcplayer.velocity;
+
+                       switch(autocvar_cl_velocityzoom_type)
+                       {
+                               case 3: curspeed = max(0, v_forward * v); break;
+                               case 2: curspeed = (v_forward * v); break;
+                               case 1: default: curspeed = vlen(v); break;
+                       }
                }
-               
+
                velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
                avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
                velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
-               
+
                //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
        }
        else
@@ -200,6 +199,17 @@ vector GetCurrentFov(float fov)
        return '1 0 0' * fovx + '0 1 0' * fovy;
 }
 
+vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
+{
+       float fovx, fovy;
+       float width = (ov_worldmax_x - ov_worldmin_x);
+       float height = (ov_worldmax_y - ov_worldmin_y);
+       float distance_to_middle_of_world = vlen(ov_mid - ov_org);
+       fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
+       fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
+       return '1 0 0' * fovx + '0 1 0' * fovy;
+}
+
 // this function must match W_SetupShot!
 float zoomscript_caught;
 
@@ -259,7 +269,7 @@ float EnemyHitCheck()
 
 float TrueAimCheck()
 {
-       float nudge = 1; // added to traceline target and subtracted from result
+       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?
        vector vecs, trueaimpoint, w_shotorg;
        vector mi, ma, dv;
        float shottype;
@@ -270,15 +280,15 @@ float TrueAimCheck()
        ta = trueaim;
        mv = MOVE_NOMONSTERS;
 
-       switch(activeweapon)
+       switch(activeweapon) // WEAPONTODO
        {
                case WEP_TUBA: // no aim
                case WEP_PORTO: // shoots from eye
                case WEP_HOOK: // no trueaim
-               case WEP_GRENADE_LAUNCHER: // toss curve
+               case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
-               case WEP_NEX:
-               case WEP_MINSTANEX:
+               case WEP_VORTEX:
+               case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
                case WEP_RIFLE:
@@ -290,7 +300,7 @@ float TrueAimCheck()
                                return EnemyHitCheck();
                        }
                        break;
-               case WEP_ROCKET_LAUNCHER: // projectile has a size!
+               case WEP_DEVASTATOR: // projectile has a size!
                        mi = '-3 -3 -3';
                        ma = '3 3 3';
                        break;
@@ -308,13 +318,15 @@ float TrueAimCheck()
                        break;
        }
 
+       vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
+
        vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
 
-       traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+       traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
        trueaimpoint = trace_endpos;
 
-       if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
-               trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
+       if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
+               trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
 
        if(vecs_x > 0)
                vecs_y = -vecs_y;
@@ -322,7 +334,7 @@ float TrueAimCheck()
                vecs = '0 0 0';
 
        dv = view_right * vecs_y + view_up * vecs_z;
-       w_shotorg = view_origin + dv;
+       w_shotorg = traceorigin + dv;
 
        // now move the vecs forward as much as requested if possible
        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
@@ -350,9 +362,10 @@ void PostInit(void);
 void CSQC_Demo_Camera();
 float HUD_WouldDrawScoreboard();
 float camera_mode;
-float CAMERA_FREE = 1;
-float CAMERA_CHASE = 2;
+const float CAMERA_FREE = 1;
+const float CAMERA_CHASE = 2;
 float reticle_type;
+string reticle_image;
 string NextFrameCommand;
 void CSQC_SPIDER_HUD();
 void CSQC_RAPTOR_HUD();
@@ -362,10 +375,12 @@ entity nightvision_noise, nightvision_noise2;
 
 #define MAX_TIME_DIFF 5
 float pickup_crosshair_time, pickup_crosshair_size;
-float hit_time, typehit_time;
-float nextsound_hit_time, nextsound_typehit_time;
-float hitindication_crosshair_time, hitindication_crosshair_size;
-float use_nex_chargepool;
+float hitsound_time_prev;
+float spectatee_status_prev; // for preventing hitsound when switching spectatee
+float damage_dealt_total, damage_dealt_total_prev;
+float typehit_time, typehit_time_prev;
+float hitindication_crosshair_size;
+float use_vortex_chargepool;
 
 float myhealth, myhealth_prev;
 float myhealth_flash;
@@ -480,7 +495,8 @@ void CSQC_UpdateView(float w, float h)
        // event chase camera
        if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
        {
-               if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
+               WepSet weapons_stat = WepSet_GetFromStat();
+               if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO))))
                {
                        // 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.)
                        vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
@@ -549,6 +565,60 @@ void CSQC_UpdateView(float w, float h)
        WarpZone_FixView();
        //WarpZone_FixPMove();
 
+       vector ov_org = '0 0 0';
+       vector ov_mid = '0 0 0';
+       vector ov_worldmin = '0 0 0';
+       vector ov_worldmax = '0 0 0';
+       if(autocvar_cl_orthoview)
+       {
+               ov_worldmin = mi_picmin;
+               ov_worldmax = mi_picmax;
+
+               float ov_width = (ov_worldmax_x - ov_worldmin_x);
+               float ov_height = (ov_worldmax_y - ov_worldmin_y);
+               float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
+
+               ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
+               ov_org = vec3(ov_mid_x, ov_mid_y, (ov_mid_z + ov_distance));
+
+               float ov_nearest = vlen(ov_org - vec3(
+                       bound(ov_worldmin_x, ov_org_x, ov_worldmax_x),
+                       bound(ov_worldmin_y, ov_org_y, ov_worldmax_y),
+                       bound(ov_worldmin_z, ov_org_z, ov_worldmax_z)
+               ));
+
+               float ov_furthest = 0;
+               float dist = 0;
+
+               if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+               if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+               if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+               if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+               if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+               if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+               if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+               if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+
+               cvar_settemp("r_nearclip", ftos(ov_nearest));
+               cvar_settemp("r_farclip_base", ftos(ov_furthest));
+               cvar_settemp("r_farclip_world", "0");
+               cvar_settemp("r_novis", "1");
+               cvar_settemp("r_useportalculling", "0");
+               cvar_settemp("r_useinfinitefarclip", "0");
+
+               setproperty(VF_ORIGIN, ov_org);
+               setproperty(VF_ANGLES, '90 0 0');
+
+               #if 0
+               printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
+                       vtos(ov_org),
+                       vtos(getpropertyvec(VF_ANGLES)),
+                       ov_distance,
+                       ov_nearest,
+                       ov_furthest);
+               #endif
+       }
+
        // Render the Scene
        view_origin = getpropertyvec(VF_ORIGIN);
        view_angles = getpropertyvec(VF_ANGLES);
@@ -690,7 +760,8 @@ void CSQC_UpdateView(float w, float h)
        vid_conheight = autocvar_vid_conheight;
        vid_pixelheight = autocvar_vid_pixelheight;
 
-       setproperty(VF_FOV, GetCurrentFov(fov));
+       if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
+       else { setproperty(VF_FOV, GetCurrentFov(fov)); }
 
        // Camera for demo playback
        if(camera_active)
@@ -746,7 +817,7 @@ void CSQC_UpdateView(float w, float h)
        drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
 
        if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
-       if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
+       if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
        {
                // apply night vision effect
                vector tc_00, tc_01, tc_10, tc_11;
@@ -798,51 +869,65 @@ void CSQC_UpdateView(float w, float h)
                R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
                R_EndPolygon();
        }
-        
-       // Draw the aiming reticle for weapons that use it
-       // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
-       // It must be a persisted float for fading out to work properly (you let go of the zoom button for
-       // the view to go back to normal, so reticle_type would become 0 as we fade out)
-       if(spectatee_status || is_dead || hud != HUD_NORMAL)
-               reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
-       else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
-               reticle_type = 2; // nex zoom
-       else if(button_zoom || zoomscript_caught)
-               reticle_type = 1; // normal zoom
-       else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
-               reticle_type = 2; // nex zoom
-    
-       if(reticle_type && autocvar_cl_reticle)
+
+       if(autocvar_cl_reticle)
        {
-               if(autocvar_cl_reticle_stretch)
+               // Draw the aiming reticle for weapons that use it
+               // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
+               // It must be a persisted float for fading out to work properly (you let go of the zoom button for
+               // the view to go back to normal, so reticle_type would become 0 as we fade out)
+               if(spectatee_status || is_dead || hud != HUD_NORMAL)
                {
-                       reticle_size_x = vid_conwidth;
-                       reticle_size_y = vid_conheight;
-                       reticle_pos_x = 0;
-                       reticle_pos_y = 0;
+                       // no zoom reticle while dead
+                       reticle_type = 0;
                }
-               else
+               else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
                {
-                       reticle_size_x = max(vid_conwidth, vid_conheight);
-                       reticle_size_y = max(vid_conwidth, vid_conheight);
-                       reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
-                       reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+                       if(reticle_image != "") { reticle_type = 2; }
+                       else { reticle_type = 0; }
                }
-
-               f = current_zoomfraction;
-               if(zoomscript_caught)
-                       f = 1;
-               if(autocvar_cl_reticle_item_normal)
+               else if(button_zoom || zoomscript_caught)
                {
-                       if(reticle_type == 1 && f)
-                               drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
+                       // normal zoom
+                       reticle_type = 1;
                }
-               if(autocvar_cl_reticle_item_nex)
+
+               if(reticle_type)
                {
-                       if(reticle_type == 2 && f)
-                               drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
+                       if(autocvar_cl_reticle_stretch)
+                       {
+                               reticle_size_x = vid_conwidth;
+                               reticle_size_y = vid_conheight;
+                               reticle_pos_x = 0;
+                               reticle_pos_y = 0;
+                       }
+                       else
+                       {
+                               reticle_size_x = max(vid_conwidth, vid_conheight);
+                               reticle_size_y = max(vid_conwidth, vid_conheight);
+                               reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
+                               reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+                       }
+
+                       if(zoomscript_caught)
+                               f = 1;
+                       else 
+                               f = current_zoomfraction;
+
+                       if(f)
+                       {
+                               switch(reticle_type)
+                               {
+                                       case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
+                                       case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+                               }
+                       }
                }
        }
+       else
+       {
+               if(reticle_type != 0) { reticle_type = 0; }
+       }
 
 
        // improved polyblend
@@ -1023,13 +1108,13 @@ void CSQC_UpdateView(float w, float h)
                        old_bluralpha = 0;
                }
 
-               // edge detection postprocess handling done second (used by hud_powerup) 
+               // edge detection postprocess handling done second (used by hud_powerup)
                float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
                if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
                if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
-               
+
                sharpen_intensity = bound(0, ((getstati(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.
-               
+
                if(autocvar_hud_powerup && sharpen_intensity > 0)
                {
                        if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
@@ -1068,34 +1153,105 @@ void CSQC_UpdateView(float w, float h)
 
        scoreboard_active = HUD_WouldDrawScoreboard();
 
-       hit_time = getstatf(STAT_HIT_TIME);
-       if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
+       // varying sound pitch
+       damage_dealt_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
+       
+       // detect overflow on server side
+       if (damage_dealt_total < damage_dealt_total_prev)
+       {
+               dprint("resetting dmg total: ", ftos(damage_dealt_total), " prev: ", ftos(damage_dealt_total_prev), "\n");
+               damage_dealt_total_prev = 0;
+       }
+
+       // prevent hitsound when switching spectatee
+       if (spectatee_status != spectatee_status_prev)
        {
-               if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
-                       sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
-                       
-               nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
+               damage_dealt_total_prev = damage_dealt_total;
        }
+       spectatee_status_prev = spectatee_status;
+
+       // amount of damage since last hit sound
+       float unaccounted_damage = damage_dealt_total - damage_dealt_total_prev;
+       
+
+       if (autocvar_cl_hitsound == 1)
+       {
+               if ( time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time )
+               if ( damage_dealt_total > 0 )
+               {
+                       sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
+                       hitsound_time_prev = time;
+               }
+       }
+       else if (unaccounted_damage > 0 && autocvar_cl_hitsound > 0 && time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time)
+       {
+               // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
+               float a, b, c, x;
+               a = autocvar_cl_hitsound_max_pitch;
+               b = autocvar_cl_hitsound_min_pitch;
+               c = autocvar_cl_hitsound_nom_damage;
+               x = unaccounted_damage;
+               float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
+               
+               // if sound variation is disabled, set pitch_shift to 1
+               if (autocvar_cl_hitsound == 1)
+               {
+                       pitch_shift = 1;
+               }
+               
+               // if pitch shift is reversed, mirror in (max-min)/2 + min
+               if (autocvar_cl_hitsound == 3)
+               {
+                       float mirror_value = (a-b)/2 + b;
+                       pitch_shift = mirror_value + (mirror_value - pitch_shift);
+               }
+               
+               dprint("dmg total (dmg): ", ftos(damage_dealt_total), " (+", ftos(unaccounted_damage), "), pitch shift: ", ftos(pitch_shift), "\n");
+               
+               // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
+               // todo: normalize sound pressure levels? seems unnecessary
+               
+               // scale to fit function interface
+               float param_pitch_shift = pitch_shift * 100;
+               
+               // play sound
+               sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, param_pitch_shift, 0);
+               
+               // track damage accounted for
+               damage_dealt_total_prev = damage_dealt_total;
+
+               // remember when this sound was played to prevent sound spam
+               hitsound_time_prev = time;
+       }
+       else if (autocvar_cl_hitsound == 0)
+       {
+               // forget the damage to prevent hitsound when enabling it
+               damage_dealt_total_prev = damage_dealt_total;
+       }
+       
        typehit_time = getstatf(STAT_TYPEHIT_TIME);
-       if(typehit_time > nextsound_typehit_time) 
+       if(typehit_time - typehit_time_prev > autocvar_cl_hitsound_antispam_time)
        {
-               if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
-                       sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
-                       
-               nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
+               sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+               typehit_time_prev = typehit_time;
        }
 
        //else
        {
-               if(gametype == MAPINFO_TYPE_FREEZETAG)
+               if(getstati(STAT_FROZEN))
+                       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+               else if (getstatf(STAT_HEALING_ORB)>time)
+                       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
+               if(!intermission)
+               if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
                {
-                       if(getstati(STAT_FROZEN))
-                               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
-                       if(getstatf(STAT_REVIVE_PROGRESS))
-                       {
-                               DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
-                               drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
-                       }
+                       DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+                       drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+               }
+               else if(getstatf(STAT_REVIVE_PROGRESS))
+               {
+                       DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+                       drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
                }
 
                if(autocvar_r_letterbox == 0)
@@ -1103,11 +1259,11 @@ void CSQC_UpdateView(float w, float h)
                                CSQC_common_hud();
 
                // crosshair goes VERY LAST
-               if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) 
+               if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
                {
-                       if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
+                       if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
                                return;
-                               
+
                        string wcross_style;
                        float wcross_alpha, wcross_resolution;
                        wcross_style = autocvar_crosshair;
@@ -1146,42 +1302,39 @@ void CSQC_UpdateView(float w, float h)
                                shottype = SHOTTYPE_HITWORLD;
 
                        vector wcross_color = '0 0 0', wcross_size = '0 0 0';
-                       string wcross_wep = "", wcross_name;
+                       string wcross_name = "";
                        float wcross_scale, wcross_blur;
 
-                       if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+                       if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
                        {
                                e = get_weaponinfo(switchingweapon);
-                               if (e && e.netname != "")
+                               if(e)
                                {
-                                       wcross_wep = e.netname;
                                        if(autocvar_crosshair_per_weapon)
                                        {
-                                               wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
-                                               if (wcross_resolution == 0)
-                                                       return;
-                                               wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
-                                               if (wcross_alpha == 0)
-                                                       return;
-
-                                               wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
-                                               if(wcross_style == "" || wcross_style == "0")
-                                                       wcross_style = wcross_wep;
+                                               // WEAPONTODO: access these through some general settings (with non-balance config settings)
+                                               //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+                                               //if (wcross_resolution == 0)
+                                                       //return;
+
+                                               //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+                                               wcross_resolution *= e.w_crosshair_size;
+                                               wcross_name = e.w_crosshair;
                                        }
                                }
                        }
 
-                       //print(sprintf("crosshair style: %s\n", wcross_style));
-                       wcross_name = strcat("gfx/crosshair", wcross_style);
+                       if(wcross_name == "")
+                               wcross_name = strcat("gfx/crosshair", wcross_style);
 
                        // MAIN CROSSHAIR COLOR DECISION
                        switch(autocvar_crosshair_color_special)
                        {
                                case 1: // crosshair_color_per_weapon
                                {
-                                       if(wcross_wep != "")
+                                       if(e)
                                        {
-                                               wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
+                                               wcross_color = e.wpcolor;
                                                break;
                                        }
                                        else { goto normalcolor; }
@@ -1260,12 +1413,12 @@ void CSQC_UpdateView(float w, float h)
                        if(autocvar_crosshair_pickup)
                        {
                                float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
-                               
+
                                if(pickup_crosshair_time < stat_pickup_time)
                                {
                                        if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
                                                pickup_crosshair_size = 1;
-                                               
+
                                        pickup_crosshair_time = stat_pickup_time;
                                }
 
@@ -1277,16 +1430,14 @@ void CSQC_UpdateView(float w, float h)
                                wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
                        }
 
+                       // todo: make crosshair hit indication dependent on damage dealt
                        if(autocvar_crosshair_hitindication)
                        {
                                vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
-                               
-                               if(hitindication_crosshair_time < hit_time)
+
+                               if(unaccounted_damage)
                                {
-                                       if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
-                                               hitindication_crosshair_size = 1;
-                                               
-                                       hitindication_crosshair_time = hit_time;
+                                       hitindication_crosshair_size = 1;
                                }
 
                                if(hitindication_crosshair_size > 0)
@@ -1369,36 +1520,42 @@ void CSQC_UpdateView(float w, float h)
                                        weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
                                        weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
 
-                                       float nex_charge, nex_chargepool;
-                                       nex_charge = getstatf(STAT_NEX_CHARGE);
-                                       nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+                                       float ok_ammo_charge, ok_ammo_chargepool;
+                                       ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
+                                       ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOl);
+
+                                       float vortex_charge, vortex_chargepool;
+                                       vortex_charge = getstatf(STAT_VORTEX_CHARGE);
+                                       vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
 
-                                       if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                                               nex_charge_movingavg = nex_charge;
+                                       float arc_heat = getstatf(STAT_ARC_HEAT);
+
+                                       if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                               vortex_charge_movingavg = vortex_charge;
 
 
                                        // handle the values
-                                       if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+                                       if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
                                        {
-                                               if (nex_chargepool || use_nex_chargepool) { 
-                                                       use_nex_chargepool = 1; 
-                                                       ring_inner_value = nex_chargepool;
-                                               } else { 
-                                                       nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
-                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
+                                               if (vortex_chargepool || use_vortex_chargepool) {
+                                                       use_vortex_chargepool = 1;
+                                                       ring_inner_value = vortex_chargepool;
+                                               } else {
+                                                       vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
+                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
                                                }
 
-                                               ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
-                                               ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+                                               ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+                                               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;
                                                ring_inner_image = "gfx/crosshair_ring_inner.tga";
 
                                                // draw the outer ring to show the current charge of the weapon
-                                               ring_value = nex_charge;
-                                               ring_alpha = autocvar_crosshair_ring_nex_alpha;
+                                               ring_value = vortex_charge;
+                                               ring_alpha = autocvar_crosshair_ring_vortex_alpha;
                                                ring_rgb = wcross_color;
                                                ring_image = "gfx/crosshair_ring_nexgun.tga";
                                        }
-                                       else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
+                                       else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
                                        {
                                                ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
                                                ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
@@ -1412,8 +1569,14 @@ void CSQC_UpdateView(float w, float h)
                                                ring_rgb = wcross_color;
                                                ring_image = "gfx/crosshair_ring.tga";
                                        }
-
-                                       if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
+                                       else if (ok_ammo_charge)
+                                       {
+                                               ring_value = ok_ammo_chargepool;
+                                               ring_alpha = autocvar_crosshair_ring_reload_alpha;
+                                               ring_rgb = wcross_color;
+                                               ring_image = "gfx/crosshair_ring.tga";
+                                       }
+                                       else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
                                        {
                                                ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
                                                ring_scale = autocvar_crosshair_ring_reload_size;
@@ -1427,16 +1590,24 @@ void CSQC_UpdateView(float w, float h)
                                                else
                                                        ring_image = "gfx/crosshair_ring.tga";
                                        }
+                                       else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+                                       {
+                                               ring_value = arc_heat;
+                                               ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
+                                                       arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
+                                               ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
+                                               ring_image = "gfx/crosshair_ring.tga";
+                                       }
 
                                        // if in weapon switch animation, fade ring out/in
                                        if(autocvar_crosshair_effect_time > 0)
                                        {
                                                f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
-                                               if not(f < 1)
+                                               if (!(f < 1))
                                                {
                                                        wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
                                                }
-                                               
+
                                                if(wcross_ring_prev)
                                                {
                                                        if(f < 1)
@@ -1498,10 +1669,10 @@ void CSQC_UpdateView(float w, float h)
                                {
                                        vector wcross_color_old;
                                        wcross_color_old = wcross_color;
-                                       
+
                                        if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
                                                wcross_color = stov(autocvar_crosshair_dot_color);
-                                               
+
                                        CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
                                        // FIXME why don't we use wcross_alpha here?cl_notice_run();
                                        wcross_color = wcross_color_old;
@@ -1565,9 +1736,9 @@ void CSQC_UpdateView(float w, float h)
 
        if(autocvar__hud_configure)
                HUD_Panel_Mouse();
-    
+
     if(hud && !intermission)
-    {        
+    {
         if(hud == HUD_SPIDERBOT)
             CSQC_SPIDER_HUD();
         else if(hud == HUD_WAKIZASHI)
@@ -1579,9 +1750,9 @@ void CSQC_UpdateView(float w, float h)
         else if(hud == HUD_BUMBLEBEE_GUN)
             CSQC_BUMBLE_GUN_HUD();
     }
-       
+
        cl_notice_run();
-       
+
        // let's reset the view back to normal for the end
        setproperty(VF_MIN, '0 0 0');
        setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
@@ -1593,32 +1764,16 @@ void CSQC_common_hud(void)
        if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
                Accuracy_LoadLevels();
 
-    HUD_Main(); // always run these functions for alpha checks
-    HUD_DrawScoreboard();
+       HUD_Main(); // always run these functions for alpha checks
+       HUD_DrawScoreboard();
 
-    if (scoreboard_active) // scoreboard/accuracy
-        HUD_Reset();
-    else if (intermission == 2) // map voting screen
-    {
-        HUD_FinaleOverlay();
-        HUD_Reset();
-    }
-       /*
-       switch(hud)
+       if (scoreboard_active) // scoreboard/accuracy
+               HUD_Reset();
+       else if (intermission == 2) // map voting screen
        {
-               case HUD_SPIDERBOT:
-                       CSQC_SPIDER_HUD();
-                       break;
-
-               case HUD_WAKIZASHI:
-                       CSQC_WAKIZASHI_HUD();
-                       break;
-
-        case HUD_BUMBLEBEE:
-            CSQC_BUMBLE_HUD();
-            break;
+               MapVote_Draw();
+               HUD_Reset();
        }
-       */
 }